foundryacks/6.2/packs/acks-arcane-spells-1.db

26 lines
27 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

{"_id":"0iPzyOlvEcLstYVH","name":"Light","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","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":"aXkjsHF6cgA9T6FT","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/Light.webp"}
{"_id":"1hopT86hjNOidFOL","name":"Wall of Smoke","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"1 Turn","range":"120'","roll":"","description":"<p>This spell causes an immobile, opaque, wall of billowing smoke to spring into existence. The wall can be as large as 1,000 square feet, and may be shaped in any manner and to any dimensions the caster desires, so that it can be a straight wall or curved into a protective circle. As with other spells of this sort, the wall of smoke may not be evoked so that it appears where objects or creatures already are.</p>\n<p>The wall of smoke is impermeable to vision and light, but presents no obstacle to movement or magical effects (except for those requiring a line of sight to target, of course). Once created, the wall of smoke can be affected by water or strong winds like an ordinary cloud of smoke, though other attacks will have correspondingly little effect on it. A disintegrate or dispel magic spell will destroy the wall of smoke instantly; it will otherwise dissipate in 1 turn.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"qmlSFnUHaDcNCZRc"},"img":"systems/acks/assets/icons/wall-of-smoke.webp"}
{"_id":"2ab1AzFirHFJc59v","name":"Ventriloquism","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"2 Turns","range":"60'","roll":"","description":"<p>This spell allows the caster to cause his voice to sound from someplace else within range, such as from a dark alcove or statue.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"s9F9P3WRiArNyZIN"},"img":"systems/acks/assets/icons/shouting.webp"}
{"_id":"2e8q6adjrf50fT9j","name":"Darkness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","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":"7vomPubUfG7rnfhn","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/darkness.webp"}
{"_id":"5H6p68woJAScN6X7","name":"Unseen Servant","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"6 Turns + 1/lvl","range":"30'","roll":"","description":"<p>An unseen servant is an invisible, mindless, shapeless force used as a valet or assistant by mages. It can fetch items, open doors, hold chairs, clean, and perform other simple tasks. The servant can perform only one activity at a time but will perform this task unceasingly until ordered otherwise or the spell expires. The servant has a combat movement rate of 20' per round. It can carry a maximum of 2 stone (20lb) or pull 4 stone (40lb) across a smooth surface. The servant can be used to trigger traps, but since it can only exert 20 pounds of force it cannot active certain pressure plates. The unseen servant cannot fight, nor can it be harmed by normal attacks. It can be dispelled or it can be dissipated by receiving 6 points of damage from area attacks. If the caster attempts to send it outside the spells range, the servant dissipates instantly.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"Pvf5LEU2EqcaZLMT"},"img":"systems/acks/assets/icons/whirlwind.webp"}
{"_id":"7FIHlQJhZHDNq62g","name":"Chameleon","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"1 Turn/lvl","range":"Touch","roll":"","description":"<p>This spell allows the character touched to blend into his surroundings to the point of becoming nearly invisible. The character gains a <strong>+8 bonus to any proficiency throws to hide in shadows</strong>. Characters affected by a chameleon spell can <strong>always hide in shadows</strong> with a throw of <strong>at least 12+</strong>.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"KSScqllZ1PGohYZ9"},"img":"systems/acks/assets/icons/chameleon.webp"}
{"_id":"7KjP7imcJ92zXXhM","name":"Read Languages","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"2 Turns","range":"Self","roll":"","description":"<p>This spell grants the caster the ability to read almost any written language, including treasure maps, secret symbols, and other codes. For this spell to function, there must be at least one living creature that can naturally read the given language or code somewhere on the same plane. Truly unknown or dead languages or codes cannot be comprehended.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"zYRoFxOv9oRD51LE"},"img":"systems/acks/assets/icons/read-languages.webp"}
{"_id":"8PWvkz1MtbMPKLe2","name":"Detect Magic","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","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":"lt48ZScn5LcR9m4g"},"img":"systems/acks/assets/icons/detect-magic.webp"}
