foundryacks/6.2/packs/acks-arcane-spells-2.db

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{"_id":"1QiCh730yToioVB9","name":"Uncanny Gyration","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Rounds","range":"60'","roll":"2d6","description":"<p>Uncanny gyration allows the caster to violently whirl a target creature through the air. The target creature must not weigh more (in stones) than the caster could lift physically, and it may make a saving throw versus Spells to avoid the effect. If the saving throw fails, the caster can thereafter mentally fling the target creature in any direction by up to 20' per round. If flung into a hard surface (such as a wall or ceiling), the creature will take 2d6 points of damage from the impact.</p>\n<p>While affected by uncanny gyration, targets unable to fly are left highly unstable. If the target is on the ground, or up against a surface it can push against, it can move at half speed. Otherwise it merely gyrates helplessly. Should the target attempt to attack, it will gyrate even more violently. Its first attack throw will suffer a -1 penalty, its second a -2 penalty, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the target creature to begin again at -1. Targets able to fly may move normally while under the effects of uncanny gyration, and do not suffer attack penalties since they can stabilize themselves in the air.</p>\n<p>The caster must concentrate to sustain the targets uncanny gyration. Any cessation or interruption in concentration causes the spell to end immediately. This usually results in the target creature plummeting to the earth violently and taking additional damage, of course.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"lNP7L3GNJ9KrmKdn"},"img":"systems/acks/assets/icons/uncanny-gyration.webp"}
{"_id":"2mCPzqW6jUvC2IAz","name":"Invisibility","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Special","range":"Touch","roll":"","description":"<p>The creature or object touched becomes invisible, vanishing from sight, including Infravision. If the recipient is a creature carrying gear, that vanishes as well. If the spell is cast on someone else, neither the caster nor his allies can see the subject, unless they can normally see invisible things or employ magic to do so.</p>\n<p>Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10' from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).</p>\n<p>The spell ends if the subject attacks any creature or casts any spell. Actions (other than spellcasting) directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. The spell lasts at most 24 hours.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"TyQwMVUGVgO5CJnZ","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/invisible.webp"}
{"_id":"9k37Jom0bu3hvvSa","name":"ESP","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"12 Turns","range":"60'","roll":"","description":"<p>This spell permits the caster to detect the surface thoughts of one or more targets within range. The caster must designate a direction, and then concentrate for a turn in order to “hear” the thoughts. Each turn the caster may choose to “listen” in a different direction. The caster may stop listening, then resume again later, so long as the duration has not expired. A creatures thoughts are understood regardless of the language. The target creature is not normally aware of being spied upon in this way. If it is aware, it may make a saving throw versus Spells to clear its thoughts and avoid detection.</p>\n<p>Rock more than 2 inches thick or a thin coating of lead or gold will block the spell. All undead creatures are immune to this effect, as are mindless creatures such as golems.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"wsVlnxjl68eBCzDx"},"img":"systems/acks/assets/icons/ESP.webp"}
{"_id":"9rSmxeRHhMZ2tCdD","name":"Knock","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Special","range":"60'","roll":"","description":"<p>The knock spell<strong> opens stuck, barred, locked, held, or wizard locked doors</strong>. It opens known secret doors, <strong>as well as locked or trick-opening boxes or chests</strong>. It also <strong>loosens welds, shackles, or chains, provided they serve to hold shut something which can be opened</strong>.</p>\n<p>If used to open a wizard locked door, the spell does not remove the wizard lock but simply suspends its functioning for one turn. In all other cases, the door does not relock itself or become stuck again on its own. Knock <strong>will not</strong> raise a portcullis or operate any other similar mechanism, nor will it affect ropes, vines, and the like. Each spell can undo a single means of preventing access.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"6jbrUJ6YhjI8VqUu","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/knock.webp"}
