diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html index 5d050f229020..7125171fc4dd 100644 --- a/ADnD_2E_Revised/2ESheet.html +++ b/ADnD_2E_Revised/2ESheet.html @@ -9,8 +9,9 @@

Changes in


@@ -2837,7 +2838,6 @@

Skills & Powers / Dark Sun / Sages & Specialists

-
Thieving Skill Dexterity (Aim, Balance) Adjustments @@ -3280,6 +3280,7 @@

Skills & Powers / Dark Sun / Sages & Specialists

— +
Bard Armor information @@ -3422,6 +3423,7 @@

Skills & Powers / Dark Sun / Sages & Specialists

— +
Ranger Armor information @@ -4505,7 +4507,7 @@

Spells Memorized

- + @@ -4569,7 +4571,7 @@

Spells Memorized

Duration: - + Components: @@ -4624,7 +4626,7 @@

Spells Memorized

Reference: - + @@ -4822,7 +4824,7 @@

Spells Memorized

- + @@ -4886,7 +4888,7 @@

Spells Memorized

Duration: - + Components: @@ -4941,7 +4943,7 @@

Spells Memorized

Reference: - + @@ -5139,7 +5141,7 @@

Spells Memorized

- + @@ -5203,7 +5205,7 @@

Spells Memorized

Duration: - + Components: @@ -5258,7 +5260,7 @@

Spells Memorized

Reference: - + @@ -5456,7 +5458,7 @@

Spells Memorized

- + @@ -5520,7 +5522,7 @@

Spells Memorized

Duration: - + Components: @@ -5575,7 +5577,7 @@

Spells Memorized

Reference: - + @@ -5773,7 +5775,7 @@

Spells Memorized

- + @@ -5837,7 +5839,7 @@

Spells Memorized

Duration: - + Components: @@ -5892,7 +5894,7 @@

Spells Memorized

Reference: - + @@ -6090,7 +6092,7 @@

Spells Memorized

- + @@ -6154,7 +6156,7 @@

Spells Memorized

Duration: - + Components: @@ -6209,7 +6211,7 @@

Spells Memorized

Reference: - + @@ -6407,7 +6409,7 @@

Spells Memorized

- + @@ -6471,7 +6473,7 @@

Spells Memorized

Duration: - + Components: @@ -6526,7 +6528,7 @@

Spells Memorized

Reference: - + @@ -6724,7 +6726,7 @@

Spells Memorized

- + @@ -6788,7 +6790,7 @@

Spells Memorized

Duration: - + Components: @@ -6843,7 +6845,7 @@

Spells Memorized

Reference: - + @@ -7041,7 +7043,7 @@

Spells Memorized

- + @@ -7105,7 +7107,7 @@

Spells Memorized

Duration: - + Components: @@ -7160,7 +7162,7 @@

Spells Memorized

Reference: - + @@ -7358,7 +7360,7 @@

Spells Memorized

- + @@ -7422,7 +7424,7 @@

Spells Memorized

Duration: - + Components: @@ -7477,7 +7479,7 @@

Spells Memorized

Reference: - + @@ -7675,7 +7677,7 @@

Spells Memorized

- + @@ -7739,7 +7741,7 @@

Spells Memorized

Duration: - + Components: @@ -7794,7 +7796,7 @@

Spells Memorized

Reference: - + @@ -7992,7 +7994,7 @@

Spells Memorized

- + @@ -8056,7 +8058,7 @@

Spells Memorized

Duration: - + Components: @@ -8111,7 +8113,7 @@

Spells Memorized

Reference: - + @@ -8309,7 +8311,7 @@

Spells Memorized

- + @@ -8373,7 +8375,7 @@

Spells Memorized

Duration: - + Components: @@ -8428,7 +8430,7 @@

Spells Memorized

Reference: - + @@ -8626,7 +8628,7 @@

Spells Memorized

- + @@ -8690,7 +8692,7 @@

Spells Memorized

Duration: - + Components: @@ -8745,7 +8747,7 @@

Spells Memorized

Reference: - + @@ -8943,7 +8945,7 @@

Spells Memorized

- + @@ -9007,7 +9009,7 @@

Spells Memorized

Duration: - + Components: @@ -9062,7 +9064,7 @@

Spells Memorized

Reference: - + @@ -9365,7 +9367,7 @@

Spells Memorized

- + @@ -9429,7 +9431,7 @@

Spells Memorized

Duration: - + Components: @@ -9484,7 +9486,7 @@

Spells Memorized

Reference: - + @@ -9678,7 +9680,7 @@

Spells Memorized

- + @@ -9742,7 +9744,7 @@

Spells Memorized

Duration: - + Components: @@ -9797,7 +9799,7 @@

Spells Memorized

Reference: - + @@ -9991,7 +9993,7 @@

Spells Memorized

- + @@ -10055,7 +10057,7 @@

Spells Memorized

Duration: - + Components: @@ -10110,7 +10112,7 @@

Spells Memorized

Reference: - + @@ -10304,7 +10306,7 @@

Spells Memorized

- + @@ -10368,7 +10370,7 @@

Spells Memorized

Duration: - + Components: @@ -10423,7 +10425,7 @@

Spells Memorized

Reference: - + @@ -10617,7 +10619,7 @@

Spells Memorized

- + @@ -10681,7 +10683,7 @@

Spells Memorized

Duration: - + Components: @@ -10736,7 +10738,7 @@

Spells Memorized

Reference: - + @@ -10930,7 +10932,7 @@

Spells Memorized

- + @@ -10994,7 +10996,7 @@

Spells Memorized

Duration: - + Components: @@ -11049,7 +11051,7 @@

Spells Memorized

Reference: - + @@ -11243,7 +11245,7 @@

Spells Memorized

- + @@ -11307,7 +11309,7 @@

Spells Memorized

Duration: - + Components: @@ -11362,7 +11364,7 @@

Spells Memorized

Reference: - + @@ -11556,7 +11558,7 @@

Spells Memorized

- + @@ -11620,7 +11622,7 @@

Spells Memorized

Duration: - + Components: @@ -11675,7 +11677,7 @@

Spells Memorized

Reference: - + @@ -21542,7 +21544,7 @@

Additional Monster attacks

- + @@ -21606,7 +21608,7 @@

Additional Monster attacks

Duration: - + Components: @@ -21661,7 +21663,7 @@

Additional Monster attacks

Reference: - + @@ -21716,7 +21718,7 @@

Additional Monster attacks

- + @@ -21780,7 +21782,7 @@

Additional Monster attacks

Duration: - + Components: @@ -21835,7 +21837,7 @@

Additional Monster attacks

Reference: - + @@ -21906,6 +21908,7 @@

DM Screen



+

Concealed and Secret Door roll


@@ -21928,7 +21931,225 @@

DM Screen

DM information on doors is found in the DMG p. 176
+
+ +

Special Conditions information

+ + + + + + + +
+ + + + + + +
+ + + + + + +
+ + + + +
+ + +

Item Saving Throws

@@ -22104,6 +22325,13 @@

Item Saving Throws

The Original (Blue) Dungeon Master Guide 3rd printing is correct. + +
+ + + + +

General

@@ -22297,7 +22525,11 @@

Spell tracking system



-

Miscellaneous modifier popup on rolls

+

Show spell errata sources

+ +
+
+

Miscellaneous modifier popup on rolls

By default all rolls creates a popup asking for a 'Miscellaneous modifier' to capture when the DM says: 'Make an X-roll with +2'. If your DM rarely asks for this, if you find the popup annoying, or if you would rather add any bonuses after the roll is made, this popup can be turned off.

@@ -23005,7 +23237,7 @@

Monster Sheet specific

- + @@ -23053,6 +23285,7 @@

Monster Sheet specific

+ @@ -23582,7 +23815,7 @@

Monster Sheet specific

- + @@ -23628,6 +23861,7 @@

Monster Sheet specific

+ @@ -24147,7 +24381,7 @@

Monster Sheet specific

- + @@ -24195,6 +24429,7 @@

Monster Sheet specific

+ @@ -24724,7 +24959,7 @@

Monster Sheet specific

- + @@ -24770,6 +25005,7 @@

Monster Sheet specific

+ @@ -25330,6 +25566,7 @@

Monster Sheet specific

+ @@ -25853,6 +26090,7 @@

Monster Sheet specific

+ @@ -26370,6 +26608,7 @@

Monster Sheet specific

+ @@ -26893,6 +27132,7 @@

Monster Sheet specific

+ @@ -27367,7 +27607,7 @@

Monster Sheet specific

- + @@ -27413,6 +27653,7 @@

Monster Sheet specific

+ @@ -27967,6 +28208,7 @@

Monster Sheet specific

+ @@ -28441,7 +28683,7 @@

Monster Sheet specific

- + @@ -28487,6 +28729,7 @@

Monster Sheet specific

+ @@ -32450,25 +32693,25 @@

Monster Sheet specific

- {{#allprops() desc desc1 desc2 name title subtitle color}} + {{#allprops() desc desc1 desc2 align align1 align2 name title subtitle color}} - {{/allprops() desc desc1 desc2 name title subtitle color}} + {{/allprops() desc desc1 desc2 align align1 align2 name title subtitle color}} {{#desc}} - + {{/desc}} {{#desc1}} - + {{/desc1}} {{#desc2}} - + {{/desc2}}
{{key}} {{value}}
{{desc}}{{desc}}
{{desc1}}{{desc1}}
{{desc2}}{{desc2}}
@@ -33246,13 +33489,51 @@

Monster Sheet specific

{{/c30-1}} {{/c1-1}} - {{#effects2}} -
- {{effects2}} - {{/effects2}} + {{#effects2}}
{{effects2}}{{/effects2}} + {{#psionics}}
 **Psionics:** {{psionics}}{{/psionics}} {{/effects}} + {{#blindness}} + + [Blindness](~{{character}}|blindness) + + {{/blindness}} + {{#deafness}} + + [Deafness](~{{character}}|deafness) + + {{/deafness}} + {{#invisibility}} + + [Invisibility](~{{character}}|invisibility) [Detect Invisibility](~{{character}}|detect-invisibility) + + {{/invisibility}} + {{#continuing-damage}} + + [Continuing Damage](~{{character}}|continuing-damage) + + {{/continuing-damage}} + {{#magical-aging}} + + [Magical aging](~{{character}}|magical-aging) + + {{/magical-aging}} + {{#charm}} + + [Charm](~{{character}}|charm) [Breaking Charm](~{{character}}|breaking-charm) + + {{/charm}} + {{#touch-attacks}} + + [Touch Attacks](~{{character}}|touch-attacks) + + {{/touch-attacks}} + {{#grenade-miss}} + + [Grenade-like Miss](~{{character}}|grenade-miss) + + {{/grenade-miss}} @@ -34822,10 +35103,8 @@

Monster Sheet specific

{{/c30-1}} {{/c1-1}} - {{#effects2}} -
- {{effects2}} - {{/effects2}} + {{#effects2}}
{{effects2}}{{/effects2}} + {{#psionics}}
 **Psionics:** {{psionics}}{{/psionics}} {{/effects}} @@ -46319,6 +46598,18 @@

Monster Sheet specific

}); //#endregion +// Buttons describing how to rule on special conditions. +// The buttons are defined in dm-screen.html +// The buttons for roll templates are defined in rolltemplate-buttons.html +const BLINDNESS = "blindness"; +const DEAFNESS = "deafness"; +const INVISIBILITY = "invisibility"; +const CONTINUING_DAMAGE = "continuing-damage"; +const MAGICAL_AGING = "magical-aging"; +const CHARM = "charm"; +const TOUCH_ATTACKS = "touch-attacks"; +// This is an action button defined in the sheetWorkers.js +const GRENADE_LIKE= "grenade-miss" /* ---- Wizard spells start ---- */ //#region Player's Handbook @@ -46336,16 +46627,17 @@

Monster Sheet specific

'materials': 'Open fire or flame.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 25', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to cause nonmagical fires—from as small as a torch or lantern to as large as the area of effect—to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell’s area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.' + 'effect': 'This spell enables the wizard to cause nonmagical fires—from as small as a torch or lantern to as large as the area of effect—to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire.\n The caster can affect any or all fires in the spell’s area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.' }; wiz1['Alarm'] = { 'level': '1', 'school': 'Abjuration, Evocation', - 'school-spells-and-magic': 'Abjuration, Invocation/Evocation, Geometry', + 'school-spells-and-magic': 'Abjuration, Evocation, Geometry', 'range': '10 yards', 'duration': '[[4+(0.5*[[@{level-wizard}]])]] hours', 'aoe': 'Up tp 20-foot cube', @@ -46355,18 +46647,19 @@

Monster Sheet specific

'materials': 'A tiny bell and a piece of very fine silver wire.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 32', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *alarm* spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat—anything larger than about 1 ⁄ 2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the *alarm* spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.' + 'effect': 'When an *alarm* spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat—anything larger than about ½ cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the *alarm* spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.' }; wiz1['Armor'] = { 'level': '1', 'school': 'Conjuration', - 'school-spells-and-magic': 'Conjuration/Summoning, Force', + 'school-spells-and-magic': 'Conjuration, Force', 'range': 'Touch', - 'duration': 'Special', + 'duration': 'Until destroyed by damage', 'aoe': '1 creature', 'components': 'V, S, M', 'cast-time': '1 round', @@ -46374,10 +46667,12 @@

Monster Sheet specific

'materials': 'A piece of finely cured leather that has been blessed by a priest.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 55', + 'errata': 'Sage Advice #242 p. 18', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better. It is not cumulative with the *shield* spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The *armor* spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster ([[8+[[@{level-wizard}]] ]] points). (It is important to note that the armor does *not* absorb this damage. The armor merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the *armor* spell grants the wearer full benefits of the Armor Class gained.' + 'effect': 'By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better. It is not cumulative with the *shield* spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The *armor* spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. Currently [[8+[[@{level-wizard}]] ]] points of damage. (It is important to note that the armor does *not* absorb this damage. The armor merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the *armor* spell grants the wearer full benefits of the Armor Class gained.' }; wiz1['Audible Glamer'] = { @@ -46393,10 +46688,11 @@

Monster Sheet specific

'materials': 'A bit of wool or a small lump of wax.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When the *audible glamer* spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The noise of the *audible glamer* is that of 4 men per level of the caster. Current noise is [[4*[[@{level-wizard}]] ]] men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an *audible glamer* spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.\n A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster’s direction. Note that this spell can enhance the effectiveness of the *phantasmal force* spell.' + 'effect': 'When the *audible glamer* spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the *audible glamer* at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Current noise is that of [[4*[[@{level-wizard}]] ]] men, maximum. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an *audible glamer* spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.\n A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster’s direction. Note that this spell can enhance the effectiveness of the *phantasmal force* spell.' }; wiz1['Burning Hands'] = { 'level': '1', @@ -46411,10 +46707,11 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 113', 'damage': '[[1d3+([[{2*[[@{level-wizard}]], 20}kl1]])]]', 'damage-type': 'Fire', 'healing': '', - 'effect': 'When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard’s thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.' + 'effect': 'When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard’s thumbs must touch each other and the fingers must be spread. The *burning hands* send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.' }; wiz1['Cantrip'] = { 'level': '1', @@ -46429,6 +46726,8 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 171', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 123', + 'errata': 'Sage Advice #235 p. 71', 'damage': '', 'damage-type': '', 'healing': '', @@ -46446,6 +46745,7 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 171', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 131', 'damage': '', 'damage-type': '', 'healing': '', @@ -46465,9 +46765,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 171', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 137', + 'errata': 'Sage Advice #240 p. 12\nSage Advice #253 p. 26\nSage Advice #262 p. 23\nSage Advice #273 p. 117', 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [CHARM], 'effect': 'This spell affects any single *person* it is cast upon. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.\n The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster’s group in the same round the *charm* is cast, an additional bonus of +1 per hit point of damage received is added to the victim’s saving throw.\n If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster’s life is for the person to hold back an onrushing red dragon for “just a minute or two.” Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim’s language to communicate his commands).\n The duration of the spell is a function of the charmed person’s Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature’s Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a *dispel magic* spell is successfully cast upon the charmed person, the *charm* spell is broken.\n If two or more *charm* effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.\n Note that the subject has full memory of the events that took place while he was charmed.}}{{style=center1 sheet-spell-center2}}{{c1-1=**Intelligence Score**}}{{c2-1=3 or less}}{{c3-1=4–6}}{{c4-1=7–9}}{{c5-1=10–12}}{{c6-1=13–14}}{{c7-1=15–16}}{{c8-1=17}}{{c9-1=18}}{{c10-1=19 or more}}{{c1-2=**Time Between Checks**}}{{c2-2=3 months}}{{c3-2=2 months}}{{c4-2=1 month}}{{c5-2=3 weeks}}{{c6-2=2 weeks}}{{c7-2=1 week}}{{c8-2=3 days}}{{c9-2=2 days}}{{c10-2=1 day}}{{effects2= **Note:** The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.', }; @@ -46484,10 +46787,13 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 139', + 'errata': 'Sage Advice #266 p. 20', 'damage': '[[1d4]]', 'damage-type': '', 'healing': '', - 'effect': 'When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a –1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.\n This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster.' + 'special-conditions': [TOUCH_ATTACKS], + 'effect': 'When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The caster can make one touch attack each round the *chill touch* spell lasts. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a –1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.\n This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster. Currently flee for 1d4+[[@{level-wizard}]] rounds.' }; wiz1['Color Spray'] = { @@ -46495,17 +46801,20 @@

Monster Sheet specific

'school': 'Alteration', 'range': '0', 'duration': 'Instantaneous', - 'aoe': '5 x 20 x 20 feet wedge', + 'aoe': '5 x 20 foot wedge, 20 feet long', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'Special', 'materials': 'A pinch each of powder or sand that is colored red, yellow, and blue.', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 154', + 'errata': 'Sage Advice #273 p. 114\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures ([[1d6]]) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.' + 'special-conditions': [BLINDNESS], + 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. These make a triangular plane, 5 feet wide at the caster’s end opening to 20 feet wide at the far end, which ends 20 feet from the caster.\n From one to six ([[1d6]]) creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.' }; wiz1['Confuse Languages (Reverse of Comprehend Languages)'] = @@ -46522,10 +46831,13 @@

Monster Sheet specific

'materials': 'A pinch of soot and a few grains of salt.', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 161', + 'errata': 'Sage Advice #266 p. 22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and *illusionary script* spells), and it does not reveal messages concealed in otherwise normal text.\n The reverse of this spell, *confuse languages*, cancels a *comprehend languages* spell or renders a writing or a creature’s speech incomprehensible, for the same duration as above.' + 'special-conditions': [TOUCH_ATTACKS], + 'effect': 'When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level *secret page* and *illusionary script* spells), and it does not reveal messages concealed in otherwise normal text.\n The reverse of this spell, *confuse languages*, cancels a *comprehend languages* spell or renders a writing or a creature’s speech incomprehensible, for the same duration as above.' }; wiz1['Dancing Lights'] = { @@ -46541,6 +46853,7 @@

Monster Sheet specific

'materials': 'Either a bit of phosphorus or wychwood, or a glowworm.', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 207', 'damage': '', 'damage-type': '', 'healing': '', @@ -46553,17 +46866,20 @@

Monster Sheet specific

'school-spells-and-magic': 'Universal Magic', 'range': '0', 'duration': '[[2*[[@{level-wizard}]] ]]', - 'aoe': '10 x 60 feet', + 'aoe': '10 × 60 feet path', 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 237', + 'errata': 'Dungeon Master Guide p. 161\nThe Complete Psionics Handbook p. 110\nSage Advice #213 p. 85\nSage Advice #214 p. 78-79\nSage Advice #243 p. 22\nSage Advice #245 p. 17-18\nSage Advice #254 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When the *detect magic* spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level ([[10*[[@{level-wizard}]] ]]%) to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.' + 'psionics': '*Detect magic* never detects psionic activity.', + 'effect': 'When the *detect magic* spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level ([[{10*[[@{level-wizard}]],100}kl1]]%) to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, a yard or more of solid wood, or a *wall of force* blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.\n *Detect magic* can detect an invisible creature’s magical aura, but not pinpoint the invisible creature’s exact location. See *DUNGEON MASTER Guide* p. 161.\n Casting *detect magic* on a cursed item generally indicates the school of magic the cursed item is imitating, i.e. *dust of sneezing and choking* that imitates *dust of disappearance* would radiate illusion/phantasm magic. If the *dust* imitates *dust of appearance* it would radiate divination or abjuration magic.' }; wiz1['Detect Undead'] = { @@ -46578,6 +46894,7 @@

Monster Sheet specific

'materials': 'A bit of earth from a grave.', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 241', 'damage': '', 'damage-type': '', 'healing': '', @@ -46598,10 +46915,12 @@

Monster Sheet specific

'materials': 'A pinch of powdered iron.', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 319', + 'errata': 'Sage Advice #192 p. 78\nSage Advice #225 p. 82\nSage Advice #228 p. 84', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard ([[10*[[@{level-wizard}]] ]]%), increasing this amount in height, width, and weight.\n All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.\n Magical properties are not increased by this spell—a huge *sword +1* is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 × 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.\n The reverse spell, *reduce*, negates the *enlarge* spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1⁄10-inch increments to a minimum of 1⁄10 of an inch—the recipient cannot dwindle away to nothingness.\n For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6⁄10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.' + 'effect': 'This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. Currently [[10*[[@{level-wizard}]] ]] cubic feet. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard (currently grows up to [[10*[[@{level-wizard}]] ]]%), increasing this amount in height, width, and weight.\n All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.\n Magical properties are not increased by this spell—a huge *sword +1* is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.\n For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 × 1.6 = 9.6, rounded up). Currently target is at [[100+(10*[[@{level-wizard}]]) ]]% normal size and damage rolls are multiplied by [[1+([[@{level-wizard}]]/10)]]. Bonuses due to Strength, class, and magic are not altered.\n The reverse spell, *reduce*, negates the *enlarge* spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by ⅒-inch increments to a minimum of ⅒ of an inch—the recipient cannot dwindle away to nothingness.\n For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6⁄10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). Currently target is reduced by [[@{level-wizard}]] steps. Target is at [[{100-(10*[[@{level-wizard}]]),10}kh1]]% of its original size minus [[{[[@{level-wizard}]]-9,0}kh1]] additional steps and damage rolls are multiplied by [[{1-([[@{level-wizard}]]/10),0.1}kh1]] or lower. A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.\n Area of effect for spells, spell-like abilities, breath weapons, gaze attacks, or similar abilities don’t change when a creature’s size changes. Though a gaze attack that actually requires an enemy to meet a creature’s gaze (as opposed to merely being looked at) might be; human-sized creatures, for example probably won’t look into the eyes of a medusa that has been reduced to a height of two inches.\n **C&T:** If the *Combat & Tactics* system is used check the characters new size against the size categories from the *MONTROUS MANUAL™* to find new melee reach, knockdown die and base initiative. The size categories are: Tiny (up to 2’ tall); Small (2’+ to 4’); Man-sized (4’+ to 7’) Large (7’+ to 12’), +1 melee reach and knockdown; Huge (12’+ to 25’), +2 melee reach and knockdown; and Gargantuan 25’+), +3 melee reach and knockdown.' }; wiz1['Erase'] = { @@ -46609,18 +46928,19 @@

Monster Sheet specific

'school': 'Alteration', 'school-spells-and-magic': 'Alteration, Geometry', 'range': '30 yards', - 'duration': 'Permanent', + 'duration': 'Instantaneous', 'aoe': '1 scroll or 2 pages', - 'components': 'v, S', + 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 323', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *erase* spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes *explosive runes*, *glyphs of warding*, *sepia snake sigils*, and *wizard marks*, but it does not remove *illusory script* or *symbols* (see those spells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (current chance: [[30+(5*[[@{level-wizard}]])]]%).' + 'effect': 'The *erase* spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes *explosive runes*, *glyphs of warding*, *sepia snake sigils*, and *wizard marks*, but it does not remove *illusory script* or *symbols* (see those spells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st-level caster, 40% for a 2nd-level caster, etc.). Currently [[{30+(5*[[@{level-wizard}]]),90}kl1]]% likely to erase magical writings.' }; wiz1['Feather Fall'] = { @@ -46636,17 +46956,19 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 347', + 'errata': 'Sage Advice #252 p. 22\nSage Advice #268 p. 113\nDungeon Master Option: High-Level Campaigns p. 71', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The *feather fall* affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. Current weight limit: [[200+(200*[[@{level-wizard}]])]] pounds.\n For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with *gust of wind* and similar spells.' + 'effect': 'When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The *feather fall* affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. Current weight limit: [[200+(200*[[@{level-wizard}]])]] pounds.\n For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with *gust of wind* and similar spells.\n *Feather fall* cast on a flying creature negates the effects of diving. The creature can still fly downward at its normal rate, but it loses any attack, damage, and movement bonus it would otherwise gain from diving.\n *Feather fall* can be cast in reaction to a fall or a missile attack, provided the caster has not already made an attack or cast a spell in the current round. In the case of an attack, the caster must win initiative to complete the spell before the missile arrives; use the normal initiative procedure from the *Player’s Handbook*. If the wizard wins the missile misses its target. In the case of a fall, the caster can be assumed to automatically cast this spell at the beginning of any fall of 10 feet or more provided he is not prevented from casting spells (silenced, gagged, etc.).\n If the caster is falling an extreme distance (in excess of 120 feet/level, currently [[120*[[@{level-wizard}]] ]] feet), the caster can opt to delay the *feather fall* spell so that its duration does not expire before the caster lands. When in doubt about the caster’s ability to complete the spell before impact, roll initiative. The caster makes a normal roll, adding +1 for the spell’s casting time, and the DM rolls for the fall, adding +1 for each 120 feet of free fall. If the caster loses the initiative roll, impact occurs before the spell is completed. This spell does not provide any method by which the spellcaster can determine the length of a fall. Thus, a wizard falling into a lightless pit has no way to determine if the fall is going to be 10 feet or 1,000 feet.' }; wiz1['Find Familiar'] = { 'level': '1', 'school': 'Conjuration/Summoning', 'school-spells-and-magic': 'Conjuration/Summoning, Song', - 'range': '[[@{level-wizard}]] miles', + 'range': '[[@{level-wizard}]] mile(s)', 'duration': 'Special', 'aoe': '1 familiar', 'components': 'V, S, M', @@ -46655,10 +46977,12 @@

Monster Sheet specific

'materials': '1000 gp worth of incense and herbs.', 'reference': 'p. 174', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 353', + 'errata': 'Sage Advice #195 p. 37-38\nSage Advice #206 p. 88\nSage Advice #240 p. 12\n', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.\n The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2–4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).\n The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic—while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes.\n If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard’s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.\n The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a *dispel magic* spell send them away.\n Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavor from certain powerful entities, with dire results.}}{{style=center1 sheet-spell-fixed3 sheet-spell-min3}}{{cc1-1=bottom}}{{c1-1=**D20 Roll**}}{{c2-1=1–5}}{{c3-1=6–7}}{{c4-1=8–9}}{{c5-1=10–11}}{{c6-1=12–13}}{{c7-1=14–15}}{{c8-1=16–20}}{{cc1-2=bottom}}{{c1-2=**Familiar* **}}{{c2-2=Cat, black}}{{c3-2=Crow}}{{c4-2=Hawk}}{{c5-2=Owl}}{{c6-2=Toad}}{{c7-2=Weasel}}{{c8-2=No familiar available within spell range}}{{cs8-2=2}}{{cc1-3=bottom}}{{c1-3=**Sensory Powers**}}{{c2-3=Excellent night vision\n& superior hearing}}{{c3-3=Excellent vision}}{{c4-3=Very superior distance vision}}{{c5-3=Night vision equals human daylight\nvision, superior hearing}}{{c6-3=Wide-angle vision}}{{c7-3=Superior hearing & very\nsuperior olfactory power}}{{effects2=* The DM can substitute other small animals suitable to the area.' + 'effect': 'This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.\n The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2–4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).\n The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic—while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes.\n If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard’s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.\n The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a *dispel magic* spell send them away.\n Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavor from certain powerful entities, with dire results.}}{{style=center1 sheet-spell-fixed3 sheet-spell-min3}}{{cc1-1=bottom}}{{c1-1=**D20 Roll**}}{{c2-1=1–5}}{{c3-1=6–7}}{{c4-1=8–9}}{{c5-1=10–11}}{{c6-1=12–13}}{{c7-1=14–15}}{{c8-1=16–20}}{{cc1-2=bottom}}{{c1-2=**Familiar* **}}{{c2-2=Cat, black}}{{c3-2=Crow}}{{c4-2=Hawk}}{{c5-2=Owl}}{{c6-2=Toad}}{{c7-2=Weasel}}{{c8-2=No familiar available within spell range}}{{cs8-2=2}}{{cc1-3=bottom}}{{c1-3=**Sensory Powers**}}{{c2-3=Excellent night vision\n& superior hearing}}{{c3-3=Excellent vision}}{{c4-3=Very superior distance vision}}{{c5-3=Night vision equals human daylight\nvision, superior hearing}}{{c6-3=Wide-angle vision}}{{c7-3=Superior hearing & very\nsuperior olfactory power}}{{effects2=* The DM can substitute other small animals suitable to the area.\n Quasits, pseudodragons, and imps can become familiars. Note that imps will serve only lawful evil characters and some neutral evil characters; quasits will serve only chaotic evil characters and some neutral evil characters; pseudodragons will serve only good characters. In any case, the chance to get such exotic familiars as these should be very small, perhaps only on a roll of a "1" or after the character casting the find familiar spell has taken extra steps to locate and attract the creature.' }; wiz1['Friends'] = { @@ -46674,6 +46998,7 @@

Monster Sheet specific

'materials': 'Chalk (or white flour), lampblack (or soot), and vermilion applied to the face before casting the spell.', 'reference': 'p. 174', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 390', 'damage': '', 'damage-type': '', 'healing': '', @@ -46693,6 +47018,7 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 174', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 398', 'damage': '', 'damage-type': '', 'healing': '', @@ -46705,13 +47031,15 @@

Monster Sheet specific

'school-spells-and-magic': 'Conjuration/Summoning, Alchemy', 'range': '10 yards', 'duration': '[[3+[[@{level-wizard}]] ]] rounds', - 'aoe': '10 x 10 feet', + 'aoe': '10 ✕ 10 feet', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'Special', 'materials': 'A bit of pork rind or butter.', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 412', + 'errata': 'Sage Advice #163 p. 105', 'damage': '', 'damage-type': '', 'healing': '', @@ -46731,10 +47059,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 433', + 'errata': 'Sage Advice #154 p. 6', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A *knock* spell or a successful *dispel magic* spell can negate the *hold portal*. Held portals can be broken or physically battered down.' + 'effect': 'This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. Currently a wizard of level [[4+[[@{level-wizard}]] ]] or higher can open the held portal at will. A *knock* spell or a successful *dispel magic* spell can negate the *hold portal*. Held portals can be broken or physically battered down.' }; wiz1['Hypnotism'] = { @@ -46743,17 +47073,18 @@

Monster Sheet specific

'school-spells-and-magic': 'Enchantment/Charm, Mentalism', 'range': '5 yards', 'duration': '[[1+[[@{level-wizard}]] ]] rounds', - 'aoe': '30 foot cube', + 'aoe': '30 foot cube, [[1d6]] creatures', 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'Negate', 'materials': '', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 442', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The gestures of the wizard, along with his droning incantation, cause [[1d6]] creatures within the area to become susceptible to a suggestion—a brief and reasonable-sounding request (see the 3rd-level wizard *suggestion* spell). The request must be given after the *hypnotism* spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster’s gaze, the saving throw is made with a penalty of –2. A creature that fails its saving throw does not remember that the caster enspelled it.' + 'effect': 'The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion—a brief and reasonable-sounding request (see the 3rd-level wizard *suggestion* spell). The request must be given after the *hypnotism* spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging—the caster must speak a language the creature understands for this spell to work. Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster’s gaze, the saving throw is made with a penalty of –2. A creature that fails its saving throw does not remember that the caster enspelled it.' }; wiz1['Identify'] = { @@ -46769,10 +47100,12 @@

Monster Sheet specific

'materials': 'A pearl (of at least 100 gp value) and an owl feather steeped in wine.', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 445', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #152 p. 8\nSage Advice #225 p. 82\nSage Advice #245 p. 17-18\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{{(10*[[@{level-wizard}]]),90}kl1}]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% – 100% of the total possible charges), strong (61% – 80%), moderate (41% – 60%), weak (6% – 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.' + 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard, this can be anything from a single touch to wearing or wielding the item as intended at the DM’s discretion. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{10*[[@{level-wizard}]],90}kl1]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: *powerful* (81% – 100% of the total possible charges), *strong* (61% – 80%), *moderate* (41% – 60%), *weak* (6% – 40%), or *faint* (five charges or less). The *faint* result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.\n Casting *contact other plane* or *commune* can also reveal exact bonuses and charges of an item.\n *Identify* generally gives false results when used on cursed items—usually revealing a power (or magical bonus) the item seems to have. Casting *contact other plane* or *commune* can confirm if a magical item is indeed beneficial.' }; wiz1['Jump'] = { @@ -46787,6 +47120,7 @@

Monster Sheet specific

'materials': 'A grasshopper’s hind leg, to be broken by the caster when the spell is cast.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 478', 'damage': '', 'damage-type': '', 'healing': '', @@ -46798,36 +47132,42 @@

Monster Sheet specific

'school': 'Alteration', 'range': '60 yards', 'duration': '[[@{level-wizard}]] turns', - 'aoe': '20-foot radius', + 'aoe': '20-foot radius globe', 'components': 'V, M', 'cast-time': '1', 'saving-throw': 'Special', 'materials': 'A firefly or a piece of phosphorescent moss.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 515', + 'errata': 'Sage Advice #152 p. 59\nSage Advice #153 p. 7\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. *Light* can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. *Light* taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n *Light* centered on the visual organs of a creature blinds it. The caster can end the spell at any time by uttering a single word. Note that, unlike the 1st-level priest spell, this spell is not reversible.\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.' }; wiz1['Magic Missile'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Force', + 'school-spells-and-magic': 'Evocation, Force', 'range': '[[60+(10*[[@{level-wizard}]])]] yards', 'duration': 'Instantaneous', - 'aoe': '1-5 targets', + 'aoe': '1-5 targets in a 10-foot cube', 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 534', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #227 p. 47', 'damage': 'M1: [[1d4+1]]}}{{d2t=[[ [[@{level-wizard}]]-2]]}}{{d2=, M2: [[1d4+1]]}}{{d3t=[[ [[@{level-wizard}]]-4]]}}{{d3=, M3: [[1d4+1]]}}{{d4t=[[ [[@{level-wizard}]]-6]]}}{{d4=, M4: [[1d4+1]]}}{{d5t=[[ [[@{level-wizard}]]-8]]}}{{d5=, M5: [[1d4+1]]', 'damage-type': '', 'healing': '', - 'effect': 'Use of the *magic missile* spell creates up to five missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.\n For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. Currently [[1+[[{{ceil([[@{level-wizard}]]/2)-1,4}kl1}]] ]] missiles. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.' + 'psionics': '*Magic Missile* spell has no effect inside a stasis field.', + 'effect': 'Use of the *magic missile* spell creates up to five missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.\n For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. Currently [[1+{ceil([[@{level-wizard}]]/2)-1,4}kl1]] missiles. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures within a 10-foot cube as desired.' }; wiz1['Mending'] = { @@ -46843,10 +47183,12 @@

Monster Sheet specific

'materials': 'Two small magnets of any type (lodestone in all likelihood) or two burrs.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 559', + 'errata': 'The Complete Wizard’s Handbook p. 83', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a *mending* spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level. Current maximum volume is [[@{level-wizard}]] cubic feet.' + 'effect': 'This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new, such as a leaky boat, a torn document, a broken wagon axle, or a cut rope (but it won’t link the ends of two different ropes to make a single rope). A hole in a leather sack or wineskin is completely healed over by a *mending* spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level. Current maximum volume is [[@{level-wizard}]] cubic feet.' }; wiz1['Message'] = { @@ -46861,10 +47203,11 @@

Monster Sheet specific

'materials': 'A short piece of copper wire.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 561', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. Currently [[@{level-wizard}]] creatures. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. Current range is [[30+(10*[[@{level-wizard}]])]] feet. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.' + 'effect': 'When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. Currently [[@{level-wizard}]] creatures. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. Currently within [[30+(10*[[@{level-wizard}]])]] feet. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.' }; wiz1['Mount'] = { @@ -46879,17 +47222,19 @@

Monster Sheet specific

'materials': 'A bit of hair from the type of animal to be conjured.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 600', + 'errata': 'Sage Advice #252 p. 22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:}}{{style=center1}}{{c1-1=**Caster Level**}}{{c2-1=1–3}}{{c3-1=4–7}}{{c4-1=8–12}}{{c5-1=13–14}}{{c6-1=15+}}{{c1-2=**Mount**}}{{c2-2=Mule or light horse}}{{c3-2=Draft horse or war horse}}{{c4-2=Camel}}{{c5-2=Elephant}}{{c6-2=Griffon}}{{effects2= The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. Elephants comes with howdah at 18th level. Griffon comes with saddle at 18th level. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.', + 'effect': 'By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:}}{{style=center1}}{{c1-1=**Caster Level**}}{{c2-1=1–3}}{{c3-1=4–7}}{{c4-1=8–12}}{{c5-1=13–14}}{{c6-1=15+}}{{c1-2=**Mount**}}{{c2-2=Mule or light horse}}{{c3-2=Draft horse or war horse}}{{c4-2=Camel}}{{c5-2=Elephant (and howdah at 18th level)}}{{c6-2=Griffon (and saddle at 18th level)}}{{effects2= The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. Elephants comes with howdah at 18th level. Griffon comes with saddle at 18th level. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.\n A *detect magic* cast on the mount will reveal the presence of a spell. A successful use of the spellcraft proficiency also reveals that the mount was created with magic.', }; wiz1['Nystul\'s Magical Aura'] = { 'level': '1', 'school': 'Illusion/Phantasm', 'range': 'Touch', - 'duration': '[[@{level-wizard}]] days', + 'duration': '[[@{level-wizard}]] day(s)', 'aoe': 'Special', 'components': 'V, S, M', 'cast-time': '1 round', @@ -46897,10 +47242,11 @@

Monster Sheet specific

'materials': 'A small square of silk, which must be passed over the object that receives the aura.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 628', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, any one item of no more than five pounds weight per level of the spellcaster ([[ [[@{level-wizard}]]*5]] pounds) can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful (if it is an artifact, for instance). If the object bearing Nystul’s magical aura has an *identify* spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.' + 'effect': 'By means of this spell, any one item of no more than five pounds weight per level of the spellcaster (currently [[5*[[@{level-wizard}]] ]] pounds) can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful—an artifact, for instance. If the object bearing Nystul’s magical aura has an *identify* spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.' }; wiz1['Phantasmal Force'] = { @@ -46915,30 +47261,35 @@

Monster Sheet specific

'materials': 'A bit of fleece.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 660', + 'errata': 'Sage Advice #171 p. 90\nSage Advice #249 p. 22\nSage Advice #256 p. 27', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.' + 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. There is no height limit on the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.\n This spell cannot be used to create a limited form of invisibility. *Phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.' }; wiz1['Protection From Good (Reverse of Protection From Evil)'] = wiz1['Protection From Evil'] = { 'level': '1', 'school': 'Abjuration (Reversible)', - 'school-spells-and-magic': 'Abjuration, Alchemy (Reversible)', + 'school-spells-and-magic': 'Abjuration, Alchemy, Geometry (Reversible)', 'range': 'Touch', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', 'aoe': 'Creature touched', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'None', - 'materials': 'The wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver.', + 'materials': 'The wizard must trace a 3-foot-diameter circle on the floor (or ground) with\n*Protection From Evil:* Powdered silver.\n*Protection Frm Good:* Powdered iron.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 700', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.\n This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\n Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* accessory), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.' }; wiz1['Read Magic'] = { @@ -46954,16 +47305,18 @@

