' ;
+
+ const reCastMIspellCmd = /!magic\s+--cast-spell\s+MI\s*\|/im;
+ const reCastMIpowerCmd = /!magic\s+--cast-spell\s+MI-POWERS?\s*\|/im;
+ const reSpecs = /}}\s*Specs=\s*?(\[[^{]*?\])\s*?{{/im;
+ const reSpecsAll = /\[\s*?(\w[-\+\s\w\|]*?)\s*?,\s*?(\w[-\s\w\|]*?\w)\s*?,\s*?(\w[\s\w\|]*?\w)\s*?,\s*?(\w[-\+\s\w\|]*?\w)\s*?(?:,\s*?(\w[-\+\s\w\|]*?\w)\s*?)?\]/g;
+ const reData = /}}\s*?\w*?data\s*?=(.*?){{/im;
+ const reDataAll = /\[.*?\]/g;
+ const reSpecClass = /\[\s*?\w[\s\|\w\-\+]*?\s*?,\s*?(\w[\s\|\w\-]*?)\s*?,.*?\]/g;
+ const reSpecSuperType = /}}\s*Specs=\s*?\[\s*?\w[\s\|\w\-\+]*?\s*?,\s*?\w[\s\|\w\-]*?\w\s*?,\s*?\d+H(?:\|\d*H)\s*?,\s*?(\w[\s\|\w\-]*?\w)\s*?(?:,\s*?(\w[-\+\s\w\|]*?\w)\s*?)?\]/im;
+ const reDataSpeed = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?sp:([d\d\+\-\*\/.]+?)[,\s\]]/im;
+ const reDataCharge = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?rc:([\w\+\-]+?)[,\s\]]/im;
+ const reDataCost = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?gp:(\d+?\.?\d*?)[,\s\]]/im;
+ const reDataLevel = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?lv:(\d+?)[,\s\]]/im;
+ const reACData = /}}\s*acdata\s*=(.*?){{/im;
+ const reName = /[\[,]\s*?w:\s*[^\],]+?[,\]]/im;
+ const reLevel = /[\[,]\s*?lv:(\d+?)[,\s\]]/im;
+ const reClassData = /}}\s*?ClassData\s*?=(.*?){{/im;
+ const reClassRaceData = /}}\s*?(?:Class|Race)Data\s*?=.*?{{/im;
+ const reSpellData = /}}\s*?SpellData\s*?=(.*?){{/im;
+ const reRepeatingTable = /^(repeating_.*)_\$(\d+)_.*$/;
+ const reNumSpellsData = /}}[\s\w\-]*?(?"],
+ [/\\lt;?/gm, "<"],
+ [/<<|«/g, "["],
+ [/\\lbrak;?/g, "["],
+ [/>>|»/g, "]"],
+ [/\\rbrak;?/g, "]"],
+ [/\\\^/g, "?"],
+ [/\\ques;?/g, "?"],
+ [/`/g, "@"],
+ [/\\at;?/g, "@"],
+ [/~/g, "-"],
+ [/\\dash;?/g, "-"],
+ [/\\n/g, "\n"],
+ [/¦/g, "|"],
+ [/\\vbar;?/g, "|"],
+ [/\\clon;?/g, ":"],
+ [/\\amp;?/g, "&"],
+ [/\\lpar;?/g, "("],
+ [/\\rpar;?/g, ")"],
+ [/\\cr;?/g, "
"],
+ [/&&/g, "/"],
+ [/%%/g, "%"],
+ [/\\comma;?/g, ","],
+ [/\\fs;?/g, "\\"],
+ ];
+
+ const dbEncoders = [
+ [/\\/gm,"\\\\"],
+ [/\r?\n/gm,'\\n'],
+ [/'/gm,"\\'"],
+ [/&/gm,"\\\\amp"],
+ [/>/gm,"\\\\gt"],
+ [/"],
+ [/\\lt/gm, "<"],
+ ];
+
+ const pallet = Object.freeze({
+ fancy: {
+ def: {outer:'yellow',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'5% 5% 2px 5%',bodypad:'4px 5% 10% 10%',bodybox:'',rowbox:'purple',rowdark:'transparent',rowdarktext:'black',rowlight:'transparent',rowlighttext:'black',rowpad:'4px',outerimg:'https://s3.amazonaws.com/files.d20.io/images/279722596/LxsTe-cbwk5j9L0ipM3GLw/thumb.jpg?1649510600',titleimg:'https://s3.amazonaws.com/files.d20.io/images/279800986/SqFez5dbn2roAsokDaBAPw/thumb.jpg?1649536002',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/279800959/KyHThjxjXeZQ-b_uC6yCjQ/thumb.jpg?1649535995'},
+ spell: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'20% 10% 2px 10%',bodypad:'4px 12% 5% 12%',bodybox:'',rowbox:'purple',rowdark:'transparent',rowdarktext:'black',rowlight:'transparent',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'https://s3.amazonaws.com/files.d20.io/images/279801150/vQ_1KKR72-7DTAusJzkt0w/thumb.png?1649536043',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/279801125/opM7Y6m20DGLPeP-hrXpCA/thumb.png?1649536037'},
+ potion: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'black; text-shadow: 1px 1px 1px gray',titlepad:'60% 10% 2px 10%',bodypad:'10% 5% 15% 8%',bodybox:'',rowbox:'mediumturquoise',rowdark:'transparent',rowdarktext:'white',rowlight:'transparent',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'https://s3.amazonaws.com/files.d20.io/images/279798022/Qgs1fGmOup8_9mtzoEeSxw/thumb.png?1649535031',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/279798050/hQ4nWnVGPDINtjidt8-1eg/thumb.png?1649535040'},
+ weapon: {outer:'yellow',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'5% 5% 2px 5%',bodypad:'4px 5% 10% 10%',bodybox:'',rowbox:'purple',rowdark:'transparent',rowdarktext:'black; text-shadow: 1px 1px 1px white',rowlight:'transparent',rowlighttext:'black; text-shadow: 1px 1px 1px white',rowpad:'4px',outerimg:'https://s3.amazonaws.com/files.d20.io/images/279722596/LxsTe-cbwk5j9L0ipM3GLw/thumb.jpg?1649510600',titleimg:'',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/257648113/iUlG62xcBc6AdUj5lv32Ww/max.png?1638047575'},
+ attack: {outer:'purple',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'4px solid maroon',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'4px 4px 1px 4px',bodypad:'0px',bodybox:'4px solid gray',rowbox:'none',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',dmgslabel:'S/M',dmgllabel:'L'},
+ menu: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'teal',rowdark:'lightblue',rowdarktext:'black',rowlight:'lightcyan',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''},
+ message: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'white',titletext:'black',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'1px solid black',rowbox:'',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''},
+ warning: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'crimson',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'pink',rowdarktext:'black',rowlight:'mistyrose',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ },
+ plain: {
+ def: {outer:'blue',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'lightblue',rowdarktext:'black',rowlight:'lightcyan',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ spell: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'firebrick',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'pink',rowdarktext:'black',rowlight:'mistyrose',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ potion: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'forestgreen',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'mediumturquoise',rowdark:'khaki',rowdarktext:'black',rowlight:'lightgoldenrodyellow',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ weapon: {outer:'yellow',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'gray',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'gainsboro',rowdarktext:'black; text-shadow: 1px 1px 1px white',rowlight:'ghostwhite',rowlighttext:'black; text-shadow: 1px 1px 1px white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ attack: {outer:'purple',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'4px solid maroon',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'4px 4px 1px 4px',bodypad:'0px',bodybox:'4px solid gray',rowbox:'none',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',dmgslabel:'S/M',dmgllabel:'L'},
+ menu: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'teal',rowdark:'lightblue',rowdarktext:'black',rowlight:'lightcyan',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ message: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'white',titletext:'black',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'1px solid black',rowbox:'',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''},
+ warning: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'crimson',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'pink',rowdarktext:'black',rowlight:'mistyrose',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ },
+ dark: {
+ def: {outer:'darkgoldenrod',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'navy',rowdarktext:'white',rowlight:'blueviolet',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ spell: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'firebrick',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'darkmagenta',rowdarktext:'white',rowlight:'darkorchid',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ potion: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'forestgreen',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'mediumturquoise',rowdark:'darkgoldenrod',rowdarktext:'white; text-shadow: 1px 1px 1px black',rowlight:'goldenrod',rowlighttext:'white; text-shadow: 1px 1px 1px black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ weapon: {outer:'darkgoldenrod',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'gray',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'dimgray',rowdarktext:'white; text-shadow: 1px 1px 1px black',rowlight:'darkgray',rowlighttext:'white; text-shadow: 1px 1px 1px black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ attack: {outer:'purple',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'4px solid maroon',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'4px 4px 1px 4px',bodypad:'0px',bodybox:'4px solid gray',rowbox:'none',rowdark:'dimgray',rowdarktext:'white; text-shadow: 1px 1px 1px black',rowlight:'dimgray',rowlighttext:'white; text-shadow: 1px 1px 1px black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',dmgslabel:'S/M',dmgllabel:'L'},
+ menu: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'teal',rowdark:'navy',rowdarktext:'white',rowlight:'blueviolet',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ message: {outer:'white',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'black',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'1px solid white',rowbox:'',rowdark:'black',rowdarktext:'white',rowlight:'black',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''},
+ warning: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'crimson',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'darkmagenta',rowdarktext:'white',rowlight:'darkorchid',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''},
+ }
+ });
+
+ const acImg = 'https://s3.amazonaws.com/files.d20.io/images/280889787/N6NbbkLDe92C4e5DDtmkaw/thumb.png?1650135426';
+ const dmgImg = 'https://s3.amazonaws.com/files.d20.io/images/280890292/ZBDEOKwQHCPeY2yQJuhkeA/thumb.png?1650135612';
+ const hpImg = 'https://s3.amazonaws.com/files.d20.io/images/281063429/1ySUC06qy_MuhY-_Be_pVQ/thumb.png?1650223020';
+ const slashImg = 'https://s3.amazonaws.com/files.d20.io/images/281331848/XnspIFctdnld8LVG3_m5RQ/thumb.png?1650393752';
+ const pierceImg = 'https://s3.amazonaws.com/files.d20.io/images/281331832/DYgW_xqlORNJ77oigkFqAA/thumb.png?1650393745';
+ const bludgeonImg = 'https://s3.amazonaws.com/files.d20.io/images/281331818/rSZVRXYkRNR4K9Ru6CXbVw/thumb.png?1650393737';
+ const sacImg = 'https://s3.amazonaws.com/files.d20.io/images/281054605/oNYktYKEmF9_ngePXyUcPw/thumb.png?1650219538';
+ const pacImg = 'https://s3.amazonaws.com/files.d20.io/images/281054578/FeeVqF8X-rgeEP6fg4CWKg/thumb.png?1650219526';
+ const bacImg = 'https://s3.amazonaws.com/files.d20.io/images/281054552/-i1SuQ4Rx1OO7cXPtlggNg/thumb.png?1650219515';
+ const heart = ['https://s3.amazonaws.com/files.d20.io/images/281063429/1ySUC06qy_MuhY-_Be_pVQ/thumb.png?1650223020',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334582/74iFWTTF47pFyvmGd1WWnw/thumb.png?1650395033',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334596/8yhpUHhYL7bQIlLZfHGqjw/thumb.png?1650395041',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334612/FpyTBj_oaJS6_GaZmlsfvA/thumb.png?1650395047',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334628/-4nbQ36qch58EK0BWgytRA/thumb.png?1650395055',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334655/OH7HS1U-xYFUTJjIAypqFQ/thumb.png?1650395061',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334666/CByDv4kCKWcaV9LabxwV-A/thumb.png?1650395067',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334682/xbcpGhbmeEAf3ZmKEgs3Ow/thumb.png?1650395074',
+ 'https://s3.amazonaws.com/files.d20.io/images/281334693/xTlsD3NHddK4g3-nlQVCDg/thumb.png?1650395080'
+ ];
+
+ var DBindex;
+ var classesParsed = false;
+ var magicList = {};
+ var RPGMap = {};
+ var apis = {magic:false,attk:false,init:false};
+ var lastMsg = [];
+ var doneRNmsg = false;
+ var waitList = {};
+ var msg_orig = {};
+ var showMoreObj = {};
+
+ const isString = (s) => 'string' === typeof s || s instanceof String;
+ const isArray = (a) => Array.isArray(a);
+ const flatten = (a) => isArray(a) ? a.reduce((m,e)=>[...m, ...flatten(e)],[]) : [a];
+
+ /**
+ * In the inline roll evaluator from ChatSetAttr script v1.9
+ * by Joe Singhaus and C Levett.
+ **/
+
+ var processInlinerolls = function (msg) {
+ if (msg.inlinerolls && msg.inlinerolls.length) {
+ return msg.inlinerolls.map(v => {
+ const ti = v.results.rolls.filter(v2 => v2.table)
+ .map(v2 => v2.results.map(v3 => v3.tableItem.name).join(", "))
+ .join(", ");
+ return (ti.length && ti) || v.results.total || 0;
+ })
+ .reduce((m, v, k) => m.replace(new RegExp('\\$\\[\\['+k+'\\]\\]','img'),'[['+v+'['+msg.inlinerolls[k].expression+'] ]]'), msg.content);
+ } else {
+ return msg.content;
+ }
+ };
+
+ /*
+ * Check the version of a Character Sheet database against
+ * the current version in the API. Delete old versions so
+ * API versions are used and indexed.
+ */
+
+ var del_Old_DBs = function() {
+
+ var update = false;
+
+ _.each( dbNames, (db,dbName) => {
+ let dbFullName = dbName.replace(/_/g,'-'),
+ dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true}),
+ dbVersion = 0.0,
+ msg, versionObj;
+
+ if (!dbCS || !dbCS.length) return;
+
+ dbCS = dbCS[0];
+
+
+/* if (_.isUndefined(LibFunctions.attrLookup( dbCS, fields.dbVersion ))) {
+ setTimeout( () => del_Old_DBs(), 5000 );
+ return;
+
+ } else {
+*/
+ dbVersion = parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion )) || dbVersion;
+
+ if (dbVersion >= (parseFloat(db.version) || 0)) return;
+
+ log('Deleting '+dbFullName+' v'+dbVersion);
+ dbCS.remove();
+ update = true;
+// }
+ });
+ if (update) LibFunctions.updateDBindex();
+ return;
+ }
+
+ /*
+ * Clear any waiting timer action saved in the playerConfig
+ */
+
+ var clearWaitTimer = function(pid) {
+ if (pid && waitList[pid]) {
+ clearTimeout(waitList[pid]);
+ waitList[pid] = undefined;
+ } else if (!pid) {
+ _.each(waitList,w=>clearTimeout(w));
+ waitList = {};
+ }
+ return;
+ };
+
+
+ /*
+ * Function to generate unique IDs for creating objects in Roll20
+ */
+
+ const generateUUID = function () {
+ var a = 0,
+ b = [];
+ return function () {
+ var c = (new Date()).getTime() + 0,
+ d = c === a;
+ a = c;
+ for (var e = new Array(8), f = 7; 0 <= f; f--) {
+ e[f] = "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(c % 64);
+ c = Math.floor(c / 64);
+ }
+ c = e.join("");
+ if (d) {
+ for (f = 11; 0 <= f && 63 === b[f]; f--) {
+ b[f] = 0;
+ }
+ b[f]++;
+ } else {
+ for (f = 0; 12 > f; f++) {
+ b[f] = Math.floor(64 * Math.random());
+ }
+ }
+ for (f = 0; 12 > f; f++) {
+ c += "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(b[f]);
+ }
+ return c;
+ };
+ }();
+ const generateRowID = function () {
+ return generateUUID().replace(/_/g, "Z");
+ };
+
+ /**
+ * Find the GM, generally when a player can't be found
+ */
+
+ var findTheGM = function() {
+ var playerGM,
+ players = findObjs({ _type:'player' });
+
+ if (players.length !== 0) {
+ if (!_.isUndefined(playerGM = _.find(players, function(p) {
+ var player = p;
+ if (player) {
+ if (playerIsGM(player.id)) {
+ return player.id;
+ }
+ }
+ }))) {
+ return playerGM.id;
+ }
+ }
+ return undefined;
+ }
+
+ /*
+ * Display a message with a link to the Release Notes
+ */
+
+ var displayReleaseNotesLink = function() {
+ var handoutIDs = LibFunctions.getHandoutIDs();
+ if (!doneRNmsg) {
+ doneRNmsg = true;
+ LibFunctions.sendFeedback(waitMsgDiv+'You can read the latest **[Release Notes here]('+fields.journalURL+handoutIDs.RPGMReleaseNotes+')**, version '+handouts.RPGM_Release_Notes.version+' updated '+(new Date(lastUpdate*1000).toDateString())+'
');
+ }
+ }
+
+ String.prototype.dbName = function() {
+ return this.toLowerCase().replace(reIgnore,'');
+ }
+
+ String.prototype.dispName = function() {
+ return (this || '').replace(/[-_]([^\d])/g,' $1').toLowerCase().split(' ').map(w => w.charAt(0).toUpperCase()+w.slice(1)).join(' ');
+// return str.charAt(0).toUpperCase()+str.slice(1);
+ }
+
+ String.prototype.hyphened = function() {
+ return (this || '').replace(/\s/g,'-');
+ }
+
+ String.prototype.trueCompare = function(txt) {
+ return (this || '').dbName() === (String(txt) || '').dbName();
+ }
+
+ class AbilityObj {
+ constructor( dBname, abilityObj, ctObj, source ) {
+ this.dB = dBname;
+ this.obj = (_.isUndefined(abilityObj) || !_.isArray(abilityObj) || abilityObj.length < 2) ? abilityObj : [_.clone(abilityObj[0]),_.clone(abilityObj[1])];
+ this.ct = ctObj;
+ this.source = source;
+ this.api = (!!abilityObj && !!abilityObj[1]) ? (abilityObj[1].body.trim()[0] == '!') : false;
+ }
+
+ specs(re = reSpecs) {
+ let specStr = (!this.obj || !this.obj[1]) ? undefined : this.obj[1].body.match(re);
+ return specStr ? [...('['+specStr[0]+']').matchAll(reSpecsAll)] : undefined;
+ }
+ data(re = reData) {
+ let specStr = (!this.obj || !this.obj[1]) ? undefined : this.obj[1].body.match(re);
+ return specStr ? [...('['+specStr[0]+']').matchAll(reDataAll)] : undefined;
+ }
+ hands(re = reSpecs) {
+ let specStr = (!this.obj || !this.obj[1]) ? undefined : this.obj[1].body.match(re);
+ return specStr ? [...('['+specStr[0]+']').matchAll(reHands)].concat([...('['+specStr[0]+']').matchAll(reHands2)] || []) : undefined;
+ }
+ classes() {
+ /**
+ * Search a database object body for the object "class"
+ **/
+ let objType = [],
+ specs = (!this.obj || !this.obj[1]) ? undefined : this.obj[1].body.match(/}}\s*?specs\s*?=(.*?){{/im);
+ specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : [];
+ for (let i=0; i < specs.length; i++) {
+ objType.push(specs[i][1]);
+ }
+ return _.uniq(objType.join('|').toLowerCase().split('|')).join('|');
+ }
+
+
+ }
+
+ class CharTable {
+ constructor( property, attrs, defaultVal ) {
+ if (!property || !isArray(property) || property.length < 2) throw new Error('Invalid attribute definition in table constructor');
+ this.property = property;
+ this.attrs = attrs || {};
+ this.defaultVal = defaultVal || {current:'',max:''};
+ }
+ }
+
+ class CharTableArray {
+ constructor( character, table, col ) {
+ if (!character) throw new Error('Invalid character object in table constructor');
+ if (!table || !isArray(table) || table.length < 2) throw new Error('Invalid table definition in table constructor');
+ this.character = character;
+ this.table = table;
+ this.tableType;
+ this.fieldGroup;
+ this.values = {};
+ this.sortKeys;
+ this.col = (_.isUndefined(col) || _.isNull(col) || (table && !_.isNull(table) && !table[1] && col && col==1)) ? '' : col;
+ }
+
+ /*
+ * A method to get the whole of a repeating table in
+ * two parts: an array of objects indexed by Roll20 object IDs,
+ * and an array of object IDs indexed by repeating table row number.
+ * Returns an object containing the table, and all parameters defining
+ * that table and where it came from.
+ */
+
+ addTable(attrDef,defaultVal=null,caseSensitive) {
+ if (_.isUndefined(attrDef) || !isArray(attrDef) || attrDef.length < 2) throw new Error('No table attribute supplied to addTable() for '+this.table[0]+', attrDef '+attrDef);
+ let rowName, index = 0, name = attrDef[0];
+ if (this.table && !_.isNull(this.table)) {
+ rowName = this.table[0]+this.col+'_$0_'+name+this.col;
+ } else {
+ rowName = name;
+ }
+
+ if (_.isUndefined(defaultVal) || _.isNull(defaultVal)) {
+ defaultVal=attrDef[2];
+ }
+
+ if (!this.hasOwnProperty(name)) {
+ this[name] = new CharTable( attrDef );
+ }
+ if (attrDef[1] === 'max' && _.isUndefined(this[name].defaultVal.current)) this[name].defaultVal.current = '';
+ if (attrDef[1] === 'current' && _.isUndefined(this[name].defaultVal.max)) this[name].defaultVal.max = '';
+ this[name].defaultVal[attrDef[1]] = defaultVal;
+ let match=rowName.match(/^(repeating_.*)_\$(\d+)_.*$/);
+
+ if(match){
+ let createOrderKeys=[],
+ attrMatcher=new RegExp(`^${rowName.replace(/_\$\d+_/,'_([-\\da-zA-Z]+)_')}$`,(caseSensitive?'i':'')),
+ orderMatcher=new RegExp(`^${this.table[0]}${this.col}_([-\\da-zA-Z]+)_`,(caseSensitive?'i':'')),
+ attrs=_.chain(findObjs({type:'attribute', characterid:this.character.id}))
+ .map((a)=>{
+ let isValue = a.get('name').match(attrMatcher);
+ let orderKey = isValue ? (a.get('name').match(orderMatcher)||['',''])[1] : '';
+ if (orderKey && !createOrderKeys.includes(orderKey)) {
+ createOrderKeys.push(orderKey);
+ };
+ return {attr:a,match:isValue};
+ })
+ .filter((o)=>o.match)
+ .reduce((m,o)=>{ m[o.match[1]]=o.attr; return m;},{})
+ .value(),
+ sortOrderKeys = _.chain( ((findObjs({
+ type:'attribute',
+ characterid:this.character.id,
+ name: `_reporder_${match[1]}`
+ })[0]||{get:_.noop}).get('current') || '' ).split(/\s*,\s*/))
+ .intersection(createOrderKeys)
+ .union(createOrderKeys)
+ .value();
+
+ if (_.isUndefined(this.sortKeys)) {
+ this.sortKeys = sortOrderKeys;
+ } else {
+ this.sortKeys = (sortOrderKeys.length > this.sortKeys.length) ? _.union(sortOrderKeys,this.sortKeys) : _.union(this.sortKeys,sortOrderKeys);
+ }
+ this[name].attrs=attrs;
+ if (_.isUndefined(this.values[attrDef[0]])) {
+ this.values[attrDef[0]] = Object.create({current:'',max:''});
+ }
+ this.values[attrDef[0]][attrDef[1]] = attrDef[2] || '';
+// if (this.table[0] == fields.Gear_table[0]) log('addTable: adding gear field '+name+' with default value '+(_.isUndefined(this.values[attrDef[0]]) ? 'undefined' : this.values[attrDef[0]][attrDef[1]]));
+ } else {
+ this[name].attrs=[];
+ if (_.isUndefined(this.sortKeys)) {
+ this.sortKeys = [];
+ }
+ }
+// log('addTable: '+name+' table '+rowName+' has '+this.sortKeys.length+' rows, with '+_.size(this[name].attrs)+' attribute objects and '+(((findObjs({type:'attribute',characterid:this.character.id,name: `_reporder_${match[1]}`})[0]||{get:_.noop}).get('current') || '' ).split(/\s*,\s*/)).length+' repOrder entries');
+ return this;
+ }
+
+ /*
+ * Find all the necessary tables to manage a repeating
+ * section of a character sheet. Dynamically driven by
+ * the table field definitions in the 'fields' object.
+ */
+
+ addAllTables( fieldGroup, caseSensitive ) {
+
+ var rows = {};
+
+ this.fieldGroup = fieldGroup;
+ this.values = {};
+ _.each( fields, (elem,key) => {
+ if (key.startsWith(fieldGroup)
+ && ['current','max'].includes(String(elem[1]).toLowerCase())) {
+ rows[key]=elem;
+ };
+ });
+ _.each(rows, (elem,key) => {
+ this.addTable( elem, elem[2], caseSensitive );
+ });
+ return this;
+ }
+
+ /**
+ * A function to return a table row ID given an index. If no row with the given
+ * index exists, return undefined.
+ **/
+
+ rowID( index ) {
+ return (_.isUndefined(index) || isNaN(index) || parseInt(index) < 0) ? undefined : this.sortKeys[index];
+ }
+
+ /**
+ * A function to take a table obtained using getTableField() and a row number, and
+ * safely return the value of the table row, or undefined. Uses the table object
+ * parameters such as the character object it came from and the field property.
+ * If the row entry is undefined use a default value if set in the getTableField() call,
+ * which can be overridden with an optional parameter. Can just return the row
+ * object or can return a different property of the object using the second optional parameter.