{"_id":"9oFM4Zk5iRU8ybAA","name":"Protection from Good","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","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":"cvyn9slMa68N679y"},"img":"systems/acks/assets/icons/protection-good.webp"}
{"_id":"CSPMlcUl6op1qi5t","name":"Sharpness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"<p>When cast on the blade of an edged or pointed weapon, this spell temporarily enhances it to the equivalent of a <strong>magic weapon +1</strong>. Weapons that are already enchanted gain an additional <strong>+1</strong> while the spell is in effect. A single casting will affect 20 arrows, 2 one-handed weapons, or 1 two-handed weapon.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"nPBcfIBWQ5IOYXUg"},"img":"systems/acks/assets/icons/sparkling-sabre.webp"}
{"_id":"JDOVF4pLHbYuK6is","name":"Summon Berserkers","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"10'","roll":"","description":"<p>The caster summons 4 berserkers to fight for the caster (see the Monsters chapter of Adventurer Conqueror King System for details). The berserkers appear anywhere within range and are completely loyal to the caster, seeking only to die gloriously in the casters service and return to the warriors afterlife. The berserkers will persist until slain, until dispelled, or until 3 turns have elapsed.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"3KljsY06CWNvBH95"},"img":"systems/acks/assets/icons/summon-berserkers.webp"}
{"_id":"KDPmgkX7ajFr7nj2","name":"Floating Disc","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"6 Turns","range":"10'","roll":"","description":"<p>This spell creates an invisible, slightly concave circular plane of force for carrying loads. It is about the size of a shield, being 3' in diameter and 1\" deep at its center. It can hold a maximum of 50 stone (500lb) of weight. (Note that water weighs about 1 stone or 8lb per gallon.) The disc must be loaded so that the items placed upon it are properly supported, or they will (of course) fall off. For example, the disc can support just over 62 gallons of water, but the water must be in a barrel or other reasonable container that can be placed upon the disc. Similarly, a pile of loose coins will tend to slip and slide about, and some will fall off with every step the caster takes; but a large sack full of coins, properly tied, will remain stable.</p>\n<p>The disc floats level to the ground, at about the height of the casters waist. It remains still when within 10' of the caster, and follows at the casters movement rate if he moves away from it. The floating disc can be pushed as needed to position it but will be dispelled if somehow moved more than 10' from the caster. When the spell duration expires, the disc disappears from existence and drops whatever was supported to the surface beneath.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"rbBa3DkWALV6dOLW"},"img":"systems/acks/assets/icons/floating-disc.webp"}
{"_id":"Nrcvv7vX8u6ffEMG","name":"Choking Grip","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Special","range":"30'","roll":"1d6 Damage","description":"<p>This spell creates an invisible grip around the throat of the target creature. <strong>Unless the target makes a successful saving throw versus Death, it begins choking</strong>. A choking creature suffers <strong>1d6 points of damage per round, and cannot take any action</strong> (although it can still defend itself). The target of the spell receives a <strong>new saving throw each round</strong>.</p>\n<p>The choking grip lasts so long as the caster concentrates upon it, or until the target makes a successful saving throw.</p>","memorized":0,"cast":0,"save":"death"},"flags":{"importid":"O971nHCmRihbjBvi","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/choking-grip.webp"}
{"_id":"VTZVjM54x3d7M52B","name":"Burning Hands","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Instant","range":"0'","roll":"1d4 Fire Damage","description":"<p>This spell produces a <strong>cone of searing flame 40' long and 20' wide</strong> stretching from the casters hands. Any creatures within the cone will suffer <strong>1d4 points of damage per level of the caster</strong> (maximum 5d4).</p>\n<p>A successful saving throw versus Blast reduces damage to half.</p>","memorized":0,"cast":0,"save":"breath"},"flags":{"importid":"YspZP1yqucQp0xmQ","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/burning-hands2.webp"}