Monster Sheet specific

'materials': 'A clear crystal or mineral prism, which is not expended, to cast the spell.', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 735', + 'errata': 'Sage Advice #175 p. 77\nSage Advice #216 p. 103\nSage Advice #263 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of a *read magic* spell, the wizard is able to read magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the *read magic* spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.' + 'effect': 'By means of a *read magic* spell, the wizard is able to read magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.)\n This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the *read magic* spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.\n **Notes:** All those who cast wizard spells must know this spell, save those with specific alternative disciplines (bards, illusionists in some settings, *hishna*, *pluma*, paramanders, the Old Empire in the FORGOTTEN REALM setting).' }; wiz1['Shield'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Force, Geometry', + 'school-spells-and-magic': 'Evocation, Force, Geometry', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', 'aoe': 'Special', @@ -46973,10 +47326,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 808', + 'errata': 'Sage Advice #157 p. 25\nSage Advice #193 p. 85\nSage Advice #261 p. 8', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small devicepropelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard’s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.' + 'effect': 'When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates *magic missile* attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard’s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.\n It is up to the DM if Dexterity defense bonuses are cumulative with the *shield* spell.\n Magical items granting a defensive bonus such as *ring of protection* or *cloak of protection* are cumulative with the *shield* spell. Items that provide a basic armor class, such as armor, shields, and *bracers of defense* are not cumulative with the *shield* spell.' }; wiz1['Shocking Grasp'] = { @@ -46991,10 +47346,13 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 811', + 'errata': 'Sage Advice #232 p. 93\nSage Advice #238 p. 83', 'damage': '[[1d8+[[@{level-wizard}]] ]]', 'damage-type': 'Electrical', 'healing': '', - 'effect': 'When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster ([[@{level-wizard}]] rounds) or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent’s body or upon an electrical conductor that touches the opponent’s body, a like touch from the opponent does not discharge the spell.' + 'special-conditions': [TOUCH_ATTACKS], + 'effect': 'When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster ([[@{level-wizard}]] rounds) or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent’s body or upon an electrical conductor that touches the opponent’s body, a like touch from the opponent does not discharge the spell.\n A *shocking grasp* spell won’t work as a fantasy defibrillator to bring back a character from negative hit points.', }; wiz1['Sleep'] = { @@ -47010,10 +47368,12 @@

Monster Sheet specific

'materials': 'A pinch of fine sand, rose petals, or a live cricket.', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 825', + 'errata': 'Sage Advice #177 p. 54\nSage Advice #245 p. 17\nSage Advice #273 p. 114', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a wizard casts a *sleep* spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell’s effects). All creatures to be affected by the *sleep* spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects [[2d4]] Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.\n For example, a wizard casts *sleep* at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (1⁄2 + 1⁄2 + 1⁄2 + 2 = 3 1⁄2 Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.\n Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see “Modifiers to the Attack Roll” in Chapter 9: Combat).' + 'effect': 'When a wizard casts a *sleep* spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell’s effects). All creatures to be affected by the *sleep* spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects [[2d4]] Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.\n For example, a wizard casts *sleep* at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (½ + ½ + ½ + 2 = 3 ½ Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.\n Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see “Modifiers to the Attack Roll” in Chapter 9: Combat).' }; wiz1['Spider Climb'] = { @@ -47028,17 +47388,19 @@

Monster Sheet specific

'materials': 'A drop of bitumen and a live spider, both of which must be eaten by the spell recipient.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 855', + 'errata': 'Sage Advice #163 p. 105', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *spider climb* spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a *spider climb* spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.' + 'effect': 'A *spider climb* spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered).\n During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a *spider climb* spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.' }; wiz1['Spook'] = { 'level': '1', 'school': 'Illusion/Phantasm', 'school-spells-and-magic': 'Illusion/Phantasm, Mentalism, Shadow', - 'range': '30 feet', + 'range': '10 yards', 'duration': 'Special', 'aoe': '1 creature', 'components': 'V, S', @@ -47047,10 +47409,11 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 861', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *spook* spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of –1 for every two experience levels of the caster, to a maximum of –6 at 12th level. Current penalty [[{{[[floor(-[[@{level-wizard}]]/2)]],-6}kh1}]]. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.' + 'effect': 'A *spook* spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of –1 for every two experience levels of the caster, to a maximum of –6 at 12th level. Current penalty [[{ceil(-[[@{level-wizard}]]/2),-6}kh1]]. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties.\n Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.' }; wiz1['Taunt'] = { @@ -47059,23 +47422,24 @@

Monster Sheet specific

'school-spells-and-magic': 'Enchantment/Charm, Song', 'range': '60 yards', 'duration': '1 round', - 'aoe': '30 foot radius', + 'aoe': '30-foot radius', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'Negate', 'materials': 'A slug, which is hurled at the creatures to be taunted.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 920', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *taunt* spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.\n Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM’s discretion. If used in conjunction with a *ventriloquism* spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader’s presence, and so on.' + 'effect': 'A *taunt* spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners.\n Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break.\n If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM’s discretion. If used in conjunction with a *ventriloquism* spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader’s presence, and so on.' }; wiz1['Tenser\'s Floating Disc'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Force', + 'school-spells-and-magic': 'Evocation, Force', 'range': '20 yards', 'duration': '[[3+[[@{level-wizard}]] ]] turns', 'aoe': 'Special', @@ -47085,17 +47449,19 @@

Monster Sheet specific

'materials': 'A drop of mercury.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 930', + 'errata': 'Sage Advice #240 p. 12+14\nSage Advice #247 p. 20+22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'With this spell, the caster creates the slightly concave, circular plane of force known as Tenser’s floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. Current weight limit [[100*[[@{level-wizard}]] ]] pounds. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a *teleport* spell, or by trying to take the disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it.' + 'effect': 'With this spell, the caster creates the slightly concave, circular plane of force known as *Tenser’s floating disc* (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. Currently holds [[100*[[@{level-wizard}]] ]] pounds. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a *teleport* spell, or by trying to take the disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it.' }; wiz1['Unseen Servant'] = { 'level': '1', 'school': 'Conjuration/Summoning', 'range': '0', - 'duration': '1 hours + [[@{level-wizard}]] turns', + 'duration': '1 hour + [[@{level-wizard}]] turn(s)', 'aoe': '30-foot radius', 'components': 'V, S, M', 'cast-time': '1', @@ -47103,47 +47469,52 @@

Monster Sheet specific

'materials': 'A piece of string and a bit of wood.', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 972', + 'errata': 'Sage Advice #261 p. 10\nDungeon Master Option: High-Level Campaigns p. 75', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The unseen servant is an invisible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from areaeffect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.' + 'effect': 'The *unseen servant* is an non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The *unseen servant* cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.\n The *unseen servant* does not have any sense or powers of reason. It is incapable of any action except following its instructions to the letter. Thus, while it can be sent to the bottom of a pool to grab whatever objects it encounters, it cannot be directed to grab any gems or coins it might find.\n **Permanency:** The permanent version of this spell creates an invisible servant that always hovers within 30 feet of the caster. If destroyed, it reforms in 2d10 rounds.\n **Permanency (Optional):** A permanent *unseen servant* can be cast on an area and instructed to endlessly perform a single task, such as forever cleaning a room. Once a task is set, it cannot be changed.' }; wiz1['Ventriloquism'] = { 'level': '1', 'school': 'Illusion/Phantasm', - 'range': '[[{{[[10*#LEVLE#]],90}kl1}]] yards', + 'range': '[[{10*[[@{level-wizard}]],90}kl1]] yards', 'duration': '[[4+[[@{level-wizard}]] ]] rounds', 'aoe': '1 creature or object', 'components': 'V, M', 'cast-time': '1', - 'saving-throw': 'Negate', + 'saving-throw': 'Special', 'materials': 'A parchment rolled up into a small cone.', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 978', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to make his voice—or someone else’s voice—or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a –2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.' + 'effect': 'This spell enables the wizard to make his voice—or someone else’s voice or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a –2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.' }; wiz1['Wall of Fog'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Air', + 'school-spells-and-magic': 'Evocation, Elemental Air', 'range': '30 yards', 'duration': '[[2d4+[[@{level-wizard}]] ]] rounds', - 'aoe': '[[20+(10*[[@{level-wizard}]])]] foot cube', + 'aoe': '20-foot cube + [[@{level-wizard}]] 10-foot cube(s) or a total of [[4+[[@{level-wizard}]] ]] 10-foot cubes', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'None', 'materials': 'A pinch of split dried peas.', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 987', + 'errata': 'Sage Advice #175 p. 78\nSage Advice #264 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.' + 'effect': 'By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The *wall of fog* obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.' }; wiz1['Wizard Mark'] = { @@ -47159,10 +47530,11 @@

Monster Sheet specific

'materials': 'A pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1029', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A *wizard mark* spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a *detect magic* spell will cause it to glow and be visible (though not necessarily understandable). *Detect invisibility*, *true seeing*, a *gem of seeing*, or a *robe of eyes* will likewise expose an invisible wizard mark. A *read magic* spell will reveal the maker’s words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an *erase* spell. If cast on a living being, normal wear gradually causes the mark to fade.' + 'effect': 'When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A *wizard mark* spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a *detect magic* spell will cause it to glow and be visible (though not necessarily understandable). *Detect invisibility*, *true seeing*, a *gem of seeing*, or a *robe of eyes* will likewise expose an invisible *wizard mark*. A *read magic* spell will reveal the maker’s words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an *erase* spell. If cast on a living being, normal wear gradually causes the mark to fade.' }; let wiz2 = {}; @@ -47178,16 +47550,17 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 36', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard can alter his appearance and form—including clothing and equipment—to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster’s body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only onethird the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form.\n The caster’s attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.' + 'effect': 'When this spell is cast, the wizard can alter his appearance and form—including clothing and equipment—to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster’s body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form.\n The caster’s attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.' }; wiz2['Bind'] = { 'level': '2', 'school': 'Enchantment', - 'school-spells-and-magic': 'Enchantment/Charm, Artifice', + 'school-spells-and-magic': 'Enchantment, Artifice', 'range': '30 yards', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '[[50+(5*[[@{level-wizard}]])]] feet', @@ -47197,10 +47570,11 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 85', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. The possible commands are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be given each round.\n The rope can only enwrap a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.' + 'effect': 'When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. The possible commands are *Coil* (form a neat, coiled stack), *Coil & Knot, Loop, Loop & Knot, Tie & Knot*, and the reverses of all of the above (*Uncoil*, etc.). One command can be given each round.\n The rope can only enwrap a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.' }; wiz2['Blindness'] = { @@ -47215,10 +47589,13 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 96', + 'errata': 'Sage Advice #168 p. 56\nSage Advice #206 p. 89', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *blindness* spell causes the victim to become blind, able to see only a grayness before its eyes. Various *cure* spells will not remove this effect, and only a *dispel magic* or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell. A blinded creature suffers a –4 penalty to its attack rolls, and its opponents gain a +4 bonus to their attack rolls.' + 'special-conditions': [BLINDNESS], + 'effect': 'The *blindness* spell causes the victim to become blind, able to see only a grayness before its eyes. Various *cure* spells will not remove this effect, and only a *dispel magic* or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell.' }; wiz2['Blur'] = { @@ -47234,6 +47611,8 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 102', + 'errata': 'Wizard’s Spell Compendium Volume Four p. 1152', 'damage': '', 'damage-type': '', 'healing': '', @@ -47242,8 +47621,8 @@

Monster Sheet specific

wiz2['Continual Light'] = { 'level': '2', - 'school': 'Alteration (Reversible)', - 'school-spells-and-magic': 'Alteration/Shadow (Reversible)', + 'school': 'Alteration', + 'school-spells-and-magic': 'Alteration', 'range': '60 yards', 'duration': 'Permanent', 'aoe': '60-foot radius', @@ -47253,10 +47632,13 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 175', + 'errata': 'Sage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #265 p. 24\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs, reducing its attack rolls, saving throws, and Armor Class by 4. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A continual light brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of *continual light* against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A *continual light* brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of *continual light* against a similar or weaker magical darkness cancels both. The wizard’s version of *continual light* cannot be reversed to create magical darkness.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.' }; wiz2['Darkness, 15\' Radius'] = { @@ -47272,10 +47654,12 @@

Monster Sheet specific

'materials': 'A bit of bat fur and either a drop of pitch or a piece of coal.', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 210', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a *light* or *continual light* spell is used. In the former event, the *darkness* spell is negated by the *light* spell, and vice versa.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a *light* or *continual light* spell is used. In the former event, the *darkness* spell is negated by the *light* spell, and vice versa. Inside *darkness* characters are effectively blind.' }; wiz2['Deafness'] = { @@ -47290,16 +47674,18 @@

Monster Sheet specific

'materials': 'Beeswax.', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 214', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *deafness* spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An affected creature has a –1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. This *deafness* can be done away with only by means of a *dispel magic* spell or by the spellcaster.' + 'special-conditions': [DEAFNESS], + 'effect': 'The *deafness* spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. This *deafness* can be done away with only by means of a *dispel magic* spell or by the spellcaster.' }; wiz2['Deeppockets'] = { 'level': '2', 'school': 'Alteration, Enchantment', - 'school-spells-and-magic': 'Alteration, Enchantment/Charm, Dimension', + 'school-spells-and-magic': 'Alteration, Enchantment, Dimension', 'range': 'Touch', 'duration': '[[12+[[@{level-wizard}]] ]] hours', 'aoe': '1 garment', @@ -47309,10 +47695,11 @@

Monster Sheet specific

'materials': 'In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 224', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The *deeppockets* spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (1⁄2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1⁄6 cubic foot volume each. Each special pocket is actually an extradimensional holding space.\n If the spell duration expires while there is material within the enchanted pockets, or if a successful *dispel magic* is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.' + 'effect': 'This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The *deeppockets* spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (½ cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and ⅙ cubic foot volume each. Each special pocket is actually an extradimensional holding space.\n If the spell duration expires while there is material within the enchanted pockets, or if a successful *dispel magic* is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.' }; wiz2['Detect Good (Reverse of Detect Evil)'] = @@ -47321,17 +47708,18 @@

Monster Sheet specific

'school': 'Divination (Reversible)', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', - 'aoe': '10 x 180 feet', + 'aoe': '10 x 180 feet path', 'components': 'V, S', 'cast-time': '2', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 235', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is *not* revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enables them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell. The spell has a path of detection 10 feet wide and 60 yards long in the direction in which the wizard is facing. The wizard must concentrate— stop, have quiet, and intently seek to detect the aura—for at least one round to receive a reading.' + 'effect': 'This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is *not* revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level *might* radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enables them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell.\n The spell has a path of detection 10 feet wide and 60 yards long in the direction in which the wizard is facing. The wizard must concentrate—stop, have quiet, and intently seek to detect the aura—for at least one round to receive a reading.\n The reversed form of this spell is *detect good*.' }; wiz2['Detect Invisibility'] = { @@ -47339,16 +47727,19 @@

Monster Sheet specific

'school': 'Divination', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', - 'aoe': '[[10*[[@{level-wizard}]] ]] yards', + 'aoe': '10 feet ✕ [[10*[[@{level-wizard}]] ]] feet path', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', 'materials': 'A pinch of talc and a small sprinkling of powdered silver.', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 235', + 'errata': 'The Complete Psionics Handbook p. 110', 'damage': '', 'damage-type': '', 'healing': '', + 'psionics': '*Detect Invisibility* is effective against psionic invisibility, astral travelers, shadow form, and ethereal characters. It is not effective against characters in other dimensions.', 'effect': 'When the wizard casts a *detect invisibility* spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is a path 10 ft. wide along the wizard’s line of sight to the range limit.' }; @@ -47358,33 +47749,38 @@

Monster Sheet specific

'school-spells-and-magic': 'Divination, Mentalism', 'range': '0', 'duration': '[[@{level-wizard}]] rounds', - 'aoe': '[[{{5*[[@{level-wizard}]],90}kl1}]] yards. (90 yards maximum)', + 'aoe': '[[{5*[[@{level-wizard}]],90}kl1]] yards. (90 yards maximum)', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', 'materials': 'A copper piece.', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 324', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #228 p. 84\nDungeon Master Option: High-Level Campaigns p. 70-71', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *ESP* spell is used, the caster is able to detect the surface thoughts of any creatures in range—except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.\n The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM’s ruling. The creature’s Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought.' + 'psionics': 'A Psionicist always gets a saving throw against this *ESP* with a +2 bonus. Success negates the spell.', + 'effect': 'When an *ESP* spell is used, the caster is able to detect the surface thoughts—that is, whatever the subject happens to be thinking about at the time—of any creatures in range—except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.\n The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example. The ESP does not always reveal what sort of creature it is. The caster can sense which direction the thoughts are coming from (left, right, ahead, behind, up, down, or some combination of these). If the caster spends one round studying an area containing hidden creatures, he can tell about how many there are, but he still doesn’t know exactly where they are.\n If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. Wisdom modifiers always apply, with a possible additional bonus up to +4 at the DM’s option. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM’s ruling. The creature’s Wisdom adjustment always applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. Guidelines for the bonus is given in Dungeon Master Option: High-Level Campaign p. 71.' }; wiz2['Flaming Sphere'] = { 'level': '2', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Fire', + 'school-spells-and-magic': 'Evocation, Elemental Fire', 'range': '10 yards', 'duration': '[[@{level-wizard}]] rounds', - 'aoe': '3-foot radius', + 'aoe': 'Sphere, 3-foot radius', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'Negate', 'materials': 'A bit of tallow, a pinch of sulphur, and a dusting of powdered iron.', 'reference': 'p. 182', 'book': 'PHB', - 'damage': '*Direct contact:* 2d4 Fire.\n*5 feet proximity:* 1d4', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 376', + 'errata': 'Sage Advice #200 p. 105-106', + 'damage': '*Direct contact:* [[2d4]] Fire.\n*5 feet proximity:* [[1d4]]', 'damage-type': 'Heat', 'healing': '', 'effect': 'A *flaming sphere* spell creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within 5 feet of the sphere’s surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere.\n The sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles.' @@ -47403,16 +47799,17 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 385', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *fog cloud* spell can be cast in one of two ways, at the caster’s option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell *cloudkill*.\n As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond 2 feet.\n As a cloudkill-like fog, this is a billowing mass of ghastly, yellowishgreen vapors, measuring 40 feet × 20 feet × 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation.\n The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.' + 'effect': 'The *fog cloud* spell can be cast in one of two ways, at the caster’s option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell *cloudkill*.\n As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. Currently [[@{level-wizard}]] 20-foot cubes. The fog obscures all sight, normal and infravision, beyond 2 feet.\n As a cloudkill-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet × 20 feet × 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation.\n The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.' }; wiz2['Fools\' Gold'] = { 'level': '2', 'school': 'Alteration, Illusion', - 'school-spells-and-magic': 'Alteration, Illusion/Phantasm, Elemental Earth, Alchemy', + 'school-spells-and-magic': 'Alteration, Illusion, Elemental Earth, Alchemy', 'range': '10 yards', 'duration': '[[@{level-wizard}]] hours', 'aoe': '[[10*[[@{level-wizard}]] ]] cubic inches', @@ -47422,10 +47819,12 @@

Monster Sheet specific

'materials': 'Copper coins or brass items.', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 386', + 'errata': 'Sage Advice #152 p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is 10 cubic inches per level—i.e., a 1-inch × 1-inch × 10-inch volume or equivalent, equal to about 150 gold coins. (Current max is about [[150*[[@{level-wizard}]] ]]). Any creature viewing the “gold” is entitled to a saving throw vs. spell, which can be modified by the creature’s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools’ gold will be detected if created by a high-level caster. If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold.” If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50-gp amber stone is powdered and used, the chance drops to 25%; if a 250-gp topaz is powdered and used, the chance drops to 10%; and if a 500-gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools’ gold.' + 'effect': 'Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is 10 cubic inches per level—i.e., a 1-inch × 1-inch × 10-inch volume or equivalent, equal to about 150 gold coins. Currently [[10*[[@{level-wizard}]] ]] cubic inches or about [[150*[[@{level-wizard}]] ]] coins. Any creature viewing the “gold” is entitled to a saving throw vs. spell, which can be modified by the creature’s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Currently [[-[[@{level-wizard}]] ]] to saving throw. Thus, it is unlikely that *fools’ gold* will be detected if created by a high-level caster. If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold.” If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50-gp amber stone is powdered and used, the chance drops to 25%; if a 250-gp topaz is powdered and used, the chance drops to 10%; and if a 500-gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools’ gold.' }; wiz2['Forget'] = { @@ -47441,10 +47840,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 389', + 'errata': 'Sage Advice #206 p. 89-90', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous minute (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten ([[1+floor([[@{level-wizard}]]/3)]] minutes). This does not negate *charm*, *suggestion*, *geas*, *quest*, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a –2 penalty; if two, they save with –1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest’s *heal* or *restoration* spell, if specially cast for this purpose, will restore the lost memories, as will a *limited wish* or *wish*, but no other means will do so.' + 'effect': 'By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten. Currently [[1+floor([[@{level-wizard}]]/3)]] minutes are forgotten. This does not negate *charm*, *suggestion*, *geas*, *quest*, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a –2 penalty; if two, they save with –1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest’s *heal* or *restoration* spell, if specially cast for this purpose, will restore the lost memories, as will a *limited wish* or *wish*, but no other means will do so.' }; wiz2['Glitterdust'] = { @@ -47453,17 +47854,19 @@

Monster Sheet specific

'school-spells-and-magic': 'Conjuration/Summoning, Alchemy', 'range': '[[10*[[@{level-wizard}]] ]] yards', 'duration': 'Special', - 'aoe': '20 foot cube', + 'aoe': '20-foot cube', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'Special', 'materials': 'Ground mica.', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 408', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (–4 penalties to attack rolls, saving throws, and Armor Class) for [[1d4+1]] rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus, glitterdust cast by a 3rd-level wizard lasts for four to seven rounds. Dust fades in [[1d4+[[@{level-wizard}]] ]] rounds.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded for [[1d4+1]] rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Currently dust fades in [[1d4+[[@{level-wizard}]] ]] rounds. Thus, *glitterdust* cast by a 3rd-level wizard lasts for four to seven rounds.' }; wiz2['Hypnotic Pattern'] = { @@ -47479,6 +47882,7 @@

Monster Sheet specific

'materials': 'A glowing stick of incense or a crystal rod filled with phosphorescent material.', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 442', 'damage': '', 'damage-type': '', 'healing': '', @@ -47497,10 +47901,12 @@

Monster Sheet specific

'materials': 'A bit of fleece.', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 455', + 'errata': 'Sage Advice #171 p. 90\nSage Advice #249 p. 22\nSage Advice #256 p. 27', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Like the 1st-level *phantasmal force* spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell’s area of effect. The spellcaster can maintain the illusion with minimal concentration; thus, he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it.' + 'effect': 'Like the 1st-level *phantasmal force* spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell’s area of effect. The spellcaster can maintain the illusion with minimal concentration; thus, he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it.\n This spell cannot be used to create a limited form of invisibility. *Improved phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.' }; wiz2['Invisibility'] = { @@ -47515,10 +47921,13 @@

Monster Sheet specific

'materials': 'An eyelash and a bit of gum arabic, the former encased in the latter.', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 464', + 'errata': 'Sage Advice #206 p. 89+90\nSage Advice #253 p. 22\nSage Advice #268 p. 112\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).\n The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells *bless*, *chant*, and *prayer* are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).' + 'special-conditions': [INVISIBILITY], + 'effect': 'This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).\n The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells *bless*, *chant*, and *prayer* are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object). Undead are not immune to *invisibility* and can therefore not see an invisible creature.\n An invisible wizard breaks his *invisibility* if he directs an illusion to attack or another magical effect that cannot act without direction from the spell-caster such as *unseen servants*, and the various *Bigby’s hand* effects. Note that independent creatures that obay the caster, such as golems, attack on their own and do not break the caster’s *invisibility*.\n **Permanency:** If this spell is made permanent, the recipient gains the innate ability to become invisible at will and remain so indefinitely. Any attack breaks the invisibility, but the recipient can become invisible again during the next round. The return to invisibility has an initiative modifier of +3 (slower), and the recipient can take no other action other than normal movement during a round in which he becomes invisible.' }; wiz2['Irritation'] = { @@ -47533,6 +47942,7 @@

Monster Sheet specific

'materials': 'A leaf from poison ivy, oak, or sumac.', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 469', 'damage': '', 'damage-type': '', 'healing': '', @@ -47547,17 +47957,19 @@

Monster Sheet specific

'school-spells-and-magic': 'Universal Magic (Reversible)', 'range': '60 yards', 'duration': 'Special', - 'aoe': '[[10*[[@{level-wizard}]] ]] feet', + 'aoe': '[[10*[[@{level-wizard}]] ]] square feet', 'components': 'V', 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 484', + 'errata': 'Sage Advice #269 p. 112', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *knock* spell opens stuck, barred, locked, held, or wizardlocked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds—although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. × 7-ft. door). Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two *knock* spells. In all cases, the location of the door or item must be known—the spell cannot be used against a wall in hopes of discovering a secret door.\n The reverse spell, *lock*, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis.' + 'effect': 'The *knock* spell opens stuck, barred, locked, held, or *wizard locked* doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a *wizard locked* door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds—although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot × 7-foot door). Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two *knock* spells. In all cases, the location of the door or item must be known—the spell cannot be used against a wall in hopes of discovering a secret door.\n If a *knock* spell is directed at a creature’s equipment (i.e. a belt buckle or fastening on a saddle), allow the creature a saving throw vs. spell to negate the effect.\n The reverse spell, *lock*, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis.' }; wiz2['Undetectable Alignment (Reverse of Know Alignment)'] = @@ -47565,7 +47977,7 @@

Monster Sheet specific

'level': '2', 'school': 'Divination (Reversible)', 'range': '10 yards', - 'duration': '[[@{level-wizard}]] rounds', + 'duration': '*Know Alignement:* [[@{level-wizard}]] rounds\n*Undetectable Alignment:* 24 hours', 'aoe': '1 creature or object per 2 rounds', 'components': 'V, S', 'cast-time': '1 round', @@ -47573,10 +47985,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 485', + 'errata': 'Sage Advice #241 p. 16', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *know alignment* spell enables the wizard to read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours—even from a know alignment spell.' + 'effect': 'A *know alignment* spell enables the wizard to read the aura of a creature or an aligned object, including sentient magical items (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours—even from a *know alignment* spell.' }; wiz2['Leomund\'s Trap'] = { @@ -47589,9 +48003,10 @@

Monster Sheet specific

'components': 'V, S, M', 'cast-time': '3 rounds', 'saving-throw': 'None', - 'materials': 'A piece of iron pyrite.', + 'materials': 'A piece of iron pyrite and special dust requiring 200 gp to prepare.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 502', 'damage': '', 'damage-type': '', 'healing': '', @@ -47611,10 +48026,12 @@

Monster Sheet specific

'materials': 'Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 506', + 'errata': 'Sage Advice #154 p. 94\nSage Advice #174 p. 14\nSage Advice #246 p. 18', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a *levitate* spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds. Current max: [[100*[[@{level-wizard}]] ]] pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the *levitate* spell affects it.\n Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, the third –3, etc., up to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.' + 'effect': 'When a *levitate* spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds. Currently a maximum of [[100*[[@{level-wizard}]] ]] pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the *levitate* spell affects it.\n Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, the third –3, etc., up to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.\n There is no altitude limit to *levitate* and it can be used underwater. If there is no gravity levitation still follow the locale’s "up" and "down". If a place has no "up" or "down", or if it is variable, then *levitate* can either be used as a crude form of flight or it might not work at all, at the DM’ option.' }; wiz2['Obscure Object (Reverse of Locate Object)'] = @@ -47622,18 +48039,20 @@

Monster Sheet specific

'level': '2', 'school': 'Divination (Reversible)', 'range': '0', - 'duration': '[[@{level-wizard}]] rounds', + 'duration': '*Locate Object:* [[@{level-wizard}]] rounds\n*Obscure Object:* 8 hours', 'aoe': '[[20*[[@{level-wizard}]] ]] yards', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', - 'materials': '*Locate object*:A forked twig. / *Obscure object*: A chameleon skin.', + 'materials': '\n*Locate object*: A forked twig.\n*Obscure object*: A chameleon skin.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 523', + 'errata': 'Sage Advice #206 p. 88', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range (i.e., 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.). The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell.\n The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell.' + 'effect': 'This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range (i.e., 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.). The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell.\n The reversal, *obscure object*, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell.' }; wiz2['Magic Mouth'] = { @@ -47648,16 +48067,17 @@

Monster Sheet specific

'materials': 'A small bit of honeycomb.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 535', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated—if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.\n The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak “to the first creature that touches you,” or “to the first creature that passes within 30 feet.” Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: “Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.” Such visual triggers can react to a character using the *disguise* ability. Command range is 5 yards per level of the wizard ([[5*[[@{level-wizard}]] ]] yards), so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards (“Speak when a winged creature comes within 30 yards.”). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.' + 'effect': 'When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated—if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.\n The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak “to the first creature that touches you,” or “to the first creature that passes within 30 feet.” Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: “Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.” Such visual triggers can react to a character using the *disguise* ability. Command range is 5 yards per level of the wizard (currently [[5*[[@{level-wizard}]] ]] yards), so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards (“Speak when a winged creature comes within 30 yards.”). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A *magic mouth* cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.' }; wiz2['Melf\'s Acid Arrow'] = { 'level': '2', 'school': 'Conjuration', - 'school-spells-and-magic': 'Conjuration/Summoning, Alchemy', + 'school-spells-and-magic': 'Conjuration, Alchemy', 'range': '180 yards', 'duration': 'Special', 'aoe': '1 target', @@ -47667,10 +48087,13 @@

Monster Sheet specific

'materials': 'A dart, powdered rhubarb leaf, and an adder’s stomach.', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 556', + 'errata': 'Sage Advice #165 p. 91\nSage Advice #198 p. 36\nSage Advice #206 p. 89\nSage Advice #245 p. 18', 'damage': '2d4 for [[1+floor([[@{level-wizard}]]/3)]] rounds of', 'damage-type': 'Acid', 'healing': '', - 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard (THAC0 [[21-[[@{level-wizard}]] ]]). No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.' + 'special-conditions': [CONTINUING_DAMAGE], + 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. Currently THAC0 [[21-[[@{level-wizard}]] ]]. No modifiers for strength, dexterity, range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.\n The spell duration can be shortened if the acid is washed off, magically dispelled, or removed in other ways at the DM’s discretion (such as hastily removing the victim’s armor).' }; wiz2['Mirror Image'] = { @@ -47685,10 +48108,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 571', + 'errata': 'Sage Advice #169 p. 98\nSage Advice #176 p. 93-94\nSage Advice #200 p. 104\nSage Advice #206 p. 89\nSage Advice #224 p. 101\nSage Advice #225 p. 81\nSage Advice #253 p. 26\nSage Advice #256 p. 27', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a *mirror image* spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images ([[{{[[1d4+floor([[@{level-wizard}]]/3)]],8}kl1}]] images). At the end of the spell duration, all surviving images wink out.' + 'effect': 'When a *mirror image* spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. Currently [[{1d4+floor([[@{level-wizard}]]/3),{8} }kl1]] images. At the end of the spell duration, all surviving images wink out.\n *Mirror image* cannot be disbelieved. Area of effect spells such as *fireball* or dragon breath does not dispel or remove any images. If the wizard starts flying the images continue to shift around within a 6-foot radius. The images do not gain the power of independent flight from the *fly* spell.\n If two *mirror image* spells are running at the same time, the caster either gets the full allotment of images from both spells, or the total number is limited at 8, at the DM’s option.', }; wiz2['Misdirection'] = { @@ -47703,10 +48128,13 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 571', + 'errata': 'The Complete Wizard’s Handbook p. 83-84\nThe Complete Psionics Handbook p. 110\nSage Advice #251 p. 20', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard misdirects the information from a detection spell (*detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits*, etc.). While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to *detect evil* or *detect lie*. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note that this spell does not affect other types of divination (*know alignment, augury, ESP, clairvoyance*, etc.).' + 'psionics': '*Misdirection* affects magical detection only.', + 'effect': 'By means of this spell, the wizard misdirects the information from a detection spell (*detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits*, etc.). While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to *detect evil* or *detect lie*. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note that this spell does not affect other types of divination (*know alignment, augury, ESP, clairvoyance*, etc.).\n **Wizard’s Handbook (suggestion):** This spell can also be used to misdirect the results of nonweapon proficiencies that impart knowledge. Examples of non-weapon proficiencies affected by *misdirection* include Ancient History, Animal Lore, Appraising, Astrology, Direction Sense, and Herbalism. If the subject of *misdirection* fails his saving throw, he receives incorrect information from the use of his proficiency. For instance, misdirected Animal Lore will convince the subject that a vicious creature is harmless, while misdirected Appraising will convince him that a valuable gem is worthless.' }; wiz2['Protection From Cantrips'] = { @@ -47722,6 +48150,7 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 697', 'damage': '', 'damage-type': '', 'healing': '', @@ -47734,17 +48163,20 @@

Monster Sheet specific

'school-spells-and-magic': 'Alteration, Elemental Fire, Alchemy', 'range': '120 yards', 'duration': 'Special', - 'aoe': '1 fire source', + 'aoe': '10 or 100 times the fire source used', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', - 'materials': 'One fire source within a 20-foot cube.', + 'materials': 'One fire source within a 20-foot cube, which is immediately extinguished.', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 719', + 'errata': 'Sage Advice #247 p. 20+22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce one of two effects, at the option of the caster. First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.\n This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer –2 penalties to all combat rolls and Armor Class.\n The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.' + 'special-conditions': [BLINDNESS], + 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce one of two effects, at the option of the caster.\n First, it can produce a flashing and fiery burst of glowing, colored aerial *fireworks* that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.\n Second, this spell can also cause a thick, writhing stream of *smoke* to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. Currently [[@{level-wizard}]] rounds. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer –2 penalties to all combat rolls and Armor Class.\n The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level. Currently [[@{level-wizard}]] points of damage. This spell does not function under water.' }; wiz2['Ray of Enfeeblement'] = { @@ -47760,13 +48192,15 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 187', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 731', + 'errata': 'Sage Advice #250 p. 22', 'damage': '', 'damage-type': '', 'healing': '', 'effect': 'By means of a *ray of enfeeblement*, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of –2 and a –1 penalty to damage. Other creatures suffer a penalty of –2 on attack rolls. Furthermore, they have a –1 penalty for each die of damage they inflict. (But no damage roll can inflict less than 1 point per die of damage.) Your DM will determine any other effects appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.' }; -wiz2['Rope Tricks'] = { +wiz2['Rope Trick'] = { 'level': '2', 'school': 'Alteration', 'school-spells-and-magic': 'Alteration, Dimension', @@ -47779,10 +48213,12 @@

Monster Sheet specific

'materials': 'Powdered corn extract and a twisted loop of parchment.', 'reference': 'p. 187', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 756', + 'errata': 'Sage Advice #155 p. 87\nSage Advice #192 p. 78+80\nSage Advice #247 p. 20+22\nSage Advice #272 p. 116\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM’s option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3-foot × 5-foot window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the *rope trick* spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous.' + 'effect': 'When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM’s option).\n Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3-foot × 5-foot window centered on the rope. Creatures in the extradimensional space will not run out of air while the spell lasts.\n The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the *rope trick* spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous as it has catastrophic effects. The spell is ineffective in any locale where extradimensional spaces are inaccessible, such as the Astral Plane.\n A rope lowered from the space is fixed at only one end. There is nothing to stop someone from tossing the loose end over a nearby barrier (even a *wall of force*) and then climbing down.\n A rope trick can support about 1,000 pounds, but the DM is free to assign a higher or lower limit. A frayed or rotten rope might break before the spell’s limit is exceeded.\nIf cast underwater, the extradimensional space will fill with water.' }; wiz2['Scare'] = { @@ -47798,15 +48234,17 @@

Monster Sheet specific

'materials': 'A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.', 'reference': 'p. 187', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 772', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a –2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with –1 penalties to attack rolls, damage rolls, and saving throws.\n Only elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort.' + 'effect': 'This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a –2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with –1 penalties to attack rolls, damage rolls, and saving throws.\n Only elves, half-elves, and priests are allowed saving throws against this spell. This spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort.' }; wiz2['Shatter'] = { 'level': '2', 'school': 'Alteration', + 'school-spells-and-magic': 'Alteration, Song', 'range': '[[30+(10*[[@{level-wizard}]])]] yards', 'duration': 'Instantaneous', 'aoe': '3-foot radius', @@ -47816,10 +48254,11 @@

Monster Sheet specific

'materials': 'A chip of mica.', 'reference': 'p. 188', 'book': 'PHB', - 'damage': '', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 807', + 'damage': '*Crystalline creatures*: [[{[[@{level-wizard}]],6}kl1]]d6', 'damage-type': '', 'healing': '', - 'effect': 'The *shatter* spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster ([[@{level-wizard}]] pounds) are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage.' + 'effect': 'The *shatter* spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster (currently more than [[@{level-wizard}]] pounds) are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Currently up to [[10*[[@{level-wizard}]] ]] pounds. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. ' }; wiz2['Spectral Hand'] = { @@ -47835,16 +48274,18 @@

Monster Sheet specific

'materials': 'A chip of mica.', 'reference': 'p. 188', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 841', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #193 p. 85', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes a ghostly, glowing hand, shaped from the caster’s life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an Armor Class of –2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.' + 'effect': 'This spell causes a ghostly, glowing hand, shaped from the caster’s life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the *spectral hand*. The spell gives the caster a +2 bonus to his attack roll.\n The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an Armor Class of –2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.\n The DM can allow multi-classed cleric/wizards to deliver all 4th or lower "touch-delivered spells" such as *cure light wounds* with the *spectral hand*.' }; wiz2['Stinking Cloud'] = { 'level': '2', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Air, Alchemy', + 'school-spells-and-magic': 'Evocation, Elemental Air, Alchemy', 'range': '30 yards', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '20-foot cube', @@ -47854,10 +48295,12 @@

Monster Sheet specific

'materials': 'A rotten egg or several skunk cabbage leaves.', 'reference': 'p. 188', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 881', + 'errata': 'Sage Advice #232 p. 94\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a *stinking cloud* is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8–18 m.p.h.) and is dispersed in one round by a stronger breeze.' + 'effect': 'When a *stinking cloud* is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8–18 m.p.h.) and is dispersed in one round by a stronger breeze.\n The gas from a *stinking cloud* spell is not flammable. A *fireball* does not generate nearly enough pressure to disperse a *stinking cloud*.\n **Permanency:** A permanent *stinking cloud* remains where it is created and generally is not disturbed by minor effects. If dispersed by a strong breeze or a *gust of wind* spell, the vapors return one round after the breeze or wind ceases. Even hurricane force winds cannot destroy the cloud, though the vapors are dispersed and ineffective while the winds last.' }; wiz2['Strength'] = { @@ -47872,10 +48315,12 @@

Monster Sheet specific

'materials': 'A few hairs, or a pinch of dung, from a particularly strong animal—ape, bear, ox, etc.', 'reference': 'p. 188', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 888', + 'errata': 'Sage Advice #259 p. 24+26\nSage Advice #273 p. 115', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Application of this spell increases the Strength of the character by a number of points—or tenths of points after 18 Strength is attained (only if the character is a warrior). Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient’s group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.}}{{c1-1= **Class**}}{{c2-1= Priest}}{{c3-1= Rogue}}{{c4-1= Warrior}}{{c5-1= Wizard}}{{c1-2=**Strength Gain**}}{{c2-2=1d6 points}}{{c3-2=1d6 points}}{{c4-2=1d8 points}}{{c5-2=1d4 points}}{{effects2= If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.' + 'effect': 'Application of this spell increases the Strength of the character by a number of points—or tenths of points after 18 Strength is attained (only if the character is a warrior). Benefits of the *strength* spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient’s group and is subject to all restrictions on Strength due to race and class. Multi-class characters use the best die. Dual-class characters use the best active class.}}{{c1-1= **Class**}}{{c2-1= Priest}}{{c3-1= Rogue}}{{c4-1= Warrior}}{{c5-1= Wizard}}{{c1-2=**Strength Gain**}}{{c2-2=1d6 points}}{{c3-2=1d6 points}}{{c4-2=1d8 points}}{{c5-2=1d4 points}}{{effects2= If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.' }; wiz2['Summon Swarm'] = { @@ -47891,10 +48336,11 @@