+ */
+
+ tableLookup( attrDef, index, defVal=true, retObj=false ) {
+
+ if (!attrDef || !isArray(attrDef) || attrDef.length < 2) throw new Error('No table attribute supplied to tableLookup() for '+this.table[0]+', attrDef '+attrDef);
+ var val, name = attrDef[0];
+ if (_.isUndefined(retObj)) {
+ retObj=false;
+ } else if (retObj === true) {
+ defVal=false;
+ }
+ if (_.isUndefined(defVal)) {
+ defVal=true;
+ }
+ if (this[name] && !_.isUndefined(index)) {
+ let property = (retObj === true) ? null : ((retObj === false) ? attrDef : retObj);
+ defVal = (defVal===false) ? (undefined) : ((defVal===true) ? this[name].defaultVal[attrDef[1]] : defVal);
+// if (!_.isUndefined(defVal)) defVal = String(defVal);
+ if (index>=0) {
+ let attrs = this[name].attrs,
+ sortOrderKeys = this.sortKeys;
+ if (index
{
+ if (_.isUndefined(elem.attrs)) return;
+ currentVal = (!rowVals || _.isUndefined(rowVals[key])) ? elem.defaultVal['current'] : rowVals[key]['current'];
+ maxVal = (!rowVals || _.isUndefined(rowVals[key])) ? elem.defaultVal['max'] : rowVals[key]['max'];
+ this.tableSet( [key,'current'], index, currentVal );
+ this.tableSet( [key,'max'], index, maxVal );
+ });
+ } else {
+ if (index > this.sortKeys.length) {
+ this.addTableRow( index-1, undefined );
+ }
+ let rowObjID = generateRowID();
+ let namePt1 = this.table[0]+this.col+'_'+rowObjID+'_';
+ let gotVals = !!rowVals && _.pairs(rowVals).length > 0;
+ _.each( list, (elem,key) => {
+ if (_.isUndefined(elem.attrs)) return;
+ rowObj = createObj( "attribute", {characterid: this.character.id, name: (namePt1+key+this.col)} );
+ if (!gotVals) {
+ newVal = _.isUndefined(this.values[key]) ? elem.defaultVal : this.values[key] ;
+ } else {
+ newVal = rowVals[key];
+ }
+ rowObj.set({current:newVal.current,max:newVal.max});
+ this[key].attrs[rowObjID] = rowObj;
+ this.sortKeys[index] = rowObjID;
+ });
+ }
+ return this;
+ }
+
+ /*
+ * Delete / remove a table row completely
+ */
+
+ delTableRow( index, checkName=false, delay=1 ) {
+
+ let list = this, objList = [];
+
+ let fieldGroup = this.fieldGroup;
+ if (!fieldGroup) throw new Error('undefined delTableRow fieldGroup');
+ if (index) index = parseInt(index);
+ if (_.isUndefined(index) || isNaN(index)) return this;
+
+ if ((index < 0) || ((index >= this.sortKeys.length) || _.isUndefined(this.sortKeys[index]) || (checkName && _.isUndefined(this.tableLookup( fields[fieldGroup+'name'], index, false ))))) return this;
+
+ _.each( list, (elem,key) => {
+ if (_.isUndefined(elem.attrs) || _.isUndefined(elem.attrs[this.sortKeys[index]])) return;
+ _.omit(elem.attrs,this.sortKeys[index]);
+ });
+
+ let delMatcher=new RegExp(`^${this.table[0]}${this.col}_${this.sortKeys[index]}_`,'');
+ _.chain( findObjs({type:'attribute', characterid:this.character.id}))
+ .map((o) => {return {attr:o,match:o.get('name').match(delMatcher)}})
+ .filter((o) => o.match)
+ .map((o) => setTimeout(() => o.attr.remove(), delay++))
+ .value();
+
+ this.sortKeys.splice(index,1);
+ return this;
+ };
+
+ /*
+ * Remove all blanked lines from a table
+ * USE WITH CARE - row indexes can have meaning especially in legacy sheets
+ */
+
+ removeBlankLines() {
+ return new Promise(resolve => {
+ try {
+ var prefix = this.fieldGroup,
+ row, count = 0;
+ if (!prefix) return this;
+ while (!_.isUndefined(row = this.tableFind( fields[prefix+'name'], '-', false))) {
+ this.delTableRow( row, false, 1000 );
+ if (++count > fields.MIRows) break;
+ };
+ } catch (e) {
+ sendCatchError('RPGM Library',msg_orig[senderId],e);
+ } finally {
+ setTimeout(() => {
+ resolve(this);
+ }, 100);
+ }
+ });
+ };
+
+ /*
+ * A function to find the index of a matching entry in a table
+ */
+
+ tableFind( attrDef, val, def=true, every=false ) {
+
+ let findRE = _.isRegExp(val);
+ let findArray = _.isArray(val);
+ let findVal = !findRE && !findArray && (_.isString(val) || _.isNumber(val) || _.isBoolean(val));
+ if (!(findRE || findArray || findVal)) {
+ LibFunctions.sendError('Invalid search term "'+val+'" of type '+typeof val+' for tableFind while searching '+this.table[0]);
+ return undefined;
+ };
+ if (findVal) val = String(val).dbName() || '-';
+ if (findArray) val = val.map(v => String(v).dbName() || '-');
+ let property = attrDef[1];
+ let attrVal = LibFunctions.attrLookup( this.character, attrDef );
+ let indexArray = [], tableIndex = -1;
+
+ if ((this.table[1] < 0) && (findVal ? (val === String(attrVal.dbName() || '-')) :
+ (findRE ? (attrVal.search(val) >= 0) :
+ (findArray ? (val.includes(attrVal.dbName() || '-')) :
+ false )))) {
+ if (!every) return parseInt(tableIndex);
+ indexArray.push(tableIndex);
+ }
+ let attrs = this[attrDef[0]].attrs;
+ if (!def) tableIndex = undefined;
+ for (let i=0; i < this.sortKeys.length; i++) {
+ let elem = _.has(attrs,this.sortKeys[i]) ? attrs[this.sortKeys[i]].get(property) : (def ? attrDef[2] : undefined);
+ if (!_.isUndefined(elem)) {
+ if (findVal ? (val === (String(elem).dbName() || '-')) :
+ (findRE ? (String(elem).search(val) >= 0) :
+ (findArray ? (val.includes(String(elem).dbName() || '-')) :
+ false ))) {
+
+ indexArray.push(i);
+ if (_.isUndefined(tableIndex) || tableIndex < 0) tableIndex = i;
+ if (!every) break;
+ };
+ };
+ };
+
+ if (def && tableIndex < 0 && ((findVal && val === '-') || (findArray && val.includes('-')))) {
+ tableIndex = this.sortKeys.length;
+ indexArray.push(tableIndex);
+ }
+ return !indexArray.length ? undefined : (every ? indexArray : tableIndex)
+ };
+
+ /*
+ * Another way of calling tableFind() with the every parameter set to true
+ */
+
+ tableFindAll( attrDef, val, def ) {
+ return this.tableFind( attrDef, val, def, true );
+ };
+
+ /*
+ * A function to set all rows of just one field of a table to
+ * a provided value, or its default if value not provided
+ */
+
+ tableDefault( attrDef, val ) {
+ if (!attrDef || !isArray(attrDef) || attrDef.length < 2) throw new Error('No table attribute supplied to tableDefault() for '+this.table[0]+', attrDef '+attrDef);
+ if (_.isUndefined(val) || _.isNull(val)) val = this[attrDef[0]].defaultVal[attrDef[1]];
+ if (!this[attrDef[0]]) throw new Error('Invalid table attribute '+attrDef[0]+' supplied for '+this.table[0]);
+ _.each(this[attrDef[0]].attrs, obj => {
+ obj.set(attrDef[1],val);
+ });
+ return this;
+ }
+
+ /*
+ * Make a copy of the default values for the table
+ */
+
+ copyValues() {
+ let newValues = {};
+ _.each( this.values, (v,k) => newValues[k] = Object.create(v));
+ return newValues;
+ }
+
+ /*
+ * Copy and return the values of an existing line of a table
+ */
+
+ copyRow(row) {
+ let newValues = this.copyValues();
+ if (row < this.sortKeys.length) {
+ _.each( this.values, (v,k) => {
+ let fieldObj = this.tableLookup([k,null],row);
+ if (_.isUndefined(fieldObj)) return;
+ newValues[k]['current'] = fieldObj.get('current');
+ newValues[k]['max'] = fieldObj.get('max');
+ });
+ };
+ return newValues;
+ }
+
+ /*
+ * Clean a table with unindexable rows
+ */
+
+ cleanTable(field) {
+ let i=0;
+ do {
+ if (_.isUndefined(this.tableLookup(field,i,false))) {
+ this.delTableRow(i);
+ } else {
+ i++;
+ };
+ } while (i < this.sortKeys.length);
+ return this;
+ }
+
+ }
+
+ class CSdbIndex {
+ constructor() {
+ this.mu_spells_db = {};
+ this.pr_spells_db = {};
+ this.powers_db = {};
+ this.mi_db = {};
+ this.race_db = {};
+ this.class_db = {};
+ this.attacks_db = {};
+ }
+ }
+
+
+ class LibFunctions {
+
+ static init(){
+
+ /** ------------------------------- Table Management ---------------------------- **/
+
+ /*
+ * A function to get the whole of a repeating table in
+ * two parts: an array of objects indexed by Roll20 object IDs,
+ * and an array of object IDs indexed by repeating table row number.
+ * Returns an object containing the table, and all parameters defining
+ * that table and where it came from.
+ */
+
+ LibFunctions.getTableField = function(character,tableObj,tableDef,attrDef,col,defaultVal=null,caseSensitive) {
+ if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, col );
+ tableObj.addTable( attrDef, defaultVal, caseSensitive );
+ return tableObj;
+ }
+
+ /*
+ * Find all the necessary tables to manage a repeating
+ * section of a character sheet. Dynamically driven by
+ * the table field definitions in the 'fields' object.
+ */
+
+ LibFunctions.getTable = function( character, fieldGroup, col, tableObj, caseSensitive ) {
+ if (!fieldGroup) return undefined;
+ let tableDef = fieldGroup.tableDef;
+ if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, col );
+ tableObj.addAllTables( fieldGroup.prefix, caseSensitive );
+ return tableObj;
+ }
+
+ /*
+ * Get all tables in a particular numbered group of tables,
+ * based not on columns but on a numbered sequence of prefixes
+ */
+
+ LibFunctions.getLvlTable = function( character, fieldGroup, lvl, tableObj, caseSensitive ) {
+ if (_.isUndefined(lvl) || _.isNull(lvl)) lvl = '';
+ let tableDef = [fieldGroup.tableDef[0]+lvl,fieldGroup.tableDef[1]];
+ if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, null );
+ tableObj.addAllTables( fieldGroup.prefix, caseSensitive );
+ return tableObj;
+ }
+
+ /*
+ * Function to initialise a values[] array to hold data for
+ * setting a table row to.
+ */
+
+ LibFunctions.initValues = function( fieldGroup, values ) {
+
+// let values = [new Set()];
+ if (_.isUndefined(values)) values = {};
+ let rows = _.filter( fields, (elem,f) => f.startsWith(fieldGroup))
+ .map(elem => {
+ if (_.isUndefined(values[elem[0]])) {
+ values[elem[0]] = {current:'',max:''};
+ }
+ values[elem[0]][elem[1]] = elem[2] || '';
+ });
+ return values;
+ }
+
+// ------------------------------------------------ Table Group Management --------------------------------- //
+
+ /*
+ * Get a group of tables all of a similar structure,
+ * which can be treated all as one larger table
+ */
+
+ LibFunctions.getTableGroup = function( charCS, tableGroupDef, col, caseSensitive ) {
+
+ var TableGroup = {};
+ for (const table of tableGroupDef.tableDef) {
+ TableGroup[table] = LibFunctions.getTable( charCS, fieldGroups[table], col, {}, caseSensitive );
+ };
+ return TableGroup;
+ };
+
+ /*
+ * Get a single field of a group of tables
+ */
+
+ LibFunctions.getTableGroupField = function( charCS, TableGroup={}, tableGroupDef, attrDef, col, defVal=null, caseSensitive ) {
+
+ for (const table of tableGroupDef.tableDef) {
+ TableGroup[table] = LibFunctions.getTableField( charCS, (_.isUndefined(TableGroup[table]) ? {} : TableGroup[table]), fieldGroups[table].tableDef, fields[fieldGroups[table].prefix+attrDef], col, defVal, caseSensitive );
+ };
+ return TableGroup;
+ };
+
+ /*
+ * Convert a global row index to a table group table name, row, and rowID
+ */
+
+ LibFunctions.tableGroupIndex = function( tableGroup, index ) {
+ if (!_.isUndefined(index) && !isNaN(index)) {
+ var row = Number(index)+1;
+ for (const table in tableGroup) {
+ row = row - tableGroup[table].sortKeys.length;
+ if (row <= 0) {
+ return [index,table,tableGroup[table].rowID(index)];
+ }
+ index = row-1;
+ }
+ };
+ return [undefined,undefined,undefined];
+ };
+
+ /*
+ * Convert a table and index in that table to a whole-group index
+ */
+
+ LibFunctions.indexTableGroup = function( tableGroup, groupTable, index ) {
+ if (isArray(groupTable)) {
+ index = groupTable[0];
+ groupTable = String(groupTable[1]);
+ };
+ if (_.isUndefined(index) || _.isUndefined(groupTable)) return undefined;
+ var row = 0;
+ for (const table in tableGroup) {
+// log('indexTableGroup: groupTable = '+groupTable+', index = '+index+', table = '+table+', row = '+row);
+ if (table === groupTable) return row+index;
+ row += tableGroup[table].sortKeys.length;
+ };
+ return row;
+ };
+
+ /*
+ * Function to lookup an item from a table group row
+ */
+
+ LibFunctions.tableGroupLookup = function( tableGroup, attrDef, index, defVal, retObj ) {
+ if (!_.isUndefined(index)) {
+ var table,row;
+ [row,table] = LibFunctions.tableGroupIndex( tableGroup, index );
+ if (!_.isUndefined(table)) {
+ return tableGroup[table].tableLookup( fields[fieldGroups[table].prefix+attrDef], row, defVal, retObj );
+ };
+ };
+ return undefined;
+ };
+
+ /*
+ * Function to search a column across multiple tables for a value
+ */
+
+ LibFunctions.tableGroupFind = function( tableGroup, attrDef, val, def=true, every=false ) {
+ if (_.isUndefined(val) || !val) return [undefined,undefined];
+ var tableIndex,
+ foundTables,
+ indexArray,
+ rowIDs;
+ for (const table in tableGroup) {
+ if (!_.isUndefined(tableGroup[table])) {
+ tableIndex = tableGroup[table].tableFind( fields[fieldGroups[table].prefix+attrDef], val, def, every );
+ if (tableIndex == tableGroup[table].sortKeys.length) tableIndex = undefined;
+ };
+ if (!_.isUndefined(tableIndex) && !every) {
+ foundTables = table;
+ rowIDs = tableGroup[table].rowID(tableIndex);
+ break;
+ };
+ if (!_.isUndefined(tableIndex)) {
+ if (_.isUndefined(foundTables)) foundTables = [];
+ foundTables.push(table);
+ if (_.isUndefined(indexArray)) indexArray = [];
+ indexArray.push(parseInt(tableIndex));
+ if (_.isUndefined(rowIDs)) rowIDs = [];
+ rowIDs.push(tableGroup[table].rowID(tableIndex));
+ };
+ };
+ return [ (_.isUndefined(tableIndex) ? undefined : (every ? indexArray : parseInt(tableIndex))), foundTables, rowIDs ];
+ };
+
+ /*
+ * Translate an item class to the table it appears in
+ */
+
+ LibFunctions.getItemTable = function( itemClass='' ) {
+ if (!itemClass) return 'GEAR';
+ itemClass = itemClass.dbName().split('|');
+ let key = (_.findKey( _.pick(fieldGroups, f => f.dataClass.length > 0 ), (group) => {
+ return (_.intersection(group.dataClass,itemClass).length > 0);
+ }) || 'GEAR');
+ return key;
+ };
+
+ /** ------------------------ Attribute Management ------------------------------ **/
+
+ /**
+ * A function to return the handle for the 'fields' object for the represented
+ * character sheet mapping, and an object of handles for other game-specific values.
+ **/
+
+ LibFunctions.getRPGMap = function() {
+ RPGMap.dbNames = dbNames;
+ RPGMap.fieldGroups = fieldGroups;
+ RPGMap.miTypeLists = miTypeLists;
+ RPGMap.clTypeLists = clTypeLists;
+ RPGMap.spTypeLists = spTypeLists;
+ RPGMap.classMap = classMap;
+ RPGMap.baseThac0table = baseThac0table;
+ RPGMap.spellsPerLevel = spellsPerLevel;
+ RPGMap.spellLevels = spellLevels;
+ RPGMap.specMU = specMU;
+ RPGMap.ordMU = ordMU;
+ RPGMap.wisdomSpells = wisdomSpells;
+ RPGMap.casterLevels = casterLevels;
+ RPGMap.primeClasses = primeClasses;
+ RPGMap.classLevels = classLevels;
+ RPGMap.rangedWeapMods = rangedWeapMods;
+ RPGMap.saveLevels = saveLevels;
+ RPGMap.baseSaves = baseSaves;
+ RPGMap.classSaveMods = classSaveMods;
+ RPGMap.raceSaveMods = raceSaveMods;
+ RPGMap.attrMods = attrMods;
+ RPGMap.defaultNonProfPenalty = defaultNonProfPenalty;
+ RPGMap.classNonProfPenalty = classNonProfPenalty;
+ RPGMap.raceToHitMods = raceToHitMods;
+ RPGMap.classAllowedWeaps = classAllowedWeaps;
+ RPGMap.classAllowedArmour = classAllowedArmour;
+ RPGMap.weapMultiAttks = weapMultiAttks;
+ RPGMap.punchWrestle = punchWrestle;
+ RPGMap.saveFormat = saveFormat;
+ RPGMap.rogueSkills = rogueSkills;
+ RPGMap.thiefSkillFactors = thiefSkillFactors;
+ RPGMap.rogueDexMods = rogueDexMods;
+ RPGMap.reSpellSpecs = reSpellSpecs;
+ RPGMap.reWeapSpecs = reWeapSpecs;
+ RPGMap.reACSpecs = reACSpecs;
+ RPGMap.reModSpecs = reModSpecs;
+ RPGMap.reClassSpecs = reClassSpecs;
+ RPGMap.reThiefSpecs = reThiefSpecs;
+ RPGMap.reNPCThiefSpecs = reNPCThiefSpecs;
+ RPGMap.reSaveSpecs = reSaveSpecs;
+ RPGMap.reAttr = reAttr;
+ RPGMap.showMoreObj = showMoreObj;
+ return [fields,RPGMap];
+ }
+
+ /**
+ * A function to lookup the value of any attribute, including repeating rows, without errors
+ * thus avoiding the issues with getAttrByName()
+ *
+ * Thanks to The Aaron for this, which I have modded to split and
+ * allow tables to be loaded once rather than multiple times.
+ */
+
+ LibFunctions.attrLookup = function(character,attrDef,tableDef,r,c='',caseSensitive=false, defValParam=true) {
+ let name, match,
+ property = attrDef[1];
+
+ if (!character || !character.id || (tableDef && isNaN(r))) return undefined;
+
+ if (tableDef && (tableDef[1] || r >= 0)) {
+ c = (tableDef[1] || c != 1) ? c : '';
+ name = tableDef[0] + c + '_$' + r + '_' + attrDef[0] + c;
+ } else {
+ name = attrDef[0];
+ }
+ let defVal = (defValParam === false ? undefined : (defValParam === true ? attrDef[2] : defValParam));
+ if (!_.isUndefined(defVal)) defVal = String(defVal);
+ match=name.match(/^(repeating_.*)_\$(\d+)_.*$/);
+ if(match){
+ let index=match[2];
+ let tableObj = new CharTableArray( character, tableDef, c );
+ tableObj.addTable(attrDef,null,caseSensitive);
+ return tableObj.tableLookup(attrDef,index,defValParam,!attrDef[1]);
+ } else {
+ let attrObj = findObjs({ type:'attribute', characterid:character.id, name:name}, {caseInsensitive: !caseSensitive});
+ if (!attrObj || attrObj.length == 0) {
+ return (_.isUndefined(property) || _.isNull(property)) ? undefined : defVal;
+ } else if (_.isUndefined(property) || _.isNull(property)) {
+ return getObj('attribute',attrObj[0].id);
+ } else {
+ let value = getObj('attribute',attrObj[0].id).get(property);
+ return (_.isUndefined(value) ? defVal : String(value));
+ }
+ }
+ }
+
+ /**
+ * Check that an attribute exists, set it if it does, or
+ * create it if it doesn't using !setAttr
+ **/
+
+ LibFunctions.setAttr = function( character, attrDef, attrValue, tableDef, r, c, caseSensitive ) {
+
+ var name, attrObj, match;
+
+ if (_.isUndefined(attrDef) || !attrDef[0] || !attrDef[0].length || !['current','max'].includes(attrDef[1])) {log('setAttr attrDef badly defined:'+attrDef);return undefined;}
+ try {
+ name = attrDef[0];
+ } catch {
+ return undefined;
+ }
+
+ if (tableDef && (tableDef[1] || r >= 0)) {
+ c = (c && (tableDef[1] || c != 1)) ? c : '';
+ name = tableDef[0] + c + '_$' + r + '_' + attrDef[0] + c;
+ } else {
+ name = attrDef[0];
+ }
+ match=name.match(/^(repeating_.*)_\$(\d+)_.*$/);
+ if(match){
+ let tableObj = new CharTableArray( character, tableDef, c );
+ tableObj.addTable(attrDef,null,caseSensitive);
+ if (tableObj) {
+ attrObj = tableObj.tableLookup(attrDef,r,false,true);
+ }
+ } else {
+ attrObj = LibFunctions.attrLookup( character, [name, null], null, null, null, caseSensitive );
+ if (!attrObj) {
+ attrObj = createObj( 'attribute', {characterid:character.id, name:attrDef[0], current:'', max:''} );
+ }
+ };
+ if (attrObj) {
+ if (_.isUndefined(attrValue)) attrValue = _.isUndefined(attrDef[2]) ? '' : attrDef[2];
+ if (attrDef[3]) {
+ attrObj.setWithWorker(attrDef[1],String(attrValue));
+ } else {
+ attrObj.set(attrDef[1],String(attrValue));
+ }
+ }
+ return attrObj;
+ }
+
+ /*
+ * Lookup a spell or power storing attribute in both legacy and current forms
+ */
+
+ LibFunctions.miSpellLookup = function( charCS, miName, index, objID, attr, postfix='', spell='', def=true ) {
+
+ if (_.isNull(postfix)) postfix = '';
+ let dashPost = postfix ? '-'+postfix : '';
+ if (_.isNull(spell)) spell = '';
+ let dashSpell = spell ? '-'+spell : '';
+ if (_.isNull(objID) || !objID) objID = index;
+ let val = LibFunctions.attrLookup( charCS, [attr[0]+miName+dashPost+dashSpell+'+'+objID,attr[1]], null, null, null, false, false );
+ if (_.isUndefined(val)) val = LibFunctions.attrLookup( charCS, [attr[0]+miName+dashPost+'+'+index+dashSpell,attr[1]], null, null, null, false, false );
+ if (_.isUndefined(val)) val = LibFunctions.attrLookup( charCS, [attr[0]+miName+dashPost+dashSpell,attr[1],attr[2]], null, null, null, false, ((postfix.length || spell.length) ? false : def) );
+ if (_.isUndefined(val) && (postfix.length || spell.length)) val = LibFunctions.attrLookup( charCS, [attr[0]+postfix+(postfix ? dashSpell : spell),attr[1],attr[2]], null, null, null, false, def );
+ return val;
+ };
+
+ /** --------------------------- Ability Management Functions ------------------------------ **/
+
+
+ /**
+ * Find an ability macro with the specified name in any
+ * macro database with the specified root name, returning
+ * the database name, and the matching "ct-" object.
+ * If can't find a matching ability macro or "ct-" object
+ * then return undefined objects
+ * RED v2.044: Updated to use a database index of object IDs
+ * to speed up lookups.
