{"_id":"PsJDhDY40I600jyU","name":"Cause Moderate Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"Instant","range":"Touch","roll":"2d6 Damage Inflicted","description":"
With this spell the caster causes 2d6 points of damage by touching his hand upon the target creature. A successful attack throw is required.
\nUndead are healed by Cause Moderate Wounds.
","memorized":0,"cast":0,"save":""},"flags":{"importid":"B7y1OtRm3bin04LO"},"img":"systems/acks/assets/icons/heart-minus2.webp"} {"_id":"rnjB8CZ6WG54MgQR","name":"Bless","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"6 Turns","range":"0'","roll":"","description":"When cast before battle, Bless gives the caster and his allies (within a 50' radius of the caster) a bonus of +1 to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear.
\nIt may not be cast on creatures who are already engaged in melee.
\nDivine spellcasters of 7th level or higher may also use Bless to create @Item[592n34iY9HdFC6Pr]{Holy Water}. One casting of Bless will transform 1 pint of ordinary water into @Item[592n34iY9HdFC6Pr]{Holy Water}. Casting Bless in this manner demands a sacrifice to the caster’s deity worth at least 10gp. Once created, @Item[592n34iY9HdFC6Pr]{Holy Water} will retain its potency indefinitely so long as it is kept in the vial it was blessed in.
","memorized":0,"cast":0,"save":""},"flags":{"importid":"i4QmTdYkiDLRrtt6"},"img":"systems/acks/assets/icons/embraced-energy.webp"} {"_id":"sQdU7zW0BeMttesl","name":"Cure Moderate Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"Instant","range":"Touch","roll":"2d6 Damage Healed","description":"With this spell the caster heals 2d6 points of damage by laying his hand upon the injured creature. (HFH: 2 days BHR)
\nThis spell may also be used to cure paralysis, but does not then cure any points of damage. The spell will never increase a creature’s hit points beyond the normal amount.
\nUndead are injured by Cure Moderate Wounds. A successful attack throw is required.
","memorized":0,"cast":0,"save":""},"flags":{"importid":"Z8vJPj4vKyv7JG2n"},"img":"systems/acks/assets/icons/heart-plus2.webp"} {"_id":"tAdToCfp4lDP7nw2","name":"Augury","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"See below","range":"self","roll":"1d100ms<70+4","description":"An augury can tell the caster whether a particular action will bring good or bad results in the immediate future. The base chance for receiving a true reply is 70% + 1% per caster level; this roll is made secretly by the Judge.
\nThe augury can see into the future only 3 turns, so anything that might happen after that does not affect the result. Thus, the result will not take into account the long-term consequences of a contemplated action.
","memorized":0,"cast":0,"save":""},"flags":{"importid":"cIwlani7LCKX3T3T"},"img":"systems/acks/assets/icons/augury.webp"} {"_id":"tWwA5711ljsWH4CN","name":"Bane","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Divine","duration":"6 Turns","range":"0'","roll":"","description":"This spell fills the caster’s enemies (within a 50' radius) with fear and doubt, causing each affected character or monster to suffer a -1 penalty on attack throws, damage rolls, morale rolls, and saving throws against magical fear.
\nBane may also be used by chaotic divine casters of 7th level or higher, in conjunction with a sacrifice of at least 10gp, to create a vial of unholy water. Unholy water has beneficial effects when used in the animation of the dead.
","memorized":0,"cast":0,"save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"JOGxFBCyXxKxlaCk"},"img":"systems/acks/assets/icons/bane.webp"}