Monster Sheet specific

'materials': 'A square of red cloth.', 'reference': 'p. 188', 'book': 'PHB', - 'damage': '*Defending:* 1 damage per round\n*Other actions:* 1d4+[[@{level-wizard}]]', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 899', + 'damage': '*Defending:* 1 damage per round\n*Other actions:* 1d4+[[floor([[@{level-wizard}]]/3)]] per round', 'damage-type': '', 'healing': '', - 'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster each round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2= The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Currently [[2*[[@{level-wizard}]] ]] damage to disperse. A *protection from evil* spell keeps the swarm at bay, and certain area-effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.' + 'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster, every round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2=The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Currently [[2*[[@{level-wizard}]] ]] damage to disperse. A *protection from evil* spell keeps the swarm at bay, and certain area effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (e.g., only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.' }; wiz2['Tasha\'s Uncontrollable Hideous Laughter'] = { @@ -47910,48 +48356,51 @@

Monster Sheet specific

'materials': 'A small feather and minute tarts.', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 918', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or –2 to attack and damage rolls) for all remaining rounds of the spell.\n The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5–7 (low) save with –6 penalties. Those with Intelligences of 8–12 (average to very) save with –4 penalties. Those with Intelligences of 13–14 (high) save with –2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws.\n The caster can affect one creature for every three levels attained ([[floor([[@{level-wizard}]]/3)]] creatures)— for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other.\n The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.' + 'effect': 'The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or –2 to attack and damage rolls) for all remaining rounds of the spell.\n The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5–7 (low) save with –6 penalties. Those with Intelligences of 8–12 (average to very) save with –4 penalties. Those with Intelligences of 13–14 (high) save with –2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws.\n The caster can affect one creature for every three levels attained—e.g., one at 3rd level, two at 6th level, three at 9th level, etc. Currently [[floor([[@{level-wizard}]]/3)]] creature(s). All affected beings must be within 30 feet of each other.\n The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.' }; wiz2['Web'] = { 'level': '2', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation', 'range': '[[5*[[@{level-wizard}]] ]] yards', 'duration': '[[2*[[@{level-wizard}]] ]] turns', - 'aoe': '8000 cubic feet', + 'aoe': 'Special', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'Negate or ½', 'materials': 'A bit of spider web.', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1007', + 'errata': 'The Complete Wizard’s Handbook p. 8\nSage Advice #247 p. 18\nSage Advice #261 p. 8\nDungeon Master Option: High-Level Campaigns p. 75', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *web* spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points— floor and ceiling, opposite walls, etc.—or the web collapses upon itself and disappears.\n The *web* spell covers a maximum area of eight 10-foot × 10-foot × 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.\n Anyone in the area when the spell is cast must roll a saving throw vs. spell with a –2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.\n Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.\n Furthermore, the strands of a *web* spell are flammable. A magical *flaming sword* can slash them away as easily as a hand brushes away cobwebs. Any fire—torch, flaming oil, flaming sword, etc.—can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.' + 'effect': 'A *web* spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points, floor and ceiling, opposite walls, etc., or the web collapses upon itself and disappears.\n The *web* spell covers a maximum area of eight 10 ✕ 10 ✕ 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.\n Anyone in the area when the spell is cast must roll a saving throw vs. spell with a –2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.\n Creatures with Strengths between 13 and 17 can break through one foot of webs per round. Creatures with 18 or greater Strength can break through two feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.\n Furthermore, the strands of a *web* spell are flammable. A magical *flaming sword* can slash them away as easily as a hand brushes away cobwebs. Any fire—torch, flaming oil, flaming sword, etc.—can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.\n *Web* can be used as a makeshift net to prevent damage to falling characters, assuming there are suitable projections or surfaces available to anchor the *web*. A *web* of at least 5 feet of thickness protects a falling character from damage regardless of the height from which he falls.\n **Permanency:** A *web* made permanent with the *permanency* spell remains where it was created, and will reform if torn or destroyed. Its webbing immediately fills in behind those breaking through the web, and if destroyed by fire, springs back one round later. Permanent webbing taken from the *web* spell area dissolves in seconds, but in all other ways, a *permanent web* functions as a web created by the *web* spell. Creatures who blunder into permanent webbing (or who are thrown in) can be trapped and suffocated if they fail to save vs. spell just as they can if caught in normal webbing.' }; wiz2['Whispering Wind'] = { 'level': '2', 'school': 'Alteration, Phantasm', - 'school-spells-and-magic': 'Alteration, Illusion/Phantasm, Elemental Air, Song', + 'school-spells-and-magic': 'Alteration, Phantasm, Elemental Air, Song', 'range': '[[@{level-wizard}]] miles', 'duration': 'Special', 'aoe': '2-foot radius', 'components': 'V, S', - 'cast-time': '2', + 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1015', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the *magic mouth* spell, no spells may be cast via the *whispering wind*.' + 'effect': 'By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The *whispering wind* can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.\n The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the *whispering wind* seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the *whispering wind* to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the *magic mouth* spell, no spells may be cast via the *whispering wind*.' }; wiz2['Wizard Lock'] = { @@ -47967,10 +48416,11 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1028', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *wizard lock* spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful *dispel magic* or *knock* spell, or by a wizard four or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock; they only negate it for a brief duration— about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the *hold portal* spell).' + 'effect': 'A *wizard lock* spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the *wizard locked* door or object can be opened only by breaking in, by a successful *dispel magic* or *knock* spell, or by a wizard four or more levels higher than the one casting the spell. Currently a wizard of level [[4+[[@{level-wizard}]] ]] or higher. Note that the last two methods do not remove the *wizard lock*, they only negate it for a brief duration, about one turn. Creatures from other planes cannot burst a *wizard lock* as they can a held portal (see the *hold portal* spell).' }; let wiz3 = {}; @@ -47987,10 +48437,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 190', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 96', + 'errata': 'Dungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked.\n Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink—the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.\n During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster.\n If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are *not* added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).' + 'effect': 'By means of this spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. Spellcasting is not possible while blinking.\n Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink—the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.\n During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under *haste* or similar effects, can often strike early enough to have at least one attack against the caster.\n If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are *not* added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).' }; wiz3['Clairaudience'] = { @@ -48005,11 +48457,13 @@

Monster Sheet specific

'saving-throw': 'None', 'materials': 'A small horn of at least 100 gp value.', 'reference': 'p. 190', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 144', + 'errata': 'Sage Advice #265 p. 26\nDungeon Master Option: High-Level Campaigns p. 70', 'book': 'PHB', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *clairaudience* spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known—a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' + 'effect': 'The *clairaudience* spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known—a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled; once placed, the sensor is immobile. The spell functions only on the wizard’s current plane of existence.\n When placing the sensor, the caster must be precise and state the location in terms he knows or are fairly obvious. For example, the caster cannot place the sensor six inches from Ren the wizard’s left ear if he has no idea where Ren is at the moment. He can place the sensor in the exact center of Ren’s laboratory if he has a reasonable idea where the laboratory is located. A general location for the sensor is permissible if the location is based on something known or obvious to the caster. For example, the caster could specify the exact center of the chamber beyond a closed door nearby.' }; wiz3['Clairvoyance'] = { @@ -48025,10 +48479,12 @@

Monster Sheet specific

'materials': 'A pinch of powdered pineal gland.', 'reference': 'p. 190', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 144', + 'errata': 'Sage Advice #269 p. 115\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Similar to the *clairaudience* spell, the *clairvoyance* spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known—familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a *clairvoyance* spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' + 'effect': 'Similar to the *clairaudience* spell, the *clairvoyance* spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known—familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a *clairvoyance* spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled; once placed, the sensor is immobile. The spell functions only on the wizard’s current plane of existence.\n When placing the sensor, the caster must be precise and state the location in terms he knows or are fairly obvious. For example, the caster cannot place the sensor six inches from Ren the wizard’s left ear if he has no idea where Ren is at the moment. He can place the sensor in the exact center of Ren’s laboratory if he has a reasonable idea where the laboratory is located. A general location for the sensor is permissible if the location is based on something known or obvious to the caster. For example, the caster could specify the exact center of the chamber beyond a closed door nearby.\n *Clairvoyance* used to see on the other side of a door, cannot be used to cast a spell in the same location, without first opening the door.' }; wiz3['Delude'] = { @@ -48043,10 +48499,11 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 190', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 228', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of a *delude* spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any *know alignment* spell used against the caster discovers only the assumed alignment. Note that a *detect good* or *detect evil* also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a *delude* spell is used in conjunction with a *change self* or *alter self* spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.' + 'effect': 'By means of a *delude* spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the *delude* spell fails. If the spell is successful, any *know alignment* spell used against the caster discovers only the assumed alignment. Note that a *detect good* or *detect evil* also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a *delude* spell is used in conjunction with a *change self* or *alter self* spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.' }; wiz3['Dispel Magic'] = { @@ -48055,17 +48512,39 @@

Monster Sheet specific

'school-spells-and-magic': 'Universal Magic', 'range': '120 yards', 'duration': 'Instantaneous', - 'aoe': '30-foot cube', + 'aoe': '30-foot cube or 1 item', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 191', + 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 255', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the *dispel* is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from the number needed on 1d20 to dispel (making it *more* likely that the dispel succeeds); if the caster is of lower level, the difference is *added* to the number needed on 1d20 to dispel (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.\n A *dispel magic* spell only affects a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, if it is cast directly upon that item alone. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; if unattended, an item is automatically rendered nonoperational for 1d4 rounds. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', +}; + +wiz3['Dispel Magic (expanded)'] = { + 'level': '3', + 'school': 'Abjuration', + 'school-spells-and-magic': 'Universal Magic', + 'range': '120 yards', + 'duration': 'Instantaneous', + 'aoe': '30-foot cube or 1 item, creature, or effect', 'components': 'V, S', 'cast-time': '3', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 255', + 'errata': 'Sage Advice #154 p. 6-7:\nSage Advice #157 p. 25\nSage Advice #179 p. 95\nSage Advice #214 p. 78\nSage Advice #217 p. 83\nSage Advice #228 p. 84-85\nSage Advice #237 p. 92\nSage Advice #241 p. 16\nSage Advice #245 p. 16\nSage Advice #252 p. 22\nSage Advice #253 p. 24\nSage Advice #273 p. 116\nDungeon Master Option: High-Level Campaigns p. 70+73+82\nWizard’s Spell Compendium Volume Three p. 656', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is *added* to the number needed on 1d20 to dispel (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.\n You dispel all effects and potions at level [[1d20-11+[[@{level-wizard}]] ]] and below!\n A *dispel magic* spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of Dispel Magic Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/}}{{c4-1= innate ability}}{{c5-1=Wand}}{{c6-1=Staff}}{{c7-1=Potion}}{{c8-1=Other magic}}{{c9-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of}}{{c4-2= other caster}}{{c5-2=6th level}}{{c6-2=8th level}}{{c7-2=12th level}}{{c8-2=12th, unless special}}{{c9-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c4-3=Effect negated}}{{c5-3=*}}{{c6-3=*}}{{c7-3=Potion destroyed}}{{c8-3=*}}{{c9-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', + 'effect': '*Dispel magic* has two primary applications, as an **area effect** or **targeted**. The caster can choose the desired application at the time of casting. When cast, *dispel magic* has a chance to neutralize or negate magic it comes in contact with as follows:\n **Area effect:** *First,* it has a chance to ***remove*** spells and spell-like effects (including effects from devices, powers, innate abilities, and some potions*) from creatures or objects, as well as dispel summoned or conjured creatures.\n**Note on potions:* Once a potion, elixir, oil, or ointment takes effect on a creature, any effects that apply only to the imbiber cannot be removed unless a *dispel magic* is **targeted** directly at the creature. If the potion’s effects extend to other creatures (such as the various potions of control) it can be dispelled normally with an **area effect** cast. All potion effects are treated as magic cast at 12th level for purposes of dispelling.\n *Second,* it ***disrupts*** spell casting, scroll reading, and some device activation in the area of effect at the instant the *dispel* is cast. Spell-casting and magical-item use count as actions. A character cannot perform a second action in the same round even if the spell or item’s effect is disrupted.\n • Spells and scrolls are used up and lost when disrupted.\n • If the optional command word rule is in use, then majority of wands, staves, and rods can be disrupted. They lose the appropriate charges.\n • Some wands, staves, and rods that are usable by non-spell-casters cannot be disrupted.\n • Rings, weapons, armor, and miscellaneous magical items cannot be disrupted.\n • Innate abilities and powers, such as druid shapeshifting, paladin lay on hands, or turn undead, cannot be disrupted.\n *Third,* it can ***destroy magical potions*** still in the bottle (which are treated as 12th level for the purpose of this spell).\n **Dispel roll:** Each effect or potion in the spell’s area is checked, with a separate roll, to determine if it is dispelled. The caster’s own magic is always automatically dispelled; otherwise, the effect or potion is dispelled if its level is less than or equal to 1d20 + 1 per level of the caster, - 11. Thus, a 6th level spellcaster, rolling a 13, gives a final value of 13+6-11 = 8, causing an effect cast by a spellcaster or device of 8th level or below to be dispelled. A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n\n **Targeted:** Casting *dispel magic* on a creature, item, or object does not radiate an area of effect. Thus, spells such as *stoneskin, minor globe of invulnerability* and *barkskin* could not be dispelled as the result of trying to negate the *magic of a wand of lightning*.\n *Targeted on a magical item:* A *dispel magic* spell only affects a specially enchanted item–such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor–if it is cast directly upon that item alone. An unattended magical item is automatically nonoperational for 1d4 rounds. If the item is possessed or carried by a creature it gains the creature’s saving throw against this effect. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n *Targeted on a creature:* A creature hit by a **targeted** *dispel magic* suffers the first two effects: ***Removal*** of spell effects, including potion effects that only apply to the creature, and ***disruption*** of spell casting as described above. It is up to the DM if the third effect, ***destruction of magical potions***, is also included.\n\n **Permanency:** Spells made permanent with *permanency* can be dispelled. When dispelled, a permanent spell is destroyed, not temporarily rendered nonoperational. A creature or item never gains a saving throw to avoid a dispelling attempt against its permanent effects. To dispel a permanent spell the follows conditions must always be fulfilled:\n 1) Permanent spells must be individually **targeted** to be dispelled, requiring a separate *dispel magic* for each permanent effect.\n 2) The dispeller must make a successful **dispel roll** as described above.\n 3) Removing a permanent spell effect from a creature or magical item also requires that the dispeller is of higher level than the *permanency* caster at the time *permanency* was cast.\n\n **Artifacts and relics:** Are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n **Instantaneous effects:** Spells and potions whose basic durations are instantaneous cannot be dispelled. A *cure light wounds* spell or *potion of extra-healing*, cannot be dispelled after their healing properties have occurred. Likewise, petrification effect such as *flesh to stone* cannot be dispelled.\n Note the this spell can be very effective when used upon charmed or similarly beguiled creatures. Certain spells or effects cannot be dispelled (such as a *protection from magic scroll* effect); these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{cs9-1=3}}{{cc9-1=justify}}{{c9-1=\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.}}{{cs10-1=3}}{{cc10-1=center}}{{c10-1=[Dispel Roll](~@{character_name}|dispel-setup-wiz)' }; wiz3['Explosive Runes'] = { @@ -48081,10 +48560,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 332', + 'errata': 'Sage Advice #201 p. 45', 'damage': '[[6d4+6]]', 'damage-type': 'Fire', 'healing': '', - 'effect': 'By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect—5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes.\n When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful *dispel magic* or *erase* spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the *DUNGEON MASTER Guide*).' + 'effect': 'By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect: 5% chance per level of magic-user experience of the reader; thieves have only a 5% chance. Trap detection by spell or magical device always finds these runes.\n  To trigger the *explosive runes* the written material must be read. A character who cannt see or read cannot trigger the *runes*. When read, the *explosive runes* detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful *dispel magic* or *erase* spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the *DUNGEON MASTER Guide*).' }; wiz3['Feign Death'] = { @@ -48099,16 +48580,18 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 349', + 'errata': 'Sage Advice #230 p. 94', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard’s own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the *feign death* spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.\n Note that only a willing individual can be affected by a *feign death* spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.' + 'effect': 'By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard’s own level, currently level [[@{level-wizard}]] and below) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the *feign death* spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc.\n Note that only a willing individual can be affected by a *feign death* spell. The spellcaster can end the spell effects at any time desired, as will a successful *dispel*, but a full round is required for bodily functions to begin again.' }; wiz3['Fireball'] = { 'level': '3', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Fire', + 'school-spells-and-magic': 'Evocation, Elemental Fire', 'range': '[[10+10*[[@{level-wizard}]] ]] yards', 'duration': 'Instantaneous', 'aoe': '20-foot radius', @@ -48118,10 +48601,12 @@

Monster Sheet specific

'materials': 'A tiny ball of bat guano and sulphur.', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 367', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #155 p. 86\nSage Advice #243 p. 20\nSage Advice #247 p. 20\nSage Advice #252 p. 24\nSage Advice #260 p. 23\nSage Advice #265 p. 24+26', 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', 'damage-type': 'Fire', 'healing': '', - 'effect': 'A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet—thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.\n The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).' + 'effect': 'A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet, that is, thirty-three 10 ✕ 10 ✕ 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.\n The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). A fireball does not rebound of walls or doors, but explodes on contact with a solid object. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).' }; wiz3['Flame Arrow'] = { @@ -48137,10 +48622,12 @@

Monster Sheet specific

'materials': ' A drop of oil and a small piece of flint.', 'reference': 'p. 192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 372', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #169 p. 99', 'damage': '*First version:* Normal arrow damage + 1 Fire\n*Second version:* 1d6 piercing + 4d6', 'damage-type': 'Fire', 'healing': '', - 'effect': 'This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. (Currently [[floor([[@{level-wizard}]]/5)*10]] arrows or bolts). The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.\n The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.)(Currently [[floor([[@{level-wizard}]]/5)]] bolts). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.' + 'effect': 'This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical *flaming missiles* for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. Currently up to [[floor([[@{level-wizard}]]/5)*10]] arrows or bolts. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles. This version does not break invisibility.\n The second version of this spell enables the caster to hurl *fiery bolts* at opponents within range, by making a to-hit roll for each bolt with dexterity adjustments. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Currently [[floor([[@{level-wizard}]]/5)]] bolts. Bolts must be used on creatures within 20 yards of each other and in front of the wizard.' }; wiz3['Fly'] = { @@ -48155,10 +48642,12 @@

Monster Sheet specific

'materials': 'A wing feather from any bird.', 'reference': 'p. 192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 382', + 'errata': 'Sage Advice #150 p. 10\nSage Advice #154 p. 7\nSage Advice #168 p. 56\nSage Advice #171 p. 90\nSage Advice #183 p. 92\nDungeon Master Option: High-Level Campaigns p. 71', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.' + 'effect': 'This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B (180 degrees or less of turning in a round). Using the *fly* spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the *DMG*). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.\n A *haste* spell does not double the movement rate of *fly*. Using *fly* requires only mental concentration and no muscle movement and can therefore be used while paralyzed or caught in a *rope of entanglement*. The *fly* spell works underwater.' }; wiz3['Gust of Wind'] = { @@ -48167,35 +48656,40 @@

Monster Sheet specific

'school-spells-and-magic': 'Alteration, Elemental Air', 'range': '0', 'duration': '1 round', - 'aoe': '10 feet x [[10*[[@{level-wizard}]] ]] yards', + 'aoe': '10 feet wide ✕ [[10*[[@{level-wizard}]] ]] yards long', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'None', 'materials': 'A legume seed.', 'reference': 'p. 192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 419', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames—such as those of lanterns—to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. Currently [[5*[[@{level-wizard}]] ]]%. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards).' + 'effect': 'When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames—such as those of lanterns—to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. Currently [[{5*[[@{level-wizard}]],100}kl1]]%. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 ✕ 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a *gust of wind* that travels 80 yards).' }; wiz3['Haste'] = { 'level': '3', 'school': 'Alteration', - 'range': '60 yards.', + 'range': '60 yards', 'duration': '[[3+[[@{level-wizard}]] ]] rounds', 'aoe': '40-foot cube, [[@{level-wizard}]] creatures', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'None', 'materials': 'A shaving of licorice root.', - 'reference': '', + 'reference': '192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 425', + 'errata': 'Sage Advice #154 p. 7\nSage Advice #176 p. 93\nSage Advice #261 p. 9\nDungeon Master Option: High-Level Campaigns p. 71-72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are *not* sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a *slow* spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.' + 'special-conditions': [MAGICAL_AGING], + 'psionics': 'A *hasted* psionicist or wild talent psionic user can only activate one power per round.', + 'effect': 'When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a –2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are *not* sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by *haste* must be in the designated area of effect. Note that this spell negates the effects of a *slow* spell. Additionally, this spell instantly ages the recipient by one year, the moment they receive the spell (i.e. during the first round of the spell’s effect), because of sped-up metabolic processes (like all magical aging, this requires a system shock roll). This spell is not cumulative with itself or with similar magic (including *boots of speed* or *potion of speed*).\n If multiple *haste* effects are cast, only the best take effect and aging only happens once, unless the effects overlap, then aging happens again when the first effect expires and the next take effect. A *haste* do not increase the movement rate of magical granted movement, such as the *fly* spell or the effect of magical items, such as *broom of flying* or *carpet of flying*.', }; wiz3['Hold Person'] = { @@ -48204,23 +48698,25 @@

Monster Sheet specific

'school-spells-and-magic': 'Enchantment/Charm, Song', 'range': '120 yards', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', - 'aoe': '1—4 persons, 20-foot cube', + 'aoe': '1 to 4 persons, 20-foot cube', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'Negate', 'materials': 'A small, straight piece of iron.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 433', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 14\nSage Advice #223 p. 79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds.\n The *hold person* spell affects any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.\n The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.\n Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.' + 'effect': 'This spell holds one to four humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds.\n The *hold person* spell affects any bipedal human, demihuman or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.\n The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.\n Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.\n *Hold person* makes its victims rigid—if they’re falling, for instance, it cannot "freeze" them in mid-fall and suspend them in the air.' }; wiz3['Hold Undead'] = { 'level': '3', 'school': 'Necromancy', - 'range': '60 feet', + 'range': '60 yards', 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds', 'aoe': '[[1d3]] undead', 'components': 'V, S, M', @@ -48229,10 +48725,11 @@

Monster Sheet specific

'materials': 'A pinch of sulphur and powdered garlic.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 434', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster’s level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.' + 'effect': 'When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster’s level. Currently equal or less than [[@{level-wizard}]] Hit Dice. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of less than three Hit Dice are automatically affected. Other undead are allowed a saving throw vs. spell to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.' }; wiz3['Illusionary Script'] = { @@ -48247,10 +48744,11 @@

Monster Sheet specific

'materials': 'A lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 447', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script.\n Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the *illusionary script* spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the *true seeing* spell and either the *read magic* or *comprehend languages* spell, as applicable.' + 'effect': 'This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for *illusionary script*.\n An unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a *suggestion* implanted in the script by the caster at the time the *illusionary script* spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful *dispel magic* spell will remove the *illusionary script*, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the *true seeing* spell and either the *read magic* or *comprehend languages* spell, as applicable.' }; wiz3['Infravision'] = { @@ -48265,10 +48763,12 @@

Monster Sheet specific

'materials': 'Either a pinch of dried carrot or an agate.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 460', + 'errata': 'Sage Advice #176 p. 93', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc. tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.' + 'effect': 'By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.' }; wiz3['Invisibility, 10\' Radius'] = { @@ -48283,9 +48783,12 @@

Monster Sheet specific

'materials': 'An eyelash and a bit of gum arabic, the former encased in the latter.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 464', + 'errata': 'Sage Advice #206 p. 89+90\nSage Advice #253 p. 22\nSage Advice #268 p. 112\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [INVISIBILITY], 'effect': 'This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the *invisibility, 10’ radius* spell is broken for all.' }; @@ -48295,17 +48798,19 @@

Monster Sheet specific

'school-spells-and-magic': 'Alteration, Artifice', 'range': 'Touch', 'duration': '[[ [[@{level-wizard}]]*4]] hours', - 'aoe': '[[ [[@{level-wizard}]]*2]] cubic feet', + 'aoe': '1 object, up to [[ [[@{level-wizard}]]*2]] cubic feet', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 470', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #205 p. 71\nSage Advice #266 p. 20', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.' + 'effect': 'By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster.\n Even a burning fire and its fuel can be shrunk by this spell. A shrunken fire will continue to burn and consume fuel and oxygen. It is still hot, and can burn anything susceptible to normal fire. If, however, the fire is reduced and turned to cloth it becomes inert (and harmless) for the duration of the spell.' }; wiz3['Leomund\'s Tiny Hut'] = { @@ -48320,10 +48825,11 @@

Monster Sheet specific

'materials': 'A small crystal bead that shatters when the spell duration expires or the hut is dispelled.', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 501', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\n The temperature inside the hut is 70° F. (21° C), if the exterior temperature is between 0° and 100° F. (-17° to 38° C). An exterior temperature below 0° or above 100° lowers or raises, respectively, the interior temperature on a 1°-for-1° basis. The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it.\n The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.' + 'effect': 'When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\n The temperature inside the hut is 70° F. (21° C), if the exterior temperature is between 0° and 100° F. (-17° to 38° C). An exterior temperature below 0° or above 100° lowers or raises, respectively, the interior temperature on a 1°-for-1° basis. The *tiny hut* also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it.\n The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.' }; wiz3['Lightning Bolt'] = { @@ -48339,10 +48845,12 @@

Monster Sheet specific

'materials': 'A bit of fur and an amber, crystal, or glass rod.', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 516', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #154 p. 6\nSage Advice #200 p. 105', 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', 'damage-type': 'Lightning', 'healing': '', - 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.\n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.\n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).\n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' + 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. Currently up to [[{[[@{level-wizard}]],12}kl1]] inches of wood or [[{[[@{level-wizard}]]/2,6}kl1]] inches of stone.\n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt travels from the point of origin toward its caster, ending only when it reaches its full length.\n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt has traveled 10 feet forward. Now, to reach its full length of 80 feet, the bolt, starting from the point of origin, travels 70 feet back toward its creator (who is only 40 feet from the point of origin, and so is caught in his own lightning bolt!).\n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' }; wiz3['Melf\'s Minute Meteors'] = { @@ -48358,9 +48866,12 @@

Monster Sheet specific

'materials': 'Nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmahship and magical engraving, and it can be reused.', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 556', + 'errata': 'The Complete Wizard’s Handbook p. 84\nWizard’s Spell Compendium Volume Four p. 1152', 'damage': '*Hit:* 1-foot-diameter, 1d4 Fire\n*Splash:* Within 3 feet, 1', 'damage-type': 'Fire', 'healing': '', + 'special-conditions': [GRENADE_LIKE], 'effect': 'This spell enables the wizard to cast small globes of fire (one for each experience level he has attained. Currently [[@{level-wizard}]] meteors), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet.\n The spell can be cast in either of two ways:\n A) The wizard discharges five meteors every round (see the “Multiple Attacks and Initiative” section in Chapter 9: Combat). Note that this carries over into at least the following round.\n B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.\n The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful *dispel magic* spell is thrown upon the caster.' }; @@ -48377,6 +48888,8 @@

Monster Sheet specific

'materials': 'A tiny bag and a small (not necessarily lit) candle.', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 585', + 'errata': 'Sage Advice #217 p. 82\nSage Advice #228 p. 85\nSage Advice #245 p. 16', 'damage': '', 'damage-type': '', 'healing': '', @@ -48396,10 +48909,13 @@

Monster Sheet specific

'materials': 'A pinch of diamond dust worth 300 gp.', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 620', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #257 p. 23', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as *clairaudience*, *clairvoyance*, *locate object*, *ESP*, and detect spells. It also prevents location by such magical items as *crystal balls* and *ESP medallions*. It does not affect the *know alignment* spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the *nondetection* caster must roll a saving throw vs. spell. If this is successful, the divination fails.' + 'psionics': '*Nondetection* is fully effective against psionic sensing.', + 'effect': 'By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as *clairaudience*, *clairvoyance*, *locate object*, *ESP*, and detect spells. It also prevents location by such magical items as *crystal balls* and *ESP medallions*. It does not affect the *know alignment* spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the *nondetection* caster must roll a saving throw vs. spell. If this is successful, the divination fails.\n *Nondetection* does not protect the recipient against *glyph of warding*, *alarm*, and other warding spells, as most warding spells are in the Abjuration school and not Divination.' }; wiz3['Phantom Steed'] = { @@ -48415,30 +48931,34 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 662', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and [[ [[@{level-wizard}]]+7]] hit points. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of [[ [[@{level-wizard}]]*4]], to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to [[ [[@{level-wizard}]]*10]] pounds.\n These mounts gain certain powers according to the level of the wizard who created them:\n 8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty.\n 10th Level: The ability to pass over water as if it were firm, dry ground.\n 12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.\n 14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.\n Note that a mount’s abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.' + 'effect': 'When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to 10 pounds per caster level. Current phantom steed statistics:\n • Armor Class: 2\n • Hit Points: [[7+[[@{level-wizard}]] ]]\n • Movement rate: [[ {4*[[@{level-wizard}]],48}kl1]]\n • Carrying capacity: [[10*[[@{level-wizard}]] ]] pounds\n These mounts gain certain powers according to the level of the wizard who created them:\n *8th Level:* The ability to pass over sandy, muddy, or even swampy ground without difficulty.\n *10th Level:* The ability to pass over water as if it were firm, dry ground.\n *12th Level:* The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.\n *14th Level:* The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.\n Note that a mount’s abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.' }; wiz3['Protection from Good, 10\' Radius (Reverse of Protection from Evil, 10\' Radius)'] = wiz3['Protection from Evil, 10\' Radius'] = { 'level': '3', 'school': 'Abjuration (Reversible)', - 'school-spells-and-magic': 'Abjuration, Alchemy (Reversible)', + 'school-spells-and-magic': 'Abjuration, Alchemy, Geometry (Reversible)', 'range': 'Touch', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', - 'aoe': '10-foot radius', + 'aoe': '10-foot radius around creature touched', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'None', - 'materials': 'Powdered silver or iron.', + 'materials': '\n*Protection from Evil*: Powdered silver.\n*Protection from Good*: Powdered iron.', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 701', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #153 p. 7\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The circle is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.' }; wiz3['Protection From Normal Missiles'] = { @@ -48453,10 +48973,11 @@

Monster Sheet specific

'materials': 'A piece of tortoise or turtle shell.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 706', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.' + 'effect': 'By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as *fireballs*, *lightning bolts*, or *magic missiles*.' }; wiz3['Secret Page'] = { @@ -48472,10 +48993,11 @@

Monster Sheet specific

'materials': 'Powdered herring scales and either will o’ wisp or boggart essense.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 777', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When cast, a *secret page* spell alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. *Confuse languages* and *explosive runes* spells may be cast upon the secret page, but a *comprehend languages* spell cannot reveal the secret page’s contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A *true seeing* spell does not reveal the contents unless cast in combination with a *comprehend languages* spell. An *erase* spell can destroy the writing.' + 'effect': 'When cast, a *secret page* spell alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. *Confuse languages* and *explosive runes* spells can be cast upon the secret page, but a *comprehend languages* spell cannot reveal the secret page’s contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A *true seeing* spell does not reveal the contents unless cast in combination with a *comprehend languages* spell. An *erase* spell can destroy the writing.' }; wiz3['Sepia Snake Sigil'] = { @@ -48491,10 +49013,12 @@

Monster Sheet specific

'materials': '100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 620', + 'errata': 'Sage Advice #238 p. 81', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster’s command, by a successful *dispel magic* spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round.\n The spell cannot be detected by normal observation, and *detect magic* reveals only that the entire text is magical. A *dispel magic* can remove it; an *erase* spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.' + 'effect': 'When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster’s command, by a successful *dispel magic* spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Currently [[1d4+[[@{level-wizard}]] ]] days. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings.\n If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round.\n The spell cannot be detected by normal observation, and *detect magic* reveals only that the entire text is magical. A *dispel magic* can remove it; an *erase* spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.\n A *sepia snake sigil* cannot be placed on the wizard’s hand and used to attack.' }; wiz3['Slow'] = { @@ -48509,6 +49033,7 @@

Monster Sheet specific

'materials': 'A drop of molasses.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 827', 'damage': '', 'damage-type': '', 'healing': '', @@ -48518,19 +49043,21 @@

Monster Sheet specific

wiz3['Spectral Force'] = { 'level': '3', 'school': 'Illusion/Phantasm', - 'range': '[[60+[[@{level-wizard}]] ]] yards', + 'range': '[[60+10*[[@{level-wizard}]] ]] yards', 'duration': 'Special', - 'aoe': '[[40+10*[[@{level-wizard}]] ]]-foot cube', + 'aoe': '40-foot cube + [[@{level-wizard}]] 10-foot cubes', 'components': 'V, S', 'cast-time': '3', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 841', + 'errata': 'Sage Advice #255 p. 25\nSage Advice #264 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *spectral force* spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the *improved phantasmal force* spell. The spell lasts for three rounds after concentration ceases.' + 'effect': 'The *spectral force* spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the *improved phantasmal force* spell. The spell lasts for three rounds after concentration ceases.\n The illusion can only move inside the area of effect.' }; wiz3['Suggestion'] = { @@ -48546,10 +49073,11 @@

Monster Sheet specific

'materials': 'A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 890', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words—phrases or a sentence or two—suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard’s suggestion—it must be spoken in a language that the spell recipient understands.\n The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power.\n The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to suggestion.' + 'effect': 'When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words—phrases or a sentence or two—suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard’s suggestion—it must be spoken in a language that the spell recipient understands.\n The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power.\n The course of action of a *suggestion* can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to *suggestion*.' }; wiz3['Babble (Reverse of Tongues)'] = @@ -48565,17 +49093,19 @@

Monster Sheet specific

'materials': 'A small clay model of a ziggurat, which shatters when the spell is pronounced.', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 943', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.\n The wizard can speak one additional tongue for every three levels of experience. Currently speak [[floor([[@{level-wizard}]]/3)]] additional tongues. The reverse of the spell cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' + 'effect': 'This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The wizard can speak one additional tongue for every three levels of experience. Currently speak [[floor([[@{level-wizard}]]/3)]] additional tongues.\n The reverse of the spell, *babble*, cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' }; wiz3['Vampiric Touch'] = { 'level': '3', 'school': 'Necromancy', 'range': '0', - 'duration': 'One touch', + 'duration': '1 touch or 1 turn', 'aoe': 'The caster', 'components': 'V, S', 'cast-time': '3', @@ -48583,9 +49113,11 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 975', 'damage': '[[{floor([[@{level-wizard}]]/2),6}kl1]]d6', 'damage-type': '', 'healing': 'Equal to damage', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12th-level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster’s total, with any hit points over the caster’s normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster’s normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.' }; @@ -48603,10 +49135,12 @@

Monster Sheet specific

'materials': 'A short reed or piece of straw.', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1000', + 'errata': 'Sage Advice #255 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The recipient of a *water breathing* spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched. The reverse, *air breathing* enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration.' + 'effect': 'The recipient of a *water breathing* spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched.\n The reverse, *air breathing* enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration.\n *Water breathing* is not sufficient to allow spellcasting underwater. The caster must be able to move and speak freely, by use of a *free action* effect or an *airy water* spell.' }; wiz3['Wind Wall'] = { @@ -48615,17 +49149,18 @@

Monster Sheet specific

'school-spells-and-magic': 'Alteration, Elemental Air', 'range': '[[10*[[@{level-wizard}]] ]] yards', 'duration': '[[@{level-wizard}]] rounds', - 'aoe': 'wall, [[10*[[@{level-wizard}]] ]] x [[5*[[@{level-wizard}]] ]] feet, 2 feet wide', + 'aoe': 'wall, [[10*[[@{level-wizard}]] ]] x [[5*[[@{level-wizard}]] ]] feet, 2 feet thick', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'Special', 'materials': 'A tiny fan and a feather of exotic origin.', 'reference': 'p. 198', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1021', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength—a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a –4 penalty to a first shot and –2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.' + 'effect': 'This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength—a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a *wind wall*. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a –4 penalty to a first shot and –2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.' }; wiz3['Wraithform'] = { @@ -48641,10 +49176,12 @@

Monster Sheet specific

'materials': 'A bit of gauze and a wisp of smoke.', 'reference': 'p. 198', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1035', + 'errata': 'Sage Advice #201 p. 44\nSage Advice #264 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a –4 penalty to recognize the spell.\n The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful *dispel magic* spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word.' + 'effect': 'When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in *wraithform*, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a –4 penalty to recognize the spell.\n The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in *wraithform*, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful *dispel magic* spell forces the wizard in *wraithform* back to normal form. The spellcaster can end the spell with a single word.' }; const wiz4 = {}; @@ -50112,7 +50649,7 @@

Monster Sheet specific

'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a *teleport* spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus 150 pounds for each level of experience above the 10th (current maximum weight is [[250+150*({[[@{level-wizard}]]-10,0}kh1)]] pounds) (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).}}{{style=center2 sheet-spell-center3 sheet-spell-center4 sheet-spell-bottom2 sheet-spell-bottom3 sheet-spell-bottom4}}{{c1-1= }}{{c2-1=**Destination Is:**}}{{c3-1=Very familiar}}{{c4-1=Studied carefully}}{{c5-1=Seen casually}}{{c6-1=Viewed once}}{{c7-1=Never seen}}{{cs1-2=3}}{{c1-2=**Probability of Teleporting:**}}{{c2-2=**High**}}{{c3-2=01–02}}{{c4-2=01–04}}{{c5-2=01–08}}{{c6-2=01–16}}{{c7-2=01–32}}{{c2-3=**On Target**}}{{c3-3=03–99}}{{c4-3=05–98}}{{c5-3=09–96}}{{c6-3=17–92}}{{c7-3=33–84}}{{c2-4=**Low**}}{{c3-4=00}}{{c4-4=99–00}}{{c5-4=97–00}}{{c6-4=93–00}}{{c7-4=85–00}}{{effects2= Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest “On Target” probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space—a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.' + 'effect': 'When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a *teleport* spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus 150 pounds for each level of experience above the 10th (current maximum weight is [[250+(150*{[[@{level-wizard}]]-10,0}kh1)]] pounds) (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).}}{{style=center2 sheet-spell-center3 sheet-spell-center4 sheet-spell-bottom2 sheet-spell-bottom3 sheet-spell-bottom4}}{{c1-1= }}{{c2-1=**Destination Is:**}}{{c3-1=Very familiar}}{{c4-1=Studied carefully}}{{c5-1=Seen casually}}{{c6-1=Viewed once}}{{c7-1=Never seen}}{{cs1-2=3}}{{c1-2=**Probability of Teleporting:**}}{{c2-2=**High**}}{{c3-2=01–02}}{{c4-2=01–04}}{{c5-2=01–08}}{{c6-2=01–16}}{{c7-2=01–32}}{{c2-3=**On Target**}}{{c3-3=03–99}}{{c4-3=05–98}}{{c5-3=09–96}}{{c6-3=17–92}}{{c7-3=33–84}}{{c2-4=**Low**}}{{c3-4=00}}{{c4-4=99–00}}{{c5-4=97–00}}{{c6-4=93–00}}{{c7-4=85–00}}{{effects2= Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest “On Target” probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space—a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.' }; wiz5['Transmute Mud to Rock (Reverse of Transmute Rock to Mud)'] = @@ -56579,6 +57116,7 @@

Monster Sheet specific

'damage': '', 'damage-type': '', 'healing': '[[1d8]]', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature’s body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.\n The reverse of the spell, *cause light wounds*, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest’s hand strikes the opponent and causes such a wound.\n Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.' }; @@ -56590,17 +57128,18 @@