+ **/
+
+ LibFunctions.abilityLookup = function( rootDB, ability, charCS, silent=false, def=true, isGM=false, trueAbility='' ) {
+
+ var charID, obj, ct, db, spells, items, objIndex, abilityName, action,
+ trueAbilityName = String(trueAbility || '').dbName(),
+ source = 'charDB',
+ notFound = false,
+ abilityObj = [],
+ ctObj = [],
+ rDB = rootDB.toLowerCase().replace(/-/g,'_');
+
+ var getTypes = function( body ) {
+ let objType = [],
+ specs = body.match(/}}\s*?specs\s*?=(.*?){{/im);
+ specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : [];
+ for (let i=0; i < specs.length; i++) {
+ objType.push(specs[i][1]);
+ }
+ return _.uniq(objType.join('|').toLowerCase().split('|')).join('|');
+ };
+
+ if (_.isUndefined(DBindex[rDB])) {
+ for (db of _.keys(DBindex)) {
+ if (rDB.startsWith(db)) {
+ rDB = db;
+ break;
+ }
+ }
+ }
+ if (!ability || ability.length==0 || ability === '-') {
+ return (!def ? new AbilityObj( rootDB, undefined, undefined, undefined) : new AbilityObj( rDB, [undefined,blankItem], [undefined,0], 'apiDB'));
+ }
+
+ do {
+ abilityName = String(ability || '').dbName();
+ if (!_.isUndefined(DBindex[rDB]) && !_.isUndefined(DBindex[rDB][abilityName])) {
+ objIndex = DBindex[rDB][abilityName];
+ if (objIndex[0].length) {
+ obj = getObj('ability',objIndex[0]);
+ }
+ }
+ if (charCS && (!objIndex || (objIndex[0].length && !obj))) {
+ obj = findObjs({ type:'ability', characterid:charCS.id, name:(ability.replace(/\s/g,'-')) });
+ if (obj && obj.length) {
+ source = 'sheet';
+ obj = obj[0];
+ objIndex = [];
+ objIndex.push(obj.id);
+ ct = findObjs({ type:'attribute', characterid:charCS.id, name:'ct-'+ability });
+ }
+ }
+ notFound = notFound || (!objIndex || (objIndex[0].length && !obj));
+ if (notFound) ability = trueAbility;
+ } while (notFound && abilityName !== trueAbilityName && ability && ability.length);
+
+ if (!objIndex || (objIndex[0].length && !obj)) {
+// if (!silent) log('Not found ability '+abilityName+' in any '+rootDB+' database');
+ return new AbilityObj( rootDB, undefined, undefined, undefined);
+ } else if (!objIndex[0].length || !obj) {
+ source = 'apiDB';
+ db = rootDB;
+ obj = dbNames[objIndex[2]].db[objIndex[3]];
+ if (!obj) return new AbilityObj( rootDB, undefined, undefined, undefined);
+ obj.body = LibFunctions.parseStr(obj.body,dbReplacers);
+ abilityObj = [undefined,obj];
+ ctObj = [undefined,obj.ct];
+ } else {
+ charID = obj.get('characterid');
+ db = getObj('character',charID).get('name');
+ spells = db.startsWith(fields.MU_SpellsDB) || db.startsWith(fields.PR_SpellsDB) || db.startsWith(fields.Powers_DB);
+ items = db.startsWith(fields.MagicItemDB);
+ abilityObj[0] = obj;
+ action = obj.get('action');
+ ct = !ct ? getObj('attribute',objIndex[1]) : ct[0];
+ abilityObj[1] = {name:obj.get('name'),
+ type:getTypes(action),
+ ct:(!ct ? 0 : ct.get('current')),
+ charge:(!ct || spells ? 'uncharged' : ct.get('max')),
+ cost:(!ct || items ? '0' : ct.get('max')),
+ body:action};
+ ctObj = [ct,abilityObj[1].ct];
+ };
+// if (!notFound && !isGM) abilityObj[1].body = abilityObj[1].body.replace(/{{\s*?Looks Like\s*=.*?}}/img,'');
+ return new AbilityObj( db, abilityObj, ctObj, source );
+ }
+
+ /*
+ * Create or update an ability on a character sheet
+ */
+
+ LibFunctions.setAbility = function( charCS, abilityName, abilityMacro, actionBar=false ) {
+
+ if (!charCS) {log('setAbility error: invalid character sheet');return;}
+ abilityName = !abilityName ? '-' : abilityName.hyphened();
+ var abilityObj = findObjs({type: 'ability',
+ characterid: charCS.id,
+ name: abilityName},
+ {caseInsensitive:true});
+ if (!abilityObj || abilityObj.length == 0 || !abilityObj[0] || abilityObj[0].get('name') !== abilityName) {
+ abilityObj = createObj( 'ability', {characterid: charCS.id,
+ name: abilityName,
+ action: abilityMacro,
+ istokenaction: actionBar});
+ } else {
+ abilityObj = abilityObj[0];
+ abilityObj.set( 'action', abilityMacro );
+ abilityObj.set( 'istokenaction', actionBar );
+ }
+ return abilityObj;
+ }
+
+ /*
+ * Handle displaying an Ability Macro
+ */
+
+ LibFunctions.doDisplayAbility = function( args, selected, senderId, as, img ) { // resolveData
+ if (!args) return;
+// if (!args[0] && selected && selected.length) {
+// args[0] = selected[0]._id;
+// }
+ if (args.length < 3) {
+ LibFunctions.sendError('Incorrect RPGMaster command syntax',msg_orig[senderId]);
+ return;
+ }
+ var charCS = LibFunctions.getCharacter(args[0]);
+ if (charCS) args.unshift('standard');
+ var cmd = (args[0] || 'standard').toLowerCase(),
+ tokenID = args[1],
+ db = args[2],
+ ability = args[3],
+ diceRoll1 = args[4] || '',
+ diceRoll2 = args[5] || '',
+ targetID = args[6] || '',
+ extra = args[7] || '',
+ targetToken = getObj('graphic',targetID),
+ targetCS = (targetToken ? getObj('character',targetToken.get('represents')) : undefined),
+ isView = cmd.includes('view'),
+ abObj, abilityMacro, itemRow, itemRowID, table;
+
+ var diceRoll = function( rollTxt ) {
+ if (!rollTxt) return randomInteger(20);
+ var retVal = rollTxt.match(/^\d+d\d+$/i);
+ retVal = (!retVal) ? parseInt(LibFunctions.evalAttr(rollTxt)) : '[['+retVal+']]';
+ return retVal;
+ };
+
+ if (!tokenID && selected && selected.length) {
+ tokenID = selected[0]._id;
+ }
+ if (!charCS) charCS = LibFunctions.getCharacter(tokenID);
+ if (!charCS) {
+ LibFunctions.sendError('The token identified does not represent a character sheet',msg_orig[senderId]);
+ return;
+ }
+ var Items = LibFunctions.getTableGroupField( charCS, {}, fieldGroups.MI, 'name' );
+
+ if (/^\d/.test(ability)) {
+ itemRow = parseInt(ability);
+ ability = (ability.split('/'))[1];
+ if (_.isUndefined(ability) || !ability.length) {
+ ability = LibFunctions.tableGroupLookup( Items, 'name', itemRow );
+ };
+ [itemRow,table,itemRowID] = LibFunctions.tableGroupIndex( Items, itemRow );
+ } else {
+ [itemRow,table,itemRowID] = LibFunctions.tableGroupFind( Items, 'name', ability );
+ };
+
+ if (db.toLowerCase().includes('-db')) {
+
+ abObj = LibFunctions.getAbility( db, ability, charCS, false, playerIsGM(senderId), '', itemRow, itemRowID );
+ if (!abObj.obj || !abObj.obj[1]) {
+ LibFunctions.sendError(('The provided ability does not exist in any '+db+' database'),msg_orig[senderId]);
+ return;
+ }
+ abilityMacro = abObj.obj[1].body;
+ } else {
+ var abilityCS = findObjs({type:'character',_id:db});
+ if (!abilityCS || !abilityCS.length) abilityCS = findObjs({type:'character',name:db}, {caseInsensitive: true});
+ if (abilityCS && abilityCS[0]) {
+ abObj = {obj:[]};
+ abObj.obj = findObjs({type:'ability',characterid:abilityCS[0].id,name:ability}, {caseInsensitive: true});
+ }
+ if (!abObj.obj || !abObj.obj.length) {
+ LibFunctions.sendError(('Not found ability '+ability+' for character '+db),msg_orig[senderId]);
+ return;
+ }
+ abilityMacro = abObj.obj[0].get('action');
+ }
+ diceRoll1 = diceRoll(diceRoll1);
+ diceRoll2 = diceRoll(diceRoll2);
+
+ abilityMacro = abilityMacro.replace(/\}\}\}/g,'} }}')
+ .replace(/%%diceRoll1%%/img,diceRoll1)
+ .replace(/%%diceRoll2%%/img,diceRoll2)
+ .replace(/@{selected\|token_id}/img,tokenID)
+ .replace(/@{selected/img,'@{'+charCS.get('name'));
+ if (targetToken && targetCS) {
+ let targetHP = LibFunctions.getTokenValue( targetToken, fields.token_HP, fields.HP, null, fields.Thac0_base, false );
+ let targetMaxHP = LibFunctions.getTokenValue( targetToken, fields.token_MaxHP, fields.MaxHP, null, fields.Thac0_base, false );
+ let targetAC = LibFunctions.getTokenValue( targetToken, fields.token_AC, fields.AC, fields.MonsterAC, fields.Thac0_base, false );
+ let tokenName = targetToken.get('name');
+ let targetName = targetCS.get('name');
+ let heart = abilityMacro.match(/\{\{\s*Token[_\s]Heart\s*=.*?\}\}/im);
+ if (heart) {
+ abilityMacro = abilityMacro.replace(heart[0],'{{Token_Heart='+Math.ceil(8*Math.max(0,targetHP.val)/targetMaxHP.val)+'}}');
+ }
+ abilityMacro = abilityMacro.replace(/@\{\s*target\s*\|?[^\{\}]*?\|\s*token_id\s*\}/img,targetID)
+ .replace(/(?:\[\[)?\s*(?:0\s*\+)?\s*@\{target\|?[^\{\}]*?\|hp\|max\}\s*(?:\&\{noerror\})?\s*(?:\]\])?/img,targetMaxHP.val+' ')
+ .replace(/(?:\[\[)?\s*(?:0\s*\+)?\s*@\{target\|?[^\{\}]*?\|hp\}\s*(?:\&\{noerror\})?\s*(?:\]\])?/img,targetHP.val+' ')
+ .replace(new RegExp('(?:\\[\\[)?\\s*(?:0\\s*\\+)?\\s*@\\{target\\|?[^\\{\\}]*?\\|'+targetMaxHP.name+'\\|max\\}\\s*(?:\\&\\{noerror\\})?\\s*(?:\\]\\])?','img'),targetMaxHP.val+' ')
+ .replace(new RegExp('(?:\\[\\[)?\\s*(?:0\\s*\\+)?\\s*@\\{target\\|?[^\\{\\}]*?\\|'+targetHP.name+'\\}\s*(?:\\&\\{noerror\\})?\\s*(?:\\]\\])?','img'),targetHP.val+' ')
+ .replace(/(?:\[\[)?\s*(?:0\s*\+)?\s*@\{target\|?[^\{\}]*?\|ac\}\s*(?:\&\{noerror\})?\s*(?:\]\])?/img,targetAC+' ')
+ .replace(/@\{target\|?[^\{\}]*?\|token_name\}(?:\s*\&\{noerror\})?/img,tokenName+' ');
+ let targetFields = [...abilityMacro.matchAll(/(?:\[\[)?(?:\s*0\s*\+)?\s*(@\{target\|.*?\})\s*(?:\&\{noerror\})?\s*(?:\]\])?/img)];
+ _.each(targetFields, f => abilityMacro = abilityMacro.replace(f[0],f[1]));
+ abilityMacro = abilityMacro.replace(/@\{target\|?[^\{\}]*?\|/img,'@{'+targetName+'|');
+ }
+ cmd = cmd.replace(/\-?view/,'');
+ if (isView && !state.MagicMaster.viewActions) {
+// abObj.obj[0].set('action',abilityMacro);
+// abObj.obj = LibFunctions.greyOutButtons( tokenID, charCS, abObj.obj );
+// abilityMacro = abObj.obj[0].get('action');
+ abilityMacro = LibFunctions.greyOutButtons( tokenID, charCS, abilityMacro );
+ };
+ if (!extra.startsWith('{{')) {
+ abilityMacro += extra;
+ } else {
+ abilityMacro = abilityMacro.replace(/}}\s*$/m,'}}'+extra);
+ };
+
+// log('doDisplayAbility: abilityMacro = '+abilityMacro);
+
+// = abilityMacro.replace(/(? LibFunctions.parseStr((LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+name+'+'+rowID+'-'+w,'current'] )
+ || LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+name+'+'+row+'-'+w,'current'] )
+ || '').split('/')[v] || '');
+
+ if (abObj.obj && abObj.obj[1]) {
+ do {
+ extra = abObj.obj[1].body.match(/%{([^\|]+?)\|([^}]+?)}/);
+ if (extra) {
+ if (!extraList.includes(extra[2].dbName())) {
+ extraList.push(extra[2].dbName());
+ extraDef = LibFunctions.abilityLookup( extra[1], extra[2], charCS, silent );
+ } else {
+ extraDef.obj = undefined;
+ }
+ if (extraDef.obj) {
+ abObj.obj[1].body = abObj.obj[1].body.replace(/%{([^\|]+?)\|([^}]+?)}/,extraDef.obj[1].body.replace('$$','$$$$'));
+ } else {
+ abObj.obj[1].body = abObj.obj[1].body.replace(/%{([^\|]+?)\|([^}]+?)}/,'');
+ }
+ }
+ } while (extra && extraDef.obj);
+
+ trueName = (trueName || '').trim();
+ if (!isGM && trueName && trueName.length && (name.dbName() === trueName.dbName())) {
+ abObj.obj[1].body = abObj.obj[1].body.replace(/{{\s*?Looks\s?Like\s*=/img,'{{Appearance=');
+ }
+ if (charCS) {
+ if (trueName && trueName.length && name.dbName() !== trueName.dbName()) {
+ let cmd = '{{GM Info=[Reveal Now](!magic --button GM-ResetSingleMI|'+charCS.id+'|'+(name)
+ + ' --message gm|'+charCS.id+'|Revealing '+(trueName.dispName())+'|The item '+(trueName.dispName())+' which was hidden as '+(name.dispName())+' has been revealed)';
+ if (/{{\s*GM\s?Info\s*=/im.test(abObj.obj[1].body)) {
+ abObj.obj[1].body = abObj.obj[1].body.replace(/{{\s*GM\s?Info\s*=([^\[])/im,(cmd + ' $1'));
+ } else {
+ abObj.obj[1].body += cmd + '}}';
+ }
+ }
+ while (reVars.test(abObj.obj[1].body)) abObj.obj[1].body = abObj.obj[1].body.replace(reVars,varRes);
+ abObj.obj[0] = LibFunctions.setAbility( charCS, name, abObj.obj[1].body );
+ LibFunctions.setAttr( charCS, [fields.CastingTimePrefix[0]+name,'current'], abObj.obj[1].ct );
+ LibFunctions.setAttr( charCS, [fields.CastingTimePrefix[0]+name,'max'], abObj.obj[1].charge );
+ abObj.dB = charCS.get('name');
+ }
+ }
+ return abObj;
+ }
+
+ /** -------------------------------------------- send messages to chat ----------------------------------------- **/
+
+ LibFunctions.parseTemplate = function( txt ) {
+// return LibFunctions.parseOutput( '', '', '', txt, null, null, null, false );
+ };
+
+ LibFunctions.redisplayOutput = function(senderId) {
+ if (senderId && senderId.length && !_.isUndefined(lastMsg[senderId])) {
+ let args = [...lastMsg[senderId]];
+ if (args.length > 3) {
+ return LibFunctions.parseOutput( args[0], args[1], args[2], args[3], senderId );
+ }
+ }
+ }
+
+ /*
+ * Parse the standard Roll Template structure for RPGMaster
+ * templates and return the converted text for display in the
+ * chat window.
+ */
+
+ LibFunctions.parseOutput = function( as, preamble, template, txt, senderId ) {
+
+ var isGM = false;
+ var originalTxt = txt;
+ if (senderId && senderId.length) {
+ for (const playerId of senderId.split(',')) {
+ lastMsg[playerId] = arguments;
+ isGM = isGM || playerIsGM(playerId);
+ }
+ }
+
+ clearWaitTimer(senderId);
+
+ txt = txt.replace(/}}\s*?k/img,'} }k')
+ .replace(/{{=/img,'{{ =')
+ .replace(/</img,'<')
+ .replace(/>/img,'>')
+ .replace(/{{\s*}}/img,'')
+ .replace(/\[\]\(/img,'[-](');
+ var colours, colourSet;
+
+ switch (template.toLowerCase()) {
+ case 'rpgmattack':
+ colourSet = 'attack';
+ break;
+ case 'rpgmweapon':
+ case 'rpgmammo':
+ colourSet = 'weapon';
+ break;
+ case 'rpgmpotion':
+ colourSet = 'potion';
+ break;
+ case 'rpgmspell':
+ case 'rpgmitemspell':
+ case 'rpgmwandspell':
+ case 'rpgmscroll':
+ colourSet = 'spell';
+ break;
+ case 'rpgmmenu':
+ colourSet = 'menu';
+ break;
+ case 'rpgmmessage':
+ colourSet = 'message';
+ break;
+ case 'rpgmwarning':
+ colourSet = 'warning';
+ break;
+ case 'rpgmarmour':
+ case 'rpgmitem':
+ case 'rpgmring':
+ case 'rpgmwand':
+ case 'rpgmclass':
+ case 'rpgmdefault':
+ default:
+ colourSet = 'def';
+ break;
+ }
+ if (_.isUndefined(state.MagicMaster) || _.isUndefined(state.attackMaster)) {
+ colours = Object.create(pallet.plain[colourSet]);
+ } else if (!senderId || _.isUndefined(state.MagicMaster.playerConfig) || _.isUndefined(state.MagicMaster.playerConfig[senderId])) {
+ colours = Object.create((state.attackMaster.fancy || state.MagicMaster.fancy) ? pallet.fancy[colourSet] : pallet.plain[colourSet]);
+ } else {
+ let config = state.MagicMaster.playerConfig[senderId];
+ colours = Object.create(config.menuPlain ? pallet.plain[colourSet] : (config.menuDark ? pallet.dark[colourSet] : pallet.fancy[colourSet]));
+ }
+ if (template) {
+ const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].dbName(),v[1]]));
+ _.each( txtObj, (t,k) => {
+ if (!_.isUndefined(colours[k])) {
+ colours[k] = t;
+ txt = txt.replace(new RegExp(`{{\\s*${k}\\s*=.*?}}`,'img'),'');
+ }
+ });
+ };
+ const outerFrame = '';
+ const endOuterFrame = '
';
+ const headerFrame = '| ';
+ const endHeaderFrame = ' |
';
+ const header1 = '';
+ const endHeader1 = '';
+ const header2 = '';
+ const endHeader2 = '';
+ const subtitle1 = '
';
+ const endSubtitle1 = '';
+ const subtitle2 = '
';
+ const endSubtitle2 = '';
+ const settings = ' ';
+
+ const bodyFrame = '';
+ const fullBodyFrame = '';
+ const lastBodyFrame = '';
+ const endBodyFrame = ' ';
+ const row1col = ['',
+ ' '];
+ const rowResult = ['',
+ ' '];
+ const endRowResult = ' '
+ const endRow1col = ' ';
+ const rowHeader = ' ';
+ const endRowHeader = ' | ';
+ const rowBodyC = ' ';
+ const endRowBodyC = ' | ';
+ const rowBody = ' ';
+ const endRowBody = ' | ';
+ const row1 = ' ';
+ const endRow1 = ' | ';
+ const row1C = ' ';
+ const endRow1C = ' | ';
+ const row2col = [' ',
+ ' '];
+ const endRow2col = ' ';
+ const rowL = ' ';
+ const endRowL = ' | ';
+ const rowR = ' ';
+ const endRowR = ' | ';
+ const rowC = ' ';
+ const endRowC = ' | ';
+ const row2 = ' ';
+ const endRow2 = ' | ';
+ const rowC2 = ' ';
+ const endRowC2 = ' | ';
+ const titleDmgSM = ' '+colours.dmgslabel+' | ';
+ const rowDmgSM = ' ';
+ const endRowDmgSM = ' | ';
+ const titleAC = ' AC Hit | ';
+ const rowAC = ' ';
+ const endRowAC = ' | ';
+ const rowType = ' ';
+ const endRowType = ' | ';
+ const titleDmgL = ' '+colours.dmgllabel+' | ';
+ const rowDmgL = ' ';
+ const endRowDmgL = ' | ';
+ const sImg = '  '
+ const pImg = '  '
+ const bImg = '  '
+ const rowTargetAC = ' Target | ';
+ const endRowTargetAC = ' | AC | ';
+ const rowTargetSAC = ' ';
+ const endRowTargetSAC = ' | ';
+ const rowTargetPAC = ' ';
+ const endRowTargetPAC = ' | ';
+ const rowTargetBAC = ' ';
+ const endRowTargetBAC = ' | ';
+ const titleTargetHP = ' Target HP | '
+ const rowTargetHP = ' ';
+ const endTableStyle = ' | ';
+
+ const addDescs = function( txtObj, j, looksLike=false, showMore='', rowCols=row1col, rowFrame=row1 ) {
+ let content = '';
+ if (!looksLike) {
+ if (!_.isUndefined(txtObj.desc)) content += (rowCols[(j++)%2]+rowFrame+ txtObj.desc +showMore +endRow1+endRow1col);
+ for (let i=1; i<=9; ++i) {
+ if (!_.isUndefined(txtObj['desc'+i])) content += (rowCols[(j++)%2]+rowFrame+ txtObj['desc'+i] +endRow1+endRow1col);
+ };
+ };
+ if (!_.isUndefined(txtObj.retbutton)) {
+ content += (rowCols[(j++)%2]+rowFrame+ txtObj.retbutton +endRow1+endRow1col);
+ }
+ return content;
+ };
+
+ const maxDiceRoll = function( diceRoll ) {
+ var rollData = diceRoll.match(/(\d+)d(\d+)/i)||fields.ToHitRoll.match(/(\d+)d(\d+)/i)||['1d20',1,20];
+ return {min:(parseInt(rollData[1])||1), max:((parseInt(rollData[1]) * parseInt(rollData[2]))||20)};
+ };
+
+ const RPGMattack = function( txt ) {
+
+ const arReplace = function( txt, ac ) {
+ let arAdj = txt.match(/([-+]?\d+)\[([\s\w\d]+?)=([-+\d\|]+?)\]/i);
+ if (!arAdj || !arAdj.length) return txt;
+ txt = arAdj[3].split('|')[arAdj[1]];
+ txt = '+-'.includes(txt[0]) ? txt : '+'+txt;
+ return '[['+(ac && ac.length ? ac : arAdj[1])+txt+' ['+txt+' ['+arAdj[2]+'] ] ]]';
+ }
+
+ const varReplace = function( str, field ) {
+ var value = '';
+ if (field) {
+ field = field.replace(/[-\s]/g,'_').toLowerCase();
+ value = (/^[-+]?[\d.]+/.test(field)|| _.isUndefined(txtObj[field])) ? parseFloat(field) : parseFloat(txtObj[field].match(/[-+]?[\d.]+/));
+ }
+ return value;
+ }
+
+ const attkDefaults = {title:'', name:'', subtitle:'', ac_hit:'', target_ac:'', attk_type:'', target_sac:'', target_pac:'', target_bac:'', dmg_s:'', dmg_l:'', target_hp:'', target_maxhp:''};
+ const txtObj = _.object([...txt.replace(/[\r\n]/g,'').replace(/\}\}\}/g,'} }}').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].replace(/[-\s]/g,'_').toLowerCase(),v[1]]));
+ const dice_roll = parseInt((txtObj.ac_hit.match(/(\d+)\[Dice roll\]/i) || ['',''])[1]);
+ const toHitRoll = (txt.match(/specs=\[.*?(\d+d\d+),.*\]/im)||['',fields.ToHitRoll])[1];
+ const minMaxRoll = maxDiceRoll(toHitRoll);
+ const isMax = state.attackMaster.naturalRolls && !isNaN(dice_roll) && dice_roll >= minMaxRoll.max;
+ const isMin = state.attackMaster.naturalRolls && !isNaN(dice_roll) && dice_roll <= minMaxRoll.min;
+ const hasDescs = /{{\s*(?:desc\d?|retbutton)\s*=/im.test(txt);
+ var crit = false;
+ var fumble = false;
+ _.defaults(txtObj,attkDefaults);
+ txtObj.target_sac = arReplace( txtObj.target_sac, txtObj.target_ac );
+ txtObj.target_pac = arReplace( txtObj.target_pac, txtObj.target_ac );
+ txtObj.target_bac = arReplace( txtObj.target_bac, txtObj.target_ac );
+ txtObj.attk_type = txtObj.attk_type.toLowerCase();
+ var content = outerFrame;
+
+ if (txtObj.title.length || txtObj.name.length) {
+ content += headerFrame
+ +header1+ txtObj.title+' '+txtObj.name +endHeader1
+ +(txtObj.subtitle ? (subtitle1+ txtObj.subtitle +endSubtitle1) : '')
+ +settings
+ +endHeaderFrame;
+ }
+ if (txtObj.ac_hit != '') {
+ content += ((txtObj.crit_roll || txtObj.fumble_roll || txtObj.ar_adjust || txtObj.target_ac != '' || txtObj.result || hasDescs) ? bodyFrame : lastBodyFrame)
+ +row1col[0]
+ +titleDmgSM
+ +rowAC+ txtObj.ac_hit +endRowAC
+ +titleDmgL
+ +endRow1col
+ +row1col[1]
+ +rowDmgSM+ txtObj.dmg_s +endRowDmgSM
+ +rowDmgL+ txtObj.dmg_l +endRowDmgL
+ +endRow1col
+ +row1col[0]
+ +titleAC
+ +endRow1col
+ +row1col[1]
+ +rowType+ [sImg,pImg,bImg].filter((e,i) => txtObj.attk_type.includes(['s','p','b'][i])).join('') +endRowType
+ +endRow1col
+ +endBodyFrame;
+ }
+ if (txtObj.ar_adjust) {
+ content += ((txtObj.target_ac != '' || txtObj.result || hasDescs) ? bodyFrame : lastBodyFrame)
+ +row1col[0]
+ + rowC + txtObj.ar_adjust + endRowC
+ +endRow1col
+ +endBodyFrame;
+ }
+ if ((txtObj.crit_roll || txtObj.fumble_roll) && !isNaN(dice_roll)) {
+ const crit_roll = parseInt(txtObj.crit_roll);
+ const fumble_roll = parseInt(txtObj.fumble_roll);
+ crit = (crit_roll && (crit_roll <= dice_roll));
+ fumble = (fumble_roll && (fumble_roll >= dice_roll));
+ if (crit || fumble) {
+ content += ((txtObj.target_ac != '' || txtObj.result || hasDescs) ? bodyFrame : lastBodyFrame)
+ +(!crit ? '' : (rowResult[0]+rowC+ (txtObj.crit || 'Critical Hit!') +endRowC+endRowResult))
+ +(!fumble ? '' : (rowResult[1]+rowC+ (txtObj.fumble || 'Fumbled!') +endRowC+endRowResult))
+ +endBodyFrame;
+ }
+ }
+ if (txtObj.target_ac != '') {
+ const target_hp = parseInt(txtObj.target_hp.match(/[-+]?\d+/));
+ const target_maxhp = parseInt(txtObj.target_maxhp.match(/[-+]?\d+/));
+ const heart_url = !(isNaN(target_hp) || isNaN(target_maxhp)) ? heart[Math.min(Math.ceil(8*Math.max(target_hp,0)/target_maxhp),8)] : '';
+ content += ((txtObj.result) ? bodyFrame : lastBodyFrame)
+ +row1col[0]
+ +rowTargetAC+ txtObj.target_ac +endRowTargetAC
+ +titleTargetHP
+ +endRow1col
+ +row1col[1]
+ +rowTargetSAC+ txtObj.target_sac +endRowTargetSAC
+ +rowTargetPAC+ txtObj.target_pac +endRowTargetPAC
+ +rowTargetBAC+ txtObj.target_bac +endRowTargetBAC
+ +rowTargetHP + 'background-image: url('+heart_url+');">' +endRowTargetHP
+ +endRow1col
+ +endBodyFrame;
+ }
+ if (txtObj.result || ((isMax || isMin) && !(crit || fumble))) {
+ let result = isMax || crit;
+ if (txtObj.result) {
+ const test = txtObj.result.match(/([\w\s_.+-]+?|[-+]?[\d.]+?)((?:<=|>=|<|>|=|<>|!=))(.+)/);
+ if (test) {
+ const field1 = test[1].replace(/[-\s]/g,'_').toLowerCase();
+ const field2 = test[3].replace(/[-\s]/g,'_').toLowerCase();
+ const value1 = (/^[-+]?[\d.]+/.test(test[1])|| _.isUndefined(txtObj[field1])) ? parseFloat(test[1]) : parseFloat(txtObj[field1].match(/[-+]?[\d.]+/));
+ const value2 = (/^[-+]?[\d.]+/.test(test[3])|| _.isUndefined(txtObj[field2])) ? parseFloat(test[3]) : parseFloat(txtObj[field2].match(/[-+]?[\d.]+/));
+ switch (test[2]) {
+ case '=': result = value1 == value2; break;
+ case '<': result = value1 < value2; break;
+ case '>': result = value1 > value2; break;
+ case '<=': result = value1 <= value2; break;
+ case '>=': result = value1 >= value2; break;
+ case '<>': result = value1 != value2; break;
+ case '!=': result = value1 != value2; break;
+ default: result = false;
+ }
+ if (state.attackMaster.weapRules.naturals) result = (result || isMax) && !isMin;
+ if (state.attackMaster.weapRules.criticals) result = (result || crit) && !fumble;
+ if (txtObj.successcmd && txtObj.successcmd.length && result) {
+ while (/%%[_\d\w\+-]+?%%/.test(txtObj.successcmd)) txtObj.successcmd = txtObj.successcmd.replace( /%%([_\d\w\+-]+?)%%/, varReplace );
+ _.each(txtObj.successcmd.split(' '),cmd => LibFunctions.sendAPI(LibFunctions.parseStr(cmd)));
+ } else if (txtObj.failcmd && txtObj.failcmd.length && !result) {