{"_id":"Y56KMQDo5X9Btt4R","name":"Charm Person","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Special","range":"60'","roll":"","description":"<p>This spell makes a humanoid creature regard the caster as its trusted friend and ally. Humanoid creatures include bugbears, dryads, dwarves, elves, gnolls, gnomes, goblins, hobgoblins, kobolds, lizardmen, men, mermen, morlocks, neanderthal, naiads, ogres, pixies, sprites, and troglodytes, and other manlike creatures no larger than an ogre and possessing 4 or fewer Hit Dice. Humans and demi-humans may be affected regardless of character level. A save versus Spells will negate the effect.</p>\n<p>If the target of the spell is currently being threatened or attacked by the caster or his or her allies, it receives a +5 bonus on its saving throw.</p>\n<p>The spell does not enable the caster to control the charmed creature as if it were an automaton; rather, it perceives his words and actions in the most favorable way. The caster can try to give the subject orders, but it will not do anything it wouldnt ordinarily do, and further may receive an additional saving throw to overcome the magic (at the Judges discretion). The caster must speak the charmed creatures language to communicate any commands, or else be good at pantomiming; of course, if the caster is attacked, the charmed creature will act to protect its “friend” (though that could mean attacking the casters enemies, or attempting to carry off the caster to a “safe” place). The charmed creature receives a new saving throw each day if it is has an Intelligence of 13 or greater, every week if its Intelligence is 9-12, or every month it its Intelligence is 8 or less. A charm may be removed by a dispel magic spell.</p>","memorized":0,"cast":0,"save":"spell"},"flags":{"importid":"SEhkxscJ6XmhVKL2","dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/acks/assets/icons/smitten2.webp"}
{"_id":"Y9z0bRfz2BjMLEob","name":"Slipperiness","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"1d20ms>20","description":"<p>This spell can be cast on characters, objects, or floors. When cast on a character, the recipient cannot be restrained or grabbed, wrapped in the grip of constrictor snakes, or otherwise be subject to any other grasping attacks, including binding ropes, chains, or cuffs, magical or otherwise. Simply put, nothing can get a grip on a character affected by slipperiness. The spell can also be cast on objects. A single casting is sufficient to affect 20 arrows, 2 one-handed weapons, 1 two-handed weapon, or one 10' x 10' patch of floor. Any object subject to the spell is virtually impossible to grasp, and characters must make an attack throw versus Armor Class 10 each round to grab or maintain their grip on such objects. Any individual moving or even standing on an affected area of floor must make a proficiency throw of 20+ each round or fall down.&nbsp;</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"9ANDZIVENjLAaq2y"},"img":"systems/acks/assets/icons/slipperiness.webp"}
{"_id":"av40NMpjEBmwV1Ve","name":"Hold Portal","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"[[/r 2d6 #Turns]] Turns","range":"10'","roll":"","description":"<p>This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked, though a thief may not attempt to Pick Locks upon it. A knock spell or a successful dispel magic spell can negate a hold portal spell.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"vVZ03plw184dIvvL"},"img":"systems/acks/assets/icons/hold-portal.webp"}
{"_id":"beQaEAfXlYd8Qbkk","name":"Magic Rope","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"1 Turn / lvl","range":"Touch","roll":"","description":"<p>This spell enchants a length of up to 50' of rope. The rope must be at least as thick as a finger and in reasonable condition, e.g. not severed or completely frayed. Once enchanted, the magic rope is strong enough to support 100 stone (1,000lb) regardless of its normal carrying capacity. Upon command, the magic rope snakes forward, upward, downward, or in any other direction at 10' per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A creature must hold one end of the magic rope when its magic is invoked.&nbsp;</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"iY9GLKTv2WNrx7N2"},"img":"systems/acks/assets/icons/magic-rope.webp"}
{"_id":"dnnPrnyRT3zW2Z5V","name":"Spider Climb","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"<p>The recipient of this spell gains the ability to climb unimpeded across vertical surfaces and hang upside from ceilings. The recipient climbs at a combat movement rate of 20'. The affected creature must have at least three limbs (hands and feet) free to spider climb, but needs no climbing gear or handholds. The recipient can attack with a one-handed weapon, cast spells, and defend itself normally, but cannot charge or run while climbing.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"sm9ygZsnPN1wKOwn"},"img":"systems/acks/assets/icons/spider-climbing.webp"}