Monster Sheet specific

'sphere-spells-and-magic': 'Divination', 'range': '0', 'duration': '1 turn + [[5*[[@{level-priest}]] ]] rounds', - 'aoe': '10 feet x 120 yards', + 'aoe': '10 feet path ✕ 120 yards', 'components': 'V, S, M', 'cast-time': '1 round', 'saving-throw': 'None', 'materials': 'The use of the priest’s holy symbol as its material component, with the priest holding it before him.', 'reference': 'p. 253', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 198', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil *if intent upon appropriate actions*. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.\n The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level ([[10*[[@{level-priest}]] ]]%) of detecting its general bent (lawful, neutral, or chaotic). The duration of a *detect evil* (or *detect good*) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration. Current duration [[10+(5*[[@{level-priest}]])]] rounds. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate—stop, have quiet, and intently seek to detect the aura— for at least one round to receive a reading.' + 'effect': 'This spell discovers emanations of evil, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil *if intent upon appropriate actions*. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.\n The degree of evil (*faint, moderate, strong, overwhelming*) and possibly its general nature (*expectant, malignant, gloating*, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level (currently [[{10*[[@{level-priest}]],100}kl1]]% chance) of detecting its general bent (*lawful, neutral, chaotic*). The duration of a *detect evil* spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate—stop, have quiet, and intently seek to detect the aura—for at least one round to receive a reading.\n The reverse spell, *detect good*, operates the same way, but good emanations are discovered.' }; pri1['Detect Magic'] = { @@ -56610,17 +57149,20 @@

Monster Sheet specific

'sphere-spells-and-magic': 'All', 'range': '0', 'duration': '1 turn', - 'aoe': '10 feet x 30 yards', + 'aoe': '10 feet path × 30 yards', 'components': 'V, S, M', 'cast-time': '1 round', 'saving-throw': 'None', 'materials': 'The use of the priest’s holy symbol.', 'reference': 'p. 253', 'book': 'PHB', + 'book-compendium': 'Priest’ Spell Compendium Volume One p. 201', + 'errata': 'Dungeon Master Guide p. 161\nThe Complete Psionics Handbook p. 110\nSage Advice #213 p. 85\nSage Advice #214 p. 78-79\nSage Advice #243 p. 22\nSage Advice #245 p. 17-18\nSage Advice #254 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When the *detect magic* spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level ([[10*[[@{level-priest}]] ]]%) to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.' + 'psionics': '*Detect magic* never detects psionic activity.', + 'effect': 'When the *detect magic* spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level ([[{10*[[@{level-priest}]],100}kl1]]%) to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, solid wood at least 1 yard thick, or a *wall of force*.\n *Detect magic* can detect an invisible creature’s magical aura, but not pinpoint the invisible creature’s exact location. See *DUNGEON MASTER Guide* p. 161.\n Casting *detect magic* on a cursed item generally indicates the sphere of magic the cursed item is imitating, i.e. *cloak of poisonousness* that imitates *cloak of protection* would radiate the protection sphere.' }; pri1['Detect Poison'] = { @@ -56764,18 +57306,21 @@

Monster Sheet specific

'sphere': 'Sun', 'sphere-spells-and-magic': 'Creation, Guardian, Sun', 'range': '120 yards', - 'duration': '1 hour + [[@{level-priest}]] turns', - 'aoe': '20-feet-radius globe', + 'duration': '*Light:* 1 hour + [[@{level-priest}]] turns\n*Darkness:* 30 mins + [[@{level-priest}/2]] turns', + 'aoe': '20-foot-radius globe', 'components': 'V, S', 'cast-time': '4', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 255', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 374', + 'errata': 'Sage Advice #152 p. 59\nSage Advice #153 p. 7', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light.\n The spell is reversible, causing darkness in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room— pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.' + 'special-conditions': ['blindness'], + 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. *Light* can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature.\n If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.\n The spell is reversible, causing *darkness* in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room—pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.' }; pri1['Locate Animals or Plants'] = { @@ -56843,17 +57388,20 @@

Monster Sheet specific

'sphere': 'Protection', 'range': 'Touch', 'duration': '[[3*[[@{level-priest}]] ]] rounds', - 'aoe': '1 creature', + 'aoe': 'Creature touched', 'components': 'V, S, M', 'cast-time': '4', 'saving-throw': 'None', - 'materials': 'Holy water or burning incense / A circle of unholy water or smoldering dung.', + 'materials': '*Protection From Evil:* Holy water or burning incense.\n*Protection From Good:* A circle of unholy water or smoldering dung.', 'reference': 'p. 256', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 466', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74+79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire’s charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*, with the second and third benefits remaining unchanged.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s *magic jar* attack) is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remaining unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* tome), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.' }; pri1['Putrefy Food & Drink (Reverse of Purify Food & Drink)'] = @@ -56913,6 +57461,7 @@

Monster Sheet specific

'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'When the priest casts a *sanctuary* spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on.' }; @@ -56954,6 +57503,7 @@

Monster Sheet specific

'damage': '', 'damage-type': '', 'healing': '[[1d8]] temporary hit points', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'The recipient of this spell gains the benefit of a *bless* spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The *aid* spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.\n For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8–2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a *cure light wounds* spell that heals 4 points of damage, restoring him to his original 8 hit points.\n Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.' }; @@ -57199,17 +57749,19 @@

Monster Sheet specific

'sphere-spells-and-magic': 'Charm, Law', 'range': '120 yards', 'duration': '[[2*[[@{level-priest}]] ]] rounds', - 'aoe': '[[1d4]] persons in a 20-foot cube', + 'aoe': '1 to 4 persons in a 20-foot cube', 'components': 'V, S, M', 'cast-time': '5', 'saving-throw': 'Negate', - 'materials': 'A small, straight piece of iron as the material component of this spell.', + 'materials': 'A small, straight piece of iron.', 'reference': 'p. 261', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 334', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 14\nSage Advice #223 p. 79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).\n The *hold person* spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.\n The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a –1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a –2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.\n Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The priest casting the *hold person* spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.' + 'effect': 'This spell holds 1 to 4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds. The spell lasts two rounds per caster level, and the priest must be of at least 3rd level to cast the spell.\n The *hold person* spell affects any bipedal human, demihuman, or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. Undead creatures cannot be held.\n The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three or four persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a –1 penalty; if the spell is cast at but one person, the saving throw die roll suffers a –2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell.\n Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject’s condition due to wounds, disease, or poison. The priest casting the *hold person* spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.\n *Hold person* makes its victims rigid—if they’re falling, for instance, it cannot "freeze" them in mid-fall and suspend them in the air.' }; pri2['Undetectable Alignment (Reverse of Know Alignment)'] = @@ -57218,7 +57770,7 @@

Monster Sheet specific

'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '10 yards', - 'duration': '1 turn', + 'duration': '*Know Alignment:* 1 turn\n*Undetectable Alignment:* 24 hours', 'aoe': '1 creature or object', 'components': 'V, S', 'cast-time': '1 round', @@ -57226,10 +57778,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 261', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 324', + 'errata': 'Sage Advice #241 p. 16', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *know alignment* spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours.' + 'effect': 'A *know alignment* spell enables the priest to exactly read the aura of a creature or an aligned object, including sentient magical items (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours.' }; pri2['Messenger'] = { @@ -57401,10 +57955,10 @@

Monster Sheet specific

'materials': 'A normal war hammer.', 'reference': 'p. 263', 'book': 'PHB', - 'damage': '*Small/Medium:* 1d4+1+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]\n*Large:* 1d4+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]', + 'damage': '*Small/Medium:* 1d4+1+[[{ceil([[@{level-priest}]]/6),3}kl1]]\n*Large:* 1d4+[[{ceil([[@{level-priest}]]/6),3}kl1]]', 'damage-type': '', 'healing': '', - 'effect': 'By calling upon his deity, the caster of a *spiritual hammer* spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer’s chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]) (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target’s AC for shield and Dexterity.\n As soon as the caster ceases concentration, the *spiritual hammer* spell ends. A *dispel magic* spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell.\n The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.' + 'effect': 'By calling upon his deity, the caster of a *spiritual hammer* spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer’s chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. Currently +[[{ceil([[@{level-priest}]]/6),3}kl1]] to attack and damage rolls. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target’s AC for shield and Dexterity.\n As soon as the caster ceases concentration, the *spiritual hammer* spell ends. A *dispel magic* spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell.\n The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.' }; pri2['Trip'] = { @@ -57531,17 +58085,20 @@

Monster Sheet specific

'sphere-spells-and-magic': 'Creation, Guardian, Sun', 'range': '120 yards', 'duration': 'Permanent', - 'aoe': '60-foot radius', + 'aoe': '60-foot radius globe', 'components': 'V, S', 'cast-time': '6', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 266', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 143', + 'errata': 'Sage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #265 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the *continual light* affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual light* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n *Continual light* brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.' }; pri3['Create Food & Water'] = { @@ -57581,6 +58138,7 @@

Monster Sheet specific

'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [BLINDNESS, DEAFNESS, TOUCH_ATTACKS], 'effect': 'By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease.\n Its reverse, *cause blindness or deafness*, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results.\n A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.' }; @@ -57602,6 +58160,7 @@

Monster Sheet specific

'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.\n The reverse of the *cure disease* spell is *cause disease*. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical:\n *Debilitating:* The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.\n *Fatal:* This wasting disease is effective immediately. Infected creatures receive no benefit from *cure wound* spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.\n The inflicted disease can be cured by the *cure disease* spell. Lycanthropy cannot be caused' }; @@ -57611,7 +58170,7 @@

Monster Sheet specific

'sphere': 'Protection', 'sphere-spells-and-magic': 'All', 'range': '60 yards', - 'duration': 'Special', + 'duration': 'Instantaneous', 'aoe': '30-foot cube or 1 item', 'components': 'V, S', 'cast-time': '6', @@ -57619,12 +58178,35 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 267', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 211', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:\n First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from this base number needed. If the caster is of lower level, the difference is *added* to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n You dispel all effects and potions at level [[1d20-11+[[@{level-priest}]] ]] and below!\n A *dispel magic* can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational is temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM’s option. Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.}}{{style=bottom3}}{{cs1-1=3}}{{cc1-1=center}}{{c1-1=**Summary of Dispel Magic Effects**}}{{c2-1=**Source of Effect**}}{{c3-1=Caster}}{{c4-1=Other caster/}}{{c5-1= innate ability}}{{c6-1=Wand}}{{c7-1=Staff}}{{c8-1=Potion}}{{c9-1=Other magic}}{{c10-1=Artifact}}{{cc2-2=bottom}}{{c2-2=**Resists As**}}{{c3-2=None}}{{c4-2=Leve/HD of}}{{c5-2= other caster}}{{c6-2=6th level}}{{c7-2=8th level}}{{c8-2=12th level}}{{c9-2=12th, unless special}}{{c10-2=DM discretion}}{{c2-3=**Result of Dispel**}}{{c3-3=Dispel automatic}}{{c5-3=Effect negated}}{{c6-3=*}}{{c7-3=*}}{{c8-3=Potion destroyed}}{{c9-3=*}}{{c10-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', + 'effect': 'When a priest casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it has a chance to removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it can disrupts the casting or use of these in the area of effect at the instant the *dispel* is cast. Third, it can destroys magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from the number needed on 1d20 to dispel (making it *more* likely that the dispel succeeds). If the caster is of lower level, then the difference is *added* to the number needed on 1d20 (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n A *dispel magic* spell only affects a specially enchanted item—such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor—if it is cast directly upon that item alone. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; if unattended, an item is automatically rendered nonoperational for 1d4 rounds. An interdimensional interface (such as a *bag of holding*) rendered nonoperational is temporarily closed. Note that an item’s physical properties are unchanged: a nonoperational magical sword is still a sword.\n Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM’s option.\n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', }; +pri3['Dispel Magic (expanded)'] = { + 'level': '3', + 'school': 'Abjuration', + 'sphere': 'Protection', + 'sphere-spells-and-magic': 'All', + 'range': '60 yards', + 'duration': 'Instantaneous', + 'aoe': '30-foot cube or 1 item, creature, or effect', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 267', + 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 211', + 'errata': 'Sage Advice #154 p. 6-7:\nSage Advice #157 p. 25\nSage Advice #179 p. 95\nSage Advice #214 p. 78\nSage Advice #217 p. 83\nSage Advice #228 p. 84-85\nSage Advice #237 p. 92\nSage Advice #241 p. 16\nSage Advice #245 p. 16\nSage Advice #252 p. 22\nSage Advice #253 p. 24\nSage Advice #273 p. 116\nDungeon Master Option: High-Level Campaigns p. 70+73+82\nWizard’s Spell Compendium Volume Three p. 656', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': '*Dispel magic* has two primary applications, as an **area effect** or **targeted**. The caster can choose the desired application at the time of casting. When cast, *dispel magic* has a chance to neutralize or negate magic it comes in contact with as follows:\n **Area effect:** *First,* it has a chance to ***remove*** spells and spell-like effects (including effects from devices, powers, innate abilities, and some potions*) from creatures or objects, as well as dispel summoned or conjured creatures.\n**Note on potions:* Once a potion, elixir, oil, or ointment takes effect on a creature, any effects that apply only to the imbiber cannot be removed unless a *dispel magic* is **targeted** directly at the creature. If the potion’s effects extend to other creatures (such as the various potions of control) it can be dispelled normally with an **area effect** cast. All potion effects are treated as magic cast at 12th level for purposes of dispelling.\n *Second,* it ***disrupts*** spell casting, scroll reading, and some device activation in the area of effect at the instant the *dispel* is cast. Spell-casting and magical-item use count as actions. A character cannot perform a second action in the same round even if the spell or item’s effect is disrupted.\n • Spells and scrolls are used up and lost when disrupted.\n • If the optional command word rule is in use, then majority of wands, staves, and rods can be disrupted. They lose the appropriate charges.\n • Some wands, staves, and rods that are usable by non-spell-casters cannot be disrupted.\n • Rings, weapons, armor, and miscellaneous magical items cannot be disrupted.\n • Innate abilities and powers, such as druid shapeshifting, paladin lay on hands, or turn undead, cannot be disrupted.\n *Third,* it can ***destroy magical potions*** still in the bottle (which are treated as 12th level for the purpose of this spell).\n **Dispel roll:** Each effect or potion in the spell’s area is checked, with a separate roll, to determine if it is dispelled. The caster’s own magic is always automatically dispelled; otherwise, the effect or potion is dispelled if its level is less than or equal to 1d20 + 1 per level of the caster, - 11. Thus, a 6th level spellcaster, rolling a 13, gives a final value of 13+6-11 = 8, causing an effect cast by a spellcaster or device of 8th level or below to be dispelled. A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n\n **Targeted:** Casting *dispel magic* on a creature, item, or object does not radiate an area of effect. Thus, spells such as *stoneskin, minor globe of invulnerability* and *barkskin* could not be dispelled as the result of trying to negate the *magic of a wand of lightning*.\n *Targeted on a magical item:* A *dispel magic* spell only affects a specially enchanted item–such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor–if it is cast directly upon that item alone. An unattended magical item is automatically nonoperational for 1d4 rounds. If the item is possessed or carried by a creature it gains the creature’s saving throw against this effect. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n *Targeted on a creature:* A creature hit by a **targeted** *dispel magic* suffers the first two effects: ***Removal*** of spell effects, including potion effects that only apply to the creature, and ***disruption*** of spell casting as described above. It is up to the DM if the third effect, ***destruction of magical potions***, is also included.\n\n **Permanency:** Spells made permanent with *permanency* can be dispelled. When dispelled, a permanent spell is destroyed, not temporarily rendered nonoperational. A creature or item never gains a saving throw to avoid a dispelling attempt against its permanent effects. To dispel a permanent spell the follows conditions must always be fulfilled:\n 1) Permanent spells must be individually **targeted** to be dispelled, requiring a separate *dispel magic* for each permanent effect.\n 2) The dispeller must make a successful **dispel roll** as described above.\n 3) Removing a permanent spell effect from a creature or magical item also requires that the dispeller is of higher level than the *permanency* caster at the time *permanency* was cast.\n\n **Artifacts and relics:** Are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n **Instantaneous effects:** Spells and potions whose basic durations are instantaneous cannot be dispelled. A *cure light wounds* spell or *potion of extra-healing*, cannot be dispelled after their healing properties have occurred. Likewise, petrification effect such as *flesh to stone* cannot be dispelled.\n Note the this spell can be very effective when used upon charmed or similarly beguiled creatures. Certain spells or effects cannot be dispelled (such as a *protection from magic scroll* effect); these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{cs9-1=3}}{{cc9-1=justify}}{{c9-1=\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.}}{{cs10-1=3}}{{cc10-1=center}}{{c10-1=[Dispel Roll](~@{character_name}|dispel-setup-pri)' +} + pri3['Feign Death'] = { 'level': '3', 'school': 'Necromancy', @@ -57638,10 +58220,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 267', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 266', + 'errata': 'Sage Advice #230 p. 94', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc. Only a willing individual can be affected by a *feign death* spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.\n Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.' + 'effect': 'By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc. Only a willing individual can be affected by a *feign death* spell. The priest is able to end the spell effect at any time, as will a successful *dispel*, but it requires a full round for bodily functions to begin again.\n Note that, unlike the wizard version of this spell, only persons can be affected, and that those of any level can be affected by the priest casting this spell.' }; pri3['Flame Walk'] = { @@ -57707,7 +58291,7 @@

Monster Sheet specific

'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '[[60+10*[[@{level-priest}]] ]] yards', - 'duration': '8 hours.', + 'duration': '*Locate Object:* [[@{level-priest}]] rounds\n*Obscure Object:* 8 hours', 'aoe': '1 object', 'components': 'V, S, M', 'cast-time': '1 turn', @@ -57715,10 +58299,12 @@

Monster Sheet specific

'materials': 'A piece of lodestone', 'reference': 'p. 268', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 380', + 'errata': 'Sage Advice #206 p. 88', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range—for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\n The reversal, *obscure object*, hides an object from location by spell, *crystal ball*, or similar means for eight hours. The caster must touch the object being concealed.\n Neither application of the spell affects living creatures.' + 'effect': 'This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range—for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\n The reverse, *obscure object*, hides an object from location by spell, *crystal ball*, or similar means for eight hours. The caster must touch the object being concealed.\n Neither application of the spell affects living creatures.' }; pri3['Magical Vestment'] = { @@ -57842,17 +58428,20 @@

Monster Sheet specific

'sphere': 'Elemental (Fire)', 'range': '160 yards', 'duration': 'Special', - 'aoe': '10 or 100 x fire', + 'aoe': '10 or 100 times a single fire source', 'components': 'V, S, M', 'cast-time': '6', 'saving-throw': 'Special', - 'materials': 'One fire source within the area of effect which is immediately extinguished', + 'materials': 'One fire source within a 20-foot cube, which is immediately extinguished.', 'reference': 'p. 270', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 476', + 'errata': 'Sage Advice #247 p. 20+22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce either of two effects, at the option of the caster.\n&emps;First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for [[1d4+1]] rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.\n Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. (Currently [[@{level-priest}]] rounds). This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.\n The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers [[1d4+[[@{level-priest}]] points of damage. This spell does not function under water.' + 'special-conditions': [BLINDNESS], + 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce either of two effects, at the option of the caster.\n First, it can produce a flashing and fiery burst of glowing, colored aerial *fireworks* that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for 1d4+1 rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.\n Second, it can cause a thick, writhing stream of *smoke* to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. Currently [[@{level-priest}]] rounds. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.\n The spell uses one fire source within a 20-foot cube, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. Currently [[1d4+[[@{level-priest}]] ]] points of damage. This spell does not function under water.' }; pri3['Bestow Curse (Reverse of Remove Curse)'] = @@ -57873,6 +58462,7 @@

Monster Sheet specific

'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the *remove curse* spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.\n The reverse of the spell is not permanent; the *bestow curse* spell lasts for one turn for every experience level of the priest using the spell. (Currently [[@{level-priest}]] turns). The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim’s attack and saving throw rolls by –4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)—roll each round.\n It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a *bestow curse* spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.' }; @@ -58047,10 +58637,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 273', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Three p. 691', + 'errata': 'Sage Advice #255 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The recipient of a *water breathing* spell is able to breathe under water freely for the duration of the spell—i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character.\n The reverse, *air breathing*, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.' + 'effect': 'The recipient of a *water breathing* spell is able to breathe under water freely for the duration of the spell—i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple creatures. Thus, an 8th-level priest can confer this ability to two creatures for 4 hours, four for 2 hours, eight for 1 hour, and so on, to a minimum of ½ hour per creature.\n The reverse, *air breathing*, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.\n *Water breathing* is not sufficient to allow spellcasting underwater. The caster must be able to move and speak freely, by use of a *free action* effect or an *airy water* spell.' }; pri3['Water Walk'] = { @@ -58416,17 +59008,20 @@

Monster Sheet specific

'sphere': 'Protection', 'range': 'Touch', 'duration': '[[@{level-priest}]] turns', - 'aoe': '10-foot radius', + 'aoe': '10-foot-radius sphere', 'components': 'V, S, M', 'cast-time': '7', 'saving-throw': 'None', - 'materials': 'Holy (or unholy) water and incense (or smoldering dung)', + 'materials': '\n*Protection from Evil*: Holy water and incense.\n*Protection from Good*: Unholy water and smoldering dung', 'reference': 'p. 278', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 466', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #153 p. 7\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74+79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The globe of protection of this spell is identical in all respects to that of a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n The reverse, *protection from good, 10’ radius,* wards against good creatures.\n To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the *protection from evil* spell.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'The globe of protection of this spell is identical in all respects to that of a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the priest must trace a circle 20 feet in diameter using holy water and incense.\n The reverse, *protection from good 10’ radius*, wards against good creatures. To complete this spell, the priest must trace a circle 20 feet in diameter using unholy water and smoldering dung.' }; pri4['Protection From Lightning'] = { @@ -58562,10 +59157,12 @@

Monster Sheet specific

'materials': '', 'reference': 'p. 280', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Three p. 648', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The priest can speak one additional tongue for every three levels of experience. Currently [[floor([[@{level-priest}]]/3)]] additional tongues.\n The reverse of the spell cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' + 'effect': 'This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The priest can speak one additional tongue for every three levels of experience. Currently [[floor([[@{level-priest}]]/3)]] additional tongues.\n The reverse of the spell, *babble*, cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' }; const pri5 = {}; @@ -70547,6 +71144,9 @@

Monster Sheet specific

const WARNING = 3; const ERROR = 4; +const ERRATA_FIELD = 'errata'; +const PSIONICS_HANDBOOK = 'The Complete Psionics Handbook'; + const BOOK_FIELDS = [ 'book-phb','book-tcfhb','book-tcthb','book-tcprhb','book-tcwhb','book-psionics', 'book-tom','book-aaeg', @@ -70872,6 +71472,16 @@

Monster Sheet specific

return new Set(settings); } +const isBookActive = function (books, obj) { + let activeBooks = getActiveSettings(BOOK_FIELDS, books); + console.log(activeBooks); + if (typeof obj === 'string') { + return activeBooks.has(obj); + } + + return false +} + const isBookInactive = function (books, obj) { let activeBooks = getActiveSettings(BOOK_FIELDS, books); if (Array.isArray(obj)) @@ -71693,12 +72303,15 @@

Monster Sheet specific

const getSpellSchools = function (spell, books) { let schoolRules = getActiveSettings(SCHOOL_FIELDS, books); + //return spell['school'] + `%NEWLINE%S&M: (${spell[SCHOOL_SPELLS_AND_MAGIC]})`; return schoolRules.has(SCHOOL_SPELLS_AND_MAGIC) - ? spell[SCHOOL_SPELLS_AND_MAGIC] || spell['school'] - : spell['school']; + ? spell[SCHOOL_SPELLS_AND_MAGIC] || spell['school'] + : spell['school']; } const getSpellSpheres = function (spell, sphereRules) { + // return spell['sphere'] + `%NEWLINE%Druid: ${spell['sphere-druids']}%NEWLINE%Necro: ${spell['sphere-necromancers']}%NEWLINE%S&M: ${spell[SPHERE_SPELLS_AND_MAGIC]}` + if (sphereRules.has(SPHERE_SPELLS_AND_MAGIC)) return spell[SPHERE_SPELLS_AND_MAGIC] || spell['sphere']; @@ -71881,6 +72494,39 @@

Monster Sheet specific

} //#endregion +//#region Wizard and Priest Dispel Magic button +on('clicked:dispel-setup-wiz', function (eventInfo) { + dispelRoll(eventInfo, '[[@{level-wizard}]]') +}); + +on('clicked:dispel-setup-pri', function (eventInfo) { + dispelRoll(eventInfo, '[[@{level-priest}]]') +}); + +function dispelRoll(eventInfo, classLevel) { + getAttrs(['tab11','wtype'], async function (values) { + let visibility = ""; + console.log(values['tab11'], values['wtype']); + if (values['tab11'] === '2' && values['wtype'].startsWith('/w gm')) { + visibility = '/w gm '; + } else { + visibility = await extractQueryResult(`?{Are dispel rolls public or only to GM?|Public, |GM only,/w gm }`); + } + + let rollBuilder = new RollTemplateBuilder('2Edefault'); + rollBuilder.push('name=Dispel Roll',`desc=@{character_name} dispels effects and potions of level [[1d20+${classLevel}-11]] and below`, `desc1=[Roll again](~@{character_name}|dispel)`, 'align1=center', 'color=dark-blue'); + + let roll = visibility + rollBuilder.string(); + + let newValue = {}; + newValue['dispel-macro'] = roll; + setAttrs(newValue); + + await printRoll(roll); + }); +} +//#endregion + //#region Wizard and Priest spells and Powers setup function setupAutoFillSpellInfo(section, spellsTable, optionalRulesFields) { if (!spellsTable[section]) @@ -71895,10 +72541,21 @@

Monster Sheet specific

let levelField = isPriest ? 'level-priest' : 'level-wizard'; let className = isPriest ? 'Priest' : 'Wizard'; - getAttrs([...BOOK_FIELDS, ...optionalRulesFields, levelField], function(books) { + getAttrs([...BOOK_FIELDS, ...optionalRulesFields, levelField, ERRATA_FIELD], function(books) { if (bookInactiveShowToast(books, spell)) return; + let effect = spell['effect']; + if (spell['psionics'] && isBookActive(books, PSIONICS_HANDBOOK)) { + effect += `}}{{psionics=${spell['psionics']}`; + } + if (spell['special-conditions']) { + spell['special-conditions'].forEach(condition => { + effect += `}}{{${condition}=1`; + }); + } + + let spellInfo = { [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'], [`repeating_spells-${section}_spell-level`] : displaySpellLevel(spell['level'], className), @@ -71912,13 +72569,13 @@

Monster Sheet specific

[`repeating_spells-${section}_spell-saving-throw`] : spell['saving-throw'], [`repeating_spells-${section}_spell-healing`] : spell['healing'], [`repeating_spells-${section}_spell-materials`] : spell['materials'], - [`repeating_spells-${section}_spell-reference`] : `${spell['reference']}, ${spell['book']}`, + [`repeating_spells-${section}_spell-reference`] : displayReference(spell, books), [`repeating_spells-${section}_spell-subtlety`] : spell['subtlety'] || '', [`repeating_spells-${section}_spell-sensory`] : spell['sensory'] || '', [`repeating_spells-${section}_spell-knockdown`] : spell['knockdown'] || '', [`repeating_spells-${section}_spell-knockdown`] : spell['knockdown'] || '', [`repeating_spells-${section}_spell-crit-size`] : spell['crit-size'] || '', - [`repeating_spells-${section}_spell-effect`] : spell['effect'] + [`repeating_spells-${section}_spell-effect`] : effect }; if (isPriest) { @@ -71970,6 +72627,18 @@

Monster Sheet specific

: `Level ${level} ${className}`; } +const displayReference = function(spell, books) { + let reference = `${spell['book']} ${spell['reference']}` + if (spell['book-compendium']) + reference += `\n${spell['book-compendium']}`; + + let activeSettings = getActiveSettings([ERRATA_FIELD], books); + if (activeSettings.has(ERRATA_FIELD) && spell['errata']) + reference += `\n${spell['errata']}`; + + return reference; +} + // --- Start setup Spell Slots --- // WIZARD_SPELL_LEVELS_SECTIONS.forEach(spellLevel => { let prefix = `spell-level${spellLevel.level}`; @@ -72910,7 +73579,7 @@

Monster Sheet specific

const SPELL_HITS_REGEX = /\((\dd\d\+?\d?|\d) hit/i; async function debugSeverity(severityDice) { - return false + return true ? parseInt(await extractQueryResult('?{Debug severity|1}')) : await extractRollResult(severityDice); } @@ -73913,7 +74582,16 @@

Monster Sheet specific

rollBuilder.push('checkroll=[[1d100]]%'); rollBuilder.push('checktarget=[[@{scroll-failure}]]%'); rollBuilder.push('fail=DM roll for Magical Spell Failure'); + rollBuilder.push('character=@{character_name}'); rollBuilder.push(`effects=${spell['effect']}`); + if (spell['psionics'] && isBookActive(books, PSIONICS_HANDBOOK)) { + rollBuilder.push(`psionics=${spell['psionics']}`); + } + if (spell['special-conditions']) { + spell['special-conditions'].forEach(condition => { + rollBuilder.push(`${condition}=1`) + }); + } let scrollMacro = rollBuilder.string(); scrollMacro = scrollMacro.replaceAll('[[@{level-wizard}]]','[[@{scroll-level}]]') @@ -74297,7 +74975,7 @@

Monster Sheet specific

// --- Version change start --- // const SHEET_NAME = 'AD&D 2E Revised'; -const SHEET_VERSION = '4.21.1'; +const SHEET_VERSION = '4.22.0'; on('sheet:opened', function(){ getAttrs(['character_sheet'],function(attrs){ diff --git a/ADnD_2E_Revised/2EStyle.css b/ADnD_2E_Revised/2EStyle.css index c0d599030201..8a9900926701 100644 --- a/ADnD_2E_Revised/2EStyle.css +++ b/ADnD_2E_Revised/2EStyle.css @@ -1348,6 +1348,12 @@ input.sheet-toast-error:checked ~ .sheet-toast-content { font-size: 9pt; text-align: left; } +.sheet-rolltemplate-2Edefault td.sheet-template-default-desc.sheet-justify { + text-align: justify; +} +.sheet-rolltemplate-2Edefault td.sheet-template-default-desc.sheet-center { + text-align: center; +} /*#endregion*/ /*#region Styles for the 2Eattack Template /*/ diff --git a/ADnD_2E_Revised/css/rolltemplates.css b/ADnD_2E_Revised/css/rolltemplates.css index fe6af37cb610..cac0d4cfe908 100644 --- a/ADnD_2E_Revised/css/rolltemplates.css +++ b/ADnD_2E_Revised/css/rolltemplates.css @@ -307,6 +307,12 @@ font-size: 9pt; text-align: left; } +.sheet-rolltemplate-2Edefault td.sheet-template-default-desc.sheet-justify { + text-align: justify; +} +.sheet-rolltemplate-2Edefault td.sheet-template-default-desc.sheet-center { + text-align: center; +} /*#endregion*/ /*#region Styles for the 2Eattack Template /*/ diff --git a/ADnD_2E_Revised/futureIdeas.txt b/ADnD_2E_Revised/futureIdeas.txt index 4ac1106d6d07..300ede18a0c2 100644 --- a/ADnD_2E_Revised/futureIdeas.txt +++ b/ADnD_2E_Revised/futureIdeas.txt @@ -6,8 +6,7 @@ New weapon section that combines hit and damage - Implement backstab - Implement special maneuvers as written in the Fighters handbook -Add reversible spells to the list of memorized spells. Do not change the content or template. - +Tome of Magic 1991 May Add 8th, 9th, and 10th level Priest spells (Psionic enchantments) from Dark Sun Dragon Kings Add True Dweomers from DMGR: High-Level Campaign diff --git a/ADnD_2E_Revised/html/2ESheet-base.html b/ADnD_2E_Revised/html/2ESheet-base.html index 97a59a91a892..57677f5c0192 100644 --- a/ADnD_2E_Revised/html/2ESheet-base.html +++ b/ADnD_2E_Revised/html/2ESheet-base.html @@ -38,6 +38,7 @@ insert_weaponProficiencies.js insert_nonweaponProficiencies.js +insert_specialConditions.js insert_wizardSpells.js insert_priestSpells.js insert_psionicPowers.js diff --git a/ADnD_2E_Revised/html/changelog.html b/ADnD_2E_Revised/html/changelog.html index 899cc4ab03e1..c151032d2658 100644 --- a/ADnD_2E_Revised/html/changelog.html +++ b/ADnD_2E_Revised/html/changelog.html @@ -4,8 +4,9 @@

Changes in


diff --git a/ADnD_2E_Revised/html/components/dynamicDatalists.html b/ADnD_2E_Revised/html/components/dynamicDatalists.html index d2faf542b3d2..fa21b393a366 100644 --- a/ADnD_2E_Revised/html/components/dynamicDatalists.html +++ b/ADnD_2E_Revised/html/components/dynamicDatalists.html @@ -118,7 +118,7 @@ - + @@ -166,6 +166,7 @@ + @@ -695,7 +696,7 @@ - + @@ -741,6 +742,7 @@ + @@ -1260,7 +1262,7 @@ - + @@ -1308,6 +1310,7 @@ + @@ -1837,7 +1840,7 @@ - + @@ -1883,6 +1886,7 @@ + @@ -2443,6 +2447,7 @@ + @@ -2966,6 +2971,7 @@ + @@ -3483,6 +3489,7 @@ + @@ -4006,6 +4013,7 @@ + @@ -4480,7 +4488,7 @@ - + @@ -4526,6 +4534,7 @@ + @@ -5080,6 +5089,7 @@ + @@ -5554,7 +5564,7 @@ - + @@ -5600,6 +5610,7 @@ + diff --git a/ADnD_2E_Revised/html/components/rolltemplate-buttons.html b/ADnD_2E_Revised/html/components/rolltemplate-buttons.html new file mode 100644 index 000000000000..67b8c633dc75 --- /dev/null +++ b/ADnD_2E_Revised/html/components/rolltemplate-buttons.html @@ -0,0 +1,40 @@ +{{#blindness}} + + [Blindness](~{{character}}|blindness) + +{{/blindness}} +{{#deafness}} + + [Deafness](~{{character}}|deafness) + +{{/deafness}} +{{#invisibility}} + + [Invisibility](~{{character}}|invisibility) [Detect Invisibility](~{{character}}|detect-invisibility) + +{{/invisibility}} +{{#continuing-damage}} + + [Continuing Damage](~{{character}}|continuing-damage) + +{{/continuing-damage}} +{{#magical-aging}} + + [Magical aging](~{{character}}|magical-aging) + +{{/magical-aging}} +{{#charm}} + + [Charm](~{{character}}|charm) [Breaking Charm](~{{character}}|breaking-charm) + +{{/charm}} +{{#touch-attacks}} + + [Touch Attacks](~{{character}}|touch-attacks) + +{{/touch-attacks}} +{{#grenade-miss}} + + [Grenade-like Miss](~{{character}}|grenade-miss) + +{{/grenade-miss}} \ No newline at end of file diff --git a/ADnD_2E_Revised/html/components/rolltemplate-effects.html b/ADnD_2E_Revised/html/components/rolltemplate-effects.html index 465dec2ba5b7..1108d94e3b93 100644 --- a/ADnD_2E_Revised/html/components/rolltemplate-effects.html +++ b/ADnD_2E_Revised/html/components/rolltemplate-effects.html @@ -516,9 +516,7 @@ {{/c30-1}} {{/c1-1}} - {{#effects2}} -
- {{effects2}} - {{/effects2}} + {{#effects2}}
{{effects2}}{{/effects2}} + {{#psionics}}
 **Psionics:** {{psionics}}{{/psionics}} \ No newline at end of file diff --git a/ADnD_2E_Revised/html/components/rolltemplates.html b/ADnD_2E_Revised/html/components/rolltemplates.html index cb0120b9b67d..026d8eaa8680 100644 --- a/ADnD_2E_Revised/html/components/rolltemplates.html +++ b/ADnD_2E_Revised/html/components/rolltemplates.html @@ -21,25 +21,25 @@

- {{#allprops() desc desc1 desc2 name title subtitle color}} + {{#allprops() desc desc1 desc2 align align1 align2 name title subtitle color}} - {{/allprops() desc desc1 desc2 name title subtitle color}} + {{/allprops() desc desc1 desc2 align align1 align2 name title subtitle color}} {{#desc}} - + {{/desc}} {{#desc1}} - + {{/desc1}} {{#desc2}} - + {{/desc2}}
{{key}} {{value}}
{{desc}}{{desc}}
{{desc1}}{{desc1}}
{{desc2}}{{desc2}}
@@ -261,6 +261,7 @@ {{#effects}} insert_rolltemplate-effects.html {{/effects}} + insert_rolltemplate-buttons.html
diff --git a/ADnD_2E_Revised/html/shared/priest-spell-template.html b/ADnD_2E_Revised/html/shared/priest-spell-template.html index 7b1640f828f2..69505af0fec1 100644 --- a/ADnD_2E_Revised/html/shared/priest-spell-template.html +++ b/ADnD_2E_Revised/html/shared/priest-spell-template.html @@ -27,7 +27,7 @@ - + insert_fold-button.html @@ -91,7 +91,7 @@ Duration: - + Components: @@ -146,7 +146,7 @@ Reference: - + diff --git a/ADnD_2E_Revised/html/shared/wizard-spell-template.html b/ADnD_2E_Revised/html/shared/wizard-spell-template.html index 1e27fd20b25d..91c643524828 100644 --- a/ADnD_2E_Revised/html/shared/wizard-spell-template.html +++ b/ADnD_2E_Revised/html/shared/wizard-spell-template.html @@ -27,7 +27,7 @@ - + insert_fold-button.html @@ -91,7 +91,7 @@ Duration: - + Components: @@ -146,7 +146,7 @@ Reference: - + diff --git a/ADnD_2E_Revised/html/tabs/character-tab/rogue-tab.html b/ADnD_2E_Revised/html/tabs/character-tab/rogue-tab.html index a9afe0410ca4..ee0ab6a953b2 100644 --- a/ADnD_2E_Revised/html/tabs/character-tab/rogue-tab.html +++ b/ADnD_2E_Revised/html/tabs/character-tab/rogue-tab.html @@ -385,7 +385,6 @@

Skills & Powers / Dark Sun / Sages & Specialists

-
Thieving Skill Dexterity (Aim, Balance) Adjustments @@ -574,6 +573,7 @@

Skills & Powers / Dark Sun / Sages & Specialists

— +
Bard Armor information @@ -716,6 +716,7 @@

Skills & Powers / Dark Sun / Sages & Specialists

— +
Ranger Armor information diff --git a/ADnD_2E_Revised/html/tabs/dm-screen.html b/ADnD_2E_Revised/html/tabs/dm-screen.html index 16997c43593b..cf6272e4af8d 100644 --- a/ADnD_2E_Revised/html/tabs/dm-screen.html +++ b/ADnD_2E_Revised/html/tabs/dm-screen.html @@ -4,11 +4,230 @@

DM Screen



+

Concealed and Secret Door roll


insert_hidden-doors-note.html +
+ +

Special Conditions information

+ + + + + + + +
+ + + + + + +
+ + + + + + +
+ + + + +
+ + +

Item Saving Throws

@@ -184,4 +403,11 @@

Item Saving Throws

The Original (Blue) Dungeon Master Guide 3rd printing is correct. + +
+ + + + +
\ No newline at end of file diff --git a/ADnD_2E_Revised/html/tabs/sheet-settings-tab.html b/ADnD_2E_Revised/html/tabs/sheet-settings-tab.html index 2ba51648e479..0f49f3b3de91 100644 --- a/ADnD_2E_Revised/html/tabs/sheet-settings-tab.html +++ b/ADnD_2E_Revised/html/tabs/sheet-settings-tab.html @@ -190,7 +190,11 @@