+ while (/%%[_\d\w\+-]+?%%/.test(txtObj.failcmd)) txtObj.failcmd = txtObj.failcmd.replace( /%%([_\d\w\+-]+?)%%/, varReplace );
+ _.each(txtObj.failcmd.split(' '),cmd => LibFunctions.sendAPI(LibFunctions.parseStr(cmd)));
+ };
+ }
+ };
+ content += (hasDescs ? bodyFrame : lastBodyFrame)
+ +rowResult[result ? 0 : 1]+rowC+''+ ((isMax || crit) ? 'Natural '+dice_roll : ((isMin || fumble) ? 'Natural '+dice_roll : (result ? 'Success' : 'Failure'))) +''+endRowC+endRowResult
+ +endBodyFrame;
+ }
+ if (hasDescs) {
+ content += lastBodyFrame
+ +addDescs(txtObj,1)
+ +endBodyFrame;
+ }
+ content += endOuterFrame;
+ return content;
+ };
+
+ const RPGMspell = function( txt, preamble ) {
+ const spellDefaults = {prefix:'', title:'', name:'', splevel:'', school:'', range:'', components:'', duration:'', time:'', aoe:'', save:'', effects:''};
+ let k=1;
+ const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].replace(/[-\s]/g,'_').toLowerCase(),v[1]]));
+ const isLooksLike = !isGM && !!txtObj.looks_like;
+ _.defaults(txtObj,spellDefaults);
+ const showMore = /{{hide\d=/img.test(originalTxt);
+ const showLess = /{{desc\d=/img.test(originalTxt);
+ const txtRowID = generateRowID();
+ if (showMore || showLess) showMoreObj[txtRowID] = (preamble+'&{template:'+template+'}'+originalTxt.replace(/{{hide(\d)=/img,'{{reveal$1=').replace(/{{desc(\d)=/img,'{{hide$1=').replace(/{{reveal(\d)=/img,'{{desc$1=') );
+ const showMoreButton = (showMore || showLess) ? (' *show '+(showMore ? 'more' : 'less')+'...*') : '';
+ const hasDescs = !isLooksLike && /{{\s*(?:desc\d?|retbutton)\s*=/im.test(txt);
+ var content = outerFrame
+ +headerFrame
+ +header2+ (!isLooksLike ? txtObj.prefix : '')+' '+txtObj.title+' '+(!isLooksLike ? txtObj.name : '')+endHeader2
+ +(!isLooksLike ? (subtitle2+ txtObj.splevel +' * '+ txtObj.school +endSubtitle2) : '')
+ +settings
+ +endHeaderFrame
+ +lastBodyFrame
+ +(!isLooksLike ? (
+ row2col[++k%2]+rowL+'Range '+ txtObj.range +endRowL
+ +rowR+'Components '+ txtObj.components +endRowR+endRow2col
+ +row2col[++k%2]+rowL+'Duration '+ txtObj.duration +endRowL
+ +rowR+'Casting Time '+ txtObj.time +endRowR+endRow2col
+ +row2col[++k%2]+rowL+'Area of Effect '+ txtObj.aoe +endRowL
+ +rowR+'Saving Throw '+ txtObj.save +endRowR+endRow2col
+ +(txtObj.healing ? (row2col[++k%2]+rowC2+'Healing: '+ txtObj.healing +endRowC2+endRow2col) : '')
+ +(txtObj.damage ? (row2col[++k%2]+rowC2+'Damage: '+ txtObj.damage +endRowC2+endRow2col) : '')
+ +(txtObj.reference ? (row2col[++k%2]+rowC2+'Reference: '+ txtObj.reference +endRowC2+endRow2col) : '')
+ +(txtObj.materials ? (row2col[++k%2]+rowC2+'Materials: '+ txtObj.materials +endRowC2+endRow2col) : '')
+ +(txtObj.use ? (row2col[++k%2]+row2+'Use: '+ txtObj.use +endRow2+endRow2col) : '')
+ +(txtObj.learn ? (row2col[++k%2]+row2+'Learn spell: '+ txtObj.learn +endRow2+endRow2col) : '')
+ +(isGM && txtObj.gm_info ? (row2col[++k%2]+row2+'GM Info: '+ txtObj.gm_info +endRow2+endRow2col) : '')
+ ) : '')
+ +(txtObj.looks_like || txtObj.appearance ? (row2col[++k%2]+row2+(!isLooksLike ? 'Looks Like: ' : '')+ (txtObj.looks_like ? txtObj.looks_like : txtObj.appearance) +endRow2+endRow2col) : '')
+ +(!isLooksLike ? (row2col[++k%2]+row2+'Effects: '+ txtObj.effects +showMoreButton +endRow2+endRow2col) : '')
+ + addDescs(txtObj,++k,isLooksLike,'',row2col,row2)
+ +endBodyFrame
+ +endOuterFrame;
+ return content;
+ }
+
+ const RPGMmessage = function( txt ) {
+
+ const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].replace(/[-\s]/g,'_').toLowerCase(),v[1]]));
+ let content = outerFrame;
+ if (txtObj.name || txtObj.title) {
+ content += headerFrame
+ +header1+ (txtObj.title || '')+(txtObj.name || '') +endHeader1
+ +settings
+ +endHeaderFrame
+ +lastBodyFrame;
+ } else {
+ content += fullBodyFrame;
+ }
+ content += addDescs(txtObj,1)
+ +endBodyFrame
+ +endOuterFrame;
+ return content;
+ }
+
+ const RPGMdefault = function( txt, preamble, isShowMore=true ) {
+
+ var value1, value2;
+
+ const resultTest = function( t ) {
+ let result = false;
+ const test = t.match(/([\w\s_.+-]+?|[-+]?[\d.]+?)((?:<=|>=|<|>|=|<>|!=))(.+)/);
+ if (test) {
+ value1 = (/^[-+]?[\d.]+/.test(test[1])|| _.isUndefined(txtObj[test[1]])) ? parseFloat(test[1]) : parseFloat(txtObj[test[1]].match(/[-+]?[\d.]+/));
+ value2 = (/^[-+]?[\d.]+/.test(test[3])|| _.isUndefined(txtObj[test[3]])) ? parseFloat(test[3]) : parseFloat(txtObj[test[3]].match(/[-+]?[\d.]+/));
+ switch (test[2]) {
+ case '=': result = value1 == value2; break;
+ case '<': result = value1 < value2; break;
+ case '>': result = value1 > value2; break;
+ case '<=': result = value1 <= value2; break;
+ case '>=': result = value1 >= value2; break;
+ case '<>': result = value1 != value2; break;
+ case '!=': result = value1 != value2; break;
+ default: result = false;
+ }
+ }
+ return result;
+ };
+
+ const rollVal = (m,v) => LibFunctions.evalAttr(v);
+
+ const defDefaults = {prefix:'', title:'', name:'', success:'', failure:''};
+ const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [(/^desc|retbutton$/i.test(v[0])?v[0].toLowerCase():v[0]),v[1]]));
+ const isLooksLike = !isGM && /{{\s*Looks\s?Like\s*=.*?}}/im.test(txt);
+ _.defaults(txtObj,defDefaults);
+ const showMore = /{{hide\d=/img.test(originalTxt);
+ const showLess = /{{desc\d=/img.test(originalTxt);
+ const txtRowID = generateRowID();
+ if (isShowMore && (showMore || showLess)) showMoreObj[txtRowID] = (preamble+' &{template:'+template+'}'+originalTxt.replace(/{{hide(\d)=/img,'{{reveal$1=').replace(/{{desc(\d)=/img,'{{hide$1=').replace(/{{reveal(\d)=/img,'{{desc$1=') );
+ const showMoreButton = (isShowMore && (showMore || showLess)) ? (' *show '+(showMore ? 'more' : 'less')+'...*') : '';
+ let content = outerFrame
+ +headerFrame
+ +header1+ (!isLooksLike ? txtObj.prefix : '')+' '+txtObj.title+' '+(!isLooksLike ? txtObj.name : '')+endHeader1
+ +(txtObj.subtitle && !isLooksLike ? (subtitle1+ txtObj.subtitle +endSubtitle1) : '')
+ +settings
+ +endHeaderFrame;
+ content += lastBodyFrame;
+ let j=1, crit=false, fumble=false, result=false;
+
+ _.each(txtObj,(t,k) => {
+ switch (k.dbName()) {
+ case 'result': result = resultTest(t); break;
+ case 'critroll': crit = state.attackMaster.weapRules.criticals && resultTest(t); break;
+ case 'fumbleroll': fumble = state.attackMaster.weapRules.criticals && resultTest(t); break;
+ default: break;
+ }
+ });
+
+ result = !fumble && (crit || result);
+ _.each(txtObj,(t,k) => {
+ t = t.replace(/\/img,tableStyle);
+ t = t.replace(/\<\/table\>/img,endTableStyle);
+ txtObj[k] = t;
+ if (!t || !t.length) return;
+ let key = k.toLowerCase().replace(/\s/g,'');
+ if (key === 'lookslike') {
+ if (!isGM) {
+ content += (row2col[(j++)%2]+row2+ t +endRow2+endRow2col);
+ } else {
+ content += (row2col[(j++)%2]+row2+ '**'+k+'**: '+t +endRow2+endRow2col);
+ }
+ } else if (isLooksLike) {
+ return;
+ } else if (key === 'result' || key === 'crit_roll' || key === 'fumble_roll') {
+ switch (key) {
+ case 'result':
+ if (result) {txtObj.success = (txtObj.Success || txtObj.success).replace(/value1/ig,value1).replace(/value2/ig,value2).replace(/\[\[\d*?\[(.+?)\]\s?\]\]/g,rollVal);}
+ else {txtObj.failure = (txtObj.Failure || txtObj.failure).replace(/value1/ig,value1).replace(/value2/ig,value2).replace(/\[\[\d*?\[(.+?)\]\s?\]\]/g,rollVal);}
+ let resultTxt = (result ? !!txtObj.success.length : !!txtObj.failure.length) ? ' ' : '';
+ content += rowResult[result ? 0 : 1]+row1C+''+ (result ? 'Success' : 'Failure') +''
+ + resultTxt+(result ? txtObj.success : txtObj.failure)+(resultTxt.length?'':'')+endRow1C+endRowResult;
+ if (txtObj.successcmd && txtObj.successcmd.length && result && !crit) {
+ LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.successcmd));
+ } else if (txtObj.failcmd && txtObj.failcmd.length && !result && !fumble) {
+ LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.failcmd));
+ };
+ break;
+ case 'crit_roll':
+ content += (!crit ? '' : (rowResult[0]+row1C+ (txtObj.crit || 'Critical Success!') +endRow1C+endRowResult));
+ if (txtObj.critcmd && txtObj.critcmd.length && crit) LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.critcmd));
+ break;
+ case 'fumble_roll':
+ content += (!fumble ? '' : (rowResult[1]+row1C+ (txtObj.fumble || 'Critical Failure!') +endRow1C+endRowResult));
+ if (txtObj.fumblecmd && txtObj.fumblecmd.length && fumble) LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.fumblecmd));
+ break;
+ }
+ } else if (key === 'use') {
+ content += (row2col[(j++)%2]+row2+ '**'+k+'**: '+t +endRow2+endRow2col);
+ } else if (key.startsWith('hide')) {
+ return;
+ } else if (key.startsWith('section')) {
+ content += row1col[(j++)%2]+row1C+ t +endRow1C+endRow1col;
+ } else if (key === 'gminfo') {
+// if (isGM) content += (row1col[(j++)%2]+rowHeader+ k +endRowHeader+rowBodyC+ t +endRowBodyC+endRow1col);
+ if (isGM) content += (row2col[(j++)%2]+row2+ '**'+k+'**: '+t +endRow2+endRow2col);
+ } else if (!['prefix','name','title','subtitle','successcmd','failcmd','success','failure','crit','fumble','critcmd','fumblecmd','gmdesc','retbutton'].includes(key) && !key.startsWith('desc')) {
+ content += row1col[(j++)%2]+rowHeader+ k +endRowHeader+rowBodyC+ t +endRowBodyC+endRow1col;
+ }
+ });
+ content += addDescs(txtObj,j,isLooksLike,showMoreButton)
+ + endBodyFrame + endOuterFrame;
+ return content;
+ }
+
+ let content;
+ switch (template.toLowerCase()) {
+ case 'rpgmattack':
+ content = RPGMattack( txt );
+ break;
+ case 'rpgmspell':
+ case 'rpgmpotion':
+ case 'rpgmitemspell':
+ case 'rpgmwandspell':
+ case 'rpgmscroll':
+ content = RPGMspell( txt, preamble );
+ break;
+ case 'rpgmmessage':
+ content = RPGMmessage( txt );
+ break;
+ case 'rpgmwarning':
+ case 'rpgmmenu':
+ content = RPGMdefault( txt, preamble, false );
+ break;
+ case 'rpgmweapon':
+ case 'rpgmammo':
+ case 'rpgmarmour':
+ case 'rpgmitem':
+ case 'rpgmring':
+ case 'rpgmwand':
+ case 'rpgmclass':
+ case 'rpgmdefault':
+ content = RPGMdefault( txt, preamble, true );
+ break;
+ default:
+ content = (template ? '&{template:'+template+'}' : '' ) + txt;
+ break;
+ }
+ while (/
/.test(content)) {content = content.replace(/
/mg,' ')};
+ content = (content[0] === '!' ? '' : preamble) + content;
+ setTimeout(() => sendChat(as?as:defaultAs,content,null,{noarchive:!archive, use3d:use3Ddice}), 0);
+/* if (!['rpgmmessage','rpgmwarning','rpgmmenu'].includes(template.toLowerCase())) {
+ let outputHandout = findObjs({type:'handout',name:'RPGMoutputHandout'});
+ outputHandout = (!outputHandout || !outputHandout.length) ? createObj('handout',{name:'RPGMoutputHandout'}) : outputHandout[0];
+ outputHandout.set('notes',content);
+ };
+*/ return content;
+ }
+
+ /*
+ * Determine who to send a Response to: use who controls
+ * the character - if no one or if none of the controlling
+ * players are on-line send the response to the GM
+ */
+
+ LibFunctions.sendToWho = function(charCS,senderId,makePublic=false,embedded=false) {
+
+ var to, controlledBy, players, viewerID, isPlayer=LibFunctions.checkPlayersLive( charCS );
+ controlledBy = (!charCS ? '' : charCS.get('controlledby'));
+ if (controlledBy.includes('all')) {
+ to = '';
+ } else if (playerIsGM(senderId) || !charCS || !isPlayer) {
+ to = embedded ? '/w gm ' : '/w gm ';
+ } else if (makePublic) {
+ to = '';
+ } else {
+ to = (embedded ? ('/w "'+charCS.get('name')+'" ') : ('/w "' + charCS.get('name') + '" '));
+ }
+ return to;
+ }
+
+ /*
+ * A more reliable form of function to determine who
+ * to send a Response to: use who controls
+ * the character - if no one or if none of the controlling
+ * players are on-line send the response to the GM
+ */
+
+ LibFunctions.sendMsgToWho = function(charCS,senderId,msg,div='',makePublic=false,embedded=false) {
+
+ var to, controlledBy, players, viewerID, isPlayer=false;
+// match = !embedded ? /(?<=^|}}\s*)^(?!\!|\/)/mg : /(? 0) {
+ controlledBy = controlledBy.split(',');
+ viewerID = (state.roundMaster && state.roundMaster.viewer && state.roundMaster.viewer.is_set) ? (state.roundMaster.viewer.pid || null) : null;
+ players = controlledBy.filter(id => id != viewerID);
+ if (players.length) {
+ isPlayer = _.some( controlledBy, function(playerID) {
+ players = findObjs({_type: 'player', _id: playerID, _online: true});
+ return (players && players.length > 0);
+ });
+ };
+ };
+ if (controlledBy.includes('all')) {
+ to = '';
+ } else if (playerIsGM(senderId) || !charCS || controlledBy.length == 0 || !isPlayer) {
+ to = embedded ? '/w gm ' : '/w gm ';
+ } else if (makePublic) {
+ to = '';
+ } else {
+ to = (embedded ? ('/w "'+charCS.get('name')+'" ') : ('/w "' + charCS.get('name') + '" '));
+ }
+ if (!embedded) msg = msg.replace(/^&{template:/img,(to+div+'$&'))
+ .replace(/^(?!\!|\/)/,('$&'+to+div))
+ .replace(/^\!.*^(?!\!|\/)/mg,('$&'+to+div))
+ .replace(/^\/(?:w|em|ooc|talktomyself|fx|desc|as|emas)\s.*?^(?!\!|\/)/img,('$&'+to+div));
+
+ return embedded ? to : msg;
+ }
+
+ /**
+ * Insert a whisper into a body with a template.
+ * If no template, inserts the whisper at the start of
+ * the first line not starting with an API call.
+ **/
+
+ LibFunctions.insertWhisper = function(to, msg='') {
+ let splitMsg = msg.match(/([^]*?)^.*?((?:&|\\amp|\\amp;){template:.*)/msi);
+ if (!splitMsg || !splitMsg.length > 2) return to+' '+msg;
+ return splitMsg[1]+'\n'+to+' '+splitMsg[2];
+ }
+
+ /**
+ * Send public message with 3d dice rolls (if enabled)
+ */
+
+ LibFunctions.sendPublic = function(msg,charCS,senderId) {
+ if (!msg)
+ {return undefined;}
+ var who;
+
+ if (charCS) {
+ who = 'character|'+charCS.id;
+ } else {
+ who = '';
+ }
+ clearWaitTimer();
+ setTimeout(() => sendChat(who,msg,null,{use3d:use3Ddice}), 0);
+ log('sendPublic: who = '+who+', msg = '+msg);
+ };
+
+ /**
+ * Send API command to chat
+ */
+ LibFunctions.sendAPI = function(msg, senderId, from='', noSplit=false) {
+ var as;
+ if (!msg) {
+ log('sendMagicAPI: no msg');
+ return undefined;
+ }
+ if (!senderId || senderId.length == 0) {
+ as = '';
+ } else {
+ as = 'player|' + senderId;
+ }
+ let msgArray = noSplit ? [msg] : msg.split(/(?:
|\n)/);
+ _.each(msgArray, m => sendChat(as,m, null,{noarchive:!archive, use3d:use3Ddice}));
+ };
+
+ /**
+ * Send locally parsed feedback to the GM only!
+ */
+ LibFunctions.sendFeedback = function(msg,as,img) {
+ if (!msg)
+ {return;}
+ var gm = findTheGM(),
+ div = ''
+ + '  + ') '
+ + ' ';
+ clearWaitTimer(gm);
+ setTimeout(() => sendChat(('player|'+gm),LibFunctions.sendMsgToWho(null,null,msg,div),null,{noarchive:!archive,use3d:false}), 100); //,use3d:false
+ };
+
+ /**
+ * Sends a response to everyone who controls the character
+ * RED: v0.003 Check the player(s) controlling the character are valid for this campaign
+ * if they are not, send to the GM instead - Transmogrifier can introduce invalid IDs
+ * Also check if the controlling player(s) are online. If they are not
+ * assume the GM is doing some testing and send the message to them.
+ */
+
+ LibFunctions.sendResponse = function(charCS,msg,senderId,as,img) {
+ if (!msg)
+ {return;}
+ if (!charCS || (senderId && playerIsGM(senderId))) {
+ LibFunctions.sendFeedback( msg, as, img );
+ } else {
+ var div = ''
+ + '  + ') '
+ + ' ';
+ clearWaitTimer(senderId);
+ setTimeout(() => sendChat((senderId ? 'player|'+senderId : charCS.get('name')),LibFunctions.sendMsgToWho(charCS,senderId,msg,div),null,{noarchive:!archive, use3d:use3Ddice}), 100);
+ }
+ };
+
+ /*
+ * Send a message to the player (rather than the character)
+ */
+
+ LibFunctions.sendResponseError = function(pid,msg,as,img) {
+ msg = '&{template:'+fields.warningTemplate+'}{{title=Warning!}}{{desc='+msg+'}}';
+ LibFunctions.sendResponsePlayer(pid,msg,as,img);
+ return;
+ }
+
+ /*
+ * Send an error message to the identified player.
+ * If that player is not online, send to the GM
+ */
+
+ LibFunctions.sendResponsePlayer = function(pid,msg,as,img) {
+ if (!pid || !msg)
+ {return null;}
+ var player = getObj('player',pid),
+ to;
+ if (player && player.get('_online')) {
+ to = '/w "' + player.get('_displayname') + '" ';
+ } else {
+ to = '/w gm ';
+ }
+ var content = to
+ + ''
+ + '  + ') '
+ + ' '+msg;
+ clearWaitTimer(pid);
+ setTimeout(() => sendChat((as?as:defaultAs),content,null,{noarchive:false, use3d:use3Ddice}), 100);
+ };
+
+ /*
+ * Send to all players other than those that control the specified character
+ * and/or other than the specified player
+ */
+
+ LibFunctions.sendToOthers = function(pid,msg,as,img,charCS) {
+ if (!msg || (!pid && !charCS))
+ {return null;}
+ let controllers = charCS ? charCS.get('controlledby').split(',') : [];
+ let players = filterObjs(obj => {
+ if (obj.get('_type') != 'player' || obj.id == pid) return false;
+ if (controllers.includes(obj.id)) return false;
+ return obj.get('_online');
+ });
+ _.each(players, p => LibFunctions.sendResponsePlayer(p,msg,as,img));
+ };
+
+ /**
+ * Send a simple error
+ */
+
+ LibFunctions.sendError = function(msg, cmd) {
+ var postErrorMsg = function( msg, cmd ) {
+ var content = '/w GM '
+ + ''
+ + '  '
+ + ' '
+ + errorMsgDiv + 'Error: ' + msg
+ + (cmd ? (' while processing command
' + cmd.content + '') : '')
+ + '';
+
+ sendChat(((cmd && cmd.who) ? cmd.who : defaultAs),content,null,{noarchive:false, use3d:false});
+ log('RPGMaster error: '+msg+ (cmd ? (' while processing command '+cmd.content) : ''));
+ };
+ setTimeout(postErrorMsg,500,msg,cmd);
+ };
+
+ /**
+ * Send an error caught by try/catch
+ */
+
+ LibFunctions.sendCatchError = function(apiName,msg,e,cmdStr='') {
+ var postCatchMsg = function(apiName,msg,e,cmdStr) {
+ if (!msg || !msg.content) {msg= {};msg.content = ''};
+ if (!cmdStr) cmdStr = msg.content;
+ log(apiName + ' error: ' + e.name + ', ' + e.message + ' when processing command ' + cmdStr);
+ let who=(getObj('player',msg.playerid)||{get:()=>'API'}).get('_displayname');
+ sendChat(apiName,`/w gm `+
+ ``+
+ ` There was an error while trying to run ${who}'s command: `+
+ ` ${cmdStr}
`+
+ ` Please send me this information so I can make sure this doesn't happen again (triple click for easy select in most browsers.): `+
+ ` `+
+ JSON.stringify({msg:msg, version:version, stack: e.stack, API_Meta})+
+ ` `+
+ ` `
+ )
+ };
+ setTimeout(postCatchMsg,500,apiName,msg,e,cmdStr);
+ };
+
+ /**
+ * Pare a message with ^^...^^ parameters in it and send to chat
+ * This allows character and token names for selected characters to be sent
+ * Must be called with a validated tokenID
+ */
+
+ LibFunctions.sendParsedMsg = function( tid, msg, senderId, msgFrom, t2id ) {
+ var cid, tname, charCS, cname, curToken,
+ parsedMsg = msg;
+
+ curToken = getObj( 'graphic', tid );
+ tname = (curToken ? curToken.get('name') : '');
+ cid = (curToken ? curToken.get('represents') : '');
+ charCS = getObj('character',cid);
+ cname = (charCS ? charCS.get('name') : '');
+
+ parsedMsg = parsedMsg.replace( /\^\^cid\^\^/gi , cid );
+ parsedMsg = parsedMsg.replace( /\^\^tid\^\^/gi , tid );
+ parsedMsg = parsedMsg.replace( /\^\^cname\^\^/gi , cname );
+ parsedMsg = parsedMsg.replace( /\^\^tname\^\^/gi , tname );
+
+ if (t2id) {
+ curToken = getObj( 'graphic', t2id );
+ tname = curToken.get('name');
+ cid = curToken.get('represents');
+ charCS = getObj('character',cid);
+ cname = charCS.get('name');
+
+ parsedMsg = parsedMsg.replace( /\^\^c2id\^\^/gi , cid );
+ parsedMsg = parsedMsg.replace( /\^\^t2id\^\^/gi , t2id );
+ parsedMsg = parsedMsg.replace( /\^\^c2name\^\^/gi , cname );
+ parsedMsg = parsedMsg.replace( /\^\^t2name\^\^/gi , tname );
+ }
+ LibFunctions.sendResponse( charCS, parsedMsg, senderId, msgFrom, null );
+ };
+
+ /*
+ * Check to see if a command string includes a gm roll query. If so,
+ * convert it to a normal roll query and send it to the GM to answer.
+ * Return true if a gm query has been found.
+ */
+
+ LibFunctions.sendGMquery = function( api, command, senderId ) {
+ var rollQuery;
+ if (command.toLowerCase().includes('gm{')) {
+ while ((rollQuery = command.match(/gm{.+?}/i))) {
+ if (!rollQuery || !rollQuery.length) break;
+ rollQuery = rollQuery[0].replace(/gm{/i,'?{').replace(/\//g,'|');
+ rollQuery = LibFunctions.parseStr(rollQuery);
+ command = command.replace(/gm{.+?}/i,rollQuery);
+ };
+// log('sendGMquery: query to gm = '+'&{template:'+fields.warningTemplate+'}{{title=DM Selection}}{{desc=As DM, you need to make [selections](!'+api+' '+senderId+' --'+command+') for '+getObj('player',senderId).get('_displayname')+'. Press the button and the selections and their reasons will be presented to you in Roll Querys in the centre of the screen.}}');
+ LibFunctions.sendFeedback( '&{template:'+fields.warningTemplate+'}{{title=DM Selection}}{{desc=As DM, you need to make [selections](!'+api+' '+senderId+' --'+command+') for '+getObj('player',senderId).get('_displayname')+'. Press the button and the selections and their reasons will be presented to you in Roll Querys in the centre of the screen.}}');
+ LibFunctions.sendResponsePlayer( senderId, '&{template:'+fields.messageTemplate+'}{{title=DM Selection}}{{desc=Please wait while the DM makes a choice or dice roll.}}' );
+ return true;
+ } else {
+ return false;
+ }
+ };
+
+ /*
+ * Send a formatted "please wait" message to the specified player.
+ */
+
+ LibFunctions.sendWait = function(senderId,timer=500,source='') {
+ if (timer === 0) {
+ clearWaitTimer(senderId);
+ return;
+ } else if (waitList[senderId]) {
+ clearWaitTimer(senderId);
+ }
+ if (playerIsGM(senderId)) {
+ waitList[senderId] = setTimeout(() => {sendChat(defaultAs,('/w GM ' + waitMsgDiv + 'Gathering data - please wait'),null,{noarchive:!archive});
+ clearWaitTimer(senderId);
+ }, timer);
+ } else {
+ var player = getObj('player',senderId),
+ to = '/w "' + (!player ? 'GM' : player.get('_displayname')) + '" ';
+ waitList[senderId] = setTimeout(() => {sendChat('player|'+senderId,(to + waitMsgDiv + 'Gathering data - please wait'),null,{noarchive:!archive, use3d:false});
+ clearWaitTimer(senderId);
+ }, timer);
+ }
+ };
+
+
+ /* ------------------------------- Character Sheet Database Management -------------------------- */
+
+ /*
+ * Check the version of a Character Sheet database against
+ * the current version in the API. Return true if needs updating
+ */
+
+ LibFunctions.checkDBver = function( dbFullName, dbObj, silent ) {
+
+ dbFullName = dbFullName.replace(/_/g,'-');
+
+ var dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true}),
+ dbVersion = 0.0,
+ msg, versionObj;
+
+ if (!dbCS || !dbCS.length) return true;
+
+ dbCS = dbCS[0];
+ dbVersion = parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion ) || dbVersion);
+
+ if (dbVersion < (parseFloat(dbObj.version) || 0)) {log('checkDBver: dB '+dbFullName+' API version='+(parseFloat(dbObj.version) || 0)+', CS version='+dbVersion); return true;}
+
+ msg = dbFullName+' v'+dbVersion+' not updated as is already latest version';
+ if (!silent) LibFunctions.sendFeedback(msg,fields.feedbackName);
+ return false;
+ }
+
+ /*
+ * A function to read the abilities of a database character sheet
+ * and write them to a handout, so they can be cut&pasted to an API
+ * for saving as a new version.
