foundryacks/7.5/packs/acks-divine-spells-1.db

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{"_id":"1FQ9DvDaPJtRPZFg","name":"Cause Fear","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"2 Turns","range":"120'","roll":"","description":"<p>This spell, the reverse of&nbsp;<em>Remove Fear</em>, causes one target creature within 120' to become frightened; if the target fails to save versus Death, it flees for 2 turns.</p>\n<p>Creatures with 6 or more Hit Dice are immune to this effect.</p>","memorized":0,"cast":0,"save":"death"},"flags":{"importid":"z2Jbh95LzmQjF3nJ"},"img":"systems/acks/assets/icons/fear.webp"}
{"_id":"4MmnRHehYjUsBVRN","name":"Remove Fear","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"Touch","roll":"","description":"<p>This spell will calm the creature touched and remove all fear. If the subject is currently running away due to magical fear, it is allowed a new saving throw to resist that fear, at a bonus of +1 per level of the caster.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"3xDs0OMoeEk4laTs"},"img":"systems/acks/assets/icons/remove-fear.webp"}
{"_id":"9thrnTOXjUjNxUQS","name":"Protection from Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Concentration","range":"Self","roll":"","description":"<p>This spell creates a magical barrier of protection around the caster with a 10' radius. The barrier surrounds the caster for the duration of the spell and provides some protection from attacks by “evil” creatures. For purposes of this spell, evil creatures include hostile creatures of an alignment other than the casters alignment, and inherently evil creatures such as undead and summoned creatures of Chaotic alignment. All within the radius gain a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by evil creatures. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.</p>\n<p>In addition, the spell prevents bodily contact by enchanted (constructed, summoned, or undead) creatures, regardless of whether they are “evil” or not. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The spells protection against contact by enchanted creatures ends if the caster or any protected creature makes an attack against, casts a spell on, or tries to force the barrier against a blocked creature.</p>\n<p>The protection lasts as long as the caster remains stationary and concentrates on it.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"hWs92infvYUeEgwx"},"img":"systems/acks/assets/icons/protection-evil.webp"}
{"_id":"I01hTvKb9LGgtDkH","name":"Resist Cold","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"6 Turns","range":"Touch","roll":"","description":"<p>This abjuration grants a creature temporary immunity to cold. Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the subject creature.</p>\n<p>Against more significant cold (such as the breath of a White Dragon), the subject creature gains a bonus of <strong>+2 on saving throws</strong>, and all damage from such attacks is reduced by <strong>-1 point per die of damage</strong> rolled. Any cold attacks will still inflict at least 1 point of damage per die rolled, however.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"Yo2mleixiu1U67ZN"},"img":"systems/acks/assets/icons/cold-heart.webp"}
{"_id":"KxPVOoif9rxoFcn3","name":"Purify Food & Water","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"10'","roll":"","description":"<p>This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell will purify one ration of food, 6 skins of water, or enough normal food to feed a dozen people. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and water, but the spell has no effect on creatures of any type, nor upon magic potions.</p>","memorized":0,"cast":0,"save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"TuZzXbD1e06yRyaD"},"img":"systems/acks/assets/icons/purify-food-and-water.webp"}
{"_id":"LG8wH0t4Kphghkho","name":"Protection from Good","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Concentration","range":"Self","roll":"","description":"<p>This spell creates a magical barrier of protection around the caster with a 10' radius. The barrier surrounds the caster for the duration of the spell and provides some protection from attacks by “good” creatures. For purposes of this spell, good creatures include hostile creatures of an alignment other than the casters alignment, and inherently good creatures such as Devas and summoned creatures of Lawful alignment. All within the radius gain a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by good creatures. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.</p>\n<p>In addition, the spell prevents bodily contact by enchanted (constructed, summoned, or created) creatures, regardless of whether they are “good” or not. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The spells protection against contact by enchanted creatures ends if the caster or any protected creature makes an attack against, casts a spell on, or tries to force the barrier against a blocked creature.</p>\n<p>The protection lasts as long as the caster remains stationary and concentrates on it.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"P8F4N1uS0pzXHQAE"},"img":"systems/acks/assets/icons/protection-good.webp"}
{"_id":"Mu863YXsI6ku3p6T","name":"Detect Magic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"2 Turns","range":"60'","roll":"","description":"<p>The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing yellow light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"pnZdXiDKgOn7kGZm"},"img":"systems/acks/assets/icons/detect-magic.webp"}