Spell tracking system



-

Miscellaneous modifier popup on rolls

+

Show spell errata sources

+ +
+
+

Miscellaneous modifier popup on rolls

By default all rolls creates a popup asking for a 'Miscellaneous modifier' to capture when the DM says: 'Make an X-roll with +2'. If your DM rarely asks for this, if you find the popup annoying, or if you would rather add any bonuses after the roll is made, this popup can be turned off.

diff --git a/ADnD_2E_Revised/javascript/priestSpells.js b/ADnD_2E_Revised/javascript/priestSpells.js index df8afbccb572..d5c3737be087 100644 --- a/ADnD_2E_Revised/javascript/priestSpells.js +++ b/ADnD_2E_Revised/javascript/priestSpells.js @@ -116,6 +116,7 @@ pri1['Cure Light Wounds'] = { 'damage': '', 'damage-type': '', 'healing': '[[1d8]]', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature’s body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.\n The reverse of the spell, *cause light wounds*, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest’s hand strikes the opponent and causes such a wound.\n Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.' }; @@ -127,17 +128,18 @@ pri1['Detect Evil'] = { 'sphere-spells-and-magic': 'Divination', 'range': '0', 'duration': '1 turn + [[5*[[@{level-priest}]] ]] rounds', - 'aoe': '10 feet x 120 yards', + 'aoe': '10 feet path ✕ 120 yards', 'components': 'V, S, M', 'cast-time': '1 round', 'saving-throw': 'None', 'materials': 'The use of the priest’s holy symbol as its material component, with the priest holding it before him.', 'reference': 'p. 253', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 198', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil *if intent upon appropriate actions*. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.\n The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level ([[10*[[@{level-priest}]] ]]%) of detecting its general bent (lawful, neutral, or chaotic). The duration of a *detect evil* (or *detect good*) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration. Current duration [[10+(5*[[@{level-priest}]])]] rounds. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate—stop, have quiet, and intently seek to detect the aura— for at least one round to receive a reading.' + 'effect': 'This spell discovers emanations of evil, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil *if intent upon appropriate actions*. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.\n The degree of evil (*faint, moderate, strong, overwhelming*) and possibly its general nature (*expectant, malignant, gloating*, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level (currently [[{10*[[@{level-priest}]],100}kl1]]% chance) of detecting its general bent (*lawful, neutral, chaotic*). The duration of a *detect evil* spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate—stop, have quiet, and intently seek to detect the aura—for at least one round to receive a reading.\n The reverse spell, *detect good*, operates the same way, but good emanations are discovered.' }; pri1['Detect Magic'] = { @@ -147,17 +149,20 @@ pri1['Detect Magic'] = { 'sphere-spells-and-magic': 'All', 'range': '0', 'duration': '1 turn', - 'aoe': '10 feet x 30 yards', + 'aoe': '10 feet path × 30 yards', 'components': 'V, S, M', 'cast-time': '1 round', 'saving-throw': 'None', 'materials': 'The use of the priest’s holy symbol.', 'reference': 'p. 253', 'book': 'PHB', + 'book-compendium': 'Priest’ Spell Compendium Volume One p. 201', + 'errata': 'Dungeon Master Guide p. 161\nThe Complete Psionics Handbook p. 110\nSage Advice #213 p. 85\nSage Advice #214 p. 78-79\nSage Advice #243 p. 22\nSage Advice #245 p. 17-18\nSage Advice #254 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When the *detect magic* spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level ([[10*[[@{level-priest}]] ]]%) to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.' + 'psionics': '*Detect magic* never detects psionic activity.', + 'effect': 'When the *detect magic* spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level ([[{10*[[@{level-priest}]],100}kl1]]%) to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, solid wood at least 1 yard thick, or a *wall of force*.\n *Detect magic* can detect an invisible creature’s magical aura, but not pinpoint the invisible creature’s exact location. See *DUNGEON MASTER Guide* p. 161.\n Casting *detect magic* on a cursed item generally indicates the sphere of magic the cursed item is imitating, i.e. *cloak of poisonousness* that imitates *cloak of protection* would radiate the protection sphere.' }; pri1['Detect Poison'] = { @@ -301,18 +306,21 @@ pri1['Light'] = { 'sphere': 'Sun', 'sphere-spells-and-magic': 'Creation, Guardian, Sun', 'range': '120 yards', - 'duration': '1 hour + [[@{level-priest}]] turns', - 'aoe': '20-feet-radius globe', + 'duration': '*Light:* 1 hour + [[@{level-priest}]] turns\n*Darkness:* 30 mins + [[@{level-priest}/2]] turns', + 'aoe': '20-foot-radius globe', 'components': 'V, S', 'cast-time': '4', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 255', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 374', + 'errata': 'Sage Advice #152 p. 59\nSage Advice #153 p. 7', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light.\n The spell is reversible, causing darkness in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room— pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.' + 'special-conditions': ['blindness'], + 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. *Light* can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature.\n If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.\n The spell is reversible, causing *darkness* in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room—pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.' }; pri1['Locate Animals or Plants'] = { @@ -380,17 +388,20 @@ pri1['Protection From Evil'] = { 'sphere': 'Protection', 'range': 'Touch', 'duration': '[[3*[[@{level-priest}]] ]] rounds', - 'aoe': '1 creature', + 'aoe': 'Creature touched', 'components': 'V, S, M', 'cast-time': '4', 'saving-throw': 'None', - 'materials': 'Holy water or burning incense / A circle of unholy water or smoldering dung.', + 'materials': '*Protection From Evil:* Holy water or burning incense.\n*Protection From Good:* A circle of unholy water or smoldering dung.', 'reference': 'p. 256', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 466', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74+79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire’s charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*, with the second and third benefits remaining unchanged.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s *magic jar* attack) is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remaining unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* tome), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.' }; pri1['Putrefy Food & Drink (Reverse of Purify Food & Drink)'] = @@ -450,6 +461,7 @@ pri1['Sanctuary'] = { 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'When the priest casts a *sanctuary* spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on.' }; @@ -491,6 +503,7 @@ pri2['Aid'] = { 'damage': '', 'damage-type': '', 'healing': '[[1d8]] temporary hit points', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'The recipient of this spell gains the benefit of a *bless* spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The *aid* spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.\n For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8–2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a *cure light wounds* spell that heals 4 points of damage, restoring him to his original 8 hit points.\n Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.' }; @@ -736,17 +749,19 @@ pri2['Hold Person'] = { 'sphere-spells-and-magic': 'Charm, Law', 'range': '120 yards', 'duration': '[[2*[[@{level-priest}]] ]] rounds', - 'aoe': '[[1d4]] persons in a 20-foot cube', + 'aoe': '1 to 4 persons in a 20-foot cube', 'components': 'V, S, M', 'cast-time': '5', 'saving-throw': 'Negate', - 'materials': 'A small, straight piece of iron as the material component of this spell.', + 'materials': 'A small, straight piece of iron.', 'reference': 'p. 261', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 334', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 14\nSage Advice #223 p. 79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).\n The *hold person* spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.\n The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a –1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a –2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.\n Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The priest casting the *hold person* spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.' + 'effect': 'This spell holds 1 to 4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds. The spell lasts two rounds per caster level, and the priest must be of at least 3rd level to cast the spell.\n The *hold person* spell affects any bipedal human, demihuman, or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. Undead creatures cannot be held.\n The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three or four persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a –1 penalty; if the spell is cast at but one person, the saving throw die roll suffers a –2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell.\n Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject’s condition due to wounds, disease, or poison. The priest casting the *hold person* spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.\n *Hold person* makes its victims rigid—if they’re falling, for instance, it cannot "freeze" them in mid-fall and suspend them in the air.' }; pri2['Undetectable Alignment (Reverse of Know Alignment)'] = @@ -755,7 +770,7 @@ pri2['Know Alignment'] = { 'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '10 yards', - 'duration': '1 turn', + 'duration': '*Know Alignment:* 1 turn\n*Undetectable Alignment:* 24 hours', 'aoe': '1 creature or object', 'components': 'V, S', 'cast-time': '1 round', @@ -763,10 +778,12 @@ pri2['Know Alignment'] = { 'materials': '', 'reference': 'p. 261', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 324', + 'errata': 'Sage Advice #241 p. 16', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *know alignment* spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours.' + 'effect': 'A *know alignment* spell enables the priest to exactly read the aura of a creature or an aligned object, including sentient magical items (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours.' }; pri2['Messenger'] = { @@ -938,10 +955,10 @@ pri2['Spiritual Hammer'] = { 'materials': 'A normal war hammer.', 'reference': 'p. 263', 'book': 'PHB', - 'damage': '*Small/Medium:* 1d4+1+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]\n*Large:* 1d4+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]', + 'damage': '*Small/Medium:* 1d4+1+[[{ceil([[@{level-priest}]]/6),3}kl1]]\n*Large:* 1d4+[[{ceil([[@{level-priest}]]/6),3}kl1]]', 'damage-type': '', 'healing': '', - 'effect': 'By calling upon his deity, the caster of a *spiritual hammer* spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer’s chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]) (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target’s AC for shield and Dexterity.\n As soon as the caster ceases concentration, the *spiritual hammer* spell ends. A *dispel magic* spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell.\n The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.' + 'effect': 'By calling upon his deity, the caster of a *spiritual hammer* spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer’s chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. Currently +[[{ceil([[@{level-priest}]]/6),3}kl1]] to attack and damage rolls. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target’s AC for shield and Dexterity.\n As soon as the caster ceases concentration, the *spiritual hammer* spell ends. A *dispel magic* spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell.\n The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.' }; pri2['Trip'] = { @@ -1068,17 +1085,20 @@ pri3['Continual Light'] = { 'sphere-spells-and-magic': 'Creation, Guardian, Sun', 'range': '120 yards', 'duration': 'Permanent', - 'aoe': '60-foot radius', + 'aoe': '60-foot radius globe', 'components': 'V, S', 'cast-time': '6', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 266', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 143', + 'errata': 'Sage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #265 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the *continual light* affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual light* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n *Continual light* brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.' }; pri3['Create Food & Water'] = { @@ -1118,6 +1138,7 @@ pri3['Cure Blindness or Deafness'] = { 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [BLINDNESS, DEAFNESS, TOUCH_ATTACKS], 'effect': 'By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease.\n Its reverse, *cause blindness or deafness*, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results.\n A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.' }; @@ -1139,6 +1160,7 @@ pri3['Cure Disease'] = { 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.\n The reverse of the *cure disease* spell is *cause disease*. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical:\n *Debilitating:* The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.\n *Fatal:* This wasting disease is effective immediately. Infected creatures receive no benefit from *cure wound* spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.\n The inflicted disease can be cured by the *cure disease* spell. Lycanthropy cannot be caused' }; @@ -1148,7 +1170,7 @@ pri3['Dispel Magic'] = { 'sphere': 'Protection', 'sphere-spells-and-magic': 'All', 'range': '60 yards', - 'duration': 'Special', + 'duration': 'Instantaneous', 'aoe': '30-foot cube or 1 item', 'components': 'V, S', 'cast-time': '6', @@ -1156,12 +1178,35 @@ pri3['Dispel Magic'] = { 'materials': '', 'reference': 'p. 267', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 211', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:\n First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from this base number needed. If the caster is of lower level, the difference is *added* to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n You dispel all effects and potions at level [[1d20-11+[[@{level-priest}]] ]] and below!\n A *dispel magic* can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational is temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM’s option. Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.}}{{style=bottom3}}{{cs1-1=3}}{{cc1-1=center}}{{c1-1=**Summary of Dispel Magic Effects**}}{{c2-1=**Source of Effect**}}{{c3-1=Caster}}{{c4-1=Other caster/}}{{c5-1= innate ability}}{{c6-1=Wand}}{{c7-1=Staff}}{{c8-1=Potion}}{{c9-1=Other magic}}{{c10-1=Artifact}}{{cc2-2=bottom}}{{c2-2=**Resists As**}}{{c3-2=None}}{{c4-2=Leve/HD of}}{{c5-2= other caster}}{{c6-2=6th level}}{{c7-2=8th level}}{{c8-2=12th level}}{{c9-2=12th, unless special}}{{c10-2=DM discretion}}{{c2-3=**Result of Dispel**}}{{c3-3=Dispel automatic}}{{c5-3=Effect negated}}{{c6-3=*}}{{c7-3=*}}{{c8-3=Potion destroyed}}{{c9-3=*}}{{c10-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', + 'effect': 'When a priest casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it has a chance to removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it can disrupts the casting or use of these in the area of effect at the instant the *dispel* is cast. Third, it can destroys magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from the number needed on 1d20 to dispel (making it *more* likely that the dispel succeeds). If the caster is of lower level, then the difference is *added* to the number needed on 1d20 (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n A *dispel magic* spell only affects a specially enchanted item—such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor—if it is cast directly upon that item alone. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; if unattended, an item is automatically rendered nonoperational for 1d4 rounds. An interdimensional interface (such as a *bag of holding*) rendered nonoperational is temporarily closed. Note that an item’s physical properties are unchanged: a nonoperational magical sword is still a sword.\n Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM’s option.\n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', }; +pri3['Dispel Magic (expanded)'] = { + 'level': '3', + 'school': 'Abjuration', + 'sphere': 'Protection', + 'sphere-spells-and-magic': 'All', + 'range': '60 yards', + 'duration': 'Instantaneous', + 'aoe': '30-foot cube or 1 item, creature, or effect', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 267', + 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 211', + 'errata': 'Sage Advice #154 p. 6-7:\nSage Advice #157 p. 25\nSage Advice #179 p. 95\nSage Advice #214 p. 78\nSage Advice #217 p. 83\nSage Advice #228 p. 84-85\nSage Advice #237 p. 92\nSage Advice #241 p. 16\nSage Advice #245 p. 16\nSage Advice #252 p. 22\nSage Advice #253 p. 24\nSage Advice #273 p. 116\nDungeon Master Option: High-Level Campaigns p. 70+73+82\nWizard’s Spell Compendium Volume Three p. 656', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': '*Dispel magic* has two primary applications, as an **area effect** or **targeted**. The caster can choose the desired application at the time of casting. When cast, *dispel magic* has a chance to neutralize or negate magic it comes in contact with as follows:\n **Area effect:** *First,* it has a chance to ***remove*** spells and spell-like effects (including effects from devices, powers, innate abilities, and some potions*) from creatures or objects, as well as dispel summoned or conjured creatures.\n**Note on potions:* Once a potion, elixir, oil, or ointment takes effect on a creature, any effects that apply only to the imbiber cannot be removed unless a *dispel magic* is **targeted** directly at the creature. If the potion’s effects extend to other creatures (such as the various potions of control) it can be dispelled normally with an **area effect** cast. All potion effects are treated as magic cast at 12th level for purposes of dispelling.\n *Second,* it ***disrupts*** spell casting, scroll reading, and some device activation in the area of effect at the instant the *dispel* is cast. Spell-casting and magical-item use count as actions. A character cannot perform a second action in the same round even if the spell or item’s effect is disrupted.\n • Spells and scrolls are used up and lost when disrupted.\n • If the optional command word rule is in use, then majority of wands, staves, and rods can be disrupted. They lose the appropriate charges.\n • Some wands, staves, and rods that are usable by non-spell-casters cannot be disrupted.\n • Rings, weapons, armor, and miscellaneous magical items cannot be disrupted.\n • Innate abilities and powers, such as druid shapeshifting, paladin lay on hands, or turn undead, cannot be disrupted.\n *Third,* it can ***destroy magical potions*** still in the bottle (which are treated as 12th level for the purpose of this spell).\n **Dispel roll:** Each effect or potion in the spell’s area is checked, with a separate roll, to determine if it is dispelled. The caster’s own magic is always automatically dispelled; otherwise, the effect or potion is dispelled if its level is less than or equal to 1d20 + 1 per level of the caster, - 11. Thus, a 6th level spellcaster, rolling a 13, gives a final value of 13+6-11 = 8, causing an effect cast by a spellcaster or device of 8th level or below to be dispelled. A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n\n **Targeted:** Casting *dispel magic* on a creature, item, or object does not radiate an area of effect. Thus, spells such as *stoneskin, minor globe of invulnerability* and *barkskin* could not be dispelled as the result of trying to negate the *magic of a wand of lightning*.\n *Targeted on a magical item:* A *dispel magic* spell only affects a specially enchanted item–such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor–if it is cast directly upon that item alone. An unattended magical item is automatically nonoperational for 1d4 rounds. If the item is possessed or carried by a creature it gains the creature’s saving throw against this effect. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n *Targeted on a creature:* A creature hit by a **targeted** *dispel magic* suffers the first two effects: ***Removal*** of spell effects, including potion effects that only apply to the creature, and ***disruption*** of spell casting as described above. It is up to the DM if the third effect, ***destruction of magical potions***, is also included.\n\n **Permanency:** Spells made permanent with *permanency* can be dispelled. When dispelled, a permanent spell is destroyed, not temporarily rendered nonoperational. A creature or item never gains a saving throw to avoid a dispelling attempt against its permanent effects. To dispel a permanent spell the follows conditions must always be fulfilled:\n 1) Permanent spells must be individually **targeted** to be dispelled, requiring a separate *dispel magic* for each permanent effect.\n 2) The dispeller must make a successful **dispel roll** as described above.\n 3) Removing a permanent spell effect from a creature or magical item also requires that the dispeller is of higher level than the *permanency* caster at the time *permanency* was cast.\n\n **Artifacts and relics:** Are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n **Instantaneous effects:** Spells and potions whose basic durations are instantaneous cannot be dispelled. A *cure light wounds* spell or *potion of extra-healing*, cannot be dispelled after their healing properties have occurred. Likewise, petrification effect such as *flesh to stone* cannot be dispelled.\n Note the this spell can be very effective when used upon charmed or similarly beguiled creatures. Certain spells or effects cannot be dispelled (such as a *protection from magic scroll* effect); these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{cs9-1=3}}{{cc9-1=justify}}{{c9-1=\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.}}{{cs10-1=3}}{{cc10-1=center}}{{c10-1=[Dispel Roll](~@{character_name}|dispel-setup-pri)' +} + pri3['Feign Death'] = { 'level': '3', 'school': 'Necromancy', @@ -1175,10 +1220,12 @@ pri3['Feign Death'] = { 'materials': '', 'reference': 'p. 267', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 266', + 'errata': 'Sage Advice #230 p. 94', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc. Only a willing individual can be affected by a *feign death* spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.\n Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.' + 'effect': 'By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc. Only a willing individual can be affected by a *feign death* spell. The priest is able to end the spell effect at any time, as will a successful *dispel*, but it requires a full round for bodily functions to begin again.\n Note that, unlike the wizard version of this spell, only persons can be affected, and that those of any level can be affected by the priest casting this spell.' }; pri3['Flame Walk'] = { @@ -1244,7 +1291,7 @@ pri3['Locate Object'] = { 'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '[[60+10*[[@{level-priest}]] ]] yards', - 'duration': '8 hours.', + 'duration': '*Locate Object:* [[@{level-priest}]] rounds\n*Obscure Object:* 8 hours', 'aoe': '1 object', 'components': 'V, S, M', 'cast-time': '1 turn', @@ -1252,10 +1299,12 @@ pri3['Locate Object'] = { 'materials': 'A piece of lodestone', 'reference': 'p. 268', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 380', + 'errata': 'Sage Advice #206 p. 88', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range—for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\n The reversal, *obscure object*, hides an object from location by spell, *crystal ball*, or similar means for eight hours. The caster must touch the object being concealed.\n Neither application of the spell affects living creatures.' + 'effect': 'This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range—for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\n The reverse, *obscure object*, hides an object from location by spell, *crystal ball*, or similar means for eight hours. The caster must touch the object being concealed.\n Neither application of the spell affects living creatures.' }; pri3['Magical Vestment'] = { @@ -1379,17 +1428,20 @@ pri3['Pyrotechnics'] = { 'sphere': 'Elemental (Fire)', 'range': '160 yards', 'duration': 'Special', - 'aoe': '10 or 100 x fire', + 'aoe': '10 or 100 times a single fire source', 'components': 'V, S, M', 'cast-time': '6', 'saving-throw': 'Special', - 'materials': 'One fire source within the area of effect which is immediately extinguished', + 'materials': 'One fire source within a 20-foot cube, which is immediately extinguished.', 'reference': 'p. 270', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 476', + 'errata': 'Sage Advice #247 p. 20+22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce either of two effects, at the option of the caster.\n&emps;First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for [[1d4+1]] rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.\n Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. (Currently [[@{level-priest}]] rounds). This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.\n The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers [[1d4+[[@{level-priest}]] points of damage. This spell does not function under water.' + 'special-conditions': [BLINDNESS], + 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce either of two effects, at the option of the caster.\n First, it can produce a flashing and fiery burst of glowing, colored aerial *fireworks* that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for 1d4+1 rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.\n Second, it can cause a thick, writhing stream of *smoke* to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. Currently [[@{level-priest}]] rounds. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.\n The spell uses one fire source within a 20-foot cube, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. Currently [[1d4+[[@{level-priest}]] ]] points of damage. This spell does not function under water.' }; pri3['Bestow Curse (Reverse of Remove Curse)'] = @@ -1410,6 +1462,7 @@ pri3['Remove Curse'] = { 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the *remove curse* spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.\n The reverse of the spell is not permanent; the *bestow curse* spell lasts for one turn for every experience level of the priest using the spell. (Currently [[@{level-priest}]] turns). The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim’s attack and saving throw rolls by –4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)—roll each round.\n It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a *bestow curse* spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.' }; @@ -1584,10 +1637,12 @@ pri3['Water Breathing'] = { 'materials': '', 'reference': 'p. 273', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Three p. 691', + 'errata': 'Sage Advice #255 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The recipient of a *water breathing* spell is able to breathe under water freely for the duration of the spell—i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character.\n The reverse, *air breathing*, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.' + 'effect': 'The recipient of a *water breathing* spell is able to breathe under water freely for the duration of the spell—i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple creatures. Thus, an 8th-level priest can confer this ability to two creatures for 4 hours, four for 2 hours, eight for 1 hour, and so on, to a minimum of ½ hour per creature.\n The reverse, *air breathing*, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.\n *Water breathing* is not sufficient to allow spellcasting underwater. The caster must be able to move and speak freely, by use of a *free action* effect or an *airy water* spell.' }; pri3['Water Walk'] = { @@ -1953,17 +2008,20 @@ pri4['Protection From Evil, 10\' Radius'] = { 'sphere': 'Protection', 'range': 'Touch', 'duration': '[[@{level-priest}]] turns', - 'aoe': '10-foot radius', + 'aoe': '10-foot-radius sphere', 'components': 'V, S, M', 'cast-time': '7', 'saving-throw': 'None', - 'materials': 'Holy (or unholy) water and incense (or smoldering dung)', + 'materials': '\n*Protection from Evil*: Holy water and incense.\n*Protection from Good*: Unholy water and smoldering dung', 'reference': 'p. 278', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 466', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #153 p. 7\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74+79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The globe of protection of this spell is identical in all respects to that of a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n The reverse, *protection from good, 10’ radius,* wards against good creatures.\n To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the *protection from evil* spell.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'The globe of protection of this spell is identical in all respects to that of a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the priest must trace a circle 20 feet in diameter using holy water and incense.\n The reverse, *protection from good 10’ radius*, wards against good creatures. To complete this spell, the priest must trace a circle 20 feet in diameter using unholy water and smoldering dung.' }; pri4['Protection From Lightning'] = { @@ -2099,10 +2157,12 @@ pri4['Tongues'] = { 'materials': '', 'reference': 'p. 280', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume Three p. 648', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The priest can speak one additional tongue for every three levels of experience. Currently [[floor([[@{level-priest}]]/3)]] additional tongues.\n The reverse of the spell cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' + 'effect': 'This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The priest can speak one additional tongue for every three levels of experience. Currently [[floor([[@{level-priest}]]/3)]] additional tongues.\n The reverse of the spell, *babble*, cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' }; const pri5 = {}; diff --git a/ADnD_2E_Revised/javascript/sheetWorkers.js b/ADnD_2E_Revised/javascript/sheetWorkers.js index 1200c9479ac4..013e2b6a5a60 100644 --- a/ADnD_2E_Revised/javascript/sheetWorkers.js +++ b/ADnD_2E_Revised/javascript/sheetWorkers.js @@ -7,6 +7,9 @@ const INFO = 2; const WARNING = 3; const ERROR = 4; +const ERRATA_FIELD = 'errata'; +const PSIONICS_HANDBOOK = 'The Complete Psionics Handbook'; + const BOOK_FIELDS = [ 'book-phb','book-tcfhb','book-tcthb','book-tcprhb','book-tcwhb','book-psionics', 'book-tom','book-aaeg', @@ -332,6 +335,16 @@ const getActiveSettings = function (settingFields, values) { return new Set(settings); } +const isBookActive = function (books, obj) { + let activeBooks = getActiveSettings(BOOK_FIELDS, books); + console.log(activeBooks); + if (typeof obj === 'string') { + return activeBooks.has(obj); + } + + return false +} + const isBookInactive = function (books, obj) { let activeBooks = getActiveSettings(BOOK_FIELDS, books); if (Array.isArray(obj)) @@ -1153,12 +1166,15 @@ function parseSpheres(spheresStrings, regex) { const getSpellSchools = function (spell, books) { let schoolRules = getActiveSettings(SCHOOL_FIELDS, books); + //return spell['school'] + `%NEWLINE%S&M: (${spell[SCHOOL_SPELLS_AND_MAGIC]})`; return schoolRules.has(SCHOOL_SPELLS_AND_MAGIC) - ? spell[SCHOOL_SPELLS_AND_MAGIC] || spell['school'] - : spell['school']; + ? spell[SCHOOL_SPELLS_AND_MAGIC] || spell['school'] + : spell['school']; } const getSpellSpheres = function (spell, sphereRules) { + // return spell['sphere'] + `%NEWLINE%Druid: ${spell['sphere-druids']}%NEWLINE%Necro: ${spell['sphere-necromancers']}%NEWLINE%S&M: ${spell[SPHERE_SPELLS_AND_MAGIC]}` + if (sphereRules.has(SPHERE_SPELLS_AND_MAGIC)) return spell[SPHERE_SPELLS_AND_MAGIC] || spell['sphere']; @@ -1341,6 +1357,39 @@ function setupSpellSlotsReset(buttonName, tab, spellLevels, allSections) { } //#endregion +//#region Wizard and Priest Dispel Magic button +on('clicked:dispel-setup-wiz', function (eventInfo) { + dispelRoll(eventInfo, '[[@{level-wizard}]]') +}); + +on('clicked:dispel-setup-pri', function (eventInfo) { + dispelRoll(eventInfo, '[[@{level-priest}]]') +}); + +function dispelRoll(eventInfo, classLevel) { + getAttrs(['tab11','wtype'], async function (values) { + let visibility = ""; + console.log(values['tab11'], values['wtype']); + if (values['tab11'] === '2' && values['wtype'].startsWith('/w gm')) { + visibility = '/w gm '; + } else { + visibility = await extractQueryResult(`?{Are dispel rolls public or only to GM?|Public, |GM only,/w gm }`); + } + + let rollBuilder = new RollTemplateBuilder('2Edefault'); + rollBuilder.push('name=Dispel Roll',`desc=@{character_name} dispels effects and potions of level [[1d20+${classLevel}-11]] and below`, `desc1=[Roll again](~@{character_name}|dispel)`, 'align1=center', 'color=dark-blue'); + + let roll = visibility + rollBuilder.string(); + + let newValue = {}; + newValue['dispel-macro'] = roll; + setAttrs(newValue); + + await printRoll(roll); + }); +} +//#endregion + //#region Wizard and Priest spells and Powers setup function setupAutoFillSpellInfo(section, spellsTable, optionalRulesFields) { if (!spellsTable[section]) @@ -1355,10 +1404,21 @@ function setupAutoFillSpellInfo(section, spellsTable, optionalRulesFields) { let levelField = isPriest ? 'level-priest' : 'level-wizard'; let className = isPriest ? 'Priest' : 'Wizard'; - getAttrs([...BOOK_FIELDS, ...optionalRulesFields, levelField], function(books) { + getAttrs([...BOOK_FIELDS, ...optionalRulesFields, levelField, ERRATA_FIELD], function(books) { if (bookInactiveShowToast(books, spell)) return; + let effect = spell['effect']; + if (spell['psionics'] && isBookActive(books, PSIONICS_HANDBOOK)) { + effect += `}}{{psionics=${spell['psionics']}`; + } + if (spell['special-conditions']) { + spell['special-conditions'].forEach(condition => { + effect += `}}{{${condition}=1`; + }); + } + + let spellInfo = { [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'], [`repeating_spells-${section}_spell-level`] : displaySpellLevel(spell['level'], className), @@ -1372,13 +1432,13 @@ function setupAutoFillSpellInfo(section, spellsTable, optionalRulesFields) { [`repeating_spells-${section}_spell-saving-throw`] : spell['saving-throw'], [`repeating_spells-${section}_spell-healing`] : spell['healing'], [`repeating_spells-${section}_spell-materials`] : spell['materials'], - [`repeating_spells-${section}_spell-reference`] : `${spell['reference']}, ${spell['book']}`, + [`repeating_spells-${section}_spell-reference`] : displayReference(spell, books), [`repeating_spells-${section}_spell-subtlety`] : spell['subtlety'] || '', [`repeating_spells-${section}_spell-sensory`] : spell['sensory'] || '', [`repeating_spells-${section}_spell-knockdown`] : spell['knockdown'] || '', [`repeating_spells-${section}_spell-knockdown`] : spell['knockdown'] || '', [`repeating_spells-${section}_spell-crit-size`] : spell['crit-size'] || '', - [`repeating_spells-${section}_spell-effect`] : spell['effect'] + [`repeating_spells-${section}_spell-effect`] : effect }; if (isPriest) { @@ -1430,6 +1490,18 @@ const displaySpellLevel = function(level, className) { : `Level ${level} ${className}`; } +const displayReference = function(spell, books) { + let reference = `${spell['book']} ${spell['reference']}` + if (spell['book-compendium']) + reference += `\n${spell['book-compendium']}`; + + let activeSettings = getActiveSettings([ERRATA_FIELD], books); + if (activeSettings.has(ERRATA_FIELD) && spell['errata']) + reference += `\n${spell['errata']}`; + + return reference; +} + // --- Start setup Spell Slots --- // WIZARD_SPELL_LEVELS_SECTIONS.forEach(spellLevel => { let prefix = `spell-level${spellLevel.level}`; @@ -2370,7 +2442,7 @@ on('clicked:repeating_ammo:crit2', function (eventInfo) { const SPELL_HITS_REGEX = /\((\dd\d\+?\d?|\d) hit/i; async function debugSeverity(severityDice) { - return false + return true ? parseInt(await extractQueryResult('?{Debug severity|1}')) : await extractRollResult(severityDice); } @@ -3373,7 +3445,16 @@ on('change:repeating_scrolls:scroll', async function (eventInfo) { rollBuilder.push('checkroll=[[1d100]]%'); rollBuilder.push('checktarget=[[@{scroll-failure}]]%'); rollBuilder.push('fail=DM roll for Magical Spell Failure'); + rollBuilder.push('character=@{character_name}'); rollBuilder.push(`effects=${spell['effect']}`); + if (spell['psionics'] && isBookActive(books, PSIONICS_HANDBOOK)) { + rollBuilder.push(`psionics=${spell['psionics']}`); + } + if (spell['special-conditions']) { + spell['special-conditions'].forEach(condition => { + rollBuilder.push(`${condition}=1`) + }); + } let scrollMacro = rollBuilder.string(); scrollMacro = scrollMacro.replaceAll('[[@{level-wizard}]]','[[@{scroll-level}]]') diff --git a/ADnD_2E_Revised/javascript/specialConditions.js b/ADnD_2E_Revised/javascript/specialConditions.js new file mode 100644 index 000000000000..bbb6d51392cb --- /dev/null +++ b/ADnD_2E_Revised/javascript/specialConditions.js @@ -0,0 +1,12 @@ +// Buttons describing how to rule on special conditions. +// The buttons are defined in dm-screen.html +// The buttons for roll templates are defined in rolltemplate-buttons.html +const BLINDNESS = "blindness"; +const DEAFNESS = "deafness"; +const INVISIBILITY = "invisibility"; +const CONTINUING_DAMAGE = "continuing-damage"; +const MAGICAL_AGING = "magical-aging"; +const CHARM = "charm"; +const TOUCH_ATTACKS = "touch-attacks"; +// This is an action button defined in the sheetWorkers.js +const GRENADE_LIKE= "grenade-miss" \ No newline at end of file diff --git a/ADnD_2E_Revised/javascript/version.js b/ADnD_2E_Revised/javascript/version.js index a70ea62ccbcc..18569dfc179a 100644 --- a/ADnD_2E_Revised/javascript/version.js +++ b/ADnD_2E_Revised/javascript/version.js @@ -1,7 +1,7 @@ // --- Version change start --- // const SHEET_NAME = 'AD&D 2E Revised'; -const SHEET_VERSION = '4.21.1'; +const SHEET_VERSION = '4.22.0'; on('sheet:opened', function(){ getAttrs(['character_sheet'],function(attrs){ diff --git a/ADnD_2E_Revised/javascript/wizardSpells.js b/ADnD_2E_Revised/javascript/wizardSpells.js index 5ecc8e2b5af9..7dc74fee594a 100644 --- a/ADnD_2E_Revised/javascript/wizardSpells.js +++ b/ADnD_2E_Revised/javascript/wizardSpells.js @@ -15,16 +15,17 @@ wiz1['Affect Normal Fires'] = { 'materials': 'Open fire or flame.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 25', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to cause nonmagical fires—from as small as a torch or lantern to as large as the area of effect—to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell’s area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.' + 'effect': 'This spell enables the wizard to cause nonmagical fires—from as small as a torch or lantern to as large as the area of effect—to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire.\n The caster can affect any or all fires in the spell’s area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.' }; wiz1['Alarm'] = { 'level': '1', 'school': 'Abjuration, Evocation', - 'school-spells-and-magic': 'Abjuration, Invocation/Evocation, Geometry', + 'school-spells-and-magic': 'Abjuration, Evocation, Geometry', 'range': '10 yards', 'duration': '[[4+(0.5*[[@{level-wizard}]])]] hours', 'aoe': 'Up tp 20-foot cube', @@ -34,18 +35,19 @@ wiz1['Alarm'] = { 'materials': 'A tiny bell and a piece of very fine silver wire.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 32', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *alarm* spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat—anything larger than about 1 ⁄ 2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the *alarm* spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.' + 'effect': 'When an *alarm* spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat—anything larger than about ½ cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the *alarm* spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.' }; wiz1['Armor'] = { 'level': '1', 'school': 'Conjuration', - 'school-spells-and-magic': 'Conjuration/Summoning, Force', + 'school-spells-and-magic': 'Conjuration, Force', 'range': 'Touch', - 'duration': 'Special', + 'duration': 'Until destroyed by damage', 'aoe': '1 creature', 'components': 'V, S, M', 'cast-time': '1 round', @@ -53,10 +55,12 @@ wiz1['Armor'] = { 'materials': 'A piece of finely cured leather that has been blessed by a priest.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 55', + 'errata': 'Sage Advice #242 p. 18', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better. It is not cumulative with the *shield* spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The *armor* spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster ([[8+[[@{level-wizard}]] ]] points). (It is important to note that the armor does *not* absorb this damage. The armor merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the *armor* spell grants the wearer full benefits of the Armor Class gained.' + 'effect': 'By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better. It is not cumulative with the *shield* spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The *armor* spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. Currently [[8+[[@{level-wizard}]] ]] points of damage. (It is important to note that the armor does *not* absorb this damage. The armor merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the *armor* spell grants the wearer full benefits of the Armor Class gained.' }; wiz1['Audible Glamer'] = { @@ -72,10 +76,11 @@ wiz1['Audible Glamer'] = { 'materials': 'A bit of wool or a small lump of wax.', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When the *audible glamer* spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The noise of the *audible glamer* is that of 4 men per level of the caster. Current noise is [[4*[[@{level-wizard}]] ]] men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an *audible glamer* spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.\n A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster’s direction. Note that this spell can enhance the effectiveness of the *phantasmal force* spell.' + 'effect': 'When the *audible glamer* spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the *audible glamer* at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Current noise is that of [[4*[[@{level-wizard}]] ]] men, maximum. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an *audible glamer* spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.\n A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster’s direction. Note that this spell can enhance the effectiveness of the *phantasmal force* spell.' }; wiz1['Burning Hands'] = { 'level': '1', @@ -90,10 +95,11 @@ wiz1['Burning Hands'] = { 'materials': '', 'reference': 'p. 170', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 113', 'damage': '[[1d3+([[{2*[[@{level-wizard}]], 20}kl1]])]]', 'damage-type': 'Fire', 'healing': '', - 'effect': 'When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard’s thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.' + 'effect': 'When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard’s thumbs must touch each other and the fingers must be spread. The *burning hands* send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.' }; wiz1['Cantrip'] = { 'level': '1', @@ -108,6 +114,8 @@ wiz1['Cantrip'] = { 'materials': '', 'reference': 'p. 171', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 123', + 'errata': 'Sage Advice #235 p. 71', 'damage': '', 'damage-type': '', 'healing': '', @@ -125,6 +133,7 @@ wiz1['Change Self'] = { 'materials': '', 'reference': 'p. 171', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 131', 'damage': '', 'damage-type': '', 'healing': '', @@ -144,9 +153,12 @@ wiz1['Charm Person'] = { 'materials': '', 'reference': 'p. 171', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 137', + 'errata': 'Sage Advice #240 p. 12\nSage Advice #253 p. 26\nSage Advice #262 p. 23\nSage Advice #273 p. 117', 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [CHARM], 'effect': 'This spell affects any single *person* it is cast upon. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.\n The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster’s group in the same round the *charm* is cast, an additional bonus of +1 per hit point of damage received is added to the victim’s saving throw.\n If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster’s life is for the person to hold back an onrushing red dragon for “just a minute or two.” Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim’s language to communicate his commands).\n The duration of the spell is a function of the charmed person’s Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature’s Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a *dispel magic* spell is successfully cast upon the charmed person, the *charm* spell is broken.\n If two or more *charm* effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.\n Note that the subject has full memory of the events that took place while he was charmed.}}{{style=center1 sheet-spell-center2}}{{c1-1=**Intelligence Score**}}{{c2-1=3 or less}}{{c3-1=4–6}}{{c4-1=7–9}}{{c5-1=10–12}}{{c6-1=13–14}}{{c7-1=15–16}}{{c8-1=17}}{{c9-1=18}}{{c10-1=19 or more}}{{c1-2=**Time Between Checks**}}{{c2-2=3 months}}{{c3-2=2 months}}{{c4-2=1 month}}{{c5-2=3 weeks}}{{c6-2=2 weeks}}{{c7-2=1 week}}{{c8-2=3 days}}{{c9-2=2 days}}{{c10-2=1 day}}{{effects2= **Note:** The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.', }; @@ -163,10 +175,13 @@ wiz1['Chill Touch'] = { 'materials': '', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 139', + 'errata': 'Sage Advice #266 p. 20', 'damage': '[[1d4]]', 'damage-type': '', 'healing': '', - 'effect': 'When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a –1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.\n This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster.' + 'special-conditions': [TOUCH_ATTACKS], + 'effect': 'When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The caster can make one touch attack each round the *chill touch* spell lasts. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a –1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.\n This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster. Currently flee for 1d4+[[@{level-wizard}]] rounds.' }; wiz1['Color Spray'] = { @@ -174,17 +189,20 @@ wiz1['Color Spray'] = { 'school': 'Alteration', 'range': '0', 'duration': 'Instantaneous', - 'aoe': '5 x 20 x 20 feet wedge', + 'aoe': '5 x 20 foot wedge, 20 feet long', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'Special', 'materials': 'A pinch each of powder or sand that is colored red, yellow, and blue.', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 154', + 'errata': 'Sage Advice #273 p. 114\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures ([[1d6]]) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.' + 'special-conditions': [BLINDNESS], + 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. These make a triangular plane, 5 feet wide at the caster’s end opening to 20 feet wide at the far end, which ends 20 feet from the caster.\n From one to six ([[1d6]]) creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.' }; wiz1['Confuse Languages (Reverse of Comprehend Languages)'] = @@ -201,10 +219,13 @@ wiz1['Comprehend Languages'] = { 'materials': 'A pinch of soot and a few grains of salt.', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 161', + 'errata': 'Sage Advice #266 p. 22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and *illusionary script* spells), and it does not reveal messages concealed in otherwise normal text.\n The reverse of this spell, *confuse languages*, cancels a *comprehend languages* spell or renders a writing or a creature’s speech incomprehensible, for the same duration as above.' + 'special-conditions': [TOUCH_ATTACKS], + 'effect': 'When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level *secret page* and *illusionary script* spells), and it does not reveal messages concealed in otherwise normal text.