+ */
+
+ LibFunctions.saveDBtoHandout = function( dbName, version, typeFilter='' ) {
+
+ var dbCS = findObjs({ type: 'character', name: dbName })[0] || undefined,
+ objDef,
+ objHeader = '',
+ foundItems = [],
+ dbHandout,csDBlist,
+ reDBdata = {speed:reSpellSpecs.speed,cost:reSpellSpecs.cost,recharge:reSpellSpecs.recharge};
+
+ var encodeStr = (str,encoders=dbEncoders) => encoders.reduce((m, rep) => m.replace(rep[0], rep[1]), str);
+
+ if (!dbCS) {
+ LibFunctions.sendError(('Database '+dbName+' not found'),null);
+ return undefined;
+ }
+ if (!version || !version.length) {
+ version = (parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion ) || '1.0') + 0.01).toFixed(2).toString();
+ } else if (version === '=') {
+ version = parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion ) || '1.0');
+ }
+ dbHandout = findObjs({ type: 'handout', name: dbName+'-object v'+version });
+
+ if (!dbHandout || !dbHandout.length) {
+ dbHandout = createObj('handout',{name:(dbName+'-object v'+version)});
+ } else {
+ dbHandout = dbHandout[0];
+ }
+
+ objHeader = 'avatar:\''+dbCS.get('avatar')+'\', '
+ + 'version:'+version+', ';
+ objDef = 'db:[';
+ csDBlist = findObjs({ type: 'ability', characterid: dbCS.id });
+
+ _.each( _.sortBy(csDBlist,item => item.get('name')), function( item ) {
+ let itemName = item.get('name');
+ if (foundItems.includes(itemName)) return;
+ foundItems.push(itemName);
+
+ let objData = LibFunctions.resolveData(itemName,dbName,reNotAttackData,null,reDBdata).parsed,
+ objHitData = LibFunctions.resolveData(itemName,dbName,reToHitData,null,reDBdata).parsed,
+ objBody = encodeStr(item.get('action')),
+ objCT = objData.speed || objHitData.speed || 0,
+ objChg = (objData.type !== 'uncharged') ? objData.type : objHitData.type,
+ objCost = objData.cost || objHitData.cost || 0,
+ objType = '',
+ specs = objBody.match(/}}\s*?specs\s*?=(.*?){{/im);
+
+ specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : [];
+ for (let i=0; i < specs.length; i++) {
+ objType += (objType && objType.length) ? ('|' + specs[i][1]) : specs[i][1];
+ }
+ objType = _.uniq(objType.toLowerCase().split('|')).join('|');
+ if (typeFilter && typeFilter.length && !objType.includes(typeFilter)) return;
+
+ objBody = objBody.replace(/template:2Edefault/i,'template:\'+fields.CSdefaultTemplate+\'')
+ .replace(/template:2Espell/i,'template:\'+fields.CSspellTemplate+\'')
+ .replace(/template:2Eattack/i,'template:\'+fields.CSweaponTemplate+\'')
+ .replace(/template:RPGMdefault/i,'template:\'+fields.defaultTemplate+\'')
+ .replace(/template:RPGMspell/i,'template:\'+fields.spellTemplate+\'')
+ .replace(/template:RPGMweapon/i,'template:\'+fields.weaponTemplate+\'')
+ .replace(/template:RPGMpotion/i,'template:\'+fields.potionTemplate+\'')
+ .replace(/template:RPGMattack/i,'template:\'+fields.targetTemplate+\'')
+ .replace(/template:RPGMammo/i,'template:\'+fields.ammoTemplate+\'')
+ .replace(/template:RPGMarmour/i,'template:\'+fields.armourTemplate+\'')
+ .replace(/template:RPGMitem/i,'template:\'+fields.itemTemplate+\'')
+ .replace(/template:RPGMitemSpell/i,'template:\'+fields.itemSpellTemplate+\'')
+ .replace(/template:RPGMring/i,'template:\'+fields.ringTemplate+\'')
+ .replace(/template:RPGMscroll/i,'template:\'+fields.scrollTemplate+\'')
+ .replace(/template:RPGMwand/i,'template:\'+fields.wandTemplate+\'')
+ .replace(/template:RPGMwandSpell/i,'template:\'+fields.wandSpellTemplate+\'')
+ .replace(/template:RPGMmessage/i,'template:\'+fields.messageTemplate+\'')
+ .replace(/template:RPGMwarning/i,'template:\'+fields.warningTemplate+\'')
+ .replace(/template:RPGMclass/i,'template:\'+fields.classTemplate+\'');
+
+ objDef += '{name:\''+itemName+'\','
+ + 'type:\''+objType+'\','
+ + 'ct:\''+objCT+'\','
+ + 'charge:\''+objChg+'\','
+ + 'cost:\''+objCost+'\','
+ + 'body:\''+objBody+'\'}, ';
+ });
+ objDef += ']}, ';
+ dbHandout.set('notes',objHeader+objDef);
+ LibFunctions.sendFeedback('Extracted '+dbName+' v'+version,fields.feedbackName);
+ LibFunctions.setAttr( dbCS, fields.dbVersion, version );
+ return dbHandout;
+ }
+
+ /*
+ * Check the version of a Character Sheet database and, if
+ * it is earlier than the static data held in this API, update
+ * it to the latest version.
+ */
+
+ LibFunctions.buildCSdb = function( dbFullName, dbObj, typeList, silent ) {
+
+ dbFullName = dbFullName.replace(/_/g,'-');
+
+ const spells = dbObj.type.includes('spell') || dbObj.type.includes('power'),
+ charClass = dbObj.type.includes('class'),
+ rootDB = dbObj.root.toLowerCase();
+
+ var dbVersion = 0.0,
+ dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true}),
+ errFlag = false,
+ lists = {},
+ foundItems = [],
+ csDBlist, specs, objType, objBody,
+ msg, versionObj, curDB;
+
+ if (LibFunctions.checkDBver( dbFullName, dbObj, silent )) {
+
+ if (dbCS && dbCS.length) {
+ let abilities = findObjs({ _type:'ability', _characterid:dbCS[0].id });
+ _.each( abilities, a => a.remove() );
+ dbCS = dbCS[0];
+ } else {
+ dbCS = createObj( 'character', {name:dbFullName} );
+ }
+
+ let sorted = _.sortBy(dbObj.db,'name');
+
+ _.each(sorted, item => {
+ if (!!item.body && !foundItems.includes(item.name)) {
+ foundItems.push(item.name);
+ item.body = LibFunctions.parseStr(item.body,dbReplacers);
+ if (!LibFunctions.setAbility( dbCS, item.name, item.body )) {
+ errFlag = true;
+ } else {
+ LibFunctions.setAttr( dbCS, [fields.CastingTimePrefix[0]+item.name, 'current'], item.ct );
+ LibFunctions.setAttr( dbCS, [fields.CastingTimePrefix[0]+item.name, 'max'], (spells ? item.cost : item.charge) );
+ LibFunctions.addMIspells( dbCS, item );
+ item.type.dbName().split('|').filter(t => !!t).map(t => {
+ let listType = typeList[t] ? typeList[t].type.toLowerCase() : (typeList.miscellaneous ? typeList.miscellaneous.type.toLowerCase() : undefined);
+ if (listType) {
+ if (!lists[listType]) lists[listType] = [];
+ if (!lists[listType].includes(item.name)) {
+ lists[listType].push(item.name);
+ }
+ } else if (_.isUndefined(listType)) {
+ LibFunctions.sendError(('Unable to identify item type '+t+' when updating '+item.name+' in database '+dbFullName));
+ };
+ });
+ };
+ };
+ });
+ if (errFlag) {
+ LibFunctions.sendError( ('Unable to completely update database '+dbFullName) );
+ } else {
+ _.each(typeList, dbList => dbList.field[0].length ? LibFunctions.setAttr( dbCS, [dbList.field[0],'current'], (lists[dbList.type.toLowerCase()] || ['']).join('|')) : '');
+ LibFunctions.setAttr( dbCS, fields.dbVersion, (dbObj.version || 1.0));
+ dbCS.set('avatar',(dbObj.avatar || ''));
+ dbCS.set('bio',(dbObj.bio || ''));
+ dbCS.set('controlledby',(dbObj.controlledby || 'All'));
+ dbCS.set('gmnotes',(dbObj.gmnotes || ''));
+ let msg = 'Updated database '+dbFullName+' to version '+String(dbObj.version);
+ if (!silent) LibFunctions.sendFeedback( msg, fields.feedbackName ); else log(msg);
+ }
+ }
+ return (errFlag);
+ }
+
+ /**
+ * Create an internal index of items in the databases
+ * to make searches much faster. Index entries indexed by
+ * database root name & short name (name in lower case with
+ * '-', '_' and ' ' ignored). index[0] = abilityID,
+ * index[1] = ct-attributeID
+ * v3.051 Check that other database-handling APIs have finished
+ * updating their databases and performed a handshake
+ **/
+
+ LibFunctions.updateDBindex = function() {
+ var rootDB, magicDB, validDB,
+ db, shortName, attrName, objList,
+ rootList = ['mu_spells_db','pr_spells_db','powers_db','mi_db','race_db','class_db','attacks_db','styles_db','locks_traps_db'],
+ index = {};
+
+ _.each( dbNames, (dbFields, db) => {
+ if (state.MagicMaster.spellRules.denyCustom && db.toLowerCase().includes('custom')) return;
+ _.each( dbFields.db, (item, i) => {
+ rootDB = db.toLowerCase().match( /[a-z_]+?_db/i );
+ if (!item || !item.name) log('updateDBindex: item='+item.name+', i='+i+', unable to create shortName');
+ shortName = item.name.dbName();
+ if (_.isUndefined(index[rootDB])) index[rootDB] = {};
+ if (_.isUndefined(index[rootDB][shortName])) index[rootDB][shortName] = ['',String(item.ct),db,i];
+ });
+ });
+
+ objList = filterObjs( function(obj) {
+ if (obj.get('type') != 'ability') return false;
+ if (!(magicDB = getObj('character',obj.get('characterid')))) {
+ return false;
+ }
+ db = magicDB.get('name').toLowerCase().replace(/-/g,'_');
+ if (/\s*v\d*\.\d*/.test(db)) {
+ return false;
+ }
+ let validDB = false;
+ for (const rDB of rootList) {
+ if (db.startsWith(rDB)) {
+ validDB = true;
+ rootDB = rDB;
+ break;
+ }
+ }
+ if (!validDB) {return false;}
+ let shortName = obj.get('name').dbName();
+
+ if (_.isUndefined(index[rootDB])) {index[rootDB] = {};}
+ if (_.isUndefined(index[rootDB][shortName]) || !index[rootDB][shortName][0].length || !stdDB.includes(db)) {
+ index[rootDB][shortName] = [obj.id,''];
+ }
+ return true;
+ });
+ objList = filterObjs( function(obj) {
+ if (obj.get('type') != 'attribute') {return false;}
+ attrName = obj.get('name');
+ if (!attrName || !attrName.toLowerCase().startsWith('ct-')) {return false;}
+ if (!(magicDB = getObj('character',obj.get('characterid')))) {
+ return false;
+ }
+ db = magicDB.get('name').toLowerCase().replace(/-/g,'_');
+ if (/\s*v\d*\.\d*/.test(db)) {return false;}
+ let validDB = false;
+ for (const rDB of rootList) {
+ if (db.startsWith(rDB)) {
+ validDB = true;
+ rootDB = rDB;
+ }
+ }
+ if (!validDB)
+ {return false;}
+ let shortName = attrName.dbName().substring(2);
+
+ if (!!!index[rootDB][shortName]) {
+ return false;
+ }
+ if (!stdDB.includes(db) || (!!!index[rootDB][shortName][1]) || (index[rootDB][shortName][1].length === 0)) {
+ index[rootDB][shortName][1] = obj.id;
+ };
+ return true;
+ });
+ magicList = {}; // Blank the internal index of items, as it might have changed and needs rebuilding
+// LibFunctions.sendFeedback( waitMsgDiv+'RPGMaster is now ready.' );
+
+ return index;
+ }
+
+ /*
+ * Check a character sheet database and update/create the
+ * required attributes from the definitions. This should
+ * be run after updating or adding item or spell definitions.
+ */
+
+ LibFunctions.checkCSdb = function( dbFullName ) {
+
+ var db = dbFullName.toLowerCase(),
+ lists = {},
+ spellsDB,
+ dbCSlist,
+ dbTypeList;
+
+ var checkObj = function( obj ) {
+ var objCS, objCSname, objName, objBody, type, objCT, objChg, objCost, specs, spellsDB, classDB;
+
+ if (!obj || obj.get('type') !== 'ability') return false;
+ objCS = getObj('character',obj.get('characterid'));
+ if (!objCS) {log('checkObj: not found database object');return false;}
+ objCSname = objCS.get('name').toLowerCase();
+ if (db && db.length && (db !== '-db' && !objCSname.startsWith(db))) return false;
+ if (!objCSname.includes('-db') || (/\s*v\d*\.\d*/.test(objCSname))) return false;
+ objBody = obj.get('action');
+ spellsDB = objCSname.includes('spells') || objCSname.includes('powers');
+ classDB = objCSname.includes('class') || objCSname.includes('race');
+ specs = objBody.match(reSpecs);
+ objName = obj.get('name');
+ if (specs) {
+ dbTypeList = (spellsDB ? spTypeLists : (classDB ? clTypeLists : miTypeLists));
+ specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : [];
+ for (const i of specs) {
+ type = i[1];
+ if (type && type.length) {
+ let typeList = type.dbName().split('|');
+ for (const t of typeList) {
+ let itemType = dbTypeList[t] ? dbTypeList[t].type : (dbTypeList.miscellaneous ? dbTypeList.miscellaneous.type : undefined);
+ if (itemType) {
+ if (!lists[objCS.id]) lists[objCS.id] = {};
+ if (!lists[objCS.id][itemType]) lists[objCS.id][itemType] = [];
+ if (!lists[objCS.id][itemType].includes(objName)) {
+ lists[objCS.id][itemType].push(objName);
+ };
+ };
+ };
+ };
+ };
+ };
+ objCT = (objBody.match(reDataSpeed) || ['',0])[1];
+ objChg = (objBody.match(reDataCharge) || ['','uncharged'])[1];
+ objCost = (objBody.match(reDataCost) || ['',0])[1];
+ LibFunctions.setAttr( objCS, [fields.CastingTimePrefix[0]+objName, 'current'], objCT );
+ LibFunctions.setAttr( objCS, [fields.CastingTimePrefix[0]+objName, 'max'], (spellsDB ? objCost : objChg) );
+ LibFunctions.addMIspells( objCS, {name:objName,body:objBody} );
+ return true;
+ };
+
+ dbCSlist = filterObjs( obj => checkObj(obj) );
+ if (!dbCSlist || !dbCSlist.length) {
+ LibFunctions.sendFeedback('No databases found with a name that includes '+db,fields.feedbackName);
+ } else {
+ _.each(lists,(types,dbID) => {
+ let dbCS = getObj('character',dbID);
+ _.each(dbTypeList, dbList => {
+ if (types[dbList.type]) {
+ LibFunctions.setAttr( dbCS, [dbList.field[0],'current'], (types[dbList.type].sort().join('|') || '' ));
+ }
+ });
+ });
+ LibFunctions.sendFeedback(((!db || !db.length || db === '-db') ? 'All databases have' : ('Database '+dbFullName+' has')) + ' been updated',fields.feedbackName);
+ }
+ return;
+ }
+
+ /**
+ * Get a new DB index of all Ability Objects stored in
+ * database character sheets
+ **/
+
+ LibFunctions.getDBindex = function(forceUpdate = false) {
+ if (_.isUndefined(DBindex) || forceUpdate) {
+ DBindex = LibFunctions.updateDBindex();
+ }
+ return DBindex;
+ }
+
+ /**
+ * Update or create the help handouts
+ **/
+
+ LibFunctions.updateHandouts = function(handouts,silent,senderId) {
+
+ let helpObj = findObjs({ _type:'handout', name:'Magic Database Help' });
+ if (helpObj && helpObj[0]) helpObj[0].remove();
+ helpObj = findObjs({ _type:'handout', name:'Class & Race Database Help' });
+ if (helpObj && helpObj[0]) helpObj[0].remove();
+ _.each(handouts,(obj,k) => {
+ let dbCS = findObjs({ type:"handout", name:obj.name },{caseInsensitive:true});
+ if (!dbCS || !dbCS[0]) {
+ log(obj.name+' not found. Creating version '+obj.version);
+ if (!silent) LibFunctions.sendFeedback(obj.name+' not found. Creating version '+obj.version);
+ dbCS = createObj("handout",{name:obj.name, inplayerjournals:"all", archived:false});
+ dbCS.set('notes',obj.bio.replace('[General DB Help]',General_DB_Help)
+ .replace('[Item Inheritance]',itemInheritance)
+ .replace('[General API Help]',General_API_Help));
+ dbCS.set('avatar',obj.avatar);
+ } else {
+ dbCS = dbCS[0];
+ dbCS.get('notes',function(note) {
+ let reVersion = new RegExp(obj.name+'\\s*?v(\\d+?.\\d*?)', 'im');
+ let version = note.match(reVersion);
+ version = (version && version.length) ? (parseFloat(version[1]) || 0) : 0;
+ if (version >= obj.version) {
+ if (!silent) LibFunctions.sendFeedback('Not updating handout '+obj.name+' as is already version '+obj.version);
+ return;
+ }
+ dbCS.set('notes',obj.bio.replace('[General DB Help]',General_DB_Help)
+ .replace('[Item Inheritance]',itemInheritance)
+ .replace('[General API Help]',General_API_Help));
+ dbCS.set('avatar',obj.avatar);
+ if (!silent) LibFunctions.sendFeedback(obj.name+' handout updated to version '+obj.version);
+ log(obj.name+' handout updated to version '+obj.version);
+ });
+ }
+ });
+ return;
+ }
+
+ /**
+ * Get the handout IDs for all handouts
+ **/
+
+ LibFunctions.getHandoutIDs = function() {
+
+ var handoutObjs = findObjs({ type: 'handout' }),
+ handoutIDs = {};
+ _.each( handoutObjs, h => {
+ let name = h.get('name').replace(/[-_&\s]/g,'');
+ handoutIDs[name] = h.id;
+ });
+ return handoutIDs;
+ };
+
+ /* -------------------------------- Conversion Functions ---------------------------- */
+
+ /**
+ * Convert Character Sheets that used the Dusts & Scroll tables for weapon management
+ * to move those to new hidden tables and then split all equipment to the
+ * proper equipment tables. Only do this once.
+ **/
+
+ LibFunctions.convertToV4 = function( ) {
+
+
+ }
+
+ /* -------------------------------- Utility Functions ---------------------------- */
+
+ /**
+ * Calculate/roll an attribute value that has a range
+ * Always tries to create a 3 dice bell curve for the value
+ **/
+
+ LibFunctions.calcAttr = function( attr='3:18' ) {
+ let attrRange = attr.split(':'),
+ low = parseInt(attrRange[0]),
+ high = parseInt(attrRange[1]);
+ if (high && !isNaN(low) && !isNaN(high)) {
+ let range = high - (low - 1);
+ if (range === 2) {
+ return low - 1 + randomInteger(2);
+ } else if (range === 3) {
+ return low - 2 + randomInteger(2) + randomInteger(2);
+ } else if (range === 5) {
+ return low - 2 + randomInteger(3) + randomInteger(3);
+ } else if ((range-2)%3 === 0) {
+ return low - 3 + randomInteger(Math.ceil(range/3)+1) + randomInteger(Math.floor(range/3)+1) + randomInteger(Math.floor(range/3)+1);
+ } else if ((range-1)%3 === 0) {
+ return low - 3 + randomInteger(Math.ceil(range/3)) + randomInteger(Math.ceil(range/3)) + randomInteger(Math.ceil(range/3));
+ } else if ((range)%3 === 0) {
+ return low - 3 + randomInteger((range/3)+1) + randomInteger((range/3)+1) + randomInteger(range/3);
+ }
+ }
+ return attr;
+ }
+
+ /**
+ * A function to calculate an internal dice roll
+ */
+
+ LibFunctions.rollDice = function( count, dice, reroll ) {
+ count = parseInt(count || 1);
+ dice = parseInt(dice || 8);
+ reroll = parseInt(reroll || 0);
+ let total = 0,
+ roll;
+ for (let d=0; d LibFunctions.rollDice(n,p,r);
+ var resolveAttr = (m,a) => parseInt(LibFunctions.attrLookup( charCS, [a,'current'] ) || 0);
+ var orig = String(v).match(/([^\[\]]+)\s*?([^\[]?\[[^\[].*\])?/i);
+ var loopCount = 0;
+ const rePar = /(?= 30) {
+ log('evalAttr: loop count exceeded, returning '+v);
+ return v;
+ }
+ while (rePar.test(v)) v = v.replace(rePar,eval).replace(/\-\-/g,'+').replace(/\+\-/g,'-');
+ v = v.replace(reRange,LibFunctions.calcAttr).replace(/\-\-/g,'+').replace(/\+\-/g,'-');
+ } while (rePar.test(v) || reRange.test(v));
+ v = v.replace(reDice,reRoll).replace(/\-\-/g,'+').replace(/\+\-/g,'-');
+ } while (rePar.test(v) || reRange.test(v) || reDice.test(v));
+ v = v.replace(reMinMax,eval).replace(/\-\-/g,'+').replace(/\+\-/g,'-');
+ } while (rePar.test(v) || reRange.test(v) || reDice.test(v) || reMinMax.test(v));
+ return String(v)+(orig[2] || '');
+ };
+ } catch (e) {
+ LibFunctions.sendError('Invalid attribute value given: calculating "'+orig[0].replace(/\*/g,'*')+'" but only **\'+ - * / ( ) : d r f c ^ v a , ;\'** can be used. Current evaluation is '+v);
+// LibFunctions.sendCatchError('LibFunctions',null,e);
+ return v;
+ };
+ };
+
+ /**
+ * Find the player's ID from a player name or a character name,
+ * or if no player name provided, return the GM's ID
+ **/
+
+ LibFunctions.findThePlayer = function(who) {
+ let playerObjs = findObjs({_type:'player',_displayname:who});
+ let GMid = findTheGM();
+ if (!playerObjs || !playerObjs.length) {
+ let charObj = LibFunctions.findCharacter(who);
+ if (charObj) {
+ let playerIds = charObj.get('controlledby').split(',').filter(id => id !== '' && id !== GMid);
+ if (!playerIds || !playerIds.length) return GMid;
+ if (playerIds[0] !== 'all') {
+ let pid = playerIds.find( p => (getObj('player',p) && !!getObj('player',p).get('_online')));
+ if (pid) return pid;
+ }
+ playerObjs = filterObjs(p => (p.get('_type') === 'player' && !!p.get('_online') && p.id !== GMid));
+ }
+ }
+ return (!playerObjs || !playerObjs.length) ? GMid : playerObjs[0].id;
+ };
+
+ /**
+ * Find a Character object given a name only,
+ * returning the first match or undefined
+ */
+
+ LibFunctions.findCharacter = function( name ) {
+ var charObj = findObjs({ _type: 'character' , name: name },{caseInsensitive: true});
+ return ((charObj && charObj.length) ? charObj[0] : undefined);
+ }
+
+ /**
+ * Function to find the ID of a live player
+ * that controls the specified character
+ */
+
+ LibFunctions.checkPlayersLive = function( charCS ) {
+ let playerID, controlledBy = (!charCS ? '' : charCS.get('controlledby'));
+ if (controlledBy.length > 0) {
+ controlledBy = controlledBy.split(',');
+ let viewerID = (state.roundMaster && state.roundMaster.viewer && state.roundMaster.viewer.is_set) ? (state.roundMaster.viewer.pid || null) : null;
+ let players = controlledBy.filter(id => id != viewerID);
+ if (players.length) {
+ playerID = _.find( controlledBy, function(playerID) {
+ players = findObjs({_type: 'player', _id: playerID, _online: true});
+ return (players && players.length > 0);
+ });
+ };
+ };
+ return playerID;
+ };
+
+ /**
+ * A function to return the specified player ID, or
+ * the first live player who controls the character,
+ * or the first live player who controls the token
+ * representing a character, or senderId, or the GM.