{"_id":"OOLT8QjM2dhfMRp6","name":"Darkness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"6 Turns + 1/lvl","range":"120'","roll":"","description":"<p>Darkness creates an area of darkness in a <strong>30' radius area</strong> (and provides <strong>dimming for an additional 20'</strong>) around the target location or object. The effect is <strong>immobile if cast into an area</strong>, but it <strong>can be cast on a movable object</strong>. This darkness <strong>blocks out infravision</strong> and <strong>negates mundane light sources</strong>. Darkness taken into an area of magical light does not function.</p>\n<p>A darkness spell may be cast to counter and dispel the light spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.</p>\n<p>Either version of this spell <strong>may be used to blind an opponent by means of casting it on the targets ocular organs</strong>. The target is allowed a <strong>saving throw versus Spells to avoid</strong> the effect, and <strong>if the save is made, the spell does not take effect</strong> <strong>at all</strong>. A <em>Light </em>or <em>Darkness</em> spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"Za5fsay9RueLNtHu","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/darkness.webp"}
{"_id":"QYLgAimIALRlbYmH","name":"Cause Light Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"Touch","roll":"1d6+1 Damage Inflicted","description":"<p>With this spell the caster <strong>causes 1d6+1 points of damage</strong> by touching his hand upon the target creature. A successful attack throw is required.</p>\n<p>Undead are healed by <em>Cause Light Wounds</em>.</p>","memorized":0,"cast":0,"save":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"importid":"eLR91Q4HgFUEm2ZP"},"img":"systems/acks/assets/icons/heart-minus.webp"}
{"_id":"RkXuFlT2UQIawoMd","name":"Command Word","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"1 Round","range":"10'","roll":"","description":"<p>When a cleric casts this spell, he may give the target a one word command, which it obeys to the best of its ability. The single word must make sense as a single command, such as approach, drop, fall, flee, halt, surrender, sleep, etc. Although a target could be instructed to “die,” this will only make the target faint for a single round. Note that the caster must be able to speak the language of the target. Any intended target with more than 5 HD or an INT of over 12 is entitled to a saving throw versus Spells. This spell is ineffective against undead.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"0O4eClYQy5b2kCka"},"img":"systems/acks/assets/icons/command-word.webp"}
{"_id":"bH6P7egrNJHoe1XI","name":"Cure Light Wounds","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"Instant","range":"Touch","roll":"1d6+1 Damage Healed","description":"<p>With this spell the caster <strong>heals 1d6+1 points of damage</strong> by laying his hand upon the injured creature. (HFH: 1 day BHR)</p>\n<p>This spell may also be used to <strong>cure paralysis</strong>, but does not then cure any points of damage. The spell will never increase a creatures hit points beyond the normal amount.</p>\n<p>Undead are injured by <em>Cure Light Wounds</em>. A successful attack throw is required.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"e3fVlXd6vHC708kC"},"img":"systems/acks/assets/icons/heart-plus1.webp"}
{"_id":"pdZOG5BmkMsdCAls","name":"Detect Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","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":"3hEIsFmep3CzQuPm"},"img":"systems/acks/assets/icons/detect-evil-minion.webp"}
{"_id":"xDwept9wjFOOMGhY","name":"Sanctuary","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"2 Rounds+1/lvl","range":"Touch","roll":"","description":"<p>Any opponent attempting to strike or otherwise directly attack the warded creature must attempt a saving throw versus Spells. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent will not attack the warded creature and will attack another creature instead. However, area effects (e.g. fireball) may still affect the warded creature.</p>\n<p>The warded creature may not make offensive actions while this spell is in effect, but he may cast non-offensive spells to help companions.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"WvV9mdWocuJLv5MN"},"img":"systems/acks/assets/icons/sanctuary.webp"}
{"_id":"zInu0StJTVCSmqRY","name":"Light","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Divine","duration":"6 Turns + 1/lvl","range":"120'","roll":"","description":"<p>This spell creates a light equal to torchlight which illuminates a <strong>30' radius area</strong> (and provides <strong>dim light for an additional 20'</strong>) around the target location or object. The effect is <strong>immobile if cast into an area</strong>, but it <strong>can be cast on a movable object</strong>. Light taken into an area of magical darkness does not function.</p>\n<p>A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.</p>\n<p>Either version of this spell may be used to <strong>blind an opponent by means of casting it on the targets ocular organs</strong>. The target is allowed a <strong>saving throw versus Spells to avoid the effect</strong>, and <strong>if the save is made, the spell does not take effect at all</strong>.</p>\n<p>A <em>Light </em>or <em>Darkness </em>spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"veTzvP0XbFYW7U9i","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/Light.webp"}