\n The reverse of this spell, *confuse languages*, cancels a *comprehend languages* spell or renders a writing or a creature’s speech incomprehensible, for the same duration as above.' }; wiz1['Dancing Lights'] = { @@ -220,6 +241,7 @@ wiz1['Dancing Lights'] = { 'materials': 'Either a bit of phosphorus or wychwood, or a glowworm.', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 207', 'damage': '', 'damage-type': '', 'healing': '', @@ -232,17 +254,20 @@ wiz1['Detect Magic'] = { 'school-spells-and-magic': 'Universal Magic', 'range': '0', 'duration': '[[2*[[@{level-wizard}]] ]]', - 'aoe': '10 x 60 feet', + 'aoe': '10 × 60 feet path', 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 172', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 237', + 'errata': 'Dungeon Master Guide p. 161\nThe Complete Psionics Handbook p. 110\nSage Advice #213 p. 85\nSage Advice #214 p. 78-79\nSage Advice #243 p. 22\nSage Advice #245 p. 17-18\nSage Advice #254 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When the *detect magic* spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level ([[10*[[@{level-wizard}]] ]]%) to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.' + 'psionics': '*Detect magic* never detects psionic activity.', + 'effect': 'When the *detect magic* spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level ([[{10*[[@{level-wizard}]],100}kl1]]%) to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, a yard or more of solid wood, or a *wall of force* blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.\n *Detect magic* can detect an invisible creature’s magical aura, but not pinpoint the invisible creature’s exact location. See *DUNGEON MASTER Guide* p. 161.\n Casting *detect magic* on a cursed item generally indicates the school of magic the cursed item is imitating, i.e. *dust of sneezing and choking* that imitates *dust of disappearance* would radiate illusion/phantasm magic. If the *dust* imitates *dust of appearance* it would radiate divination or abjuration magic.' }; wiz1['Detect Undead'] = { @@ -257,6 +282,7 @@ wiz1['Detect Undead'] = { 'materials': 'A bit of earth from a grave.', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 241', 'damage': '', 'damage-type': '', 'healing': '', @@ -277,10 +303,12 @@ wiz1['Enlarge'] = { 'materials': 'A pinch of powdered iron.', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 319', + 'errata': 'Sage Advice #192 p. 78\nSage Advice #225 p. 82\nSage Advice #228 p. 84', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard ([[10*[[@{level-wizard}]] ]]%), increasing this amount in height, width, and weight.\n All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.\n Magical properties are not increased by this spell—a huge *sword +1* is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 × 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.\n The reverse spell, *reduce*, negates the *enlarge* spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1⁄10-inch increments to a minimum of 1⁄10 of an inch—the recipient cannot dwindle away to nothingness.\n For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6⁄10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.' + 'effect': 'This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. Currently [[10*[[@{level-wizard}]] ]] cubic feet. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard (currently grows up to [[10*[[@{level-wizard}]] ]]%), increasing this amount in height, width, and weight.\n All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.\n Magical properties are not increased by this spell—a huge *sword +1* is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.\n For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 × 1.6 = 9.6, rounded up). Currently target is at [[100+(10*[[@{level-wizard}]]) ]]% normal size and damage rolls are multiplied by [[1+([[@{level-wizard}]]/10)]]. Bonuses due to Strength, class, and magic are not altered.\n The reverse spell, *reduce*, negates the *enlarge* spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by ⅒-inch increments to a minimum of ⅒ of an inch—the recipient cannot dwindle away to nothingness.\n For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6⁄10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). Currently target is reduced by [[@{level-wizard}]] steps. Target is at [[{100-(10*[[@{level-wizard}]]),10}kh1]]% of its original size minus [[{[[@{level-wizard}]]-9,0}kh1]] additional steps and damage rolls are multiplied by [[{1-([[@{level-wizard}]]/10),0.1}kh1]] or lower. A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.\n Area of effect for spells, spell-like abilities, breath weapons, gaze attacks, or similar abilities don’t change when a creature’s size changes. Though a gaze attack that actually requires an enemy to meet a creature’s gaze (as opposed to merely being looked at) might be; human-sized creatures, for example probably won’t look into the eyes of a medusa that has been reduced to a height of two inches.\n **C&T:** If the *Combat & Tactics* system is used check the characters new size against the size categories from the *MONTROUS MANUAL™* to find new melee reach, knockdown die and base initiative. The size categories are: Tiny (up to 2’ tall); Small (2’+ to 4’); Man-sized (4’+ to 7’) Large (7’+ to 12’), +1 melee reach and knockdown; Huge (12’+ to 25’), +2 melee reach and knockdown; and Gargantuan 25’+), +3 melee reach and knockdown.' }; wiz1['Erase'] = { @@ -288,18 +316,19 @@ wiz1['Erase'] = { 'school': 'Alteration', 'school-spells-and-magic': 'Alteration, Geometry', 'range': '30 yards', - 'duration': 'Permanent', + 'duration': 'Instantaneous', 'aoe': '1 scroll or 2 pages', - 'components': 'v, S', + 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 323', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *erase* spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes *explosive runes*, *glyphs of warding*, *sepia snake sigils*, and *wizard marks*, but it does not remove *illusory script* or *symbols* (see those spells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (current chance: [[30+(5*[[@{level-wizard}]])]]%).' + 'effect': 'The *erase* spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes *explosive runes*, *glyphs of warding*, *sepia snake sigils*, and *wizard marks*, but it does not remove *illusory script* or *symbols* (see those spells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st-level caster, 40% for a 2nd-level caster, etc.). Currently [[{30+(5*[[@{level-wizard}]]),90}kl1]]% likely to erase magical writings.' }; wiz1['Feather Fall'] = { @@ -315,17 +344,19 @@ wiz1['Feather Fall'] = { 'materials': '', 'reference': 'p. 173', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 347', + 'errata': 'Sage Advice #252 p. 22\nSage Advice #268 p. 113\nDungeon Master Option: High-Level Campaigns p. 71', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The *feather fall* affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. Current weight limit: [[200+(200*[[@{level-wizard}]])]] pounds.\n For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with *gust of wind* and similar spells.' + 'effect': 'When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The *feather fall* affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. Current weight limit: [[200+(200*[[@{level-wizard}]])]] pounds.\n For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with *gust of wind* and similar spells.\n *Feather fall* cast on a flying creature negates the effects of diving. The creature can still fly downward at its normal rate, but it loses any attack, damage, and movement bonus it would otherwise gain from diving.\n *Feather fall* can be cast in reaction to a fall or a missile attack, provided the caster has not already made an attack or cast a spell in the current round. In the case of an attack, the caster must win initiative to complete the spell before the missile arrives; use the normal initiative procedure from the *Player’s Handbook*. If the wizard wins the missile misses its target. In the case of a fall, the caster can be assumed to automatically cast this spell at the beginning of any fall of 10 feet or more provided he is not prevented from casting spells (silenced, gagged, etc.).\n If the caster is falling an extreme distance (in excess of 120 feet/level, currently [[120*[[@{level-wizard}]] ]] feet), the caster can opt to delay the *feather fall* spell so that its duration does not expire before the caster lands. When in doubt about the caster’s ability to complete the spell before impact, roll initiative. The caster makes a normal roll, adding +1 for the spell’s casting time, and the DM rolls for the fall, adding +1 for each 120 feet of free fall. If the caster loses the initiative roll, impact occurs before the spell is completed. This spell does not provide any method by which the spellcaster can determine the length of a fall. Thus, a wizard falling into a lightless pit has no way to determine if the fall is going to be 10 feet or 1,000 feet.' }; wiz1['Find Familiar'] = { 'level': '1', 'school': 'Conjuration/Summoning', 'school-spells-and-magic': 'Conjuration/Summoning, Song', - 'range': '[[@{level-wizard}]] miles', + 'range': '[[@{level-wizard}]] mile(s)', 'duration': 'Special', 'aoe': '1 familiar', 'components': 'V, S, M', @@ -334,10 +365,12 @@ wiz1['Find Familiar'] = { 'materials': '1000 gp worth of incense and herbs.', 'reference': 'p. 174', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 353', + 'errata': 'Sage Advice #195 p. 37-38\nSage Advice #206 p. 88\nSage Advice #240 p. 12\n', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.\n The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2–4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).\n The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic—while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes.\n If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard’s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.\n The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a *dispel magic* spell send them away.\n Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavor from certain powerful entities, with dire results.}}{{style=center1 sheet-spell-fixed3 sheet-spell-min3}}{{cc1-1=bottom}}{{c1-1=**D20 Roll**}}{{c2-1=1–5}}{{c3-1=6–7}}{{c4-1=8–9}}{{c5-1=10–11}}{{c6-1=12–13}}{{c7-1=14–15}}{{c8-1=16–20}}{{cc1-2=bottom}}{{c1-2=**Familiar* **}}{{c2-2=Cat, black}}{{c3-2=Crow}}{{c4-2=Hawk}}{{c5-2=Owl}}{{c6-2=Toad}}{{c7-2=Weasel}}{{c8-2=No familiar available within spell range}}{{cs8-2=2}}{{cc1-3=bottom}}{{c1-3=**Sensory Powers**}}{{c2-3=Excellent night vision\n& superior hearing}}{{c3-3=Excellent vision}}{{c4-3=Very superior distance vision}}{{c5-3=Night vision equals human daylight\nvision, superior hearing}}{{c6-3=Wide-angle vision}}{{c7-3=Superior hearing & very\nsuperior olfactory power}}{{effects2=* The DM can substitute other small animals suitable to the area.' + 'effect': 'This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.\n The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2–4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).\n The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic—while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes.\n If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard’s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.\n The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a *dispel magic* spell send them away.\n Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavor from certain powerful entities, with dire results.}}{{style=center1 sheet-spell-fixed3 sheet-spell-min3}}{{cc1-1=bottom}}{{c1-1=**D20 Roll**}}{{c2-1=1–5}}{{c3-1=6–7}}{{c4-1=8–9}}{{c5-1=10–11}}{{c6-1=12–13}}{{c7-1=14–15}}{{c8-1=16–20}}{{cc1-2=bottom}}{{c1-2=**Familiar* **}}{{c2-2=Cat, black}}{{c3-2=Crow}}{{c4-2=Hawk}}{{c5-2=Owl}}{{c6-2=Toad}}{{c7-2=Weasel}}{{c8-2=No familiar available within spell range}}{{cs8-2=2}}{{cc1-3=bottom}}{{c1-3=**Sensory Powers**}}{{c2-3=Excellent night vision\n& superior hearing}}{{c3-3=Excellent vision}}{{c4-3=Very superior distance vision}}{{c5-3=Night vision equals human daylight\nvision, superior hearing}}{{c6-3=Wide-angle vision}}{{c7-3=Superior hearing & very\nsuperior olfactory power}}{{effects2=* The DM can substitute other small animals suitable to the area.\n Quasits, pseudodragons, and imps can become familiars. Note that imps will serve only lawful evil characters and some neutral evil characters; quasits will serve only chaotic evil characters and some neutral evil characters; pseudodragons will serve only good characters. In any case, the chance to get such exotic familiars as these should be very small, perhaps only on a roll of a "1" or after the character casting the find familiar spell has taken extra steps to locate and attract the creature.' }; wiz1['Friends'] = { @@ -353,6 +386,7 @@ wiz1['Friends'] = { 'materials': 'Chalk (or white flour), lampblack (or soot), and vermilion applied to the face before casting the spell.', 'reference': 'p. 174', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 390', 'damage': '', 'damage-type': '', 'healing': '', @@ -372,6 +406,7 @@ wiz1['Gaze Reflection'] = { 'materials': '', 'reference': 'p. 174', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 398', 'damage': '', 'damage-type': '', 'healing': '', @@ -384,13 +419,15 @@ wiz1['Grease'] = { 'school-spells-and-magic': 'Conjuration/Summoning, Alchemy', 'range': '10 yards', 'duration': '[[3+[[@{level-wizard}]] ]] rounds', - 'aoe': '10 x 10 feet', + 'aoe': '10 ✕ 10 feet', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'Special', 'materials': 'A bit of pork rind or butter.', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 412', + 'errata': 'Sage Advice #163 p. 105', 'damage': '', 'damage-type': '', 'healing': '', @@ -410,10 +447,12 @@ wiz1['Hold Portal'] = { 'materials': '', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 433', + 'errata': 'Sage Advice #154 p. 6', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A *knock* spell or a successful *dispel magic* spell can negate the *hold portal*. Held portals can be broken or physically battered down.' + 'effect': 'This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. Currently a wizard of level [[4+[[@{level-wizard}]] ]] or higher can open the held portal at will. A *knock* spell or a successful *dispel magic* spell can negate the *hold portal*. Held portals can be broken or physically battered down.' }; wiz1['Hypnotism'] = { @@ -422,17 +461,18 @@ wiz1['Hypnotism'] = { 'school-spells-and-magic': 'Enchantment/Charm, Mentalism', 'range': '5 yards', 'duration': '[[1+[[@{level-wizard}]] ]] rounds', - 'aoe': '30 foot cube', + 'aoe': '30 foot cube, [[1d6]] creatures', 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'Negate', 'materials': '', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 442', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The gestures of the wizard, along with his droning incantation, cause [[1d6]] creatures within the area to become susceptible to a suggestion—a brief and reasonable-sounding request (see the 3rd-level wizard *suggestion* spell). The request must be given after the *hypnotism* spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster’s gaze, the saving throw is made with a penalty of –2. A creature that fails its saving throw does not remember that the caster enspelled it.' + 'effect': 'The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion—a brief and reasonable-sounding request (see the 3rd-level wizard *suggestion* spell). The request must be given after the *hypnotism* spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging—the caster must speak a language the creature understands for this spell to work. Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster’s gaze, the saving throw is made with a penalty of –2. A creature that fails its saving throw does not remember that the caster enspelled it.' }; wiz1['Identify'] = { @@ -448,10 +488,12 @@ wiz1['Identify'] = { 'materials': 'A pearl (of at least 100 gp value) and an owl feather steeped in wine.', 'reference': 'p. 175', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 445', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #152 p. 8\nSage Advice #225 p. 82\nSage Advice #245 p. 17-18\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{{(10*[[@{level-wizard}]]),90}kl1}]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% – 100% of the total possible charges), strong (61% – 80%), moderate (41% – 60%), weak (6% – 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.' + 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard, this can be anything from a single touch to wearing or wielding the item as intended at the DM’s discretion. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{10*[[@{level-wizard}]],90}kl1]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: *powerful* (81% – 100% of the total possible charges), *strong* (61% – 80%), *moderate* (41% – 60%), *weak* (6% – 40%), or *faint* (five charges or less). The *faint* result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.\n Casting *contact other plane* or *commune* can also reveal exact bonuses and charges of an item.\n *Identify* generally gives false results when used on cursed items—usually revealing a power (or magical bonus) the item seems to have. Casting *contact other plane* or *commune* can confirm if a magical item is indeed beneficial.' }; wiz1['Jump'] = { @@ -466,6 +508,7 @@ wiz1['Jump'] = { 'materials': 'A grasshopper’s hind leg, to be broken by the caster when the spell is cast.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 478', 'damage': '', 'damage-type': '', 'healing': '', @@ -477,36 +520,42 @@ wiz1['Light'] = { 'school': 'Alteration', 'range': '60 yards', 'duration': '[[@{level-wizard}]] turns', - 'aoe': '20-foot radius', + 'aoe': '20-foot radius globe', 'components': 'V, M', 'cast-time': '1', 'saving-throw': 'Special', 'materials': 'A firefly or a piece of phosphorescent moss.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 515', + 'errata': 'Sage Advice #152 p. 59\nSage Advice #153 p. 7\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. *Light* can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. *Light* taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n *Light* centered on the visual organs of a creature blinds it. The caster can end the spell at any time by uttering a single word. Note that, unlike the 1st-level priest spell, this spell is not reversible.\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.' }; wiz1['Magic Missile'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Force', + 'school-spells-and-magic': 'Evocation, Force', 'range': '[[60+(10*[[@{level-wizard}]])]] yards', 'duration': 'Instantaneous', - 'aoe': '1-5 targets', + 'aoe': '1-5 targets in a 10-foot cube', 'components': 'V, S', 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 534', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #227 p. 47', 'damage': 'M1: [[1d4+1]]}}{{d2t=[[ [[@{level-wizard}]]-2]]}}{{d2=, M2: [[1d4+1]]}}{{d3t=[[ [[@{level-wizard}]]-4]]}}{{d3=, M3: [[1d4+1]]}}{{d4t=[[ [[@{level-wizard}]]-6]]}}{{d4=, M4: [[1d4+1]]}}{{d5t=[[ [[@{level-wizard}]]-8]]}}{{d5=, M5: [[1d4+1]]', 'damage-type': '', 'healing': '', - 'effect': 'Use of the *magic missile* spell creates up to five missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.\n For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. Currently [[1+[[{{ceil([[@{level-wizard}]]/2)-1,4}kl1}]] ]] missiles. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.' + 'psionics': '*Magic Missile* spell has no effect inside a stasis field.', + 'effect': 'Use of the *magic missile* spell creates up to five missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.\n For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. Currently [[1+{ceil([[@{level-wizard}]]/2)-1,4}kl1]] missiles. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures within a 10-foot cube as desired.' }; wiz1['Mending'] = { @@ -522,10 +571,12 @@ wiz1['Mending'] = { 'materials': 'Two small magnets of any type (lodestone in all likelihood) or two burrs.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 559', + 'errata': 'The Complete Wizard’s Handbook p. 83', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a *mending* spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level. Current maximum volume is [[@{level-wizard}]] cubic feet.' + 'effect': 'This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new, such as a leaky boat, a torn document, a broken wagon axle, or a cut rope (but it won’t link the ends of two different ropes to make a single rope). A hole in a leather sack or wineskin is completely healed over by a *mending* spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level. Current maximum volume is [[@{level-wizard}]] cubic feet.' }; wiz1['Message'] = { @@ -540,10 +591,11 @@ wiz1['Message'] = { 'materials': 'A short piece of copper wire.', 'reference': 'p. 176', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 561', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. Currently [[@{level-wizard}]] creatures. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. Current range is [[30+(10*[[@{level-wizard}]])]] feet. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.' + 'effect': 'When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. Currently [[@{level-wizard}]] creatures. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. Currently within [[30+(10*[[@{level-wizard}]])]] feet. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.' }; wiz1['Mount'] = { @@ -558,17 +610,19 @@ wiz1['Mount'] = { 'materials': 'A bit of hair from the type of animal to be conjured.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 600', + 'errata': 'Sage Advice #252 p. 22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:}}{{style=center1}}{{c1-1=**Caster Level**}}{{c2-1=1–3}}{{c3-1=4–7}}{{c4-1=8–12}}{{c5-1=13–14}}{{c6-1=15+}}{{c1-2=**Mount**}}{{c2-2=Mule or light horse}}{{c3-2=Draft horse or war horse}}{{c4-2=Camel}}{{c5-2=Elephant}}{{c6-2=Griffon}}{{effects2= The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. Elephants comes with howdah at 18th level. Griffon comes with saddle at 18th level. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.', + 'effect': 'By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:}}{{style=center1}}{{c1-1=**Caster Level**}}{{c2-1=1–3}}{{c3-1=4–7}}{{c4-1=8–12}}{{c5-1=13–14}}{{c6-1=15+}}{{c1-2=**Mount**}}{{c2-2=Mule or light horse}}{{c3-2=Draft horse or war horse}}{{c4-2=Camel}}{{c5-2=Elephant (and howdah at 18th level)}}{{c6-2=Griffon (and saddle at 18th level)}}{{effects2= The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. Elephants comes with howdah at 18th level. Griffon comes with saddle at 18th level. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.\n A *detect magic* cast on the mount will reveal the presence of a spell. A successful use of the spellcraft proficiency also reveals that the mount was created with magic.', }; wiz1['Nystul\'s Magical Aura'] = { 'level': '1', 'school': 'Illusion/Phantasm', 'range': 'Touch', - 'duration': '[[@{level-wizard}]] days', + 'duration': '[[@{level-wizard}]] day(s)', 'aoe': 'Special', 'components': 'V, S, M', 'cast-time': '1 round', @@ -576,10 +630,11 @@ wiz1['Nystul\'s Magical Aura'] = { 'materials': 'A small square of silk, which must be passed over the object that receives the aura.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 628', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, any one item of no more than five pounds weight per level of the spellcaster ([[ [[@{level-wizard}]]*5]] pounds) can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful (if it is an artifact, for instance). If the object bearing Nystul’s magical aura has an *identify* spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.' + 'effect': 'By means of this spell, any one item of no more than five pounds weight per level of the spellcaster (currently [[5*[[@{level-wizard}]] ]] pounds) can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful—an artifact, for instance. If the object bearing Nystul’s magical aura has an *identify* spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.' }; wiz1['Phantasmal Force'] = { @@ -594,30 +649,35 @@ wiz1['Phantasmal Force'] = { 'materials': 'A bit of fleece.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 660', + 'errata': 'Sage Advice #171 p. 90\nSage Advice #249 p. 22\nSage Advice #256 p. 27', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.' + 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. There is no height limit on the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.\n This spell cannot be used to create a limited form of invisibility. *Phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.' }; wiz1['Protection From Good (Reverse of Protection From Evil)'] = wiz1['Protection From Evil'] = { 'level': '1', 'school': 'Abjuration (Reversible)', - 'school-spells-and-magic': 'Abjuration, Alchemy (Reversible)', + 'school-spells-and-magic': 'Abjuration, Alchemy, Geometry (Reversible)', 'range': 'Touch', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', 'aoe': 'Creature touched', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'None', - 'materials': 'The wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver.', + 'materials': 'The wizard must trace a 3-foot-diameter circle on the floor (or ground) with\n*Protection From Evil:* Powdered silver.\n*Protection Frm Good:* Powdered iron.', 'reference': 'p. 177', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 700', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.\n This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\n Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* accessory), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.' }; wiz1['Read Magic'] = { @@ -633,16 +693,18 @@ wiz1['Read Magic'] = { 'materials': 'A clear crystal or mineral prism, which is not expended, to cast the spell.', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 735', + 'errata': 'Sage Advice #175 p. 77\nSage Advice #216 p. 103\nSage Advice #263 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of a *read magic* spell, the wizard is able to read magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the *read magic* spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.' + 'effect': 'By means of a *read magic* spell, the wizard is able to read magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.)\n This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the *read magic* spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.\n **Notes:** All those who cast wizard spells must know this spell, save those with specific alternative disciplines (bards, illusionists in some settings, *hishna*, *pluma*, paramanders, the Old Empire in the FORGOTTEN REALM setting).' }; wiz1['Shield'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Force, Geometry', + 'school-spells-and-magic': 'Evocation, Force, Geometry', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', 'aoe': 'Special', @@ -652,10 +714,12 @@ wiz1['Shield'] = { 'materials': '', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 808', + 'errata': 'Sage Advice #157 p. 25\nSage Advice #193 p. 85\nSage Advice #261 p. 8', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small devicepropelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard’s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.' + 'effect': 'When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates *magic missile* attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard’s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.\n It is up to the DM if Dexterity defense bonuses are cumulative with the *shield* spell.\n Magical items granting a defensive bonus such as *ring of protection* or *cloak of protection* are cumulative with the *shield* spell. Items that provide a basic armor class, such as armor, shields, and *bracers of defense* are not cumulative with the *shield* spell.' }; wiz1['Shocking Grasp'] = { @@ -670,10 +734,13 @@ wiz1['Shocking Grasp'] = { 'materials': '', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 811', + 'errata': 'Sage Advice #232 p. 93\nSage Advice #238 p. 83', 'damage': '[[1d8+[[@{level-wizard}]] ]]', 'damage-type': 'Electrical', 'healing': '', - 'effect': 'When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster ([[@{level-wizard}]] rounds) or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent’s body or upon an electrical conductor that touches the opponent’s body, a like touch from the opponent does not discharge the spell.' + 'special-conditions': [TOUCH_ATTACKS], + 'effect': 'When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster ([[@{level-wizard}]] rounds) or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent’s body or upon an electrical conductor that touches the opponent’s body, a like touch from the opponent does not discharge the spell.\n A *shocking grasp* spell won’t work as a fantasy defibrillator to bring back a character from negative hit points.', }; wiz1['Sleep'] = { @@ -689,10 +756,12 @@ wiz1['Sleep'] = { 'materials': 'A pinch of fine sand, rose petals, or a live cricket.', 'reference': 'p. 178', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 825', + 'errata': 'Sage Advice #177 p. 54\nSage Advice #245 p. 17\nSage Advice #273 p. 114', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a wizard casts a *sleep* spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell’s effects). All creatures to be affected by the *sleep* spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects [[2d4]] Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.\n For example, a wizard casts *sleep* at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (1⁄2 + 1⁄2 + 1⁄2 + 2 = 3 1⁄2 Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.\n Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see “Modifiers to the Attack Roll” in Chapter 9: Combat).' + 'effect': 'When a wizard casts a *sleep* spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell’s effects). All creatures to be affected by the *sleep* spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects [[2d4]] Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.\n For example, a wizard casts *sleep* at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (½ + ½ + ½ + 2 = 3 ½ Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.\n Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see “Modifiers to the Attack Roll” in Chapter 9: Combat).' }; wiz1['Spider Climb'] = { @@ -707,17 +776,19 @@ wiz1['Spider Climb'] = { 'materials': 'A drop of bitumen and a live spider, both of which must be eaten by the spell recipient.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 855', + 'errata': 'Sage Advice #163 p. 105', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *spider climb* spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a *spider climb* spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.' + 'effect': 'A *spider climb* spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered).\n During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a *spider climb* spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.' }; wiz1['Spook'] = { 'level': '1', 'school': 'Illusion/Phantasm', 'school-spells-and-magic': 'Illusion/Phantasm, Mentalism, Shadow', - 'range': '30 feet', + 'range': '10 yards', 'duration': 'Special', 'aoe': '1 creature', 'components': 'V, S', @@ -726,10 +797,11 @@ wiz1['Spook'] = { 'materials': '', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 861', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *spook* spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of –1 for every two experience levels of the caster, to a maximum of –6 at 12th level. Current penalty [[{{[[floor(-[[@{level-wizard}]]/2)]],-6}kh1}]]. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.' + 'effect': 'A *spook* spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of –1 for every two experience levels of the caster, to a maximum of –6 at 12th level. Current penalty [[{ceil(-[[@{level-wizard}]]/2),-6}kh1]]. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties.\n Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.' }; wiz1['Taunt'] = { @@ -738,23 +810,24 @@ wiz1['Taunt'] = { 'school-spells-and-magic': 'Enchantment/Charm, Song', 'range': '60 yards', 'duration': '1 round', - 'aoe': '30 foot radius', + 'aoe': '30-foot radius', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'Negate', 'materials': 'A slug, which is hurled at the creatures to be taunted.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 920', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *taunt* spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.\n Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM’s discretion. If used in conjunction with a *ventriloquism* spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader’s presence, and so on.' + 'effect': 'A *taunt* spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners.\n Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break.\n If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM’s discretion. If used in conjunction with a *ventriloquism* spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader’s presence, and so on.' }; wiz1['Tenser\'s Floating Disc'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Force', + 'school-spells-and-magic': 'Evocation, Force', 'range': '20 yards', 'duration': '[[3+[[@{level-wizard}]] ]] turns', 'aoe': 'Special', @@ -764,17 +837,19 @@ wiz1['Tenser\'s Floating Disc'] = { 'materials': 'A drop of mercury.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 930', + 'errata': 'Sage Advice #240 p. 12+14\nSage Advice #247 p. 20+22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'With this spell, the caster creates the slightly concave, circular plane of force known as Tenser’s floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. Current weight limit [[100*[[@{level-wizard}]] ]] pounds. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a *teleport* spell, or by trying to take the disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it.' + 'effect': 'With this spell, the caster creates the slightly concave, circular plane of force known as *Tenser’s floating disc* (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. Currently holds [[100*[[@{level-wizard}]] ]] pounds. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a *teleport* spell, or by trying to take the disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it.' }; wiz1['Unseen Servant'] = { 'level': '1', 'school': 'Conjuration/Summoning', 'range': '0', - 'duration': '1 hours + [[@{level-wizard}]] turns', + 'duration': '1 hour + [[@{level-wizard}]] turn(s)', 'aoe': '30-foot radius', 'components': 'V, S, M', 'cast-time': '1', @@ -782,47 +857,52 @@ wiz1['Unseen Servant'] = { 'materials': 'A piece of string and a bit of wood.', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 972', + 'errata': 'Sage Advice #261 p. 10\nDungeon Master Option: High-Level Campaigns p. 75', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The unseen servant is an invisible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from areaeffect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.' + 'effect': 'The *unseen servant* is an non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The *unseen servant* cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.\n The *unseen servant* does not have any sense or powers of reason. It is incapable of any action except following its instructions to the letter. Thus, while it can be sent to the bottom of a pool to grab whatever objects it encounters, it cannot be directed to grab any gems or coins it might find.\n **Permanency:** The permanent version of this spell creates an invisible servant that always hovers within 30 feet of the caster. If destroyed, it reforms in 2d10 rounds.\n **Permanency (Optional):** A permanent *unseen servant* can be cast on an area and instructed to endlessly perform a single task, such as forever cleaning a room. Once a task is set, it cannot be changed.' }; wiz1['Ventriloquism'] = { 'level': '1', 'school': 'Illusion/Phantasm', - 'range': '[[{{[[10*#LEVLE#]],90}kl1}]] yards', + 'range': '[[{10*[[@{level-wizard}]],90}kl1]] yards', 'duration': '[[4+[[@{level-wizard}]] ]] rounds', 'aoe': '1 creature or object', 'components': 'V, M', 'cast-time': '1', - 'saving-throw': 'Negate', + 'saving-throw': 'Special', 'materials': 'A parchment rolled up into a small cone.', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 978', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to make his voice—or someone else’s voice—or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a –2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.' + 'effect': 'This spell enables the wizard to make his voice—or someone else’s voice or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a –2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.' }; wiz1['Wall of Fog'] = { 'level': '1', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Air', + 'school-spells-and-magic': 'Evocation, Elemental Air', 'range': '30 yards', 'duration': '[[2d4+[[@{level-wizard}]] ]] rounds', - 'aoe': '[[20+(10*[[@{level-wizard}]])]] foot cube', + 'aoe': '20-foot cube + [[@{level-wizard}]] 10-foot cube(s) or a total of [[4+[[@{level-wizard}]] ]] 10-foot cubes', 'components': 'V, S, M', 'cast-time': '1', 'saving-throw': 'None', 'materials': 'A pinch of split dried peas.', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 987', + 'errata': 'Sage Advice #175 p. 78\nSage Advice #264 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.' + 'effect': 'By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The *wall of fog* obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.' }; wiz1['Wizard Mark'] = { @@ -838,10 +918,11 @@ wiz1['Wizard Mark'] = { 'materials': 'A pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.', 'reference': 'p. 179', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1029', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A *wizard mark* spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a *detect magic* spell will cause it to glow and be visible (though not necessarily understandable). *Detect invisibility*, *true seeing*, a *gem of seeing*, or a *robe of eyes* will likewise expose an invisible wizard mark. A *read magic* spell will reveal the maker’s words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an *erase* spell. If cast on a living being, normal wear gradually causes the mark to fade.' + 'effect': 'When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A *wizard mark* spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a *detect magic* spell will cause it to glow and be visible (though not necessarily understandable). *Detect invisibility*, *true seeing*, a *gem of seeing*, or a *robe of eyes* will likewise expose an invisible *wizard mark*. A *read magic* spell will reveal the maker’s words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an *erase* spell. If cast on a living being, normal wear gradually causes the mark to fade.' }; let wiz2 = {}; @@ -857,16 +938,17 @@ wiz2['Alter Self'] = { 'materials': '', 'reference': 'p. 180', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 36', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard can alter his appearance and form—including clothing and equipment—to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster’s body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only onethird the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form.\n The caster’s attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.' + 'effect': 'When this spell is cast, the wizard can alter his appearance and form—including clothing and equipment—to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster’s body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form.\n The caster’s attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.' }; wiz2['Bind'] = { 'level': '2', 'school': 'Enchantment', - 'school-spells-and-magic': 'Enchantment/Charm, Artifice', + 'school-spells-and-magic': 'Enchantment, Artifice', 'range': '30 yards', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '[[50+(5*[[@{level-wizard}]])]] feet', @@ -876,10 +958,11 @@ wiz2['Bind'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 85', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. The possible commands are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be given each round.\n The rope can only enwrap a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.' + 'effect': 'When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. The possible commands are *Coil* (form a neat, coiled stack), *Coil & Knot, Loop, Loop & Knot, Tie & Knot*, and the reverses of all of the above (*Uncoil*, etc.). One command can be given each round.\n The rope can only enwrap a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.' }; wiz2['Blindness'] = { @@ -894,10 +977,13 @@ wiz2['Blindness'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 96', + 'errata': 'Sage Advice #168 p. 56\nSage Advice #206 p. 89', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *blindness* spell causes the victim to become blind, able to see only a grayness before its eyes. Various *cure* spells will not remove this effect, and only a *dispel magic* or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell. A blinded creature suffers a –4 penalty to its attack rolls, and its opponents gain a +4 bonus to their attack rolls.' + 'special-conditions': [BLINDNESS], + 'effect': 'The *blindness* spell causes the victim to become blind, able to see only a grayness before its eyes. Various *cure* spells will not remove this effect, and only a *dispel magic* or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell.' }; wiz2['Blur'] = { @@ -913,6 +999,8 @@ wiz2['Blur'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 102', + 'errata': 'Wizard’s Spell Compendium Volume Four p. 1152', 'damage': '', 'damage-type': '', 'healing': '', @@ -921,8 +1009,8 @@ wiz2['Blur'] = { wiz2['Continual Light'] = { 'level': '2', - 'school': 'Alteration (Reversible)', - 'school-spells-and-magic': 'Alteration/Shadow (Reversible)', + 'school': 'Alteration', + 'school-spells-and-magic': 'Alteration', 'range': '60 yards', 'duration': 'Permanent', 'aoe': '60-foot radius', @@ -932,10 +1020,13 @@ wiz2['Continual Light'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 175', + 'errata': 'Sage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #265 p. 24\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs, reducing its attack rolls, saving throws, and Armor Class by 4. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A continual light brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of *continual light* against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A *continual light* brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of *continual light* against a similar or weaker magical darkness cancels both. The wizard’s version of *continual light* cannot be reversed to create magical darkness.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.' }; wiz2['Darkness, 15\' Radius'] = { @@ -951,10 +1042,12 @@ wiz2['Darkness, 15\' Radius'] = { 'materials': 'A bit of bat fur and either a drop of pitch or a piece of coal.', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 210', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a *light* or *continual light* spell is used. In the former event, the *darkness* spell is negated by the *light* spell, and vice versa.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a *light* or *continual light* spell is used. In the former event, the *darkness* spell is negated by the *light* spell, and vice versa. Inside *darkness* characters are effectively blind.' }; wiz2['Deafness'] = { @@ -969,16 +1062,18 @@ wiz2['Deafness'] = { 'materials': 'Beeswax.', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 214', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *deafness* spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An affected creature has a –1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. This *deafness* can be done away with only by means of a *dispel magic* spell or by the spellcaster.' + 'special-conditions': [DEAFNESS], + 'effect': 'The *deafness* spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. This *deafness* can be done away with only by means of a *dispel magic* spell or by the spellcaster.' }; wiz2['Deeppockets'] = { 'level': '2', 'school': 'Alteration, Enchantment', - 'school-spells-and-magic': 'Alteration, Enchantment/Charm, Dimension', + 'school-spells-and-magic': 'Alteration, Enchantment, Dimension', 'range': 'Touch', 'duration': '[[12+[[@{level-wizard}]] ]] hours', 'aoe': '1 garment', @@ -988,10 +1083,11 @@ wiz2['Deeppockets'] = { 'materials': 'In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 224', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The *deeppockets* spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (1⁄2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1⁄6 cubic foot volume each. Each special pocket is actually an extradimensional holding space.\n If the spell duration expires while there is material within the enchanted pockets, or if a successful *dispel magic* is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.' + 'effect': 'This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The *deeppockets* spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (½ cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and ⅙ cubic foot volume each. Each special pocket is actually an extradimensional holding space.\n If the spell duration expires while there is material within the enchanted pockets, or if a successful *dispel magic* is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.' }; wiz2['Detect Good (Reverse of Detect Evil)'] = @@ -1000,17 +1096,18 @@ wiz2['Detect Evil'] = { 'school': 'Divination (Reversible)', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', - 'aoe': '10 x 180 feet', + 'aoe': '10 x 180 feet path', 'components': 'V, S', 'cast-time': '2', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 235', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is *not* revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enables them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell. The spell has a path of detection 10 feet wide and 60 yards long in the direction in which the wizard is facing. The wizard must concentrate— stop, have quiet, and intently seek to detect the aura—for at least one round to receive a reading.' + 'effect': 'This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is *not* revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level *might* radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enables them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell.\n The spell has a path of detection 10 feet wide and 60 yards long in the direction in which the wizard is facing. The wizard must concentrate—stop, have quiet, and intently seek to detect the aura—for at least one round to receive a reading.\n The reversed form of this spell is *detect good*.' }; wiz2['Detect Invisibility'] = { @@ -1018,16 +1115,19 @@ wiz2['Detect Invisibility'] = { 'school': 'Divination', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', - 'aoe': '[[10*[[@{level-wizard}]] ]] yards', + 'aoe': '10 feet ✕ [[10*[[@{level-wizard}]] ]] feet path', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', 'materials': 'A pinch of talc and a small sprinkling of powdered silver.', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 235', + 'errata': 'The Complete Psionics Handbook p. 110', 'damage': '', 'damage-type': '', 'healing': '', + 'psionics': '*Detect Invisibility* is effective against psionic invisibility, astral travelers, shadow form, and ethereal characters. It is not effective against characters in other dimensions.', 'effect': 'When the wizard casts a *detect invisibility* spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is a path 10 ft. wide along the wizard’s line of sight to the range limit.' }; @@ -1037,33 +1137,38 @@ wiz2['ESP'] = { 'school-spells-and-magic': 'Divination, Mentalism', 'range': '0', 'duration': '[[@{level-wizard}]] rounds', - 'aoe': '[[{{5*[[@{level-wizard}]],90}kl1}]] yards. (90 yards maximum)', + 'aoe': '[[{5*[[@{level-wizard}]],90}kl1]] yards. (90 yards maximum)', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', 'materials': 'A copper piece.', 'reference': 'p. 182', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 324', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #228 p. 84\nDungeon Master Option: High-Level Campaigns p. 70-71', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *ESP* spell is used, the caster is able to detect the surface thoughts of any creatures in range—except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.\n The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM’s ruling. The creature’s Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought.' + 'psionics': 'A Psionicist always gets a saving throw against this *ESP* with a +2 bonus. Success negates the spell.', + 'effect': 'When an *ESP* spell is used, the caster is able to detect the surface thoughts—that is, whatever the subject happens to be thinking about at the time—of any creatures in range—except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.