+ */
+
+ LibFunctions.fixSenderId = function( args, selected, senderId ) {
+
+ let playerID = args[0] || (selected && selected.length ? selected[0]._id : senderId),
+ playerObj = getObj('player',playerID);
+ if (!playerObj) playerID = LibFunctions.checkPlayersLive( getObj('character',args[0]) );
+ if (!playerID) playerID = LibFunctions.checkPlayersLive( LibFunctions.getCharacter(args[0]) );
+
+ return playerID || senderId;
+ };
+
+ /*
+ * Parse a data string for attribute settings
+ */
+
+ LibFunctions.parseData = function( attributes, reSpecs, def=true, charCS, item='', row='', rowID='' ) {
+
+ var parsedData = {},
+ val,
+ varRes = ( m, w, v = 'current' ) => LibFunctions.parseStr((LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+item+'+'+rowID+'-'+w,'current'] )
+ || LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+item+'+'+row+'-'+w,'current'] )
+ || '').split('/')[v] || '');
+
+ attributes = String(attributes) || '';
+ if (charCS) while (reVars.test(attributes)) attributes = attributes.replace(reVars,varRes);
+ _.each( reSpecs, spec => {
+ if (_.isUndefined(spec) || _.isUndefined(spec.re)) return;
+ val = attributes.match(spec.re);
+ if (!!val && val.length>1 && val[1].length) {
+ parsedData[spec.field] = (val.length == 3 && val[2]) ? [val[1],val[2]] : val[1];
+ } else if (!def) {
+ parsedData[spec.field] = undefined;
+ } else {
+ parsedData[spec.field] = spec.def;
+ }
+ });
+ return parsedData;
+ }
+
+ /*
+ * Follow an inheritance chain of Class or Race database objects and
+ * consolidate their parsed data and attribute specifications
+ */
+
+ LibFunctions.resolveData = function( name, dBase, reThisData, charCS, reParseTable, row='', rowID='', quals=[], defBase=true, doneList=[], topItem, debugging=false ) {
+
+ try {
+
+ if (_.isEmpty(reParseTable)) reParseTable = undefined;
+
+ var thisObj, thisSpecs, baseObj, thisData, thisAttr, parsedData,
+ rDB = dBase.toLowerCase().replace(/-/g,'_'),
+ isSpell = rDB.includes('spells_db'),
+ isMI = rDB.startsWith('mi_db'),
+ isRC = !isSpell && !isMI,
+ parseTable = reClassSpecs,
+ baseData = [['']],
+ baseParsed = LibFunctions.parseData( '', (reParseTable || (!isRC ? reSpellSpecs : reClassSpecs)), defBase ),
+ baseAttr = LibFunctions.parseData( '', reAttr, defBase ),
+ debugging = debugging || false, // name.dbName().includes('berserking'),
+ varRes = ( m, w, v = 0 ) => LibFunctions.parseStr((LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+(topItem || name)+'+'+rowID+'-'+w,'current'] )
+ || LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+(topItem || name)+'+'+row+'-'+w,'current'] )
+ || '').split('/')[v] || '');
+
+ if (!name || !name.trim().length || doneList.includes(name.dbName())) throw new Error('resolveData: no name or already processed '+name);
+ thisObj = LibFunctions.abilityLookup( dBase, name, charCS, true );
+ if (!thisObj.obj || !thisObj.obj[1]) throw new Error('resolveData: no definition of '+name+' in '+dBase);
+ doneList.push(name.dbName());
+ thisSpecs = thisObj.specs();
+ if (!thisSpecs || !thisSpecs[0]) throw new Error('resolveData: no Specs in definition of '+name);
+ if (debugging) log('resolveData: weapon '+name+' thisSpecs = '+thisSpecs[0]+', item body = '+thisObj.obj[1].body);
+ baseObj = LibFunctions.resolveData( ((isMI ? thisSpecs[0][5] : thisSpecs[0][4]) || ''), dBase, reThisData, charCS, reParseTable, row, rowID, quals, defBase, doneList, (topItem || name), debugging );
+ baseParsed = baseObj.parsed; baseAttr = baseObj.attrs; baseData = baseObj.raw;
+ thisData = thisObj.data(reThisData);
+ if (!thisData || !thisData[0]) thisData = [['']];
+ thisData.forEach( td => {_.each( quals, (q,k) => td[0] = td[0].replace(new RegExp('\\?\\?'+k,'g'),q));});
+ if (debugging) log('resolveData: weapon '+name+' quals = '+quals+', after ??# replacement, thisData.length = '+thisData.length+', thisData = '+thisData);
+ thisData[0][0] = thisData[0][0].replace(/\?\?\d/g,'0');
+ if (isMI || isSpell) {
+ if (debugging && !miTypeLists[thisSpecs[0][2].dbName().split('|')[0]]) log('resolveData: unable to find '+thisSpecs[0][2].dbName().split('|')[0]);
+ switch ((miTypeLists[thisSpecs[0][2].dbName().split('|')[0]] || {type:''}).type) {
+ case 'weapon':
+ case 'ammo':
+ parseTable = reWeapSpecs;
+ break;
+ case 'armour':
+ case 'armor':
+ parseTable = reACSpecs;
+ break;
+ default:
+ parseTable = reSpellSpecs;
+ break;
+ };
+ };
+ while (!!charCS && reVars.test(thisData[0][0])) thisData[0][0] = thisData[0][0].replace(reVars,varRes);
+ parsedData = LibFunctions.parseData( thisData[0][0], (reParseTable || parseTable), false, charCS, name, row, rowID );
+ thisAttr = LibFunctions.parseData( (parsedData.cattr || '')+',', reAttr, false, charCS, name, row, rowID );
+ if (baseParsed) {
+ if (!parsedData.cattr) {
+ parsedData.cattr = baseParsed.cattr;
+ thisAttr = baseAttr;
+ } else if (baseAttr) {
+ thisAttr = _.mapObject(Object.assign(baseAttr,_.pick(thisAttr,a => !!a)), attr => attr !== '-' ? attr : '');
+ }
+ if (debugging) log('resolveData: baseParsed = '+_.pairs(baseParsed).flat()+', parsedData = '+_.pairs(parsedData).flat());
+ parsedData = _.mapObject(Object.assign(baseParsed,_.pick(parsedData,a => !!a)), attr => attr !== '-' ? attr : '');
+ let dataCount = reIsAttackData.test(thisData[0][0]) ? thisData.length : 1;
+ for (let i=0; i < dataCount; i++) {
+ while (reVars.test(thisData[i][0])) thisData[i][0] = thisData[i][0].replace(reVars,varRes);
+ if (!!baseData.length && i < thisSpecs.length) {
+ thisData[i][0] = '['+_.pairs(Object.assign(
+ _.object(baseData[0][0].replace(/^.*?=\[/,'').replace(/[\[\]]/g,'').split(',').map(v => {v = v.trim().split(':');v[0] = v[0].toLowerCase().slice((' '+v[0]).lastIndexOf(' '));return v})),
+ _.object(thisData[i][0].replace(/^.*?=\[/,'').replace(/[\[\]]/g,'').split(',').map(v => {v = v.trim().split(':');v[0] = v[0].toLowerCase().slice((' '+v[0]).lastIndexOf(' '));return v}))
+ )
+ ).map(v => v.join(':')).filter(v => v !== ':').join()+']';
+ if (baseData.length > 1) {baseData.shift();} // else {baseData = [['']]};
+ };
+ };
+ }
+ if (debugging)log('resolveData: merged data for '+name+' thisData = '+thisData);
+ if (parsedData.bag || (parsedData.numpowers && parsedData.numpowers[0]!=='=')) thisData = thisData.concat(baseData);
+ if (debugging)log('resolveData: result is '+thisData.length+' long = '+thisData);
+ if (debugging)log('resolveData: thisData[0].length = '+thisData[0].length+', thisData[0][0] = '+thisData[0][0]+', returning raw = '+((thisData[0].length === 1 && thisData[0][0].trim() === '') ? '' : thisData));
+ return {parsed:parsedData, attrs:thisAttr, raw:((thisData[0].length === 1 && thisData[0][0].trim() === '') ? '' : thisData)};
+
+ } catch (err) {
+ if (err.message.startsWith('resolveData')) {
+ if (debugging) log(err.message);
+ return {parsed:baseParsed, attrs:baseAttr, raw:baseData};
+ } else {
+ LibFunctions.sendCatchError( 'RPGM Library',null,err,'RPGM Library resolveData()');
+ }
+ }
+ };
+
+ /*
+ * Function to replace special characters in a string
+ */
+
+ LibFunctions.parseStr = function(str='',replaced=replacers){
+ return replaced.reduce((m, rep) => m.replace(rep[0], rep[1]), str);
+ }
+
+ /**
+ * Get valid character from a tokenID
+ */
+
+ LibFunctions.getCharacter = function( tokenID, silent=true ) {
+
+ var curToken,
+ charID,
+ charCS;
+
+ if (!tokenID) {
+ if (!silent) LibFunctions.sendError('Invalid token_id in arguments');
+ return undefined;
+ };
+
+ charCS = getObj( 'character', tokenID );
+ if (charCS) return charCS;
+
+ curToken = getObj( 'graphic', tokenID );
+
+ if (!curToken) {
+ if (!silent) LibFunctions.sendError('Invalid token_id in arguments');
+ return undefined;
+ };
+
+ charID = curToken.get('represents');
+
+ if (!charID) {
+ if (!silent) LibFunctions.sendError(('The token "'+curToken.get('name')+'" does not represent a character sheet'));
+ return undefined;
+ };
+
+ charCS = getObj('character',charID);
+
+ if (!charCS) {
+ if (!silent) LibFunctions.sendError(('The token "'+curToken.get('name')+'" does not represent a character sheet'));
+ return undefined;
+ };
+ return charCS;
+ };
+
+ /*
+ * Get linked values from the right place for this token. These can be
+ * re-mapped by the GM so need to check all links to assess correct
+ * source for a token value
+ */
+
+ LibFunctions.getTokenValue = function( curToken, tokenBar, field, altField, thac0_base ) {
+
+ if (!curToken) return undefined;
+ var charCS = LibFunctions.getCharacter(curToken.id),
+ attr = field[0].toLowerCase(),
+ altAttr = altField ? altField[0].toLowerCase() : 'EMPTY',
+ property = field[1],
+ token_property = (property.toLowerCase() == 'current' ? 'value' : 'max'),
+ linkedToken = false,
+ barName, attrVal, attrObj, attrName, tokenField,
+ fieldIndex = _.isUndefined(state.RPGMaster.tokenFields) ? -1 : state.RPGMaster.tokenFields.indexOf( field[0] );
+
+ if (!charCS) {return undefined;}
+
+ if (_.some( ['bar2_link','bar1_link','bar3_link'], linkName=>{
+ let linkID = curToken.get(linkName);
+ tokenField = linkName;
+ barName == '';
+ if (linkID && linkID.length) {
+ attrObj = getObj('attribute',linkID);
+ if (attrObj) {
+ attrName = attrObj.get('name').toLowerCase();
+ barName = tokenField.substring(0,4);
+ return (attrName == attr) || (attrName == altAttr);
+ }
+ }
+ return false;
+ })) {
+ linkedToken = true;
+ attrVal = parseFloat(curToken.get(barName+'_'+token_property));
+ attrVal = !isNaN(attrVal) ? parseFloat(attrVal) : undefined;
+ }
+ if (isNaN(attrVal) && !linkedToken && fieldIndex >= 0) {
+ attrVal = parseFloat(curToken.get('bar'+(fieldIndex+1)+'_'+token_property));
+ attrName = barName = 'bar'+(fieldIndex+1);
+ }
+ if (isNaN(attrVal) && attr.includes('thac0')) {
+ if (!thac0_base) thac0_base = ['thac0-base','current','20'];
+ attrVal = parseFloat(LibFunctions.attrLookup( charCS, thac0_base ));
+ attrName = thac0_base[0];
+ barName = undefined;
+ }
+ if (isNaN(attrVal)) {
+ attrVal = parseFloat(LibFunctions.attrLookup( charCS, field ));
+ attrName = field[0];
+ barName = undefined;
+ }
+ if (isNaN(attrVal) && altField) {
+ attrVal = parseFloat(LibFunctions.attrLookup( charCS, altField ));
+ attrName = altField[0];
+ }
+ return {val:attrVal, name:(isNaN(attrVal) ? undefined : attrName), barName:(barName || attrName)};
+ }
+
+ /*
+ * Create an array of class objects for the classes
+ * of the specified character.
+ */
+
+ LibFunctions.classObjects = function( charCS, senderId, parseTable ) {
+
+ try {
+ var charLevels = ((_.filter( fields, (elem,l) => {return l.toLowerCase().includes('_level')}).filter( elem => 0 < (LibFunctions.attrLookup( charCS, elem ) || 0))) || fields.Fighter_level);
+ var charClass, baseClass, charLevel, isCreature = false, isClass = false, dB = fields.ClassDB;
+
+ var classDef = _.filter( classLevels, a => {
+ return _.some( charLevels, b => {
+ return (a[1].includes(b[0]))
+ })
+ })
+ .map( elem => {
+ charClass = LibFunctions.attrLookup(charCS,elem[0]) || '';
+ charLevel = LibFunctions.attrLookup( charCS, elem[1] ) || 0;
+ if (elem[0][0] == fields.Wizard_class[0]) {
+ baseClass = 'wizard';
+ } else if (elem[0][0] == fields.Priest_class[0]) {
+ baseClass = 'priest';
+ } else if (elem[0][0] == fields.Rogue_class[0]) {
+ baseClass = 'rogue';
+ } else if (elem[0][0] == fields.Psion_class[0]) {
+ baseClass = 'psion';
+ } else if (elem[1][0] == fields.Fighter_level[0] && charLevel > 0) {
+ baseClass = 'warrior';
+ } else if (elem[1][0] == fields.Monster_hitDice[0]) {
+ let monsterHD = parseInt(LibFunctions.attrLookup( charCS, fields.Monster_hitDice )) || 0,
+ monsterHPplus = parseInt(LibFunctions.attrLookup( charCS, fields.Monster_hpExtra )) || 0,
+ monsterIntField = LibFunctions.attrLookup( charCS, fields.Monster_int ) || '',
+ monsterIntNum = parseInt((monsterIntField.match(/\d+/)||["1"])[0]) || 0,
+ monsterInt = monsterIntField.toLowerCase().includes('non') ? 0 : monsterIntNum;
+ charLevel = Math.ceil((monsterHD + Math.ceil(monsterHPplus/4)) / (monsterInt != 0 ? 1 : 2)); // Calculation based on p65 of DMG
+ baseClass = 'creature';
+ isCreature = true;
+ if (!charClass || !charClass.length) {
+ charClass = LibFunctions.attrLookup(charCS,fields.Race);
+ dB = fields.RaceDB;
+ };
+ if (!charClass || !charClass.length) {
+ charClass = 'creature';
+ dB = fields.ClassDB;
+ };
+
+ } else {
+ baseClass = 'warrior';
+ }
+ isClass = isClass || baseClass !== 'creature';
+ let classObj = LibFunctions.abilityLookup( dB, charClass, charCS, true );
+ if (!charClass.length || !classObj.obj) {
+ charClass = baseClass;
+ classObj = LibFunctions.abilityLookup( dB, baseClass, charCS, true );
+ }
+ return {name:charClass.dbName(), dB:classObj.dB, base:baseClass.dbName(), dBbase:fields.ClassDB, level:charLevel, obj:classObj.obj};
+ });
+ if (isCreature && isClass) {classDef = classDef.filter( c => c.base !== 'creature')};
+ if (_.isUndefined(classDef) || !classDef.length) classDef = [{name:'creature', dB:fields.RaceDB, base:'warrior', dBbase:fields.ClassDB, level:0, obj:LibFunctions.abilityLookup( fields.ClassDB, 'creature', charCS ).obj}];
+ classDef = classDef.map(c => {let d = LibFunctions.resolveData((c.name || charClass), (c.dB || dB), reData, null, parseTable); c.classData = d.parsed; c.attrData = d.attrs; c.rawData = d.raw; return c});
+
+ } catch (e) {
+ LibFunctions.sendCatchError( 'RPGM Library',(senderId ? msg_orig[senderId] : null),e,'RPGM Library classObjects()');
+ }
+ return classDef;
+ };
+
+ /*
+ * Determine if a particular item type or superType is an
+ * allowed type for a specific class.
+ */
+
+ LibFunctions.classAllowedItem = function( charCS, wname, wt, wst, allowedItemsByClass ) {
+
+ wt = wt ? wt.dbName() : '-';
+ wst = wst ? wst.dbName() : '-';
+ wname = wname ? wname.dbName() : '-';
+ allowedItemsByClass = allowedItemsByClass.dbName();
+
+ var typeDefaults = {weaps:'any',ac:'any',sps:'any',spm:'',spb:'',align:'any',race:'any',styles:'any'},
+ itemType = !_.isUndefined(typeDefaults[allowedItemsByClass]) ? allowedItemsByClass : 'weaps',
+ forceFalse = false,
+ reItemSpecs = { weapons: reClassSpecs.weapons,
+ armour: reClassSpecs.armour,
+ majorsphere:reClassSpecs.majorsphere,
+ minorsphere:reClassSpecs.minorsphere,
+ bannedsphere:reClassSpecs.bannedsphere,
+ alignment: reClassSpecs.alignment,
+ race: reClassSpecs.race,
+ styles: reClassSpecs.styles,
+ };
+
+ var classAllowed = LibFunctions.classObjects( charCS ).some( elem => {
+ if (wt.includes('innate') || wst.includes('innate')) return true;
+
+ if (!elem.obj) return false;
+ let allowedItems = (elem.classData[itemType] || typeDefaults[itemType]).toLowerCase().replace(reIgnore,'').split('|');
+ return allowedItems.reduce((p,c) => {
+ let item = '!+'.includes(c[0]) ? c.slice(1) : c,
+ found = item.includes('any') || (wt.includes(item) || wst.includes(item) || (wt=='-' && wst=='-' && wname.includes(item)));
+ forceFalse = (forceFalse || (c[0] === '!' && found)) && !(c[0] === '+' && found);
+ return (p || found) && !forceFalse;
+ }, false);
+ }),
+ raceAllowed = true;
+
+ forceFalse = false;
+ let allowedItems = LibFunctions.resolveData( (LibFunctions.attrLookup( charCS, fields.Race ) || 'human'), fields.RaceDB, reClassRaceData, charCS, reItemSpecs, '', '', [], true, [] ).parsed[itemType];
+ if (!allowedItems || !allowedItems.length) {
+ allowedItems = typeDefaults[itemType];
+ }
+ allowedItems = allowedItems.dbName().split('|');
+ raceAllowed = allowedItems.reduce((p,c) => {
+ let item = '!+'.includes(c[0]) ? c.slice(1) : c,
+ found = item.includes('any') || (wt.includes(item) || wst.includes(item) || (wt=='-' && wst=='-' && wname.includes(item)));
+ forceFalse = (forceFalse || (c[0] === '!' && found)) && !(c[0] === '+' && found);
+ return (p || found) && !forceFalse;
+ }, false);
+ return (classAllowed && raceAllowed);
+ };
+
+ /*
+ * For magic items that have stored spells or powers, extract
+ * these from the MI definition and create or update the
+ * related character sheet database attribute.
+ */
+
+ LibFunctions.addMIspells = function( dbCS, dbItem, index='' ) {
+
+ var itemData = LibFunctions.resolveData( dbItem.name, fields.MagicItemDB, reNumSpellsData ).raw,
+ itemSpells = itemData ? [...('['+itemData+']').matchAll(/\[.+?\]/g)] : [],
+ spellSet = {MU:[[],[]],PR:[[],[]],PW:[[],[]],AB:[[],[]]};
+
+ if (index && String(index).length) index = '+'+String(index);
+
+ _.each(itemSpells, spell => {
+ let parsedData = LibFunctions.parseData( spell[0], reSpellSpecs );
+ if (parsedData && parsedData.spell && ['MU','PR','PW','AB'].includes(parsedData.spell.toUpperCase())) {
+ let spellType = parsedData.spell.toUpperCase();
+ spellSet[spellType][0].push(parsedData.name);
+ spellSet[spellType][1].push((spellType == 'PW') ? (parsedData.perDay+'.'+parsedData.perDay) : (parsedData.level+'.0'));
+ }
+ });
+ if (spellSet.PW[0].length && !LibFunctions.miSpellLookup( dbCS, dbItem.name, index, '', fields.ItemPowersList, '', '', false)) {
+ LibFunctions.setAttr( dbCS, [fields.ItemPowersList[0]+dbItem.name+index,fields.ItemPowersList[1]], spellSet.PW[0].join() );
+ if (spellSet.PW[1].length) {
+ LibFunctions.setAttr( dbCS, [fields.ItemPowerValues[0]+dbItem.name+index,fields.ItemPowerValues[1]], spellSet.PW[1].join() );
+ }
+ }
+ if (spellSet.PR[0].length && !LibFunctions.miSpellLookup( dbCS, dbItem.name, index, '', fields.ItemPRspellsList, '', '', false)) {
+ LibFunctions.setAttr( dbCS, [fields.ItemPRspellsList[0]+dbItem.name+index,fields.ItemPRspellsList[1]], spellSet.PR[0].join() );
+ if (spellSet.PR[1].length) {
+ LibFunctions.setAttr( dbCS, [fields.ItemPRspellValues[0]+dbItem.name+index,fields.ItemPRspellValues[1]], spellSet.PR[1].join() );
+ }
+ }
+ if (spellSet.MU[0].length && !LibFunctions.miSpellLookup( dbCS, dbItem.name, index, '', fields.ItemMUspellsList, '', '', false)) {
+ LibFunctions.setAttr( dbCS, [fields.ItemMUspellsList[0]+dbItem.name+index,fields.ItemMUspellsList[1]], spellSet.MU[0].join() );
+ if (spellSet.MU[1].length) {
+ LibFunctions.setAttr( dbCS, [fields.ItemMUspellValues[0]+dbItem.name+index,fields.ItemMUspellValues[1]], spellSet.MU[1].join() );
+ }
+ }
+ return spellSet;
+ }
+
+ /**
+ * String together the value of the specified item type from
+ * all databases with the specified root name, separated
+ * by |. This is used to get a complete list of available
+ * magic spell or item macros across all databases of a
+ * specific type.
+ **/
+
+ LibFunctions.getMagicList = function( rootDB, mapObj, objType, senderId, defList='', other=false, otherMsg='Specify', alphabet=false ) {
+
+ objType = _.isArray(objType) ? objType.join('-').toLowerCase() : objType.toLowerCase();
+ if (!magicList[rootDB] || !magicList[rootDB][objType] || magicList[rootDB][objType].alpha != alphabet) {
+
+ var list = [],
+ alphaList = [],
+ rDB = rootDB.toLowerCase().replace(/-/g,'_'),
+ isGMitem = objType.includes('dmitem') || objType.includes('gmitem');
+
+ var formatQuery = function( list, depth ) {
+ if (!depth) {
+ list = list.replace(/%/g,'%%').replace(/\?/g,'?').replace(/{/g,'{').replace(/}/g,'}').replace(/\|/g,'|').replace(/\,/g,',');
+ } else {
+ list = list.replace(/%/g,'%%').replace(/\&/g,'&').replace(/\?/g,'?').replace(/{/g,'&#123;').replace(/}/g,'&#125;').replace(/\|/g,'&#124;').replace(/\,/g,'&#44;');
+ };
+ return list;
+ };
+
+ var addItemToList = function( objIndex, objName, mapObj, objType ) {
+ var error = false;
+ try {
+ var typeList;
+ if (objIndex[0].length) {
+ let obj = getObj('ability',objIndex[0]);
+ if (!obj) return true;
+ let objDef = obj.get('action');
+ let specs = objDef.match(reSpecs);
+ specs = specs ? [...('['+specs[0]+']').matchAll(reSpecsAll)] : [];
+
+ outer_block: {
+ for (const s of specs) {
+ typeList = s[2].dbName().split('|');
+ if (typeList.includes('format') || typeList.includes('hide') || (!isGMitem && (typeList.includes('dmitem') || typeList.includes('gmitem')))) continue;
+ for (const t of typeList) {
+ if (t==='magic') continue;
+ if ((mapObj[t] && !!mapObj[t].type && objType.includes(mapObj[t].type))
+ || (!mapObj[t] && mapObj.miscellaneous && objType.includes(mapObj.miscellaneous.type))) {
+ let listName = obj.get('name').dispName();
+ let hasQuery = !!LibFunctions.resolveData( listName, rootDB, reNotAttackData, null, {query:reClassSpecs.query} ).parsed.query;
+ let listQuery = !hasQuery ? '' : formatQuery((!mapObj[t] ? '' : (!mapObj[t].query ? '' : '%%'+mapObj[t].query)),alphabet);
+ list.push(listName+(alphabet ? ',' : ',')+listName+listQuery);
+ break outer_block;
+ }
+ }
+ }
+ }
+ } else {
+ typeList = dbNames[objIndex[2]].db[objIndex[3]].type.dbName().split('|');
+ if (typeList.includes('format') || typeList.includes('hide')) return error;
+
+ for (const t of typeList) {
+ if (t === 'magic') continue;
+ if ((mapObj[t] && !!mapObj[t].type && objType.includes(mapObj[t].type))
+ || (!mapObj[t] && mapObj.miscellaneous && objType.includes(mapObj.miscellaneous.type))) {
+ let listName = dbNames[objIndex[2]].db[objIndex[3]].name.dispName();
+ let hasQuery = !!LibFunctions.resolveData( listName, rootDB, reNotAttackData, null, {query:reClassSpecs.query} ).parsed.query;
+ let listQuery = !hasQuery ? '' : formatQuery((!mapObj[t] ? '' : (!mapObj[t].query ? '' : '%%'+mapObj[t].query)), alphabet);
+ list.push(listName+(alphabet ? ',' : ',')+listName+listQuery);
+ break;
+ }
+ }
+ }
+ } catch (e) {
+ log('LibFunctions getMagicList: JavaScript '+e.name+': '+e.message+' while processing object '+objName);
+ LibFunctions.sendCatchError('RPGMaster Library',(senderId ? msg_orig[senderId] : null),e);
+ error = true;
+
+ } finally {
+ return error;
+ }
+ };
+
+ if (_.isUndefined(DBindex[rDB])) {
+ for (const db of _.keys(DBindex)) {
+ if (rDB.startsWith(db)) {
+ rDB = db;
+ break;
+ }
+ }
+ }
+ _.each( DBindex[rDB], (objIndex,objName) => {
+ addItemToList( objIndex, objName, mapObj, objType );
+ });
+ if (!list.length || !list[0].length) {
+ list = defList.split('|');
+ }
+ list = _.uniq(list.filter( list => !!list ).sort(),true);
+
+ if (alphabet) {
+ if (_.isBoolean(alphabet)) {
+ for (let i=65; i<=90; i++) {
+ let subList = list.filter( n => n.toUpperCase().charCodeAt(0)==i )
+ .concat(list.filter( n => n.toUpperCase().startsWith('POTION OF ') && n.toUpperCase().charCodeAt(10)==i ),
+ list.filter( n => n.toUpperCase().startsWith('RING OF ') && n.toUpperCase().charCodeAt(8)==i ),
+ list.filter( n => n.toUpperCase().startsWith('SCROLL OF ') && n.toUpperCase().charCodeAt(10)==i ));
+ if (subList && subList.length) {
+ if (subList.length === 1) subList.push(subList[0]);
+ alphaList.push(String.fromCharCode(i)+',?{Choose from |'+(subList.join('|'))+'}');
+ }
+ }
+ } else if (_.isArray(alphabet)) {
+ for (const group of alphabet) {
+ let subList = list.filter( n => n.dbName().startsWith(group.dbName()));
+ if (subList && subList.length) {
+ if (subList.length === 1) subList.push(subList[0]);
+ alphaList.push(group+',?{Choose from |'+(subList.join('|'))+'}');
+ };
+ };
+ };
+ list = alphaList;
+ }
+ if (other) {
+ list.push('Other,?{'+otherMsg+'}');
+ }
+
+ if (!magicList[rootDB]) magicList[rootDB] = {};
+ if (!magicList[rootDB][objType]) magicList[rootDB][objType] = {};
+ magicList[rootDB][objType].list = list.join('|');
+ magicList[rootDB][objType].alpha = alphabet;
+ }
+ return magicList[rootDB][objType].list;
+ };
+
+ /*
+ * Grey out all active buttons (except [View...] buttons when viewing
+ * a spell or item description and not using it.