{"_id":"A6MrSWGbhhGWXKYa","name":"Glitterdust","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Round/lvl","range":"120'","roll":"","description":"<p>A cloud of golden particles covers everything and everyone within a <strong>10' radius area</strong>. Creatures within the area of effect must make a <strong>saving throw versus Spells or be blinded</strong> (from dust in their eyes) for the duration of the spell. Any <strong>invisible or hidden creatures</strong> within the area of effect <strong>are visibly outlined by the glowing particles</strong>, and creatures so outlined cannot thereafter benefit from invisibility or hiding in shadows while the glitterdust remains. The glitterdust cannot be removed, but vanishes when the spells duration expires, or if dispelled.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"i5pccCWlVltwaZBZ","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/sparkles.webp"}
{"_id":"An63AWdDiVAr7Uks","name":"Stinking Cloud","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Round/lvl","range":"30'","roll":"1d4+1 Rounds of Nausea","description":"<p>This spell creates a <strong>billowing mass of foul-smelling vapors</strong> to arise within 30'. The stinking cloud will be <strong>20' x 20' x 20' in size</strong>. Any creature caught within the cloud must make a successful <strong>saving throw versus Poison or be helpless due to nausea</strong>. This condition lasts <strong>as long as the creature is in the cloud</strong> and for <strong>1d4+1 rounds after it leaves</strong>.</p>\n<p>Any creature that succeeds on its save but remains in the cloud must continue to save each round.</p>","memorized":0,"cast":0,"save":"death"},"flags":{"importid":"VQEe63Ljxtkbkso0","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/stink.webp"}
{"_id":"FzS0BNzOjQEYnMVm","name":"Deathless Minion","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Turn","range":"Touch","roll":"","description":"<p>This spell raises the bones or body of a single dead creature as an undead skeleton or zombie that follows the casters spoken commands. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.</p>\n<p>Skeletons will have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies will have one more Hit Die than the monster had in life. Unlike animate dead, the HD of the skeleton or zombie created are not limited by the casters level. However, a deathless minion lasts for just one turn, after which it crumbles to dust.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"uW7eIlWrFOew4LZ5"},"img":"systems/acks/assets/icons/shambling-zombie2.webp"}
{"_id":"JCAx6hKofDUJPyBR","name":"Locate Object","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"120'","roll":"","description":"<p>This spell allows the caster to sense the direction of a well-known or clearly visualized object. He can search for general items, in which case the nearest one of its kind is located if more than one is within range. The caster cannot specify a unique item unless he or she has observed that particular item firsthand (not through divination). The spell is blocked by even a thin sheet of lead or gold. Creatures cannot be found by this spell.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"wk79f10mkbGZvG5o"},"img":"systems/acks/assets/icons/locate.webp"}
{"_id":"JXoaaoGOy2PNcZ9n","name":"Web","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"48 Turns","range":"10'","roll":"","description":"<p>This spell creates a many-layered mass of strong, sticky strands covering <strong>an area 10' x 10' x 10'</strong>. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web does not cause the attacker to become entangled, but moving through the affected area will.</p>\n<p><strong>Entangled creatures cant move</strong>, but can break loose depending on their strength:</p>\n<ul>\n<li>Creatures of normal human strength or less will take <a class=\"inline-roll roll\" title=\"Turns to break free!\" data-mode=\"roll\" data-flavor=\"Turns to break free!\" data-formula=\"2d4\"> 2d4</a> turns to break through the web.</li>\n<li>Strong humans (with ability scores 13-17) can break through the web in 1 turn.</li>\n<li>Creatures as strong as or stronger than ogres (18 Strength) can break free of a web in 4 rounds.</li>\n<li>Giants or creatures of similar great strength can break through the web in 2 rounds.</li>\n</ul>\n<p>The strands of a web spell are flammable. All creatures within flaming webs take <a class=\"inline-roll roll\" title=\"Burning webs!\" data-mode=\"roll\" data-flavor=\"Burning webs!\" data-formula=\"1d6\"> 1d6</a> points of fire damage from the flames for 2 rounds, after which surviving creatures become free.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"xAn3DgCps4cSSOKD","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/spider-web.webp"}
{"_id":"KGpmnV1cbmmlmGyZ","name":"Levitate","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns+1/lvl","range":"Touch","roll":"","description":"<p>Levitate allows the caster to move himself, another creature, or an object up and down as desired. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The caster can mentally direct the subject to move up or down as much as 20' each round, by concentration. The caster cannot move the subject horizontally, but the subject could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its normal land speed). A creature can carry its normal amount of weight when levitating (possibly including another creature).</p>\n<p>A levitating creature that attacks with a weapon finds itself increasingly unstable; the first attack throw has a -1 attack penalty, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"WMcttfCmFMcXrTdc"},"img":"systems/acks/assets/icons/levitate2.webp"}