\n The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example. The ESP does not always reveal what sort of creature it is. The caster can sense which direction the thoughts are coming from (left, right, ahead, behind, up, down, or some combination of these). If the caster spends one round studying an area containing hidden creatures, he can tell about how many there are, but he still doesn’t know exactly where they are.\n If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. Wisdom modifiers always apply, with a possible additional bonus up to +4 at the DM’s option. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM’s ruling. The creature’s Wisdom adjustment always applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. Guidelines for the bonus is given in Dungeon Master Option: High-Level Campaign p. 71.' }; wiz2['Flaming Sphere'] = { 'level': '2', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Fire', + 'school-spells-and-magic': 'Evocation, Elemental Fire', 'range': '10 yards', 'duration': '[[@{level-wizard}]] rounds', - 'aoe': '3-foot radius', + 'aoe': 'Sphere, 3-foot radius', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'Negate', 'materials': 'A bit of tallow, a pinch of sulphur, and a dusting of powdered iron.', 'reference': 'p. 182', 'book': 'PHB', - 'damage': '*Direct contact:* 2d4 Fire.\n*5 feet proximity:* 1d4', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 376', + 'errata': 'Sage Advice #200 p. 105-106', + 'damage': '*Direct contact:* [[2d4]] Fire.\n*5 feet proximity:* [[1d4]]', 'damage-type': 'Heat', 'healing': '', 'effect': 'A *flaming sphere* spell creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within 5 feet of the sphere’s surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere.\n The sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles.' @@ -1082,16 +1187,17 @@ wiz2['Fog Cloud'] = { 'materials': '', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 385', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *fog cloud* spell can be cast in one of two ways, at the caster’s option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell *cloudkill*.\n As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond 2 feet.\n As a cloudkill-like fog, this is a billowing mass of ghastly, yellowishgreen vapors, measuring 40 feet × 20 feet × 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation.\n The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.' + 'effect': 'The *fog cloud* spell can be cast in one of two ways, at the caster’s option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell *cloudkill*.\n As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. Currently [[@{level-wizard}]] 20-foot cubes. The fog obscures all sight, normal and infravision, beyond 2 feet.\n As a cloudkill-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet × 20 feet × 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation.\n The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.' }; wiz2['Fools\' Gold'] = { 'level': '2', 'school': 'Alteration, Illusion', - 'school-spells-and-magic': 'Alteration, Illusion/Phantasm, Elemental Earth, Alchemy', + 'school-spells-and-magic': 'Alteration, Illusion, Elemental Earth, Alchemy', 'range': '10 yards', 'duration': '[[@{level-wizard}]] hours', 'aoe': '[[10*[[@{level-wizard}]] ]] cubic inches', @@ -1101,10 +1207,12 @@ wiz2['Fools\' Gold'] = { 'materials': 'Copper coins or brass items.', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 386', + 'errata': 'Sage Advice #152 p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is 10 cubic inches per level—i.e., a 1-inch × 1-inch × 10-inch volume or equivalent, equal to about 150 gold coins. (Current max is about [[150*[[@{level-wizard}]] ]]). Any creature viewing the “gold” is entitled to a saving throw vs. spell, which can be modified by the creature’s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools’ gold will be detected if created by a high-level caster. If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold.” If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50-gp amber stone is powdered and used, the chance drops to 25%; if a 250-gp topaz is powdered and used, the chance drops to 10%; and if a 500-gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools’ gold.' + 'effect': 'Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is 10 cubic inches per level—i.e., a 1-inch × 1-inch × 10-inch volume or equivalent, equal to about 150 gold coins. Currently [[10*[[@{level-wizard}]] ]] cubic inches or about [[150*[[@{level-wizard}]] ]] coins. Any creature viewing the “gold” is entitled to a saving throw vs. spell, which can be modified by the creature’s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Currently [[-[[@{level-wizard}]] ]] to saving throw. Thus, it is unlikely that *fools’ gold* will be detected if created by a high-level caster. If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold.” If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50-gp amber stone is powdered and used, the chance drops to 25%; if a 250-gp topaz is powdered and used, the chance drops to 10%; and if a 500-gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools’ gold.' }; wiz2['Forget'] = { @@ -1120,10 +1228,12 @@ wiz2['Forget'] = { 'materials': '', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 389', + 'errata': 'Sage Advice #206 p. 89-90', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous minute (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten ([[1+floor([[@{level-wizard}]]/3)]] minutes). This does not negate *charm*, *suggestion*, *geas*, *quest*, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a –2 penalty; if two, they save with –1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest’s *heal* or *restoration* spell, if specially cast for this purpose, will restore the lost memories, as will a *limited wish* or *wish*, but no other means will do so.' + 'effect': 'By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten. Currently [[1+floor([[@{level-wizard}]]/3)]] minutes are forgotten. This does not negate *charm*, *suggestion*, *geas*, *quest*, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a –2 penalty; if two, they save with –1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest’s *heal* or *restoration* spell, if specially cast for this purpose, will restore the lost memories, as will a *limited wish* or *wish*, but no other means will do so.' }; wiz2['Glitterdust'] = { @@ -1132,17 +1242,19 @@ wiz2['Glitterdust'] = { 'school-spells-and-magic': 'Conjuration/Summoning, Alchemy', 'range': '[[10*[[@{level-wizard}]] ]] yards', 'duration': 'Special', - 'aoe': '20 foot cube', + 'aoe': '20-foot cube', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'Special', 'materials': 'Ground mica.', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 408', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (–4 penalties to attack rolls, saving throws, and Armor Class) for [[1d4+1]] rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus, glitterdust cast by a 3rd-level wizard lasts for four to seven rounds. Dust fades in [[1d4+[[@{level-wizard}]] ]] rounds.' + 'special-conditions': [BLINDNESS], + 'effect': 'This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded for [[1d4+1]] rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Currently dust fades in [[1d4+[[@{level-wizard}]] ]] rounds. Thus, *glitterdust* cast by a 3rd-level wizard lasts for four to seven rounds.' }; wiz2['Hypnotic Pattern'] = { @@ -1158,6 +1270,7 @@ wiz2['Hypnotic Pattern'] = { 'materials': 'A glowing stick of incense or a crystal rod filled with phosphorescent material.', 'reference': 'p. 183', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 442', 'damage': '', 'damage-type': '', 'healing': '', @@ -1176,10 +1289,12 @@ wiz2['Improved Phantasmal Force'] = { 'materials': 'A bit of fleece.', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 455', + 'errata': 'Sage Advice #171 p. 90\nSage Advice #249 p. 22\nSage Advice #256 p. 27', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Like the 1st-level *phantasmal force* spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell’s area of effect. The spellcaster can maintain the illusion with minimal concentration; thus, he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it.' + 'effect': 'Like the 1st-level *phantasmal force* spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell’s area of effect. The spellcaster can maintain the illusion with minimal concentration; thus, he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it.\n This spell cannot be used to create a limited form of invisibility. *Improved phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.' }; wiz2['Invisibility'] = { @@ -1194,10 +1309,13 @@ wiz2['Invisibility'] = { 'materials': 'An eyelash and a bit of gum arabic, the former encased in the latter.', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 464', + 'errata': 'Sage Advice #206 p. 89+90\nSage Advice #253 p. 22\nSage Advice #268 p. 112\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).\n The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells *bless*, *chant*, and *prayer* are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).' + 'special-conditions': [INVISIBILITY], + 'effect': 'This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).\n The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells *bless*, *chant*, and *prayer* are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object). Undead are not immune to *invisibility* and can therefore not see an invisible creature.\n An invisible wizard breaks his *invisibility* if he directs an illusion to attack or another magical effect that cannot act without direction from the spell-caster such as *unseen servants*, and the various *Bigby’s hand* effects. Note that independent creatures that obay the caster, such as golems, attack on their own and do not break the caster’s *invisibility*.\n **Permanency:** If this spell is made permanent, the recipient gains the innate ability to become invisible at will and remain so indefinitely. Any attack breaks the invisibility, but the recipient can become invisible again during the next round. The return to invisibility has an initiative modifier of +3 (slower), and the recipient can take no other action other than normal movement during a round in which he becomes invisible.' }; wiz2['Irritation'] = { @@ -1212,6 +1330,7 @@ wiz2['Irritation'] = { 'materials': 'A leaf from poison ivy, oak, or sumac.', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 469', 'damage': '', 'damage-type': '', 'healing': '', @@ -1226,17 +1345,19 @@ wiz2['Knock'] = { 'school-spells-and-magic': 'Universal Magic (Reversible)', 'range': '60 yards', 'duration': 'Special', - 'aoe': '[[10*[[@{level-wizard}]] ]] feet', + 'aoe': '[[10*[[@{level-wizard}]] ]] square feet', 'components': 'V', 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 184', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 484', + 'errata': 'Sage Advice #269 p. 112', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *knock* spell opens stuck, barred, locked, held, or wizardlocked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds—although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. × 7-ft. door). Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two *knock* spells. In all cases, the location of the door or item must be known—the spell cannot be used against a wall in hopes of discovering a secret door.\n The reverse spell, *lock*, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis.' + 'effect': 'The *knock* spell opens stuck, barred, locked, held, or *wizard locked* doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a *wizard locked* door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds—although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot × 7-foot door). Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two *knock* spells. In all cases, the location of the door or item must be known—the spell cannot be used against a wall in hopes of discovering a secret door.\n If a *knock* spell is directed at a creature’s equipment (i.e. a belt buckle or fastening on a saddle), allow the creature a saving throw vs. spell to negate the effect.\n The reverse spell, *lock*, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis.' }; wiz2['Undetectable Alignment (Reverse of Know Alignment)'] = @@ -1244,7 +1365,7 @@ wiz2['Know Alignment'] = { 'level': '2', 'school': 'Divination (Reversible)', 'range': '10 yards', - 'duration': '[[@{level-wizard}]] rounds', + 'duration': '*Know Alignement:* [[@{level-wizard}]] rounds\n*Undetectable Alignment:* 24 hours', 'aoe': '1 creature or object per 2 rounds', 'components': 'V, S', 'cast-time': '1 round', @@ -1252,10 +1373,12 @@ wiz2['Know Alignment'] = { 'materials': '', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 485', + 'errata': 'Sage Advice #241 p. 16', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *know alignment* spell enables the wizard to read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours—even from a know alignment spell.' + 'effect': 'A *know alignment* spell enables the wizard to read the aura of a creature or an aligned object, including sentient magical items (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the *know alignment* spell.\n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours—even from a *know alignment* spell.' }; wiz2['Leomund\'s Trap'] = { @@ -1268,9 +1391,10 @@ wiz2['Leomund\'s Trap'] = { 'components': 'V, S, M', 'cast-time': '3 rounds', 'saving-throw': 'None', - 'materials': 'A piece of iron pyrite.', + 'materials': 'A piece of iron pyrite and special dust requiring 200 gp to prepare.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 502', 'damage': '', 'damage-type': '', 'healing': '', @@ -1290,10 +1414,12 @@ wiz2['Levitate'] = { 'materials': 'Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 506', + 'errata': 'Sage Advice #154 p. 94\nSage Advice #174 p. 14\nSage Advice #246 p. 18', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a *levitate* spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds. Current max: [[100*[[@{level-wizard}]] ]] pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the *levitate* spell affects it.\n Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, the third –3, etc., up to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.' + 'effect': 'When a *levitate* spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds. Currently a maximum of [[100*[[@{level-wizard}]] ]] pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the *levitate* spell affects it.\n Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, the third –3, etc., up to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.\n There is no altitude limit to *levitate* and it can be used underwater. If there is no gravity levitation still follow the locale’s "up" and "down". If a place has no "up" or "down", or if it is variable, then *levitate* can either be used as a crude form of flight or it might not work at all, at the DM’ option.' }; wiz2['Obscure Object (Reverse of Locate Object)'] = @@ -1301,18 +1427,20 @@ wiz2['Locate Object'] = { 'level': '2', 'school': 'Divination (Reversible)', 'range': '0', - 'duration': '[[@{level-wizard}]] rounds', + 'duration': '*Locate Object:* [[@{level-wizard}]] rounds\n*Obscure Object:* 8 hours', 'aoe': '[[20*[[@{level-wizard}]] ]] yards', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', - 'materials': '*Locate object*:A forked twig. / *Obscure object*: A chameleon skin.', + 'materials': '\n*Locate object*: A forked twig.\n*Obscure object*: A chameleon skin.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 523', + 'errata': 'Sage Advice #206 p. 88', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range (i.e., 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.). The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell.\n The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell.' + 'effect': 'This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range (i.e., 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.). The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell.\n The reversal, *obscure object*, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell.' }; wiz2['Magic Mouth'] = { @@ -1327,16 +1455,17 @@ wiz2['Magic Mouth'] = { 'materials': 'A small bit of honeycomb.', 'reference': 'p. 185', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 535', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated—if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.\n The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak “to the first creature that touches you,” or “to the first creature that passes within 30 feet.” Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: “Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.” Such visual triggers can react to a character using the *disguise* ability. Command range is 5 yards per level of the wizard ([[5*[[@{level-wizard}]] ]] yards), so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards (“Speak when a winged creature comes within 30 yards.”). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.' + 'effect': 'When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated—if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.\n The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak “to the first creature that touches you,” or “to the first creature that passes within 30 feet.” Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: “Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.” Such visual triggers can react to a character using the *disguise* ability. Command range is 5 yards per level of the wizard (currently [[5*[[@{level-wizard}]] ]] yards), so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards (“Speak when a winged creature comes within 30 yards.”). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A *magic mouth* cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.' }; wiz2['Melf\'s Acid Arrow'] = { 'level': '2', 'school': 'Conjuration', - 'school-spells-and-magic': 'Conjuration/Summoning, Alchemy', + 'school-spells-and-magic': 'Conjuration, Alchemy', 'range': '180 yards', 'duration': 'Special', 'aoe': '1 target', @@ -1346,10 +1475,13 @@ wiz2['Melf\'s Acid Arrow'] = { 'materials': 'A dart, powdered rhubarb leaf, and an adder’s stomach.', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 556', + 'errata': 'Sage Advice #165 p. 91\nSage Advice #198 p. 36\nSage Advice #206 p. 89\nSage Advice #245 p. 18', 'damage': '2d4 for [[1+floor([[@{level-wizard}]]/3)]] rounds of', 'damage-type': 'Acid', 'healing': '', - 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard (THAC0 [[21-[[@{level-wizard}]] ]]). No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.' + 'special-conditions': [CONTINUING_DAMAGE], + 'effect': 'By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. Currently THAC0 [[21-[[@{level-wizard}]] ]]. No modifiers for strength, dexterity, range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd–5th level, the acid lasts two rounds; at 6th–8th level, the acid lasts for three rounds, etc. Currently [[1+floor([[@{level-wizard}]]/3)]] total rounds.\n The spell duration can be shortened if the acid is washed off, magically dispelled, or removed in other ways at the DM’s discretion (such as hastily removing the victim’s armor).' }; wiz2['Mirror Image'] = { @@ -1364,10 +1496,12 @@ wiz2['Mirror Image'] = { 'materials': '', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 571', + 'errata': 'Sage Advice #169 p. 98\nSage Advice #176 p. 93-94\nSage Advice #200 p. 104\nSage Advice #206 p. 89\nSage Advice #224 p. 101\nSage Advice #225 p. 81\nSage Advice #253 p. 26\nSage Advice #256 p. 27', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a *mirror image* spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images ([[{{[[1d4+floor([[@{level-wizard}]]/3)]],8}kl1}]] images). At the end of the spell duration, all surviving images wink out.' + 'effect': 'When a *mirror image* spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. Currently [[{1d4+floor([[@{level-wizard}]]/3),{8} }kl1]] images. At the end of the spell duration, all surviving images wink out.\n *Mirror image* cannot be disbelieved. Area of effect spells such as *fireball* or dragon breath does not dispel or remove any images. If the wizard starts flying the images continue to shift around within a 6-foot radius. The images do not gain the power of independent flight from the *fly* spell.\n If two *mirror image* spells are running at the same time, the caster either gets the full allotment of images from both spells, or the total number is limited at 8, at the DM’s option.', }; wiz2['Misdirection'] = { @@ -1382,10 +1516,13 @@ wiz2['Misdirection'] = { 'materials': '', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 571', + 'errata': 'The Complete Wizard’s Handbook p. 83-84\nThe Complete Psionics Handbook p. 110\nSage Advice #251 p. 20', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard misdirects the information from a detection spell (*detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits*, etc.). While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to *detect evil* or *detect lie*. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note that this spell does not affect other types of divination (*know alignment, augury, ESP, clairvoyance*, etc.).' + 'psionics': '*Misdirection* affects magical detection only.', + 'effect': 'By means of this spell, the wizard misdirects the information from a detection spell (*detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits*, etc.). While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to *detect evil* or *detect lie*. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note that this spell does not affect other types of divination (*know alignment, augury, ESP, clairvoyance*, etc.).\n **Wizard’s Handbook (suggestion):** This spell can also be used to misdirect the results of nonweapon proficiencies that impart knowledge. Examples of non-weapon proficiencies affected by *misdirection* include Ancient History, Animal Lore, Appraising, Astrology, Direction Sense, and Herbalism. If the subject of *misdirection* fails his saving throw, he receives incorrect information from the use of his proficiency. For instance, misdirected Animal Lore will convince the subject that a vicious creature is harmless, while misdirected Appraising will convince him that a valuable gem is worthless.' }; wiz2['Protection From Cantrips'] = { @@ -1401,6 +1538,7 @@ wiz2['Protection From Cantrips'] = { 'materials': '', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 697', 'damage': '', 'damage-type': '', 'healing': '', @@ -1413,17 +1551,20 @@ wiz2['Pyrotechnics'] = { 'school-spells-and-magic': 'Alteration, Elemental Fire, Alchemy', 'range': '120 yards', 'duration': 'Special', - 'aoe': '1 fire source', + 'aoe': '10 or 100 times the fire source used', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'None', - 'materials': 'One fire source within a 20-foot cube.', + 'materials': 'One fire source within a 20-foot cube, which is immediately extinguished.', 'reference': 'p. 186', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 719', + 'errata': 'Sage Advice #247 p. 20+22', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce one of two effects, at the option of the caster. First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.\n This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer –2 penalties to all combat rolls and Armor Class.\n The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.' + 'special-conditions': [BLINDNESS], + 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce one of two effects, at the option of the caster.\n First, it can produce a flashing and fiery burst of glowing, colored aerial *fireworks* that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.\n Second, this spell can also cause a thick, writhing stream of *smoke* to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. Currently [[@{level-wizard}]] rounds. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer –2 penalties to all combat rolls and Armor Class.\n The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level. Currently [[@{level-wizard}]] points of damage. This spell does not function under water.' }; wiz2['Ray of Enfeeblement'] = { @@ -1439,13 +1580,15 @@ wiz2['Ray of Enfeeblement'] = { 'materials': '', 'reference': 'p. 187', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 731', + 'errata': 'Sage Advice #250 p. 22', 'damage': '', 'damage-type': '', 'healing': '', 'effect': 'By means of a *ray of enfeeblement*, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of –2 and a –1 penalty to damage. Other creatures suffer a penalty of –2 on attack rolls. Furthermore, they have a –1 penalty for each die of damage they inflict. (But no damage roll can inflict less than 1 point per die of damage.) Your DM will determine any other effects appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.' }; -wiz2['Rope Tricks'] = { +wiz2['Rope Trick'] = { 'level': '2', 'school': 'Alteration', 'school-spells-and-magic': 'Alteration, Dimension', @@ -1458,10 +1601,12 @@ wiz2['Rope Tricks'] = { 'materials': 'Powdered corn extract and a twisted loop of parchment.', 'reference': 'p. 187', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 756', + 'errata': 'Sage Advice #155 p. 87\nSage Advice #192 p. 78+80\nSage Advice #247 p. 20+22\nSage Advice #272 p. 116\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM’s option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3-foot × 5-foot window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the *rope trick* spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous.' + 'effect': 'When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM’s option).\n Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3-foot × 5-foot window centered on the rope. Creatures in the extradimensional space will not run out of air while the spell lasts.\n The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the *rope trick* spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous as it has catastrophic effects. The spell is ineffective in any locale where extradimensional spaces are inaccessible, such as the Astral Plane.\n A rope lowered from the space is fixed at only one end. There is nothing to stop someone from tossing the loose end over a nearby barrier (even a *wall of force*) and then climbing down.\n A rope trick can support about 1,000 pounds, but the DM is free to assign a higher or lower limit. A frayed or rotten rope might break before the spell’s limit is exceeded.\nIf cast underwater, the extradimensional space will fill with water.' }; wiz2['Scare'] = { @@ -1477,15 +1622,17 @@ wiz2['Scare'] = { 'materials': 'A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.', 'reference': 'p. 187', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 772', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a –2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with –1 penalties to attack rolls, damage rolls, and saving throws.\n Only elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort.' + 'effect': 'This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a –2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with –1 penalties to attack rolls, damage rolls, and saving throws.\n Only elves, half-elves, and priests are allowed saving throws against this spell. This spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort.' }; wiz2['Shatter'] = { 'level': '2', 'school': 'Alteration', + 'school-spells-and-magic': 'Alteration, Song', 'range': '[[30+(10*[[@{level-wizard}]])]] yards', 'duration': 'Instantaneous', 'aoe': '3-foot radius', @@ -1495,10 +1642,11 @@ wiz2['Shatter'] = { 'materials': 'A chip of mica.', 'reference': 'p. 188', 'book': 'PHB', - 'damage': '', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 807', + 'damage': '*Crystalline creatures*: [[{[[@{level-wizard}]],6}kl1]]d6', 'damage-type': '', 'healing': '', - 'effect': 'The *shatter* spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster ([[@{level-wizard}]] pounds) are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage.' + 'effect': 'The *shatter* spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster (currently more than [[@{level-wizard}]] pounds) are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Currently up to [[10*[[@{level-wizard}]] ]] pounds. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. ' }; wiz2['Spectral Hand'] = { @@ -1514,16 +1662,18 @@ wiz2['Spectral Hand'] = { 'materials': 'A chip of mica.', 'reference': 'p. 188', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 841', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #193 p. 85', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell causes a ghostly, glowing hand, shaped from the caster’s life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an Armor Class of –2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.' + 'effect': 'This spell causes a ghostly, glowing hand, shaped from the caster’s life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the *spectral hand*. The spell gives the caster a +2 bonus to his attack roll.\n The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an Armor Class of –2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.\n The DM can allow multi-classed cleric/wizards to deliver all 4th or lower "touch-delivered spells" such as *cure light wounds* with the *spectral hand*.' }; wiz2['Stinking Cloud'] = { 'level': '2', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Air, Alchemy', + 'school-spells-and-magic': 'Evocation, Elemental Air, Alchemy', 'range': '30 yards', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '20-foot cube', @@ -1533,10 +1683,12 @@ wiz2['Stinking Cloud'] = { 'materials': 'A rotten egg or several skunk cabbage leaves.', 'reference': 'p. 188', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 881', + 'errata': 'Sage Advice #232 p. 94\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a *stinking cloud* is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8–18 m.p.h.) and is dispersed in one round by a stronger breeze.' + 'effect': 'When a *stinking cloud* is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8–18 m.p.h.) and is dispersed in one round by a stronger breeze.\n The gas from a *stinking cloud* spell is not flammable. A *fireball* does not generate nearly enough pressure to disperse a *stinking cloud*.\n **Permanency:** A permanent *stinking cloud* remains where it is created and generally is not disturbed by minor effects. If dispersed by a strong breeze or a *gust of wind* spell, the vapors return one round after the breeze or wind ceases. Even hurricane force winds cannot destroy the cloud, though the vapors are dispersed and ineffective while the winds last.' }; wiz2['Strength'] = { @@ -1551,10 +1703,12 @@ wiz2['Strength'] = { 'materials': 'A few hairs, or a pinch of dung, from a particularly strong animal—ape, bear, ox, etc.', 'reference': 'p. 188', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 888', + 'errata': 'Sage Advice #259 p. 24+26\nSage Advice #273 p. 115', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Application of this spell increases the Strength of the character by a number of points—or tenths of points after 18 Strength is attained (only if the character is a warrior). Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient’s group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.}}{{c1-1= **Class**}}{{c2-1= Priest}}{{c3-1= Rogue}}{{c4-1= Warrior}}{{c5-1= Wizard}}{{c1-2=**Strength Gain**}}{{c2-2=1d6 points}}{{c3-2=1d6 points}}{{c4-2=1d8 points}}{{c5-2=1d4 points}}{{effects2= If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.' + 'effect': 'Application of this spell increases the Strength of the character by a number of points—or tenths of points after 18 Strength is attained (only if the character is a warrior). Benefits of the *strength* spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient’s group and is subject to all restrictions on Strength due to race and class. Multi-class characters use the best die. Dual-class characters use the best active class.}}{{c1-1= **Class**}}{{c2-1= Priest}}{{c3-1= Rogue}}{{c4-1= Warrior}}{{c5-1= Wizard}}{{c1-2=**Strength Gain**}}{{c2-2=1d6 points}}{{c3-2=1d6 points}}{{c4-2=1d8 points}}{{c5-2=1d4 points}}{{effects2= If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.' }; wiz2['Summon Swarm'] = { @@ -1570,10 +1724,11 @@ wiz2['Summon Swarm'] = { 'materials': 'A square of red cloth.', 'reference': 'p. 188', 'book': 'PHB', - 'damage': '*Defending:* 1 damage per round\n*Other actions:* 1d4+[[@{level-wizard}]]', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 899', + 'damage': '*Defending:* 1 damage per round\n*Other actions:* 1d4+[[floor([[@{level-wizard}]]/3)]] per round', 'damage-type': '', 'healing': '', - 'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster each round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2= The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Currently [[2*[[@{level-wizard}]] ]] damage to disperse. A *protection from evil* spell keeps the swarm at bay, and certain area-effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.' + 'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster, every round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2=The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Currently [[2*[[@{level-wizard}]] ]] damage to disperse. A *protection from evil* spell keeps the swarm at bay, and certain area effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (e.g., only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.' }; wiz2['Tasha\'s Uncontrollable Hideous Laughter'] = { @@ -1589,48 +1744,51 @@ wiz2['Tasha\'s Uncontrollable Hideous Laughter'] = { 'materials': 'A small feather and minute tarts.', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 918', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or –2 to attack and damage rolls) for all remaining rounds of the spell.\n The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5–7 (low) save with –6 penalties. Those with Intelligences of 8–12 (average to very) save with –4 penalties. Those with Intelligences of 13–14 (high) save with –2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws.\n The caster can affect one creature for every three levels attained ([[floor([[@{level-wizard}]]/3)]] creatures)— for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other.\n The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.' + 'effect': 'The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or –2 to attack and damage rolls) for all remaining rounds of the spell.\n The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5–7 (low) save with –6 penalties. Those with Intelligences of 8–12 (average to very) save with –4 penalties. Those with Intelligences of 13–14 (high) save with –2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws.\n The caster can affect one creature for every three levels attained—e.g., one at 3rd level, two at 6th level, three at 9th level, etc. Currently [[floor([[@{level-wizard}]]/3)]] creature(s). All affected beings must be within 30 feet of each other.\n The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.' }; wiz2['Web'] = { 'level': '2', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation', 'range': '[[5*[[@{level-wizard}]] ]] yards', 'duration': '[[2*[[@{level-wizard}]] ]] turns', - 'aoe': '8000 cubic feet', + 'aoe': 'Special', 'components': 'V, S, M', 'cast-time': '2', 'saving-throw': 'Negate or ½', 'materials': 'A bit of spider web.', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1007', + 'errata': 'The Complete Wizard’s Handbook p. 8\nSage Advice #247 p. 18\nSage Advice #261 p. 8\nDungeon Master Option: High-Level Campaigns p. 75', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *web* spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points— floor and ceiling, opposite walls, etc.—or the web collapses upon itself and disappears.\n The *web* spell covers a maximum area of eight 10-foot × 10-foot × 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.\n Anyone in the area when the spell is cast must roll a saving throw vs. spell with a –2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.\n Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.\n Furthermore, the strands of a *web* spell are flammable. A magical *flaming sword* can slash them away as easily as a hand brushes away cobwebs. Any fire—torch, flaming oil, flaming sword, etc.—can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.' + 'effect': 'A *web* spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points, floor and ceiling, opposite walls, etc., or the web collapses upon itself and disappears.\n The *web* spell covers a maximum area of eight 10 ✕ 10 ✕ 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.\n Anyone in the area when the spell is cast must roll a saving throw vs. spell with a –2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.\n Creatures with Strengths between 13 and 17 can break through one foot of webs per round. Creatures with 18 or greater Strength can break through two feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.\n Furthermore, the strands of a *web* spell are flammable. A magical *flaming sword* can slash them away as easily as a hand brushes away cobwebs. Any fire—torch, flaming oil, flaming sword, etc.—can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.\n *Web* can be used as a makeshift net to prevent damage to falling characters, assuming there are suitable projections or surfaces available to anchor the *web*. A *web* of at least 5 feet of thickness protects a falling character from damage regardless of the height from which he falls.\n **Permanency:** A *web* made permanent with the *permanency* spell remains where it was created, and will reform if torn or destroyed. Its webbing immediately fills in behind those breaking through the web, and if destroyed by fire, springs back one round later. Permanent webbing taken from the *web* spell area dissolves in seconds, but in all other ways, a *permanent web* functions as a web created by the *web* spell. Creatures who blunder into permanent webbing (or who are thrown in) can be trapped and suffocated if they fail to save vs. spell just as they can if caught in normal webbing.' }; wiz2['Whispering Wind'] = { 'level': '2', 'school': 'Alteration, Phantasm', - 'school-spells-and-magic': 'Alteration, Illusion/Phantasm, Elemental Air, Song', + 'school-spells-and-magic': 'Alteration, Phantasm, Elemental Air, Song', 'range': '[[@{level-wizard}]] miles', 'duration': 'Special', 'aoe': '2-foot radius', 'components': 'V, S', - 'cast-time': '2', + 'cast-time': '1', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1015', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the *magic mouth* spell, no spells may be cast via the *whispering wind*.' + 'effect': 'By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The *whispering wind* can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.\n The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the *whispering wind* seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the *whispering wind* to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the *magic mouth* spell, no spells may be cast via the *whispering wind*.' }; wiz2['Wizard Lock'] = { @@ -1646,10 +1804,11 @@ wiz2['Wizard Lock'] = { 'materials': '', 'reference': 'p. 189', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1028', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'A *wizard lock* spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful *dispel magic* or *knock* spell, or by a wizard four or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock; they only negate it for a brief duration— about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the *hold portal* spell).' + 'effect': 'A *wizard lock* spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the *wizard locked* door or object can be opened only by breaking in, by a successful *dispel magic* or *knock* spell, or by a wizard four or more levels higher than the one casting the spell. Currently a wizard of level [[4+[[@{level-wizard}]] ]] or higher. Note that the last two methods do not remove the *wizard lock*, they only negate it for a brief duration, about one turn. Creatures from other planes cannot burst a *wizard lock* as they can a held portal (see the *hold portal* spell).' }; let wiz3 = {}; @@ -1666,10 +1825,12 @@ wiz3['Blink'] = { 'materials': '', 'reference': 'p. 190', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 96', + 'errata': 'Dungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked.\n Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink—the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.\n During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster.\n If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are *not* added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).' + 'effect': 'By means of this spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. Spellcasting is not possible while blinking.\n Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink—the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.\n During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under *haste* or similar effects, can often strike early enough to have at least one attack against the caster.\n If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are *not* added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).' }; wiz3['Clairaudience'] = { @@ -1684,11 +1845,13 @@ wiz3['Clairaudience'] = { 'saving-throw': 'None', 'materials': 'A small horn of at least 100 gp value.', 'reference': 'p. 190', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 144', + 'errata': 'Sage Advice #265 p. 26\nDungeon Master Option: High-Level Campaigns p. 70', 'book': 'PHB', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *clairaudience* spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known—a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' + 'effect': 'The *clairaudience* spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known—a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled; once placed, the sensor is immobile. The spell functions only on the wizard’s current plane of existence.\n When placing the sensor, the caster must be precise and state the location in terms he knows or are fairly obvious. For example, the caster cannot place the sensor six inches from Ren the wizard’s left ear if he has no idea where Ren is at the moment. He can place the sensor in the exact center of Ren’s laboratory if he has a reasonable idea where the laboratory is located. A general location for the sensor is permissible if the location is based on something known or obvious to the caster. For example, the caster could specify the exact center of the chamber beyond a closed door nearby.' }; wiz3['Clairvoyance'] = { @@ -1704,10 +1867,12 @@ wiz3['Clairvoyance'] = { 'materials': 'A pinch of powdered pineal gland.', 'reference': 'p. 190', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 144', + 'errata': 'Sage Advice #269 p. 115\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Similar to the *clairaudience* spell, the *clairvoyance* spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known—familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a *clairvoyance* spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' + 'effect': 'Similar to the *clairaudience* spell, the *clairvoyance* spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known—familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a *clairvoyance* spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled; once placed, the sensor is immobile. The spell functions only on the wizard’s current plane of existence.\n When placing the sensor, the caster must be precise and state the location in terms he knows or are fairly obvious. For example, the caster cannot place the sensor six inches from Ren the wizard’s left ear if he has no idea where Ren is at the moment. He can place the sensor in the exact center of Ren’s laboratory if he has a reasonable idea where the laboratory is located. A general location for the sensor is permissible if the location is based on something known or obvious to the caster. For example, the caster could specify the exact center of the chamber beyond a closed door nearby.\n *Clairvoyance* used to see on the other side of a door, cannot be used to cast a spell in the same location, without first opening the door.' }; wiz3['Delude'] = { @@ -1722,10 +1887,11 @@ wiz3['Delude'] = { 'materials': '', 'reference': 'p. 190', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 228', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of a *delude* spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any *know alignment* spell used against the caster discovers only the assumed alignment. Note that a *detect good* or *detect evil* also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a *delude* spell is used in conjunction with a *change self* or *alter self* spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.' + 'effect': 'By means of a *delude* spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the *delude* spell fails. If the spell is successful, any *know alignment* spell used against the caster discovers only the assumed alignment. Note that a *detect good* or *detect evil* also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a *delude* spell is used in conjunction with a *change self* or *alter self* spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.' }; wiz3['Dispel Magic'] = { @@ -1734,17 +1900,39 @@ wiz3['Dispel Magic'] = { 'school-spells-and-magic': 'Universal Magic', 'range': '120 yards', 'duration': 'Instantaneous', - 'aoe': '30-foot cube', + 'aoe': '30-foot cube or 1 item', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 191', + 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 255', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the *dispel* is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from the number needed on 1d20 to dispel (making it *more* likely that the dispel succeeds); if the caster is of lower level, the difference is *added* to the number needed on 1d20 to dispel (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.\n A *dispel magic* spell only affects a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, if it is cast directly upon that item alone. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; if unattended, an item is automatically rendered nonoperational for 1d4 rounds. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', +}; + +wiz3['Dispel Magic (expanded)'] = { + 'level': '3', + 'school': 'Abjuration', + 'school-spells-and-magic': 'Universal Magic', + 'range': '120 yards', + 'duration': 'Instantaneous', + 'aoe': '30-foot cube or 1 item, creature, or effect', 'components': 'V, S', 'cast-time': '3', 'saving-throw': 'None', 'materials': '', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 255', + 'errata': 'Sage Advice #154 p. 6-7:\nSage Advice #157 p. 25\nSage Advice #179 p. 95\nSage Advice #214 p. 78\nSage Advice #217 p. 83\nSage Advice #228 p. 84-85\nSage Advice #237 p. 92\nSage Advice #241 p. 16\nSage Advice #245 p. 16\nSage Advice #252 p. 22\nSage Advice #253 p. 24\nSage Advice #273 p. 116\nDungeon Master Option: High-Level Campaigns p. 70+73+82\nWizard’s Spell Compendium Volume Three p. 656', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is *added* to the number needed on 1d20 to dispel (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.\n You dispel all effects and potions at level [[1d20-11+[[@{level-wizard}]] ]] and below!\n A *dispel magic* spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of Dispel Magic Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/}}{{c4-1= innate ability}}{{c5-1=Wand}}{{c6-1=Staff}}{{c7-1=Potion}}{{c8-1=Other magic}}{{c9-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of}}{{c4-2= other caster}}{{c5-2=6th level}}{{c6-2=8th level}}{{c7-2=12th level}}{{c8-2=12th, unless special}}{{c9-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c4-3=Effect negated}}{{c5-3=*}}{{c6-3=*}}{{c7-3=Potion destroyed}}{{c8-3=*}}{{c9-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.', + 'effect': '*Dispel magic* has two primary applications, as an **area effect** or **targeted**. The caster can choose the desired application at the time of casting. When cast, *dispel magic* has a chance to neutralize or negate magic it comes in contact with as follows:\n **Area effect:** *First,* it has a chance to ***remove*** spells and spell-like effects (including effects from devices, powers, innate abilities, and some potions*) from creatures or objects, as well as dispel summoned or conjured creatures.