+ */
+
+ LibFunctions.greyOutButtons = function( tokenID, charCS, obj, renamed='', retButton='' ) {
+ const reActionButton = /((? LibFunctions.attrLookup( charCS, [field,param] );
+ let action;
+ if (isArray(obj)) {
+ action = (obj[0].get('action') || '');
+ } else if (isString(obj)) {
+ ation = obj;
+ }
+
+ if (!state.MagicMaster.viewActions) action = action.replace(/@\{selected\|token_id\}/img,'')
+ .replace(/@\{selected\|(.+?)(?:\|(current|max))?\}/img,setVal)
+ .replace(/\[\[\[/mg,'[€€').replace(/\[\[/mg,'€€')
+ .replace(/\]\]\]/mg,'££ ]').replace(/\]\]/mg,'££')
+ .replace(reActionButton,grey_action)
+ .replace(/€/mg,'[').replace(/£/mg,']');
+ action = action.replace(reKeepButton,'[$2]($3$4')
+ .replace(/^!.+$/mg,'')
+ .replace(/\-\-mi\-charges\s/img,'--skip ')
+ .replace(/}}\s*$/m,('}}'+(retButton ? ('{{RetButton='+retButton+'}}') : '')));
+
+ if (renamed) {
+ LibFunctions.setAbility( charCS, renamed, action );
+ } else if (isArray(obj)) {
+ obj[0].set('action', action);
+ };
+ return obj;
+ };
+
+ /**
+ * Get the displayable type of an item, derived from the
+ * item's database "Specs" field, for display in search-able
+ * containers
+ **/
+
+ LibFunctions.getShownType = function( miObj, row, miAlt ) {
+ var specs = miObj.specs(),
+ mi = '', miType;
+ if (specs) {
+ let miClasses = specs.reduce((a,b) => a.concat(b[2].split('|')), []);
+
+ mi = miClasses.find(itemClass => !_.isUndefined(miTypeLists[itemClass.dbName()]) && !(['weapon','ammo','armour','armor'].includes(miTypeLists[itemClass.dbName()].type)));
+ if (!mi) mi = miClasses.find(itemClass => _.isUndefined(miTypeLists[itemClass.dbName()]));
+ if (!mi) mi = miClasses.find(itemClass => ['weapon','ammo','armour','armor'].includes(miTypeLists[itemClass.dbName()].type));
+ miType = miTypeLists[mi.dbName()] ? miTypeLists[mi.dbName()].type : 'miscellaneous';
+ if (!miAlt) miAlt = LibFunctions.resolveData(miObj.obj[1].name,fields.MagicItemDB,reNotAttackData,null,{itemType:reSpellSpecs.itemType},row,null,false).parsed.itemType;
+ specs = specs.find(itemSpecs => itemSpecs[2].toLowerCase().includes(mi.toLowerCase()));
+ switch (miType) {
+ case 'weapon':
+ case 'ammo':
+ mi = miAlt || ((specs || ['','','','','item'])[4]);
+ break;
+ case 'armour':
+ case 'armor':
+ mi = miAlt || ((specs || ['','mi'])[1]);
+ break;
+ case 'miscellaneous':
+ mi = miAlt || mi;
+ break;
+ default:
+ if (mi.toLowerCase() === 'magic') {
+ mi = miAlt || ((specs || ['','','','','item'])[4]);
+ }
+ break;
+ }
+ }
+ return mi.replace(/[-_]/g,' ').replace(/\|/g,'/');
+ };
+
+ /**
+ * Find an item identified as a Power, but which might actually
+ * be in a different database, as powers can be anything magical
+ **/
+
+ LibFunctions.findPower = function( charCS, power, silent=false, def=true ) {
+
+ if (!power || !power.length) return LibFunctions.abilityLookup( fields.PowersDB, '', charCS, true, false );
+
+ const dbList = [['PW-',fields.PowersDB],['MU-',fields.MU_SpellsDB],['PR-',fields.PR_SpellsDB],['MI-',fields.MagicItemDB]];
+
+ var powerType = power.substring(0,3),
+ powerLib;
+
+ if (_.some(dbList,dB=>dB[0]===powerType.toUpperCase())) power = power.slice(powerType.length);
+
+ if (!_.some(dbList, dB => {
+ if (powerType.toUpperCase() === dB[0]) {
+ powerLib = LibFunctions.abilityLookup( dB[1], power, null, true, def );
+ return true;
+ } else {
+ return false;
+ }
+ })) {
+ _.some(dbList, dB => {
+ powerLib = LibFunctions.abilityLookup( dB[1], power, null, true, false );
+ return !_.isUndefined(powerLib.obj);
+ });
+ };
+ if (!powerLib.obj) {
+ powerLib = LibFunctions.abilityLookup( fields.PowersDB, power, charCS, silent, def );
+ }
+ powerLib.name = power;
+ return powerLib;
+ }
+
+ /**
+ * Find and return total level of a character
+ **/
+
+ LibFunctions.characterLevel = function( charCS ) {
+// var level = parseInt((LibFunctions.attrLookup( charCS, fields.Total_level ) || 0),10);
+// if (!level) {
+ var level = Math.max(((parseInt((LibFunctions.attrLookup( charCS, fields.Monster_hitDice ) || 0),10)
+ + ((parseInt((LibFunctions.attrLookup( charCS, fields.Monster_hpExtra ) || 0),10) >= 3) ? 1 : 0)) || 0),
+ ((parseInt((LibFunctions.attrLookup( charCS, fields.Fighter_level ) || 0),10)
+ + parseInt((LibFunctions.attrLookup( charCS, fields.Wizard_level ) || 0),10)
+ + parseInt((LibFunctions.attrLookup( charCS, fields.Priest_level ) || 0),10)
+ + parseInt((LibFunctions.attrLookup( charCS, fields.Rogue_level ) || 0),10)
+ + parseInt((LibFunctions.attrLookup( charCS, fields.Psion_level ) || 0),10)) || 0));
+// }
+ return level;
+ }
+
+ /*
+ * Find and return the level for spell casting.
+ * MU: Wizard_level
+ * PR: Priest_level
+ * POWER or MI: all levels added
+ */
+
+ LibFunctions.caster = function( charCS, casterType ) {
+
+ var level=0, castingLevel=0, charClass, castingClass;
+
+ casterType = casterType.toUpperCase();
+
+ if (casterType == 'MI' || casterType == 'POWER' || casterType == 'PW') {
+ level = LibFunctions.characterLevel( charCS );
+ return {lv:level,cl:'',clv:level,ccl:''};
+ }
+
+ for (const casterData of casterLevels) {
+ charClass = (LibFunctions.attrLookup( charCS, casterData[0] ) || '');
+ castingClass = charClass.dbName();
+ level = LibFunctions.attrLookup(charCS,casterData[1]) || 0;
+ if (level > 0 && (_.isUndefined(spellsPerLevel[castingClass]) || _.isUndefined(spellsPerLevel[castingClass][casterType]))) {
+ if (casterType == 'MU' && casterData[0][0] == fields.Wizard_class[0]) {
+ castingClass = 'wizard';
+ } else if (casterType == 'PR' && casterData[0][0] == fields.Priest_class[0]) {
+ castingClass ='priest';
+ } else {
+ level = 0;
+ }
+ }
+ if (level > 0) break;
+ }
+ if (level>0 && castingClass) {
+ castingLevel = Math.min(Math.max((1+parseInt(level) - spellsPerLevel[castingClass][casterType][0][1]),0),spellsPerLevel[castingClass][casterType][0][2]);
+ if (castingLevel <= 0) castingLevel = -1;
+ };
+ return {lv:level,cl:charClass,clv:castingLevel,ccl:castingClass};
+ };
+
+ /**
+ * Convert a legacy character sheet currency tab to the
+ * latest currency objects in the Coins table
+ **/
+
+ LibFunctions.convertMoney = function( charCS ) {
+
+ var Coins = LibFunctions.getTable( charCS, fieldGroups.COINS );
+
+ if (Coins.sortKeys.length && (!_.isUndefined(Coins.tableFind( fields.Coins_name, 'Copper-Coin' )) || !_.isUndefined(Coins.tableFind( fields.Coins_name, 'Silver-Coin' )) ||!_.isUndefined(Coins.tableFind( fields.Coins_name, 'Electrum-Coin' )) ||!_.isUndefined(Coins.tableFind( fields.Coins_name, 'Gold-Coin' )) ||!_.isUndefined(Coins.tableFind( fields.Coins_name, 'Platinum-Coin' )))) return;
+
+ log('convertMoney: Coins not found, so doing conversion');
+
+ var setCoins = function( charCS, Table, coin, field ) {
+ let qty = parseInt(LibFunctions.attrLookup( charCS, field ));
+ if (!qty || isNaN(qty)) return;
+ let row = Table.tableFind( fields.Coins_name, coin ),
+ coinQty = !_.isUndefined(row) ? parseInt(Table.tableLookup( fields.Coins_trueQty, row ) || 0) : 0;
+ if (_.isUndefined(row) || coinQty !== parseInt(qty)) {
+ let values = Table.values,
+ coinData = LibFunctions.resolveData( coin, fields.MagicItemDB, reNotAttackData, Table.character, {cost:reSpellSpecs.cost} ).parsed,
+ coinName = coin
+ values[fields.Coins_name[0]][fields.Coins_name[1]] = coin;
+ values[fields.Coins_trueName[0]][fields.Coins_trueName[1]] = coin;
+ values[fields.Coins_qty[0]][fields.Coins_qty[1]] = qty + coinQty;
+ values[fields.Coins_trueQty[0]][fields.Coins_trueQty[1]] = qty + coinQty;
+ values[fields.Coins_cost[0]][fields.Coins_cost[1]] = coinData.cost;
+ Table.addTableRow( undefined, values );
+ LibFunctions.setAttr( charCS, field, qty + coinQty );
+ };
+ };
+
+ setCoins( charCS, Coins, 'Copper-Coin', fields.Money_copper );
+ setCoins( charCS, Coins, 'Silver-Coin', fields.Money_silver );
+ setCoins( charCS, Coins, 'Electrum-Coin', fields.Money_electrum );
+ setCoins( charCS, Coins, 'Gold-Coin', fields.Money_gold );
+ setCoins( charCS, Coins, 'Platinum-Coin', fields.Money_platinum );
+ };
+
+ /*
+ * Calculate how many of each type of coin are in the Coins table
+ * and update the total gems table value (as sheetWorker not triggered)
+ */
+
+ LibFunctions.updateCoins = function( charCS ) {
+
+ try {
+
+ var Coins = LibFunctions.getTableField( charCS, {}, fields.Coins_table, fields.Coins_name ),
+ Coins = LibFunctions.getTableField( charCS, Coins, fields.Coins_table, fields.Coins_trueQty ),
+ Treasure = LibFunctions.getTableField( charCS, {}, fields.Treasure_table, fields.Treasure_cost ),
+ money = [0,0,0,0,0],
+ treasureValue = 0;
+
+ for (let c = 0; c < Coins.sortKeys.length; c++) {
+ if ('-' === (Coins.tableLookup( fields.Coins_name, c ) || '-')) continue;
+ let coinage = LibFunctions.resolveData( Coins.tableLookup( fields.Coins_name, c ), fields.MagicItemDB, reNotAttackData, charCS ).parsed.coin || '',
+ qty = parseInt(Coins.tableLookup( fields.Coins_trueQty, c ));
+ if (coinage && coinage.length) {
+ coinage = coinage.split('|');
+ money = money.map((v,i) => v+(parseFloat(LibFunctions.evalAttr(coinage[i] || 0,charCS))*qty));
+ };
+ };
+ for (let t = 0; t < Treasure.sortKeys.length; t++) {
+ treasureValue += parseFloat(Treasure.tableLookup( fields.Treasure_cost, t ) || 0);
+ };
+ LibFunctions.setAttr( charCS, fields.Money_copper, Math.round(money[0]) );
+ LibFunctions.setAttr( charCS, fields.Money_silver, Math.round(money[1]) );
+ LibFunctions.setAttr( charCS, fields.Money_electrum, Math.round(money[2]) );
+ LibFunctions.setAttr( charCS, fields.Money_gold, Math.round(money[3]) );
+ LibFunctions.setAttr( charCS, fields.Money_platinum, Math.round(money[4]) );
+ LibFunctions.setAttr( charCS, fields.TreasureTotal, treasureValue );
+ } catch (e) {
+ sendCatchError('RPGM Library',null,e,'RPGM Library updateCoins()');
+ } finally {
+ return {pp:money[4],gp:money[3],ep:money[2],sp:money[1],cp:money[0]};
+ }
+ };
+
+ /**
+ * Deduct expenditure from, or add income to a character
+ * for toCS, +ve cost = spending, -ve cost = income
+ * reverse for fromCS if specified
+ **/
+
+ LibFunctions.spendMoney = function( toCS, cost, fromCS ) {
+
+ var csVer = (charCS) => parseFloat(((LibFunctions.attrLookup( charCS, fields.msVersion ) || '1.5').match(/^\d+\.?\d*?/) || ['1.5'])[0]) || 1.5;
+
+ var setCoin = function( Coins, name, change, row, qty ) {
+ if (change !== 0) {
+ qty = Math.round(qty);
+ if (_.isUndefined(row) || !row.length || isNaN(row[0])) {
+ let coinData = LibFunctions.resolveData( name, fields.MagicItemDB, reNotAttackData, Coins.character, {cost:reSpellSpecs.cost} ).parsed;
+ let valArray = Coins.values;
+ valArray[fields.Coins_name[0]][fields.Coins_name[1]] = name;
+ valArray[fields.Coins_trueName[0]][fields.Coins_trueName[1]] = name;
+ valArray[fields.Coins_qty[0]][fields.Coins_qty[1]] = qty;
+ valArray[fields.Coins_trueQty[0]][fields.Coins_trueQty[1]] = qty;
+ valArray[fields.Coins_cost[0]][fields.Coins_cost[1]] = coinData.cost;
+ Coins = Coins.addTableRow(undefined,valArray);
+ row = Coins.sortKeys.length-1;
+ } else {
+ Coins.tableSet( fields.Coins_qty, row[0], qty );
+ Coins.tableSet( fields.Coins_trueQty, row[0], qty );
+ };
+ };
+ return Coins;
+ }
+ var makeChange = function( smallCoin, rate, largeCoin, smallChange, largeChange ) {
+ if (smallCoin < 0) {
+ let addedChange;
+ largeCoin += parseInt(addedChange = Math.ceil(smallCoin/rate)-1);
+ smallCoin -= Math.floor(addedChange*rate);
+ largeChange += parseInt(addedChange);
+ smallChange -= Math.floor(addedChange*rate);
+ };
+ return [smallCoin,largeCoin,smallChange,largeChange];
+ }
+
+ if (!toCS || isNaN(cost)) {
+// log('spendMoney returning due to '+(isNaN(cost) ? ('cost '+cost+' is not a number') : 'toCS not specified'));
+ return undefined;
+ }
+ if (csVer(toCS) < 4.1) LibFunctions.convertMoney( toCS );
+ var ToCoins = LibFunctions.getTable( toCS, fieldGroups.COINS ),
+ ppRows = ToCoins.tableFindAll( fields.Coins_name, 'Platinum-Coin' ),
+ gpRows = ToCoins.tableFindAll( fields.Coins_name, 'Gold-Coin' ),
+ epRows = ToCoins.tableFindAll( fields.Coins_name, 'Electrum-Coin' ),
+ spRows = ToCoins.tableFindAll( fields.Coins_name, 'Silver-Coin' ),
+ cpRows = ToCoins.tableFindAll( fields.Coins_name, 'Copper-Coin' ),
+ platinum = !ppRows || !ppRows.length ? 0 : ppRows.reduce( (a,b) => a+parseInt(ToCoins.tableLookup( fields.Coins_qty, b )) || 0, 0),
+ gold = !gpRows || !gpRows.length ? 0 : gpRows.reduce( (a,b) => a+parseInt(ToCoins.tableLookup( fields.Coins_qty, b )) || 0, 0),
+ electrum = !epRows || !epRows.length ? 0 : epRows.reduce( (a,b) => a+parseInt(ToCoins.tableLookup( fields.Coins_qty, b )) || 0, 0),
+ silver = !spRows || !spRows.length ? 0 : spRows.reduce( (a,b) => a+parseInt(ToCoins.tableLookup( fields.Coins_qty, b )) || 0, 0),
+ copper = !cpRows || !cpRows.length ? 0 : cpRows.reduce( (a,b) => a+parseInt(ToCoins.tableLookup( fields.Coins_qty, b )) || 0, 0),
+ value = Math.abs(cost),
+ sign = (cost < 0 ? 1 : -1),
+ ppChange, gpChange, epChange, spChange, cpChange;
+
+ if (cost == 0) {
+ return (platinum*5) + gold + (electrum / 2) + (silver / 10) + (copper / 100);
+ }
+ platinum += ppChange = (sign * Math.floor(value*0.8/5));
+ gold += gpChange = (sign * Math.floor(value-(ppChange*5)));
+ silver += spChange = (sign * Math.floor((value*10)%10));
+ copper += cpChange = (sign * Math.floor((value*100)%10));
+ [copper,silver,cpChange,spChange] = makeChange( copper, 10, silver, cpChange, spChange );
+ [silver,electrum,spChange,epChange] = makeChange( silver, 5, electrum, spChange, 0 );
+ [electrum,gold,epChange,gpChange] = makeChange( electrum, 2, gold, epChange, gpChange );
+ [gold,platinum,gpChange,ppChange] = makeChange( gold, 5, platinum, gpChange, ppChange );
+
+ ToCoins = setCoin( ToCoins, 'Copper-Coin', cpChange, cpRows, copper );
+ ToCoins = setCoin( ToCoins, 'Silver-Coin', spChange, spRows, silver );
+ ToCoins = setCoin( ToCoins, 'Electrum-Coin', epChange, epRows, electrum );
+ ToCoins = setCoin( ToCoins, 'Gold-Coin', gpChange, gpRows, gold );
+ ToCoins = setCoin( ToCoins, 'Platinum-Coin', ppChange, ppRows, platinum );
+
+ LibFunctions.setAttr( toCS, fields.Money_platinum, platinum );
+ LibFunctions.setAttr( toCS, fields.Money_gold, gold );
+ LibFunctions.setAttr( toCS, fields.Money_electrum, electrum );
+ LibFunctions.setAttr( toCS, fields.Money_silver, silver );
+ LibFunctions.setAttr( toCS, fields.Money_copper, copper );
+
+ if (fromCS) {
+ LibFunctions.spendMoney( fromCS, (0-cost), undefined );
+ }
+
+// log('spendMoney: finally, pp = '+platinum+', gp = '+gold+', ep = '+electrum+', sp = '+silver+', cp = '+copper+', totalling '+(Math.round((platinum * 500) + (gold*100) + (electrum*50) + (silver*10) + (copper))/100));
+
+ return (platinum * 5) + gold + (electrum / 2) + (silver / 10) + (copper / 100);
+ }
+
+ /* ---------------------------- Game Rule-Specific Functions -------------------------------- */
+
+ /*
+ * Set the attributes and the dependent mods for a character / NPC
+ * that has not had them previously set, using either the range/roll
+ * specifications in their class & race definitions or default ranges
+ * set by configuration.
+ */
+
+ LibFunctions.handleSetNPCAttributes = function( charCS ) {
+
+ if (state.attackMaster.attrRoll && !LibFunctions.attrLookup( charCS, fields.Strength )) {
+ let monInt = LibFunctions.attrLookup( charCS, fields.Monster_int );
+ let attrData = LibFunctions.resolveData( (LibFunctions.attrLookup( charCS, fields.Race ) || 'human'), fields.RaceDB, reRaceData, charCS, {name:reClassSpecs.name} ).attrs;
+ if (!LibFunctions.attrLookup( charCS, fields.Strength )) LibFunctions.setAttr( charCS, fields.Strength, LibFunctions.evalAttr(attrData.str || (state.attackMaster.attrRestrict ? '8:15' : '3d6'),charCS) );
+ if (!LibFunctions.attrLookup( charCS, fields.Dexterity )) LibFunctions.setAttr( charCS, fields.Dexterity, LibFunctions.evalAttr(attrData.dex || (state.attackMaster.attrRestrict ? '7:14' : '3d6'),charCS) );
+ if (!LibFunctions.attrLookup( charCS, fields.Constitution )) LibFunctions.setAttr( charCS, fields.Constitution, LibFunctions.evalAttr(attrData.con || (state.attackMaster.attrRestrict ? '7:14' : '3d6'),charCS) );
+ if (!LibFunctions.attrLookup( charCS, fields.Intelligence )) LibFunctions.setAttr( charCS, fields.Intelligence, LibFunctions.evalAttr(monInt || attrData.int || (state.attackMaster.attrRestrict ? '7:15' : '3d6'),charCS) );
+ if (!LibFunctions.attrLookup( charCS, fields.Wisdom )) LibFunctions.setAttr( charCS, fields.Wisdom, LibFunctions.evalAttr(attrData.wis || (state.attackMaster.attrRestrict ? '7:15' : '3d6'),charCS) );
+ if (!LibFunctions.attrLookup( charCS, fields.Charisma )) LibFunctions.setAttr( charCS, fields.Charisma, LibFunctions.evalAttr(attrData.chr || (state.attackMaster.attrRestrict ? '7:15' : '3d6'),charCS) );
+ };
+
+ let str = LibFunctions.attrLookup( charCS, fields.Strength ) || '';
+ let baseStr = (parseInt((str.match(/(\d+)(?:\(\d*\))?/) || ['','0'])[1]) || 0);
+ let exStr = parseInt(str.match(/d+\((\d*)\)/));
+ if (exStr === 0 || baseStr > 18) {
+ exStr = 100;
+ } else {
+ exStr = (parseInt((exStr || ['','0'])[1]) || 0);
+ }
+ let strIndex = baseStr + Math.max(0,exstrIndex.findIndex(x => x >= exStr));
+ let dexIndex = parseInt(LibFunctions.attrLookup( charCS, fields.Dexterity )) || 0;
+ let conIndex = parseInt(LibFunctions.attrLookup( charCS, fields.Constitution )) || 0;
+ let intIndex = parseInt(LibFunctions.attrLookup( charCS, fields.Intelligence )) || 0;
+ let wisIndex = parseInt(LibFunctions.attrLookup( charCS, fields.Wisdom )) || 0;
+ let chrIndex = parseInt(LibFunctions.attrLookup( charCS, fields.Charisma )) || 0;
+ let fighterFlag = !!(parseInt(LibFunctions.attrLookup( charCS, fields.Fighter_level )) || 0);
+
+ _.each( attrMods.str, (s,i) => {
+ if (i === 'opendoor') {
+ LibFunctions.setAttr( charCS, s.field, (String(s.data[0][strIndex]) + (s.data[1][strIndex] ? ('('+s.data[1][strIndex]+')') : '' )));
+ } else {
+ LibFunctions.setAttr( charCS, s.field, s.data[strIndex]);
+ };
+ });
+ _.each( attrMods.dex, d => {
+ LibFunctions.setAttr( charCS, d.field, d.data[dexIndex] );
+ });
+ _.each( attrMods.con, (c,i) => {
+ if (i === 'fighthp' || i === 'hpadj') return;
+ LibFunctions.setAttr( charCS, c.field, c.data[conIndex] );
+ });
+ let hpadj = attrMods.con.hpadj.data[conIndex],
+ fighthp = attrMods.con.fighthp.data[conIndex];
+ LibFunctions.setAttr( charCS, attrMods.con.hpadj.field, ((hpadj>=0?'+':'')+hpadj+(hpadj !== fighthp ? ('('+((fighthp>=0?'+':'')+fighthp)+')') : '')));
+
+ _.each( attrMods.int, (j,i) => {
+ if (i === 'illusion') {
+ for (let lv=1; lv <= intIndex; lv++) {
+ if (j.data[lv]) LibFunctions.setAttr( charCS, [j.field[0]+j.data[lv],j.field[1]], j.data[lv]+'-level' );
+ };
+ } else {
+ LibFunctions.setAttr( charCS, j.field, j.data[intIndex] );
+ };
+ });
+ _.each( attrMods.wis, (w,i) => {
+ if (i === 'wisbonus') {
+ let count = [0,0,0,0,0,0,0,0];
+ for (let lv=1; lv<=wisIndex; lv++) {
+ count[w.data[0][lv]]++;
+ count[w.data[1][lv]]++;
+ };
+ let content = [];
+ for (let lv=1; lv<=7; lv++) {
+ if (count[lv]) content.push(String(count[lv])+'x'+numNames[lv]+'-level');
+ };
+ LibFunctions.setAttr( charCS, w.field, content.join(', ') );
+ } else {
+ LibFunctions.setAttr( charCS, w.field, w.data[wisIndex] );
+ }
+ });
+ _.each( attrMods.chr, c => {
+ LibFunctions.setAttr( charCS, c.field, c.data[intIndex] );
+ });
+ };
+
+ /*
+ * Return the base Thac0 of a character based on class & level
+ */
+
+ LibFunctions.handleGetBaseThac0 = function( charCS, type ) {
+
+ if (!type) {
+ return Math.max(1,Math.min( parseInt(LibFunctions.attrLookup( charCS, fields.MonsterThac0 )) || 20,
+ baseThac0table[0][(LibFunctions.attrLookup( charCS, fields.Fighter_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.attrLookup( charCS, fields.Fighter_level ) || 0)],
+ baseThac0table[1][(LibFunctions.attrLookup( charCS, fields.Wizard_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.attrLookup( charCS, fields.Wizard_level ) || 0)],
+ baseThac0table[2][(LibFunctions.attrLookup( charCS, fields.Priest_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.attrLookup( charCS, fields.Priest_level ) || 0)],
+ baseThac0table[3][(LibFunctions.attrLookup( charCS, fields.Rogue_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.attrLookup( charCS, fields.Rogue_level ) || 0)],
+ baseThac0table[4][(LibFunctions.attrLookup( charCS, fields.Psion_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.attrLookup( charCS, fields.Psion_level ) || 0)]
+ ));
+ } else if (!isNaN(type)) {
+ return parseInt(type);
+ } else {
+ type = type.split('=');
+ let fromType = type[0].split('|'),
+ toType = (type[1].toUpperCase() === 'WARRIOR') ? 'F' : (type[1].toUpperCase() || 'F')[0],
+ classNum = toType === 'O' ? 4
+ :(toType === 'W' ? 1
+ :(toType === 'P' ? 2
+ :(toType === 'R' ? 3
+ : 0 ))),
+ thac0 = 20,
+ field;
+
+ _.each( fromType, t => {
+ t = t.toUpperCase()
+ switch ((t.toUpperCase() === 'WARRIOR') ? 'F' : t[0].toUpperCase()) {
+ default: field = fields.Fighter_level;break;
+ case 'W': field = fields.Wizard_level; break;
+ case 'P': field = fields.Priest_level; break;
+ case 'R': field = fields.Rogue_level; break;
+ case 'O': field = fields.Psion_level; break;
+ }
+ thac0 = Math.max(1,Math.min( thac0, baseThac0table[classNum][parseInt(LibFunctions.attrLookup( charCS, field )) || 0]));
+ });
+ return thac0;
+ }
+ }
+
+ /*
+ * Return the rogue level points available to the character specified
+ */
+
+ LibFunctions.rogueLevelPoints = function( charCS, classes ) {
+
+ let rogue = _.find( classes, c => c.base === 'rogue' ),
+ startPts = 0,
+ ptsPerLevel = 0;
+ if (rogue && !isNaN(rogue.classData.roguePts) && (rogue.classData.roguePts != 0)) {
+ startPts = parseInt(rogue.classData.roguePts);
+ ptsPerLevel = (parseFloat(rogue.classData.roguePts) * 100) % 100;
+ } else if (rogue) {
+ switch (rogue.charClass) {
+ case 'bard':
+ startPts = 20;
+ ptsPerLevel = 15;
+ break;
+ case 'assassin':
+ startPts = 40;
+ ptsPerLevel = 20;
+ break;
+ default:
+ startPts = 60;
+ ptsPerLevel = 30;
+ break;
+ };
+ LibFunctions.setAttr( charCS, fields.RogueLevelPts, ((startPts-ptsPerLevel)+'+('+ptsPerLevel+'*@{'+charCS.get('name')+'|'+fields.Rogue_level[0]+'})'));
+ } else {
+ startPts = 0;
+ ptsPerLevel = 0;
+ LibFunctions.setAttr( charCS, fields.RogueLevelPts, '' );
+ };
+ return (rogue ? ((startPts - ptsPerLevel) + (ptsPerLevel * rogue.level)) : 0);
+ };
+
+ /**
+ * Handle automatically checking the thief skill modifiers for
+ * current race, dexterity & armour.