{"_id":"Mz42Kp79VFqTZb9G","name":"Ogre Power","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"<p>This spell grants the recipient the strength and prowess of an ogre. For the duration of the spell, the character has an effective <strong>Strength score of 18</strong>, receiving a <strong>+3 bonus to attack throws and damage rolls</strong> and other benefits that this ability score confers.</p>\n<p>In addition, the character gains the ability to s<strong>trike barehanded for 1d4 points of damage</strong>, and to <strong>carry an extra 10 stone</strong>.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"PmqgKpgiYj9nM8yX","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/ogre-power.webp"}
{"_id":"ULwrnV299iN96iG6","name":"Gust of Wind","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Round","range":"0'","roll":"1d4x10","description":"<p>This spell creates a strong blast of air that originates from the caster and affects all creatures in a line 10' wide and 60' long. The effect of the gust depends on the size of the creatures. Tiny creatures (the size of a house pet or smaller) are knocked down and rolled 1d4 x 10', taking <a class=\"inline-roll roll\" data-mode=\"roll\" data-flavor=\"Knocked down and roll!\" data-formula=\"1d4&nbsp;&nbsp;\" title=\"Knocked down and roll!\"><i class=\"fas fa-dice-d20\"></i> 1d4&nbsp;&nbsp;</a>&nbsp; points of nonlethal damage per 10'. If flying, a tiny or smaller creature is blown back 2d6x10' feet and takes <a class=\"inline-roll roll\" data-mode=\"roll\" data-flavor=\"\" data-formula=\"2d6\" title=\"2d6\"><i class=\"fas fa-dice-d20\"></i> 2d6</a> points of nonlethal damage due to battering and buffeting.</p>\n<p>Small creatures, such as halflings or goblins, are knocked prone by the force of the wind, or if flying are knocked back 1d6x10' feet. Man-sized creatures are unable to move forward against the force of the wind, or if flying are knocked back 1d6x5' feet. Creatures of ogre size or larger may move normally within a gust of wind. Creatures which make a successful saving throw versus Blast are not affected by the wind.</p>\n<p>Missile attack throws within or through a gust of wind are at a -4 penalty, as are proficiency throws to hear noise. The force of the gust automatically extinguishes any candles, torches, or other unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly, with a 50% chance of being extinguished. A gust of wind will also do anything that a sudden blast of 50mph wind would be expected to do, such as fan a large fire, overturn delicate awnings, create a spray of dust, or blow vapors out of range (Judges discretion).</p>","memorized":0,"cast":0,"save":"breath"},"flags":{"importid":"HtKpOjVAgF2xlwRc"},"img":"systems/acks/assets/icons/wind-slap.webp"}
{"_id":"VYg1oPRVLbssDrbo","name":"Detect Secret Door","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"3 Turns","range":"30'","roll":"","description":"<p>This spell allows the caster to detect any and all secret doors within 30'. The caster sees the secret doors with a blue glowing aura around them, but the glow cannot be seen by anyone else.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"6pQrCo3l9OvGCJtV"},"img":"systems/acks/assets/icons/detect-secret-door.webp"}
{"_id":"W22R5zkK9eM0TInP","name":"Wizard Lock","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Permanent","range":"10'","roll":"","description":"<p>A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own wizard lock without affecting it, as can any arcane spellcaster 3 or more levels higher than the caster of the wizard lock; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"aHHdRG2xdYAHlYIf","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/wizard-lock.webp"}
{"_id":"W5A9wAluXFRe0hXi","name":"Detect Invisible","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"60'","roll":"","description":"<p>By means of this spell the caster is able to see invisible characters, creatures or objects within the given range, seeing them as translucent shapes.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"7XOSf8XsZidL4qJa"},"img":"systems/acks/assets/icons/detect-invisible.webp"}
{"_id":"Wr9Vh57AILfSvntw","name":"Necromantic Potence","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"1 Hour/lvl","range":"Self","roll":"1d10+3 Temporary Hit Points","description":"<p>This spell imbues the caster with powerful necromantic energies, granting him <strong>1d10 temporary hit points + 1hp per caster level</strong>. These temporary hit points will be the first lost if any damage is suffered, but cannot be regained through rest or healing magic, and will disappear at the expiration of the spell&rsquo;s duration.</p>\n<p>While necromantic potence is in effect, the spellcaster is treated as an inherently evil summoned creature for purposes of detect evil and protection from evil effects. A dispel evil or dispel magic spell will strip the caster of his temporary hit points unless he makes a successful saving throw versus Spells.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"gUuqzX5QrvIfwzfH","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/necromantic-potence2.webp"}