{"_id":"jqVpUyK9FYfwTgqN","name":"Magic Mouth","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"Special","range":"30'","roll":"","description":"<p>This spell imbues the chosen non-living object with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which may be up to three words per caster level long, can be in any language known by the caster and can be delivered over a period of 10 minutes, at any volume from a whisper to a yell. The voice will resemble the casters, but will not be identical. The mouth cannot use command words or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Magic mouth can be placed upon a tree, rock, or any other object.</p>\n<p>The spell functions when specific conditions are fulfilled according to the casters command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish level, Hit Dice, or class except by external garb.</p>\n<p>The range limit of a trigger is 10' per caster level, so a 6th level</p>\n<p>caster can command a magic mouth to respond to triggers as far as 60' away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"gaRnirngA8pEjgbG","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/magic-mouth.webp"}
{"_id":"mPIsBv8MfgHvzBYf","name":"Sleep","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"[[/r 4d4]] Turns","range":"240'","roll":"2d8 HD","description":"<p>With a sleep spell, the caster may attempt to put creatures into a magical slumber. All creatures to be affected must be visible and within range of the spell. The caster may choose to target 1 specific creature of 4+1 HD or less, or a group of up to 2d8 HD of creatures of 4 HD or less. Calculate monsters with less than 1 HD as having 1 HD, and monsters with a bonus to HD as having the flat amount. For example, a 3+2 HD monster would be calculated as having 3 HD. Hit Die that are not sufficient to affect a creature are wasted. Creatures with the fewest HD are affected first. Creatures with more than 4+1 HD cannot be affected at all.</p>\n<p>Sleeping creatures are helpless and can be killed in one round by unengaged opponents. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not affect creatures that are already unconscious or undead, constructs, oozes, and other creatures that do not rest.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"cKgdnAhXiRa82xD6"},"img":"systems/acks/assets/icons/sleep.webp"}
{"_id":"n8AMmf1Hlfs2MA9g","name":"Shield","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Self","roll":"","description":"<p>Shield creates an invisible, shield-like mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster, and grants the caster an <strong>Armor Class of 7 against missile attacks</strong> and <strong>AC 5 against melee attacks</strong>. The Armor Class benefits <strong>do not apply to attacks originating from behind</strong> the caster, but <strong>magic missiles are warded off from all directions</strong>.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"iC57rVFdwAsC9bLB"},"img":"systems/acks/assets/icons/shield-reflect.webp"}
{"_id":"qmSqBTDNoR8MTgEj","name":"Protection from Evil","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","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":"ZK1Ym5rKlwHVjnbw"},"img":"systems/acks/assets/icons/protection-evil.webp"}
{"_id":"uMRfYHvbegsCYVH6","name":"Magic Missile","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Mage","duration":"Instant","range":"150'","roll":"1d6+1 Damage","description":"<p>This spell causes a missile of magical energy to dart forth from the casters fingertip and strike its target, dealing <strong>1d6+1 points of damage</strong>. The missile <strong>strikes unerringly</strong>, even if the target is in melee combat, so long as the target has less than total cover or total concealment. Specific parts of a creature cant be singled out. Inanimate objects are not damaged by the spell.</p>\n<p>For every five caster levels beyond 1st , an additional two missiles are fired three missiles at 6th level, and the maximum of five missiles at 13th. If the caster fires multiple missiles, he can target a single creature or several creatures. A single missile can strike only one creature. Targets must be designated before damage is rolled.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"baiTFGr74tiYJTZ2","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/magic-missile.webp"}
{"_id":"zjwr1XtasXW7EPMq","name":"Jump","permission":{"default":0,"8aW4oRW193riCvGu":3},"type":"spell","data":{"lvl":1,"class":"Arcane","duration":"3 Turns","range":"Touch","roll":"","description":"<p>The recipient of this spell gains the ability to leap in great bounds. The recipient may l<strong>eap 10' vertically and 30' horizontally from a standing start</strong>. This prodigious jumping ability grants the recipient a <strong>+10 bonus on Acrobatics throws</strong>. Because of his light step, the recipient needs no rest if engaged in ordinary movement.</p>","memorized":0,"cast":0,"save":""},"flags":{"importid":"ngHfXruUJCXOFZad","dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/acks/assets/icons/jump.webp"}