\n**Note on potions:* Once a potion, elixir, oil, or ointment takes effect on a creature, any effects that apply only to the imbiber cannot be removed unless a *dispel magic* is **targeted** directly at the creature. If the potion’s effects extend to other creatures (such as the various potions of control) it can be dispelled normally with an **area effect** cast. All potion effects are treated as magic cast at 12th level for purposes of dispelling.\n *Second,* it ***disrupts*** spell casting, scroll reading, and some device activation in the area of effect at the instant the *dispel* is cast. Spell-casting and magical-item use count as actions. A character cannot perform a second action in the same round even if the spell or item’s effect is disrupted.\n • Spells and scrolls are used up and lost when disrupted.\n • If the optional command word rule is in use, then majority of wands, staves, and rods can be disrupted. They lose the appropriate charges.\n • Some wands, staves, and rods that are usable by non-spell-casters cannot be disrupted.\n • Rings, weapons, armor, and miscellaneous magical items cannot be disrupted.\n • Innate abilities and powers, such as druid shapeshifting, paladin lay on hands, or turn undead, cannot be disrupted.\n *Third,* it can ***destroy magical potions*** still in the bottle (which are treated as 12th level for the purpose of this spell).\n **Dispel roll:** Each effect or potion in the spell’s area is checked, with a separate roll, to determine if it is dispelled. The caster’s own magic is always automatically dispelled; otherwise, the effect or potion is dispelled if its level is less than or equal to 1d20 + 1 per level of the caster, - 11. Thus, a 6th level spellcaster, rolling a 13, gives a final value of 13+6-11 = 8, causing an effect cast by a spellcaster or device of 8th level or below to be dispelled. A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n\n **Targeted:** Casting *dispel magic* on a creature, item, or object does not radiate an area of effect. Thus, spells such as *stoneskin, minor globe of invulnerability* and *barkskin* could not be dispelled as the result of trying to negate the *magic of a wand of lightning*.\n *Targeted on a magical item:* A *dispel magic* spell only affects a specially enchanted item–such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor–if it is cast directly upon that item alone. An unattended magical item is automatically nonoperational for 1d4 rounds. If the item is possessed or carried by a creature it gains the creature’s saving throw against this effect. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword.\n *Targeted on a creature:* A creature hit by a **targeted** *dispel magic* suffers the first two effects: ***Removal*** of spell effects, including potion effects that only apply to the creature, and ***disruption*** of spell casting as described above. It is up to the DM if the third effect, ***destruction of magical potions***, is also included.\n\n **Permanency:** Spells made permanent with *permanency* can be dispelled. When dispelled, a permanent spell is destroyed, not temporarily rendered nonoperational. A creature or item never gains a saving throw to avoid a dispelling attempt against its permanent effects. To dispel a permanent spell the follows conditions must always be fulfilled:\n 1) Permanent spells must be individually **targeted** to be dispelled, requiring a separate *dispel magic* for each permanent effect.\n 2) The dispeller must make a successful **dispel roll** as described above.\n 3) Removing a permanent spell effect from a creature or magical item also requires that the dispeller is of higher level than the *permanency* caster at the time *permanency* was cast.\n\n **Artifacts and relics:** Are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option.\n **Instantaneous effects:** Spells and potions whose basic durations are instantaneous cannot be dispelled. A *cure light wounds* spell or *potion of extra-healing*, cannot be dispelled after their healing properties have occurred. Likewise, petrification effect such as *flesh to stone* cannot be dispelled.\n Note the this spell can be very effective when used upon charmed or similarly beguiled creatures. Certain spells or effects cannot be dispelled (such as a *protection from magic scroll* effect); these are listed in the spell descriptions.\n\n**Summary of *Dispel Magic* Effects**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/-\n innate ability}}{{c4-1=Wand}}{{c5-1=Staff}}{{c6-1=Potion}}{{c7-1=Other magic item}}{{c8-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of\n other caster}}{{c4-2=6th level}}{{c5-2=8th level}}{{c6-2=12th level}}{{c7-2=12th, unless special}}{{c8-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c3-3=Effect negated}}{{c4-3=*}}{{c5-3=*}}{{c6-3=Potion destroyed}}{{c7-3=*}}{{c8-3=DM discretion}}{{cs9-1=3}}{{cc9-1=justify}}{{c9-1=\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.}}{{cs10-1=3}}{{cc10-1=center}}{{c10-1=[Dispel Roll](~@{character_name}|dispel-setup-wiz)' }; wiz3['Explosive Runes'] = { @@ -1760,10 +1948,12 @@ wiz3['Explosive Runes'] = { 'materials': '', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 332', + 'errata': 'Sage Advice #201 p. 45', 'damage': '[[6d4+6]]', 'damage-type': 'Fire', 'healing': '', - 'effect': 'By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect—5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes.\n When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful *dispel magic* or *erase* spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the *DUNGEON MASTER Guide*).' + 'effect': 'By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect: 5% chance per level of magic-user experience of the reader; thieves have only a 5% chance. Trap detection by spell or magical device always finds these runes.\n  To trigger the *explosive runes* the written material must be read. A character who cannt see or read cannot trigger the *runes*. When read, the *explosive runes* detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful *dispel magic* or *erase* spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the *DUNGEON MASTER Guide*).' }; wiz3['Feign Death'] = { @@ -1778,16 +1968,18 @@ wiz3['Feign Death'] = { 'materials': '', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 349', + 'errata': 'Sage Advice #230 p. 94', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard’s own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the *feign death* spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.\n Note that only a willing individual can be affected by a *feign death* spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.' + 'effect': 'By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard’s own level, currently level [[@{level-wizard}]] and below) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the *feign death* spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc.\n Note that only a willing individual can be affected by a *feign death* spell. The spellcaster can end the spell effects at any time desired, as will a successful *dispel*, but a full round is required for bodily functions to begin again.' }; wiz3['Fireball'] = { 'level': '3', 'school': 'Evocation', - 'school-spells-and-magic': 'Invocation/Evocation, Elemental Fire', + 'school-spells-and-magic': 'Evocation, Elemental Fire', 'range': '[[10+10*[[@{level-wizard}]] ]] yards', 'duration': 'Instantaneous', 'aoe': '20-foot radius', @@ -1797,10 +1989,12 @@ wiz3['Fireball'] = { 'materials': 'A tiny ball of bat guano and sulphur.', 'reference': 'p. 191', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 367', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #155 p. 86\nSage Advice #243 p. 20\nSage Advice #247 p. 20\nSage Advice #252 p. 24\nSage Advice #260 p. 23\nSage Advice #265 p. 24+26', 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', 'damage-type': 'Fire', 'healing': '', - 'effect': 'A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet—thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.\n The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).' + 'effect': 'A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet, that is, thirty-three 10 ✕ 10 ✕ 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.\n The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). A fireball does not rebound of walls or doors, but explodes on contact with a solid object. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).' }; wiz3['Flame Arrow'] = { @@ -1816,10 +2010,12 @@ wiz3['Flame Arrow'] = { 'materials': ' A drop of oil and a small piece of flint.', 'reference': 'p. 192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 372', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #169 p. 99', 'damage': '*First version:* Normal arrow damage + 1 Fire\n*Second version:* 1d6 piercing + 4d6', 'damage-type': 'Fire', 'healing': '', - 'effect': 'This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. (Currently [[floor([[@{level-wizard}]]/5)*10]] arrows or bolts). The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.\n The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.)(Currently [[floor([[@{level-wizard}]]/5)]] bolts). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.' + 'effect': 'This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical *flaming missiles* for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. Currently up to [[floor([[@{level-wizard}]]/5)*10]] arrows or bolts. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles. This version does not break invisibility.\n The second version of this spell enables the caster to hurl *fiery bolts* at opponents within range, by making a to-hit roll for each bolt with dexterity adjustments. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Currently [[floor([[@{level-wizard}]]/5)]] bolts. Bolts must be used on creatures within 20 yards of each other and in front of the wizard.' }; wiz3['Fly'] = { @@ -1834,10 +2030,12 @@ wiz3['Fly'] = { 'materials': 'A wing feather from any bird.', 'reference': 'p. 192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 382', + 'errata': 'Sage Advice #150 p. 10\nSage Advice #154 p. 7\nSage Advice #168 p. 56\nSage Advice #171 p. 90\nSage Advice #183 p. 92\nDungeon Master Option: High-Level Campaigns p. 71', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.' + 'effect': 'This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B (180 degrees or less of turning in a round). Using the *fly* spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the *DMG*). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.\n A *haste* spell does not double the movement rate of *fly*. Using *fly* requires only mental concentration and no muscle movement and can therefore be used while paralyzed or caught in a *rope of entanglement*. The *fly* spell works underwater.' }; wiz3['Gust of Wind'] = { @@ -1846,35 +2044,40 @@ wiz3['Gust of Wind'] = { 'school-spells-and-magic': 'Alteration, Elemental Air', 'range': '0', 'duration': '1 round', - 'aoe': '10 feet x [[10*[[@{level-wizard}]] ]] yards', + 'aoe': '10 feet wide ✕ [[10*[[@{level-wizard}]] ]] yards long', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'None', 'materials': 'A legume seed.', 'reference': 'p. 192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 419', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames—such as those of lanterns—to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. Currently [[5*[[@{level-wizard}]] ]]%. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards).' + 'effect': 'When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames—such as those of lanterns—to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. Currently [[{5*[[@{level-wizard}]],100}kl1]]%. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 ✕ 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a *gust of wind* that travels 80 yards).' }; wiz3['Haste'] = { 'level': '3', 'school': 'Alteration', - 'range': '60 yards.', + 'range': '60 yards', 'duration': '[[3+[[@{level-wizard}]] ]] rounds', 'aoe': '40-foot cube, [[@{level-wizard}]] creatures', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'None', 'materials': 'A shaving of licorice root.', - 'reference': '', + 'reference': '192', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 425', + 'errata': 'Sage Advice #154 p. 7\nSage Advice #176 p. 93\nSage Advice #261 p. 9\nDungeon Master Option: High-Level Campaigns p. 71-72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are *not* sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a *slow* spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.' + 'special-conditions': [MAGICAL_AGING], + 'psionics': 'A *hasted* psionicist or wild talent psionic user can only activate one power per round.', + 'effect': 'When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a –2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are *not* sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by *haste* must be in the designated area of effect. Note that this spell negates the effects of a *slow* spell. Additionally, this spell instantly ages the recipient by one year, the moment they receive the spell (i.e. during the first round of the spell’s effect), because of sped-up metabolic processes (like all magical aging, this requires a system shock roll). This spell is not cumulative with itself or with similar magic (including *boots of speed* or *potion of speed*).\n If multiple *haste* effects are cast, only the best take effect and aging only happens once, unless the effects overlap, then aging happens again when the first effect expires and the next take effect. A *haste* do not increase the movement rate of magical granted movement, such as the *fly* spell or the effect of magical items, such as *broom of flying* or *carpet of flying*.', }; wiz3['Hold Person'] = { @@ -1883,23 +2086,25 @@ wiz3['Hold Person'] = { 'school-spells-and-magic': 'Enchantment/Charm, Song', 'range': '120 yards', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', - 'aoe': '1—4 persons, 20-foot cube', + 'aoe': '1 to 4 persons, 20-foot cube', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'Negate', 'materials': 'A small, straight piece of iron.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 433', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 14\nSage Advice #223 p. 79', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds.\n The *hold person* spell affects any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.\n The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.\n Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.' + 'effect': 'This spell holds one to four humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds.\n The *hold person* spell affects any bipedal human, demihuman or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.\n The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.\n Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.\n *Hold person* makes its victims rigid—if they’re falling, for instance, it cannot "freeze" them in mid-fall and suspend them in the air.' }; wiz3['Hold Undead'] = { 'level': '3', 'school': 'Necromancy', - 'range': '60 feet', + 'range': '60 yards', 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds', 'aoe': '[[1d3]] undead', 'components': 'V, S, M', @@ -1908,10 +2113,11 @@ wiz3['Hold Undead'] = { 'materials': 'A pinch of sulphur and powdered garlic.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 434', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster’s level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.' + 'effect': 'When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster’s level. Currently equal or less than [[@{level-wizard}]] Hit Dice. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of less than three Hit Dice are automatically affected. Other undead are allowed a saving throw vs. spell to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.' }; wiz3['Illusionary Script'] = { @@ -1926,10 +2132,11 @@ wiz3['Illusionary Script'] = { 'materials': 'A lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 447', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script.\n Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the *illusionary script* spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the *true seeing* spell and either the *read magic* or *comprehend languages* spell, as applicable.' + 'effect': 'This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for *illusionary script*.\n An unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a *suggestion* implanted in the script by the caster at the time the *illusionary script* spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful *dispel magic* spell will remove the *illusionary script*, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the *true seeing* spell and either the *read magic* or *comprehend languages* spell, as applicable.' }; wiz3['Infravision'] = { @@ -1944,10 +2151,12 @@ wiz3['Infravision'] = { 'materials': 'Either a pinch of dried carrot or an agate.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 460', + 'errata': 'Sage Advice #176 p. 93', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc. tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.' + 'effect': 'By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.' }; wiz3['Invisibility, 10\' Radius'] = { @@ -1962,9 +2171,12 @@ wiz3['Invisibility, 10\' Radius'] = { 'materials': 'An eyelash and a bit of gum arabic, the former encased in the latter.', 'reference': 'p. 193', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 464', + 'errata': 'Sage Advice #206 p. 89+90\nSage Advice #253 p. 22\nSage Advice #268 p. 112\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', + 'special-conditions': [INVISIBILITY], 'effect': 'This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the *invisibility, 10’ radius* spell is broken for all.' }; @@ -1974,17 +2186,19 @@ wiz3['Item'] = { 'school-spells-and-magic': 'Alteration, Artifice', 'range': 'Touch', 'duration': '[[ [[@{level-wizard}]]*4]] hours', - 'aoe': '[[ [[@{level-wizard}]]*2]] cubic feet', + 'aoe': '1 object, up to [[ [[@{level-wizard}]]*2]] cubic feet', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 470', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #205 p. 71\nSage Advice #266 p. 20', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.' + 'effect': 'By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster.\n Even a burning fire and its fuel can be shrunk by this spell. A shrunken fire will continue to burn and consume fuel and oxygen. It is still hot, and can burn anything susceptible to normal fire. If, however, the fire is reduced and turned to cloth it becomes inert (and harmless) for the duration of the spell.' }; wiz3['Leomund\'s Tiny Hut'] = { @@ -1999,10 +2213,11 @@ wiz3['Leomund\'s Tiny Hut'] = { 'materials': 'A small crystal bead that shatters when the spell duration expires or the hut is dispelled.', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 501', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\n The temperature inside the hut is 70° F. (21° C), if the exterior temperature is between 0° and 100° F. (-17° to 38° C). An exterior temperature below 0° or above 100° lowers or raises, respectively, the interior temperature on a 1°-for-1° basis. The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it.\n The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.' + 'effect': 'When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\n The temperature inside the hut is 70° F. (21° C), if the exterior temperature is between 0° and 100° F. (-17° to 38° C). An exterior temperature below 0° or above 100° lowers or raises, respectively, the interior temperature on a 1°-for-1° basis. The *tiny hut* also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it.\n The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.' }; wiz3['Lightning Bolt'] = { @@ -2018,10 +2233,12 @@ wiz3['Lightning Bolt'] = { 'materials': 'A bit of fur and an amber, crystal, or glass rod.', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 516', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #154 p. 6\nSage Advice #200 p. 105', 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', 'damage-type': 'Lightning', 'healing': '', - 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.\n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.\n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).\n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' + 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. Currently up to [[{[[@{level-wizard}]],12}kl1]] inches of wood or [[{[[@{level-wizard}]]/2,6}kl1]] inches of stone.\n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt travels from the point of origin toward its caster, ending only when it reaches its full length.\n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt has traveled 10 feet forward. Now, to reach its full length of 80 feet, the bolt, starting from the point of origin, travels 70 feet back toward its creator (who is only 40 feet from the point of origin, and so is caught in his own lightning bolt!).\n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' }; wiz3['Melf\'s Minute Meteors'] = { @@ -2037,9 +2254,12 @@ wiz3['Melf\'s Minute Meteors'] = { 'materials': 'Nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmahship and magical engraving, and it can be reused.', 'reference': 'p. 194', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 556', + 'errata': 'The Complete Wizard’s Handbook p. 84\nWizard’s Spell Compendium Volume Four p. 1152', 'damage': '*Hit:* 1-foot-diameter, 1d4 Fire\n*Splash:* Within 3 feet, 1', 'damage-type': 'Fire', 'healing': '', + 'special-conditions': [GRENADE_LIKE], 'effect': 'This spell enables the wizard to cast small globes of fire (one for each experience level he has attained. Currently [[@{level-wizard}]] meteors), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet.\n The spell can be cast in either of two ways:\n A) The wizard discharges five meteors every round (see the “Multiple Attacks and Initiative” section in Chapter 9: Combat). Note that this carries over into at least the following round.\n B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.\n The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful *dispel magic* spell is thrown upon the caster.' }; @@ -2056,6 +2276,8 @@ wiz3['Monster Summoning I'] = { 'materials': 'A tiny bag and a small (not necessarily lit) candle.', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 585', + 'errata': 'Sage Advice #217 p. 82\nSage Advice #228 p. 85\nSage Advice #245 p. 16', 'damage': '', 'damage-type': '', 'healing': '', @@ -2075,10 +2297,13 @@ wiz3['Nondetection'] = { 'materials': 'A pinch of diamond dust worth 300 gp.', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 620', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #257 p. 23', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as *clairaudience*, *clairvoyance*, *locate object*, *ESP*, and detect spells. It also prevents location by such magical items as *crystal balls* and *ESP medallions*. It does not affect the *know alignment* spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the *nondetection* caster must roll a saving throw vs. spell. If this is successful, the divination fails.' + 'psionics': '*Nondetection* is fully effective against psionic sensing.', + 'effect': 'By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as *clairaudience*, *clairvoyance*, *locate object*, *ESP*, and detect spells. It also prevents location by such magical items as *crystal balls* and *ESP medallions*. It does not affect the *know alignment* spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the *nondetection* caster must roll a saving throw vs. spell. If this is successful, the divination fails.\n *Nondetection* does not protect the recipient against *glyph of warding*, *alarm*, and other warding spells, as most warding spells are in the Abjuration school and not Divination.' }; wiz3['Phantom Steed'] = { @@ -2094,30 +2319,34 @@ wiz3['Phantom Steed'] = { 'materials': '', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 662', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and [[ [[@{level-wizard}]]+7]] hit points. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of [[ [[@{level-wizard}]]*4]], to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to [[ [[@{level-wizard}]]*10]] pounds.\n These mounts gain certain powers according to the level of the wizard who created them:\n 8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty.\n 10th Level: The ability to pass over water as if it were firm, dry ground.\n 12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.\n 14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.\n Note that a mount’s abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.' + 'effect': 'When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to 10 pounds per caster level. Current phantom steed statistics:\n • Armor Class: 2\n • Hit Points: [[7+[[@{level-wizard}]] ]]\n • Movement rate: [[ {4*[[@{level-wizard}]],48}kl1]]\n • Carrying capacity: [[10*[[@{level-wizard}]] ]] pounds\n These mounts gain certain powers according to the level of the wizard who created them:\n *8th Level:* The ability to pass over sandy, muddy, or even swampy ground without difficulty.\n *10th Level:* The ability to pass over water as if it were firm, dry ground.\n *12th Level:* The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.\n *14th Level:* The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.\n Note that a mount’s abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.' }; wiz3['Protection from Good, 10\' Radius (Reverse of Protection from Evil, 10\' Radius)'] = wiz3['Protection from Evil, 10\' Radius'] = { 'level': '3', 'school': 'Abjuration (Reversible)', - 'school-spells-and-magic': 'Abjuration, Alchemy (Reversible)', + 'school-spells-and-magic': 'Abjuration, Alchemy, Geometry (Reversible)', 'range': 'Touch', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', - 'aoe': '10-foot radius', + 'aoe': '10-foot radius around creature touched', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'None', - 'materials': 'Powdered silver or iron.', + 'materials': '\n*Protection from Evil*: Powdered silver.\n*Protection from Good*: Powdered iron.', 'reference': 'p. 195', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 701', + 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #153 p. 7\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nSage Advice #241 p. 16\nDungeon Master Option: High-Level Campaigns p. 74', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.' + 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.', + 'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The circle is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.' }; wiz3['Protection From Normal Missiles'] = { @@ -2132,10 +2361,11 @@ wiz3['Protection From Normal Missiles'] = { 'materials': 'A piece of tortoise or turtle shell.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 706', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.' + 'effect': 'By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as *fireballs*, *lightning bolts*, or *magic missiles*.' }; wiz3['Secret Page'] = { @@ -2151,10 +2381,11 @@ wiz3['Secret Page'] = { 'materials': 'Powdered herring scales and either will o’ wisp or boggart essense.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 777', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When cast, a *secret page* spell alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. *Confuse languages* and *explosive runes* spells may be cast upon the secret page, but a *comprehend languages* spell cannot reveal the secret page’s contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A *true seeing* spell does not reveal the contents unless cast in combination with a *comprehend languages* spell. An *erase* spell can destroy the writing.' + 'effect': 'When cast, a *secret page* spell alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. *Confuse languages* and *explosive runes* spells can be cast upon the secret page, but a *comprehend languages* spell cannot reveal the secret page’s contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A *true seeing* spell does not reveal the contents unless cast in combination with a *comprehend languages* spell. An *erase* spell can destroy the writing.' }; wiz3['Sepia Snake Sigil'] = { @@ -2170,10 +2401,12 @@ wiz3['Sepia Snake Sigil'] = { 'materials': '100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 620', + 'errata': 'Sage Advice #238 p. 81', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster’s command, by a successful *dispel magic* spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round.\n The spell cannot be detected by normal observation, and *detect magic* reveals only that the entire text is magical. A *dispel magic* can remove it; an *erase* spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.' + 'effect': 'When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster’s command, by a successful *dispel magic* spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Currently [[1d4+[[@{level-wizard}]] ]] days. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings.\n If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round.\n The spell cannot be detected by normal observation, and *detect magic* reveals only that the entire text is magical. A *dispel magic* can remove it; an *erase* spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.\n A *sepia snake sigil* cannot be placed on the wizard’s hand and used to attack.' }; wiz3['Slow'] = { @@ -2188,6 +2421,7 @@ wiz3['Slow'] = { 'materials': 'A drop of molasses.', 'reference': 'p. 196', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 827', 'damage': '', 'damage-type': '', 'healing': '', @@ -2197,19 +2431,21 @@ wiz3['Slow'] = { wiz3['Spectral Force'] = { 'level': '3', 'school': 'Illusion/Phantasm', - 'range': '[[60+[[@{level-wizard}]] ]] yards', + 'range': '[[60+10*[[@{level-wizard}]] ]] yards', 'duration': 'Special', - 'aoe': '[[40+10*[[@{level-wizard}]] ]]-foot cube', + 'aoe': '40-foot cube + [[@{level-wizard}]] 10-foot cubes', 'components': 'V, S', 'cast-time': '3', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 841', + 'errata': 'Sage Advice #255 p. 25\nSage Advice #264 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The *spectral force* spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the *improved phantasmal force* spell. The spell lasts for three rounds after concentration ceases.' + 'effect': 'The *spectral force* spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the *improved phantasmal force* spell. The spell lasts for three rounds after concentration ceases.\n The illusion can only move inside the area of effect.' }; wiz3['Suggestion'] = { @@ -2225,10 +2461,11 @@ wiz3['Suggestion'] = { 'materials': 'A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 890', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words—phrases or a sentence or two—suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard’s suggestion—it must be spoken in a language that the spell recipient understands.\n The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power.\n The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to suggestion.' + 'effect': 'When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words—phrases or a sentence or two—suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard’s suggestion—it must be spoken in a language that the spell recipient understands.\n The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power.\n The course of action of a *suggestion* can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to *suggestion*.' }; wiz3['Babble (Reverse of Tongues)'] = @@ -2244,17 +2481,19 @@ wiz3['Tongues'] = { 'materials': 'A small clay model of a ziggurat, which shatters when the spell is pronounced.', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 943', + 'errata': 'The Complete Wizard’s Handbook p. 84\nSage Advice #152 p. 59', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.\n The wizard can speak one additional tongue for every three levels of experience. Currently speak [[floor([[@{level-wizard}]]/3)]] additional tongues. The reverse of the spell cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' + 'effect': 'This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The wizard can speak one additional tongue for every three levels of experience. Currently speak [[floor([[@{level-wizard}]]/3)]] additional tongues.\n The reverse of the spell, *babble*, cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' }; wiz3['Vampiric Touch'] = { 'level': '3', 'school': 'Necromancy', 'range': '0', - 'duration': 'One touch', + 'duration': '1 touch or 1 turn', 'aoe': 'The caster', 'components': 'V, S', 'cast-time': '3', @@ -2262,9 +2501,11 @@ wiz3['Vampiric Touch'] = { 'materials': '', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 975', 'damage': '[[{floor([[@{level-wizard}]]/2),6}kl1]]d6', 'damage-type': '', 'healing': 'Equal to damage', + 'special-conditions': [TOUCH_ATTACKS], 'effect': 'When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12th-level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster’s total, with any hit points over the caster’s normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster’s normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.' }; @@ -2282,10 +2523,12 @@ wiz3['Water Breathing'] = { 'materials': 'A short reed or piece of straw.', 'reference': 'p. 197', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1000', + 'errata': 'Sage Advice #255 p. 24', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'The recipient of a *water breathing* spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched. The reverse, *air breathing* enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration.' + 'effect': 'The recipient of a *water breathing* spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched.\n The reverse, *air breathing* enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration.\n *Water breathing* is not sufficient to allow spellcasting underwater. The caster must be able to move and speak freely, by use of a *free action* effect or an *airy water* spell.' }; wiz3['Wind Wall'] = { @@ -2294,17 +2537,18 @@ wiz3['Wind Wall'] = { 'school-spells-and-magic': 'Alteration, Elemental Air', 'range': '[[10*[[@{level-wizard}]] ]] yards', 'duration': '[[@{level-wizard}]] rounds', - 'aoe': 'wall, [[10*[[@{level-wizard}]] ]] x [[5*[[@{level-wizard}]] ]] feet, 2 feet wide', + 'aoe': 'wall, [[10*[[@{level-wizard}]] ]] x [[5*[[@{level-wizard}]] ]] feet, 2 feet thick', 'components': 'V, S, M', 'cast-time': '3', 'saving-throw': 'Special', 'materials': 'A tiny fan and a feather of exotic origin.', 'reference': 'p. 198', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1021', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength—a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a –4 penalty to a first shot and –2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.' + 'effect': 'This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength—a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a *wind wall*. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a –4 penalty to a first shot and –2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.' }; wiz3['Wraithform'] = { @@ -2320,10 +2564,12 @@ wiz3['Wraithform'] = { 'materials': 'A bit of gauze and a wisp of smoke.', 'reference': 'p. 198', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume Four p. 1035', + 'errata': 'Sage Advice #201 p. 44\nSage Advice #264 p. 26', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a –4 penalty to recognize the spell.\n The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful *dispel magic* spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word.' + 'effect': 'When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in *wraithform*, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a –4 penalty to recognize the spell.\n The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in *wraithform*, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful *dispel magic* spell forces the wizard in *wraithform* back to normal form. The spellcaster can end the spell with a single word.' }; const wiz4 = {}; @@ -3791,7 +4037,7 @@ wiz5['Teleport'] = { 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a *teleport* spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus 150 pounds for each level of experience above the 10th (current maximum weight is [[250+150*({[[@{level-wizard}]]-10,0}kh1)]] pounds) (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).}}{{style=center2 sheet-spell-center3 sheet-spell-center4 sheet-spell-bottom2 sheet-spell-bottom3 sheet-spell-bottom4}}{{c1-1= }}{{c2-1=**Destination Is:**}}{{c3-1=Very familiar}}{{c4-1=Studied carefully}}{{c5-1=Seen casually}}{{c6-1=Viewed once}}{{c7-1=Never seen}}{{cs1-2=3}}{{c1-2=**Probability of Teleporting:**}}{{c2-2=**High**}}{{c3-2=01–02}}{{c4-2=01–04}}{{c5-2=01–08}}{{c6-2=01–16}}{{c7-2=01–32}}{{c2-3=**On Target**}}{{c3-3=03–99}}{{c4-3=05–98}}{{c5-3=09–96}}{{c6-3=17–92}}{{c7-3=33–84}}{{c2-4=**Low**}}{{c3-4=00}}{{c4-4=99–00}}{{c5-4=97–00}}{{c6-4=93–00}}{{c7-4=85–00}}{{effects2= Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest “On Target” probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space—a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.' + 'effect': 'When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a *teleport* spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus 150 pounds for each level of experience above the 10th (current maximum weight is [[250+(150*{[[@{level-wizard}]]-10,0}kh1)]] pounds) (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).}}{{style=center2 sheet-spell-center3 sheet-spell-center4 sheet-spell-bottom2 sheet-spell-bottom3 sheet-spell-bottom4}}{{c1-1= }}{{c2-1=**Destination Is:**}}{{c3-1=Very familiar}}{{c4-1=Studied carefully}}{{c5-1=Seen casually}}{{c6-1=Viewed once}}{{c7-1=Never seen}}{{cs1-2=3}}{{c1-2=**Probability of Teleporting:**}}{{c2-2=**High**}}{{c3-2=01–02}}{{c4-2=01–04}}{{c5-2=01–08}}{{c6-2=01–16}}{{c7-2=01–32}}{{c2-3=**On Target**}}{{c3-3=03–99}}{{c4-3=05–98}}{{c5-3=09–96}}{{c6-3=17–92}}{{c7-3=33–84}}{{c2-4=**Low**}}{{c3-4=00}}{{c4-4=99–00}}{{c5-4=97–00}}{{c6-4=93–00}}{{c7-4=85–00}}{{effects2= Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest “On Target” probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space—a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.' }; wiz5['Transmute Mud to Rock (Reverse of Transmute Rock to Mud)'] = diff --git a/ADnD_2E_Revised/misc/schools-overview.html b/ADnD_2E_Revised/misc/schools-overview.html index 0a562b379cea..1a379610793f 100644 --- a/ADnD_2E_Revised/misc/schools-overview.html +++ b/ADnD_2E_Revised/misc/schools-overview.html @@ -47,7 +47,7 @@ - + @@ -62,7 +62,7 @@ - + @@ -347,7 +347,7 @@ - + @@ -377,7 +377,7 @@ - + @@ -407,7 +407,7 @@ - + @@ -467,7 +467,7 @@ - + @@ -482,7 +482,7 @@ - + @@ -677,7 +677,7 @@ - + @@ -701,13 +701,13 @@ - + - + @@ -737,7 +737,7 @@ - + @@ -767,7 +767,7 @@ - + @@ -797,7 +797,7 @@ - + @@ -902,7 +902,7 @@ - + @@ -955,13 +955,13 @@ - + - + @@ -984,6 +984,21 @@ + + + + + + + + + + + + + + + @@ -1007,7 +1022,7 @@ - + @@ -1044,21 +1059,6 @@ - - - - - - - - - - - - - - - @@ -1067,7 +1067,7 @@ - + @@ -1269,6 +1269,21 @@ + + + + + + + + + + + + + + + @@ -1292,7 +1307,7 @@ - + @@ -4487,7 +4502,7 @@ - + @@ -4502,7 +4517,7 @@ - + @@ -4787,7 +4802,7 @@ - + @@ -4817,7 +4832,7 @@ - + @@ -4847,7 +4862,7 @@ - + @@ -4907,7 +4922,7 @@ - + @@ -4922,7 +4937,7 @@ - + @@ -5117,7 +5132,7 @@ - + @@ -5141,13 +5156,13 @@ - + - + @@ -5177,7 +5192,7 @@ - + @@ -5207,7 +5222,7 @@ - + @@ -5237,7 +5252,7 @@ - + @@ -5342,7 +5357,7 @@ - + @@ -5395,13 +5410,13 @@ - + - + @@ -5424,6 +5439,21 @@ + + + + + + + + + + + + + + + @@ -5447,7 +5477,7 @@ - + @@ -5484,21 +5514,6 @@ - - - - - - - - - - - - - - - @@ -5507,7 +5522,7 @@ - + @@ -5709,6 +5724,21 @@ + + + + + + + + + + + + + + + @@ -5732,7 +5762,7 @@ - + diff --git a/ADnD_2E_Revised/misc/spheres-overview.html b/ADnD_2E_Revised/misc/spheres-overview.html index 2b11ca7a7440..89ebeaf0b5b2 100644 --- a/ADnD_2E_Revised/misc/spheres-overview.html +++ b/ADnD_2E_Revised/misc/spheres-overview.html @@ -384,6 +384,21 @@ + + + + + + + + + + + + + + + @@ -1506,6 +1521,21 @@ + + + + + + + + + + + + + + + diff --git a/ADnD_2E_Revised/pug/spellTemplate.pug b/ADnD_2E_Revised/pug/spellTemplate.pug index 9998db708fe0..24df7acd7087 100644 --- a/ADnD_2E_Revised/pug/spellTemplate.pug +++ b/ADnD_2E_Revised/pug/spellTemplate.pug @@ -26,7 +26,7 @@ fieldset(name="repeating_spells-#REPLACE0#" class="repeating_spells-#REPLACE0#") td button(type="roll" name="roll_spell-init" title="@{repeating_spells-#REPLACE0#_$X_spell-init}" value!="/gmroll [[{1d10cs1cf10+(@{spell-cast-time} [Spell])-(@{misc-mod}), {1}}kh1]] [Initiative (@{spell-name})]&{tracker}") Initiative td - button(type="roll" name="roll_spell-template" title="%{repeating_spells-#REPLACE0#_$X_spell-template}" value!="#REPLACE1#&{template:2Espell}{{title=@{spell-name}}}{{splevel=@{spell-level}}}{{school=@{spell-school}}}{{sphere=@{spell-sphere}}}{{components=@{spell-components}}}{{time=@{spell-cast-time}}}{{range=@{spell-range}}}{{duration=@{spell-duration}}}{{aoe=@{spell-aoe}}}{{save=@{spell-saving-throw}}}{{subtlety=@{spell-subtlety}}}{{sensory=@{spell-sensory}}}{{knockdown=@{spell-knockdown}}}{{crit=@{spell-crit-size}}}{{damage=@{spell-damage}}}{{damagetype=@{spell-damage-type}}}{{healing=@{spell-healing}}}{{reference=@{spell-reference}}}{{materials=@{spell-materials}}}"+failureCheck+"{{effects=@{spell-effect}}}") T + button(type="roll" name="roll_spell-template" title="%{repeating_spells-#REPLACE0#_$X_spell-template}" value!="#REPLACE1#&{template:2Espell}{{title=@{spell-name}}}{{splevel=@{spell-level}}}{{school=@{spell-school}}}{{sphere=@{spell-sphere}}}{{components=@{spell-components}}}{{time=@{spell-cast-time}}}{{range=@{spell-range}}}{{duration=@{spell-duration}}}{{aoe=@{spell-aoe}}}{{save=@{spell-saving-throw}}}{{subtlety=@{spell-subtlety}}}{{sensory=@{spell-sensory}}}{{knockdown=@{spell-knockdown}}}{{crit=@{spell-crit-size}}}{{damage=@{spell-damage}}}{{damagetype=@{spell-damage-type}}}{{healing=@{spell-healing}}}{{reference=@{spell-reference}}}{{materials=@{spell-materials}}}"+failureCheck+"{{character=@{character_name}}}{{effects=@{spell-effect}}}") T | | insert_fold-button.html table(class="sheet-default-header-first-row sheet-spell-slots sheet-hidden") @@ -69,7 +69,7 @@ fieldset(name="repeating_spells-#REPLACE0#" class="repeating_spells-#REPLACE0#") tr th Duration: td - input(type="text" name="attr_spell-duration" title="@{repeating_spells-#REPLACE0#_$X_spell-duration}" class="sheet-spell-half" placeholder="Duration") + textarea(name="attr_spell-duration" title="@{repeating_spells-#REPLACE0#_$X_spell-duration}" class="sheet-spell-half sheet-input-like" placeholder="Duration") th Components: td input(type="text" name="attr_spell-components" title="@{repeating_spells-#REPLACE0#_$X_spell-components}" class="sheet-spell-half" placeholder="Components") @@ -109,7 +109,7 @@ fieldset(name="repeating_spells-#REPLACE0#" class="repeating_spells-#REPLACE0#") tr th Reference: td(colspan="3") - input(type="text" name="attr_spell-reference" title="@{repeating_spells-#REPLACE0#_$X_spell-reference}" class="sheet-table-dynamic" placeholder="Book Reference") + textarea(name="attr_spell-reference" title="@{repeating_spells-#REPLACE0#_$X_spell-reference}" class="sheet-table-dynamic sheet-input-like" placeholder="Book Reference") tr th Materials: td(colspan="3") diff --git a/ADnD_2E_Revised/sass/rolltemplates.scss b/ADnD_2E_Revised/sass/rolltemplates.scss index c1d7798cc831..b6012d952cc8 100644 --- a/ADnD_2E_Revised/sass/rolltemplates.scss +++ b/ADnD_2E_Revised/sass/rolltemplates.scss @@ -162,6 +162,14 @@ &.sheet-template-default-desc { font-size: 9pt; text-align: left; + + &.sheet-justify { + text-align: justify; + } + + &.sheet-center { + text-align: center; + } } } }
AlarmAbjuration, Invocation/Evocation, GeometryAbjuration, Evocation, Geometry Player's Option: Spells & Magic
ArmorConjuration/Summoning, ForceConjuration, Force Player's Option: Spells & Magic
Magic MissileInvocation/Evocation, ForceEvocation, Force Player's Option: Spells & Magic
Protection From EvilAbjuration, Alchemy (Reversible)Abjuration, Alchemy, Geometry (Reversible) Player's Option: Spells & Magic
ShieldInvocation/Evocation, Force, GeometryEvocation, Force, Geometry Player's Option: Spells & Magic
Tenser's Floating DiscInvocation/Evocation, ForceEvocation, Force Player's Option: Spells & Magic
Wall of FogInvocation/Evocation, Elemental AirEvocation, Elemental Air Player's Option: Spells & Magic
BindEnchantment/Charm, ArtificeEnchantment, Artifice Player's Option: Spells & Magic
Continual LightAlteration (Reversible)Alteration Player's Handbook First Printing May 2013
Continual LightAlteration/Shadow (Reversible)Alteration Player's Option: Spells & Magic
DeeppocketsAlteration, Enchantment/Charm, DimensionAlteration, Enchantment, Dimension Player's Option: Spells & Magic
Flaming SphereInvocation/Evocation, Elemental FireEvocation, Elemental Fire Player's Option: Spells & Magic
Fools' GoldAlteration, Illusion/Phantasm, Elemental Earth, AlchemyAlteration, Illusion, Elemental Earth, Alchemy Player's Option: Spells & Magic
Melf's Acid ArrowConjuration/Summoning, AlchemyConjuration, Alchemy Player's Option: Spells & Magic
Rope TricksRope Trick Alteration Player's Handbook First Printing May 2013
Rope TricksRope Trick Alteration, Dimension Player's Option: Spells & Magic
ShatterAlterationPlayer's HandbookFirst Printing May 2013
ShatterAlteration, SongPlayer's Option: Spells & Magic
Spectral Hand Necromancy
Stinking CloudInvocation/Evocation, Elemental Air, AlchemyEvocation, Elemental Air, Alchemy Player's Option: Spells & Magic
WebEvocationPlayer's HandbookFirst Printing May 2013
WebInvocation/EvocationPlayer's Option: Spells & Magic
Whispering Wind Alteration, Phantasm
Whispering WindAlteration, Illusion/Phantasm, Elemental Air, SongAlteration, Phantasm, Elemental Air, Song Player's Option: Spells & Magic
Dispel Magic (expanded)AbjurationPlayer's HandbookFirst Printing May 2013
Dispel Magic (expanded)Universal MagicPlayer's Option: Spells & Magic
Explosive Runes Alteration
FireballInvocation/Evocation, Elemental FireEvocation, Elemental Fire Player's Option: Spells & Magic
AlarmAbjuration, Invocation/Evocation, GeometryAbjuration, Evocation, Geometry Player's Option: Spells & Magic
ArmorConjuration/Summoning, ForceConjuration, Force Player's Option: Spells & Magic
Magic MissileInvocation/Evocation, ForceEvocation, Force Player's Option: Spells & Magic
Protection From EvilAbjuration, Alchemy (Reversible)Abjuration, Alchemy, Geometry (Reversible) Player's Option: Spells & Magic
ShieldInvocation/Evocation, Force, GeometryEvocation, Force, Geometry Player's Option: Spells & Magic
Tenser's Floating DiscInvocation/Evocation, ForceEvocation, Force Player's Option: Spells & Magic
Wall of FogInvocation/Evocation, Elemental AirEvocation, Elemental Air Player's Option: Spells & Magic
BindEnchantment/Charm, ArtificeEnchantment, Artifice Player's Option: Spells & Magic
Continual LightAlteration (Reversible)Alteration Player's Handbook First Printing May 2013
Continual LightAlteration/Shadow (Reversible)Alteration Player's Option: Spells & Magic
DeeppocketsAlteration, Enchantment/Charm, DimensionAlteration, Enchantment, Dimension Player's Option: Spells & Magic
Flaming SphereInvocation/Evocation, Elemental FireEvocation, Elemental Fire Player's Option: Spells & Magic
Fools' GoldAlteration, Illusion/Phantasm, Elemental Earth, AlchemyAlteration, Illusion, Elemental Earth, Alchemy Player's Option: Spells & Magic
Melf's Acid ArrowConjuration/Summoning, AlchemyConjuration, Alchemy Player's Option: Spells & Magic
Rope TricksRope Trick Alteration Player's Handbook First Printing May 2013
Rope TricksRope Trick Alteration, Dimension Player's Option: Spells & Magic
ShatterAlterationPlayer's HandbookFirst Printing May 2013
ShatterAlteration, SongPlayer's Option: Spells & Magic
Spectral Hand Necromancy
Stinking CloudInvocation/Evocation, Elemental Air, AlchemyEvocation, Elemental Air, Alchemy Player's Option: Spells & Magic
WebEvocationPlayer's HandbookFirst Printing May 2013
WebInvocation/EvocationPlayer's Option: Spells & Magic
Whispering Wind Alteration, Phantasm
Whispering WindAlteration, Illusion/Phantasm, Elemental Air, SongAlteration, Phantasm, Elemental Air, Song Player's Option: Spells & Magic
Dispel Magic (expanded)AbjurationPlayer's HandbookFirst Printing May 2013
Dispel Magic (expanded)Universal MagicPlayer's Option: Spells & Magic
Explosive Runes Alteration
FireballInvocation/Evocation, Elemental FireEvocation, Elemental Fire Player's Option: Spells & Magic
Dispel Magic (expanded)ProtectionPlayer's HandbookFirst Printing May 2013
Dispel Magic (expanded)AllPlayer's Option: Spells & Magic
Protection From Fire Protection, Elemental (Fire)
Dispel Magic (expanded)ProtectionPlayer's HandbookFirst Printing May 2013
Dispel Magic (expanded)AllPlayer's Option: Spells & Magic
Protection From Fire Protection, Elemental (Fire)