{"_id":"eNCagG6sUJPKy2re","name":"Detect Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"60'","roll":"","description":"<p>This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, undead, sinkholes of evil, and summoned creatures of Chaotic alignment. Note that normal characters, even if Chaotic, are not detected by this spell unless they have actively evil intentions against the caster. Poisons, physical traps, and natural animals are neither good nor evil, so they are not detected by this spell. The caster sees the evil creatures or objects with a definite red glow around them, but the glow cannot be seen by anyone else.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"eP9Y73DskFM3mDTE"},"img":"systems/acks/assets/icons/detect-evil-minion.webp"}
{"_id":"ooGSn2oQMc9XmRVe","name":"Hypnotic Pattern","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"Concentration","range":"30'","roll":"","description":"<p>By means of this spell, the caster creates a mesmerizing pattern of color and light in the air. The hypnotic pattern causes any creatures within range that see it to become mesmerized unless they succeed on a saving throw versus Spells. Affected creatures will stand motionless and take no action, even to defend themselves. The spell can mesmerize a maximum of 24 Hit Dice or levels of characters or monsters. Creatures with the fewest HD are affected first. The hypnotic pattern lasts as long as the spellcaster remains stationary and concentrates on it.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"ZpQPQX75XYkVtSA4"},"img":"systems/acks/assets/icons/hypnotic-pattern.webp"}
{"_id":"sJb7qV4bZLI4ffDN","name":"Alter Self","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns+1/lvl","range":"Self","roll":"","description":"<p>This spell grants the caster the <strong>ability to alter his shape into that of any other humanoid creature</strong>. The caster can control his new shapes physical qualities (such as <strong>height, weight, gender, hair color, hair texture, and skin color</strong>) within the <strong>normal ranges for a creature of its kind</strong>.</p>\n<p>His equipment, if any, remains worn or held where possible, and otherwise melds into the new form. If used <strong>in conjunction with</strong> a successful <strong>Disguise proficiency throw @Item[Bg7vFxZcgV737OYE]{Disguise}</strong>, <em>Alter Self</em> can allow the caster to appear as a specific individual.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"wX0xSNXkUoHYErGy","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/drama-masks3.webp"}
{"_id":"srOniVQ83oh2Wfbx","name":"Mirror Image","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"6 Turns","range":"Self","roll":"1d4 Mirror Images","description":"<p>This spell creates several illusory duplicates of the caster. The images move through each other as well as the real caster more or less constantly, making it impossible for most creatures to determine which is real. A total of 1d4 images are created. These figments separate from the caster and remain in a cluster around him. The figments mimic the casters actions, pretending to cast spells, drink potions, levitate, and so on, just as the caster does. Figments always look exactly like the caster.</p>\n<p>Enemies attempting to attack or cast spells upon the caster will always hit a figment instead. Any attack against an image destroys it, whether the attack throw is successful or not; likewise, attack spells cast directly upon a figment will destroy it, with no saving throw allowed. Area-effect spells are not cast directly on the caster, and thus appear to affect all figments exactly as they affect the caster; for instance, if the caster is subjected to a fireball, all figments will appear to be injured just as the caster was.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"sXUjI70WINmMGYEq","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/backup.webp"}
{"_id":"wsczO3jHREXUzRLg","name":"Summon Hero","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":2,"class":"Arcane","duration":"3 Turns","range":"10'","roll":"","description":"<p>With this spell, the caster summons a hero (4th level fighter) from another sphere of existence to his service. The hero will be armed with <em>sword +1</em>, shield, and plate armor, and will have the following characteristics:</p>\n<p><strong>AC</strong> 8, <strong>Move </strong>90', F4, <strong>hp </strong>20, <strong>#AT</strong> 1, +1 to attack throws, <strong>Dmg </strong>1d6+4, <strong>SV </strong>F4, <strong>ML </strong>12, <strong>AL </strong>N, +1 initiative.</p>\n<p>The hero will be completely loyal to the caster, capable of fighting his enemies, guarding him, opening doors, and performing other heroics. The spell will persist until the hero is slain or dispelled, or until 3 turns have elapsed. (Note that the heros magic sword and other equipment disappear when the hero does!)</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"z4nzQ2LSLl1dwVT1","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/battle-gear.webp"}