+ **/
+
+ LibFunctions.handleCheckThiefMods = function( args, senderId, silent = false ) {
+
+ var tokenID = args[0],
+ silent = silent || String(args[1] || '').dbName() === 'silent',
+ charCS = LibFunctions.getCharacter( tokenID ),
+ skillFlags = {pp:false,ol:false,rt:false,ms:false,hs:false,dn:false,cw:false,rl:false,ib:false},
+ blankSkills = {pp:0,ol:0,rt:0,ms:0,hs:0,dn:0,cw:0,rl:0,ib:0,rules:[]},
+ disguiseACData = {pp:-70,ol:-40,rt:-40,ms:-60,hs:-60,dn:-40,cw:-80,rl:0,ib:0},
+ skillMods = {},
+ mods = {},
+ skillText = '',
+ itemText = {},
+ startPts = 0,
+ ptsPerLevel = 0;
+
+ if (!charCS) {
+ // Handle internal error
+ return;
+ };
+
+ var raceData = LibFunctions.resolveData( LibFunctions.attrLookup( charCS, fields.Race ), fields.RaceDB, reRaceData, charCS, reThiefSpecs ).parsed || {},
+ classes = LibFunctions.classObjects( charCS, senderId ),
+ dexData = rogueDexMods[Math.max(0,( LibFunctions.attrLookup( charCS, fields.Dexterity ) - rogueDexMods[0].lv ))] || {},
+ rogue = _.find( classes, c => c.base === 'rogue' ),
+ armourData = LibFunctions.resolveData( LibFunctions.attrLookup( charCS, fields.Armor_trueName ), fields.MagicItemDB, reACData, charCS, reThiefSpecs ).parsed || disguiseACData,
+ maxTotal = 95,
+ minTotal = state.attackMaster.thieveCrit;
+
+ [mods,skillMods,skillFlags,itemText] = LibFunctions.scanItemMods( tokenID, charCS, {}, {}, blankSkills, skillFlags, reThiefSpecs, {}, silent, false );
+
+ _.each(skillMods, function(s,c) {
+ mods = _.mapObject(mods, function(v,k) {
+ return (_.isUndefined(s[k]) ? v : (skillFlags[k] ? s[k] : (v + s[k])));
+ });
+ });
+ _.each(rogueSkills, skill => {
+ let base = -100;
+ classes.forEach( c => base = Math.max( base, LibFunctions.evalAttr((c.classData[skill.tag] || 0),charCS) ));
+ LibFunctions.setAttr( charCS, [skill.factors[0], 'current'], base );
+ LibFunctions.setAttr( charCS, [skill.factors[1], 'current'], LibFunctions.evalAttr((raceData[skill.tag] || 0), charCS) );
+ LibFunctions.setAttr( charCS, [skill.factors[2], 'current'], LibFunctions.evalAttr((dexData[skill.tag] || 0), charCS) );
+ LibFunctions.setAttr( charCS, [skill.factors[4], 'current'], LibFunctions.evalAttr((armourData[skill.tag] || 0), charCS) );
+ LibFunctions.setAttr( charCS, [skill.factors[5], 'current'], (mods[skill.tag] || 0) );
+
+ LibFunctions.setAttr( charCS, skill.save, Math.min(maxTotal,Math.max(minTotal,
+ (base + parseInt(raceData[skill.tag] || 0)
+ + parseInt(dexData[skill.tag] || 0)
+ + parseInt(armourData[skill.tag] || 0)
+ + parseInt(mods[skill.tag] || 0)
+ + parseInt(LibFunctions.attrLookup(charCS,[skill.factors[3], 'current']) || 0)
+ + parseInt(LibFunctions.attrLookup(charCS,[skill.factors[6], 'current']) || 0))
+ )));
+ });
+
+ LibFunctions.rogueLevelPoints( charCS, classes );
+ skillText += _.reduce(itemText, (t,i) => (t + i));
+ return skillText;
+ };
+ /*
+ * Parse the Class Databases to update internal rule tables with
+ * any changes held for specific Class definitions
+ */
+
+ LibFunctions.parseClassDB = function(forceUpdate=false) {
+
+ var doParse = function( rootDB, saveMods ) {
+ let isClass = rootDB === fields.ClassDB,
+ indexDB = rootDB.toLowerCase().replace(/-/g,'_');
+ if (!DBindex[indexDB]) return;
+ for (const ClassName in DBindex[indexDB]) {
+ let def = LibFunctions.abilityLookup(rootDB, ClassName),
+ type = !def.obj ? '' : def.obj[1].type,
+ classSpecs = def.specs(reSpecs) || [['','','','','']],
+ isCreature = type.toLowerCase().includes('creature') || type.toLowerCase().includes('container') || (classSpecs && classSpecs[0] && classSpecs[0][4] && String(classSpecs[0][4]).toLowerCase().includes('creature')),
+ dataObj = LibFunctions.resolveData( ClassName, rootDB, /}}\s*?(?:Class|Race)Data\s*?=(.*?){{/im, null, null, '', [], false );
+
+ if (isClass) {
+ let classType;
+ if (classSpecs && !_.isNull(classSpecs)) {
+ if (classSpecs.some( s => {
+ if (s && s.length >= 5) {
+ classType = String(s[1]||'').dbName();
+ return (((s[4]||'').dbName() == 'wizard' ) && !ordMU.includes(classType) && (dataObj.parsed.specmu == 1));
+ }
+ return false;
+ })) {
+ if (!specMU.includes(classType)) specMU.push(classType);
+ } else {
+ if (!ordMU.includes(classType)) ordMU.push(classType);
+ };
+ };
+ }
+
+ if (dataObj.raw) {
+ for (let r=0; r {
+ pen = pen.toLowerCase().split('=');
+ pen[0] = pen[0].dbName();
+ pen[1] = parseInt(pen[1]) || 0;
+ return pen;
+ });
+ }
+ let rowArray = rowData.toLowerCase().replace(/\[/g,'').replace(/\]/g,'').split(','),
+ svlArray = rowArray.filter(elem => elem.startsWith('svl'));
+
+ if (svlArray && svlArray.length) {
+ svlArray.sort((a,b)=>{parseInt((a.match(/svl(\d+):/)||[0,0])[1])-parseInt((b.match(/svl(\d+):/)||[0,0])[1]);});
+ saveLevels[name] = [];
+ baseSaves[name] = [];
+ let oldLevel = 0,
+ baseIndex = 0;
+ svlArray.forEach(svl => {
+ let sv = svl.match(/svl(\d+):([\d\|]+)/),
+ level = parseInt(sv[1] || 0),
+ saves = (sv[2] || '20|20|20|20|20').split('|');
+ saveLevels[name].length = level+1;
+ saveLevels[name].fill(baseIndex,oldLevel,level+1);
+ if (baseIndex == 0 && level != 0) {
+ baseSaves[name].push([16,18,17,20,19]);
+ baseIndex++;
+ }
+ saves.length = 5;
+ baseSaves[name].push(saves);
+ baseIndex++
+ oldLevel = level+1;
+ });
+ };
+ svlArray = rowArray.filter(elem => {return ((/^\s*sv[a-z0-9]{3}:/.test(elem)) && !(/^\s*svl\d\d:/.test(elem)));});
+ if (svlArray && svlArray.length) {
+ saveMods[name] = {att:'con',par:0.0,poi:0.0,dea:0.0,rod:0.0,sta:0.0,wan:0.0,pet:0.0,pol:0.0,bre:0.0,spe:0.0,str:0.0,con:0.0,dex:0.0,int:0.0,wis:0.0,chr:0.0};
+ svlArray.forEach(svm => {
+ let sv = svm.match(/sv([a-z0-9]{3}):([+-]?\d+\.?\d*|\w{3})(L\d+)?/i);
+ if (sv[1] == 'all') {
+ saveMods[name] = _.mapObject(saveMods[name], (v,k) => {return k != 'att' ? v + (parseFloat(sv[2] || 0) || 0) : v;});
+ } else if (['sav','atr','chk'].includes(sv[1])) {
+ let saves = sv[1] === 'sav' ? saveFormat.Saves : (sv[1] === 'atr' ? saveFormat.Attributes : saveFormat.Checks);
+ _.each(saves, s => saveMods[name][s.tag] = saveMods[name][s.tag] + (parseFloat(sv[2] || 0) || 0));
+ } else {
+ let plv = parseInt(sv[3]) || 1;
+ saveMods[name][sv[1]] = (sv[1] != 'att') ? (String(parseFloat(sv[2] || 0) || 0)+(sv[3] || '')) : (sv[2] || 'con').dbName();
+ };
+ });
+ };
+ svlArray = rowArray.filter(elem => {return /^\s*sv[a-z0-9]{3}\+:/.test(elem);});
+ if (svlArray && svlArray.length) {
+ classSaveMods[name] = {att:'con',par:0.0,poi:0.0,dea:0.0,rod:0.0,sta:0.0,wan:0.0,pet:0.0,pol:0.0,bre:0.0,spe:0.0,str:0.0,con:0.0,dex:0.0,int:0.0,wis:0.0,chr:0.0};
+ svlArray.forEach(svm => {
+ let sv = svm.match(/sv([a-z0-9]{3})\+:([+-]?\d+\.?\d*|\w{3})/);
+ if (_.isUndefined(sv)) return;
+ if (sv[1] == 'all') {
+ classSaveMods[name] = _.mapObject(classSaveMods[name], (v,k) => {return k != 'att' ? v + (parseFloat(sv[2] || 0) || 0) : v;});
+ } else if (['sav','atr','chk'].includes(sv[1])) {
+ let saves = sv[1] === 'sav' ? saveFormat.Saves : (sv[1] === 'atr' ? saveFormat.Attributes : saveFormat.Checks);
+ _.each(saves, s => classSaveMods[name][s.tag] = classSaveMods[name][s.tag] + (parseFloat(sv[2] || 0) || 0));
+ } else {
+ classSaveMods[name][sv[1]] = (sv[1] != 'att') ? (parseFloat(sv[2] || 0) || 0) : (sv[2] || 'con').dbName();
+ }
+ });
+ };
+ };
+ };
+ if (isCreature) {
+ if (!clTypeLists[classSpecs[0][2].toLowerCase()]) clTypeLists[classSpecs[0][2].toLowerCase()] = {type:'creature',field:fields.RaceCreatureList,query:''};
+ if (dataObj.parsed.query && dataObj.parsed.query.length) {
+ let storedQuestions =
+ {NPClevel:['What level NPC?','0%0%0%Not-Prof','1%1%1%Specialist','2%1%1%Specialist','3%1%1%Specialist','4%2%1%Specialist','5%2%1%Specialist','6%2%1%Specialist','7%2%1%Mastery','8%3%2%Mastery','9%3%2%Mastery','10%3%2%Mastery','11%3%2%Mastery','12%4%2%Mastery','13%4%2%Mastery','14%4%3%Mastery','15%4%3%Mastery','16%5%3%Mastery','17%5%3%Mastery','18%5%3%Mastery','19%5%3%Mastery','20%5%3%Mastery'],
+ tradeMargin:['What profit margin?','4pct%1d3-1','6pct%1d3','8pct%1d4','12pct%2d3','16pct%2d4','20pct%2+2d4','24pct%2d6','32pct%4d4','40pct%5d4','Variable%(3d2)d(1d6)','Random%((2-(1d3))*((3d2)d(1d6)))'],
+/* inventoryQuery:['Do you want contents?','No contents%8% % % ','Random Equipment & money%8%random(equipment):2+1d8%money:((1d100)d100)/100%','Random Melee Weapons%8%random(melee):2+1d4% %','Random Ranged Weapons & Ammo%8%random(ranged/ammo):2+1d4% %','Random Ammo & Treasure%8%random(ammo/treasure):4+2d4% %','Random potions & money%8%random(potion):2+1d4%money:((1d100)d100)/100%','random scrolls & treasure%8%random(scroll):2+1d4%random(treasure):2+1d4%money:((1d100)d100)/100','random miscellaneous items & gems%8%random&#40;miscellaneous):1d4%random(gem):1d10%','treasure & money & gems%30%random(treasure):2+1d4%money:50+5d10+(1d100/100)%random(gem):10+2d10','Random magic items%8%random(potion/scroll/ring/rod/miscellaneous):2+1d8% %','Any random item%8%random:2+1d4% %'],
+*/ };
+//
+ let query = LibFunctions.parseStr(dataObj.parsed.query).split('|');
+ if (query.length === 1 && !!storedQuestions[query[0]]) query = storedQuestions[query[0]];
+ let question = query.shift();
+ clTypeLists[classSpecs[0][2].toLowerCase()].query = '?{'+question + '|'
+ + query.map( q => {
+ let sq = q.split('%');
+ return sq[0]+','+sq.join('%%');
+ }).join('|')
+ + '}';
+ };
+ };
+ };
+ return;
+ };
+ if (classesParsed && !forceUpdate) return;
+ doParse( fields.ClassDB, classSaveMods );
+ doParse( fields.RaceDB, raceSaveMods );
+ classesParsed = true;
+ LibFunctions.sendFeedback( waitMsgDiv+'RPGMaster is now ready.' );
+
+ return;
+ };
+
+ /*
+ * Scan a particular item definition for effects on saves, or thieving
+ * skills, or any other set of tags passed in.
+ */
+
+ LibFunctions.scanForMods = function( isGM, tokenID, item, trueItem, classArray, specsArray, dataArray, mods, itemMods, blanks, setFlags, reValues, addedText, silent=false ) {
+ let charCS = LibFunctions.getCharacter(tokenID),
+ modsClass = classArray[((classArray.length === 1 || classArray[0] !== 'magic') ? 0 : 1)],
+ dispItem = item.dispName(),
+ types = {par:'sav',poi:'sav',dea:'sav',rod:'sav',sta:'sav',wan:'sav',pet:'sav',pol:'sav',bre:'sav',spe:'sav',str:'atr',con:'atr',dex:'atr',int:'atr',wis:'atr',chr:'atr',pp:'th',ol:'th',rt:'th',ms:'th',hs:'th',dn:'th',cw:'th',rl:'th',ib:'th'},
+ reRules = /[,\[\s]rules:(.*?)[,\s\]]/i,
+ saveMods = [];
+
+ _.each( dataArray, data => {
+ if (!data) return;
+ if (!itemMods[modsClass] || _.size(itemMods[modsClass]) < _.size(blanks)) itemMods[modsClass] = JSON.parse(JSON.stringify(blanks));
+
+ let svRules = (data[0].match(reRules) || ['',''])[1].toLowerCase().replace(/[_\s]/g,'').split('|').map(r => r.replace(/\-/g,(match,i,s)=>(i>0?'':match))),
+ inHand = !svRules.includes('+inhand') || !_.isUndefined(LibFunctions.getTableField( charCS, {}, fields.InHand_table, fields.InHand_trueName ).tableFind( fields.InHand_trueName, trueItem )),
+ worn = !svRules.includes('+worn') || LibFunctions.classAllowedItem( charCS, trueItem, specsArray[0][1].dbName(), specsArray[0][4].dbName(), 'ac' ),
+ conflict = '',
+ testRules = [];
+ let adds = !(_.some(itemMods,(mi,c) => {conflict=c;return (svRules.includes( '-'+c ) || _.some(classArray,mic => {return (mi.rules || []).includes('-'+mic);}))}));
+ if (_.isUndefined(addedText[modsClass]) && (!inHand || !worn || !adds)) addedText[modsClass] = '';
+ if (!inHand && !silent) addedText[modsClass] += '{{'+dispItem+'=Is not currently in hand}}';
+ if (!worn && !silent) addedText[modsClass] += '{{'+dispItem+'=Is not of a usable type}}';
+ if (!adds && !silent) addedText[modsClass] += '{{'+dispItem+'=Does not combine with items of class '+conflict+'}}';
+ if (!inHand || !worn || !adds) return;
+ _.each(_.pick(LibFunctions.parseData( data[0], reValues, false, charCS ), (val,key) => !_.isUndefined(val)), (val,key) => saveMods.push( [(key+':'+val),key,val] ));
+
+ if (!silent && !!saveMods && saveMods.length) {
+ if (!addedText[modsClass]) addedText[modsClass]='';
+ addedText[modsClass] += '{{'+dispItem+'=';
+ };
+
+ _.each( saveMods, m => {
+
+ let n = LibFunctions.evalAttr('-+='.includes(m[2][0]) ? m[2].substring(1) : m[2],charCS);
+ m[2] = ('-+='.includes(m[2][0]) ? m[2][0] : '') + String(n);
+ let saveSpec;
+ let every = m[1] === 'all' || m[1] === 'th',
+ attr = m[1] === 'atr',
+ save = m[1] === 'sav';
+ if (save || every || attr) {
+ let msg = 'All '+(every ? '' : (attr ? 'attribute ' : 'save '))+'mods: '+m[2];
+ if (!silent) addedText[modsClass] += msg;
+ let tempObj = itemMods[modsClass];
+ itemMods[modsClass] = _.mapObject(tempObj, function(v,k) {
+ if (k != 'att' && k != 'rules' && !_.isUndefined(blanks[k])) {
+ if (every || (!!types[k] && types[k] == m[1])) {
+ if ('+-'.includes(m[2][0]) && !setFlags[k]) {
+ return (v+(parseInt(m[2]) || 0));
+ } else if (m[2][0] == '=') {
+ let newVal = parseInt(m[2].substring(1)) || 0;
+ if (setFlags[k]) {
+ return Math.max(v,newVal);
+ } else {
+ setFlags[k] = true;
+ return newVal;
+ }
+ } else if (!setFlags[k]) {
+ return Math.max(v,(parseInt(m[2]) || 0));
+ } else {
+ return v;
+ }
+ } else {
+ return v;
+ }
+ } else {
+ return v;
+ }
+ });
+ } else {
+ if (_.isUndefined(mods[m[1]])) mods[m[1]] = 0;
+ if (_.isUndefined(itemMods[modsClass][m[1]])) itemMods[modsClass][m[1]] = 0;
+ if (_.isUndefined(setFlags[m[1]])) setFlags[m[1]] = false;
+ let v = itemMods[modsClass][m[1]] || 0;
+ if (m[1] != 'att') {
+ if (!silent) {
+ addedText[modsClass] += (xlateSave[m[1]] || trueItem)+': '+m[2]+', ';
+ };
+ if ('+-'.includes(m[2][0]) && !setFlags[m[1]]) {
+ itemMods[modsClass][m[1]] += (parseInt(m[2]) || 0);
+ } else if (m[2][0] === '=') {
+ let newVal = parseInt(m[2].substring(1)) || 0;
+ if (setFlags[m[1]]) {
+ itemMods[modsClass][m[1]] = Math.max(v,newVal);
+ } else {
+ setFlags[m[1]] = true;
+ itemMods[modsClass][m[1]] = newVal;
+ }
+ } else if (!setFlags[m[1]]) {
+ itemMods[modsClass][m[1]] = Math.max(v,(parseInt(m[2]) || 0));
+ }
+ } else {
+ itemMods[modsClass].att = v;
+ }
+ };
+ });
+ if (!silent && !!saveMods && saveMods.length) {
+ addedText[modsClass] += (isGM ? (' Remove') : '');
+ addedText[modsClass] += '}}';
+ };
+ itemMods[modsClass].rules = itemMods[modsClass].rules ? itemMods[modsClass].rules.concat(svRules) : svRules;
+ });
+ return [mods,itemMods,setFlags,addedText];
+ };
+
+ /*
+ * Scan all items in the character's possession for effects
+ * on saving throws or thieving skills (or any other list of
+ * possible mods passed in).
+ */
+
+ LibFunctions.scanItemMods = function( tokenID, charCS, mods, itemMods, blanks, itemFlags, reValues, itemText, silent=false, scanArmour=true ) {
+ let ItemNames = LibFunctions.getTableGroupField( charCS, {}, fieldGroups.MI, 'name' ),
+ currentArmour = LibFunctions.attrLookup( charCS, fields.Armor_trueName ) || 'No Armor',
+ item;
+ ItemNames = LibFunctions.getTableGroupField( charCS, ItemNames, fieldGroups.MI, 'trueName' );
+ for (let itemRow = 0; !_.isUndefined(item = LibFunctions.tableGroupLookup( ItemNames, 'name', itemRow, false )); itemRow++) {
+ if (item && item.length && item != '-') {
+ let trueItem = LibFunctions.tableGroupLookup( ItemNames, 'trueName', itemRow );
+ let itemObj = LibFunctions.abilityLookup( fields.MagicItemDB, trueItem, charCS );
+ if (itemObj.obj) {
+ let specsArray = itemObj.specs(/}}\s*specs=\s*?(.*?)\s*?{{/im),
+ miClass = specsArray ? (specsArray[0][2].dbName() || 'magicitem') : 'magicitem';
+
+ if ((miClass.includes('armour') || miClass.includes('armor')) && (!scanArmour || trueItem !== currentArmour)) continue;
+ if (miClass.includes('ring') && miClass.includes('protection')) {
+ let leftRing = LibFunctions.attrLookup( charCS, fields.Equip_leftTrueRing ) || '-',
+ rightRing = LibFunctions.attrLookup( charCS, fields.Equip_rightTrueRing ) || '-';
+ if (![leftRing,rightRing].includes(trueItem)) {
+ if (!silent) itemText.Not_Worn += '{{'+item+'=Is not currently worn}}';
+ continue;
+ }
+ }
+ let itemData = LibFunctions.resolveData( trueItem, fields.MagicItemDB, reNotAttackData, charCS, reValues );
+ [mods,itemMods,itemFlags,itemText] = LibFunctions.scanForMods( false, tokenID, item, trueItem, miClass.dbName().split('|'), specsArray, itemData.raw, mods, itemMods, blanks, itemFlags, reValues, itemText );
+ };
+ };
+ };
+ return [mods,itemMods,itemFlags,itemText];
+ };
+
+ /*
+ * Scan Race, Class, Level and MI data to set the saving throws table
+ * for a particular Token
+ */
+
+ LibFunctions.handleCheckSaves = function( args, senderId, selected, silent=false ) {
+
+ const blankMods = {par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0,rules:[]},
+ reSave = /[,\[\s]sv([a-z0-9]{3}):([-\+\*\/\=\^vfc\d\.;\(\)]+)[,\s\]]/g;
+
+ var tokenID,
+ charCS,
+ attkMenu,
+ msg = '';
+
+ var checkThisSave = function(attkMenu,curToken,senderId,silent,selected) {
+
+ return new Promise(resolve => {
+ try {
+ tokenID = attkMenu ? curToken.id : curToken._id;
+ charCS = LibFunctions.getCharacter( tokenID, true );
+
+ if (!charCS) {
+ log('checkThisSave: invalid charCS');
+ return;
+ }
+
+ var tokenName = getObj('graphic',tokenID).get('name'),
+ classes = LibFunctions.classObjects( charCS ),
+ race = (LibFunctions.attrLookup( charCS, fields.Race ) || 'human').dbName(),
+// ItemNames = LibFunctions.getTableGroupField( charCS, {}, fieldGroups.MI, 'name' ),
+ saves = [],
+ classSaves, classMods,
+ SaveMods = LibFunctions.getTable( charCS, fieldGroups.MODS ),
+ mods = _.isUndefined(raceSaveMods[race]) ? (_.find(raceSaveMods, (m,k) => race.includes(k)) || raceSaveMods.human) : raceSaveMods[race],
+ raceBonus = _.isUndefined(classSaveMods[race]) ? (_.find(classSaveMods, (m,k) => race.includes(k)) || _.create(blankMods)) : classSaveMods[race],
+ setFlags = {att:false,par:false,poi:false,dea:false,rod:false,sta:false,wan:false,pet:false,pol:false,bre:false,spe:false,str:false,con:false,dex:false,dna:false,int:false,wis:false,chr:false},
+ miMods = {},
+ skillMods = {},
+ modName,
+ attribute, attrVal, item,
+ addedText = {},
+ itemText = '',
+ content = silent ? '' : '&{template:'+fields.defaultTemplate+'}',
+ isGM = playerIsGM(senderId);
+
+ content += silent ? '' : '{{name='+tokenName+'\'s Saving Throws}}';
+
+ classes.forEach( c => {
+ if (!saveLevels[c.name]) {
+ classSaves = baseSaves[c.base][saveLevels[c.base][Math.min(c.level,saveLevels[c.base].length-1)]];
+ } else {
+ classSaves = baseSaves[c.name][saveLevels[c.name][Math.min(c.level,saveLevels[c.name].length-1)]];
+ }
+ if (!saves || !saves.length) {
+ saves = classSaves;
+ } else {
+ saves = saves.map((v,k)=> Math.min(v,classSaves[k]));
+ }
+ if (!silent) itemText += '{{'+c.obj[1].name+'=Level '+c.level+'='+classSaves+'}}';
+ });
+
+ switch (mods.att.toLowerCase()) {
+ case 'str':
+ attribute = fields.Strength;
+ break;
+ case 'dex':
+ attribute = fields.Dexterity;
+ break;
+ case 'con':
+ attribute = fields.Constitution;
+ break;
+ case 'int':
+ attribute = fields.Intelligence;
+ break;
+ case 'wis':
+ attribute = fields.Wisdom;
+ break;
+ case 'chr':
+ attribute = fields.Charisma;
+ break;
+ default:
+ attribute = undefined;
+ };
+ if (attribute) {
+ attrVal = parseInt(LibFunctions.attrLookup( charCS, attribute )) || -1;
+ } else {
+ attrVal = -1;
+ }
+ let dispBonus = (!silent && (_.some(mods,(m,k)=>!!m && k!='att') || _.some(raceBonus,(m,k)=>!!m && k!='att')));
+ if (dispBonus) itemText += '{{'+LibFunctions.attrLookup( charCS, fields.Race )+'=';
+ mods = _.mapObject(mods,(v,k) => {
+ if (k == 'att') {
+ return v;
+ } else {
+ let saveVal = Math.floor(v != 0 ? (attrVal != -1 ? (attrVal/v) : v) : 0)+raceBonus[k];
+ if (!silent && saveVal != 0) itemText += xlateSave[k]+':'+(saveVal >= 0 ? '+' : '')+saveVal+', ';
+ return saveVal;
+ }
+ });
+ if (dispBonus) itemText += '}}';
+
+ let dexBonus = 0-(parseInt(LibFunctions.attrLookup( charCS, fields.Dex_acBonus )) || 0);
+ if (dexBonus) {
+ mods.dex += dexBonus;
+ itemText += '{{Dexterity of '+LibFunctions.attrLookup( charCS, fields.Dexterity )+'='+(dexBonus > 0 ? 'Bonus' : 'Penalty')+' of '+dexBonus+'}}';
+ }
+
+ classes.forEach( c => {
+ if (c.name === race) c.name = c.base;
+ classMods = classSaveMods[c.name] || classSaveMods[c.base] || classSaveMods.undefined;
+ classMods = _.mapObject(classMods,v=>{
+ let plv = String(v || '').match(/([-\+]?\d+)L(\d+)/i);
+ if (plv && plv[2] != 0) v = plv[1] * Math.ceil(c.level/plv[2]);
+ return parseInt(v);
+ });
+ if (!mods && !mods.length) {
+ mods = classMods;
+ } else {
+ mods = _.mapObject(mods,(v,k)=>{return k != 'att' ? v+classMods[k] : v;});
+ }
+ if (classMods.att) classMods.att = classMods.par;
+ if (!silent && _.some(classMods)) {
+ itemText += '{{'+c.name+' Mods=';
+ let vals = _.chain(classMods).values().uniq().value();
+ if (vals.length == 1) {
+ itemText += 'All mods:'+vals[0];
+ } else {
+ _.mapObject(classMods,(v,k)=> ((k!='att' && v) ? (itemText += xlateSave[k]+':'+v+' ') : ''));
+ }
+ itemText += '}}';
+ }
+ });
+ [mods,miMods,setFlags,addedText] = LibFunctions.scanItemMods( tokenID, charCS, mods, miMods, blankMods, setFlags, reSaveSpecs, addedText, silent );
+
+ for (let modRow = SaveMods.table[1]; !_.isUndefined(modName = SaveMods.tableLookup( fields.Mods_name, modRow, false )); modRow++) {
+ let saveToken = SaveMods.tableLookup( fields.Mods_tokenID, modRow);
+ let modType = SaveMods.tableLookup( fields.Mods_modType, modRow);
+ if (modName === '-' || (saveToken.length && saveToken !== tokenID) || (modType.length && modType !== 'save')) continue;
+ let curRound = parseInt(SaveMods.tableLookup(fields.Mods_curRound,modRow)) || 0,
+ toRound = parseInt(SaveMods.tableLookup(fields.Mods_round,modRow)) || 0,
+ diff = state.initMaster.round - curRound;
+ if (diff < 0 && !isNaN(toRound) && toRound !== 0) toRound += diff;
+ curRound += diff;
+ let saveCount = SaveMods.tableLookup(fields.Mods_modCount,modRow);
+ if ((saveCount !== '' && saveCount <= 0) || (!isNaN(toRound) && toRound > 0 && toRound < state.initMaster.round)) {
+ SaveMods.addTableRow(modRow);
+ continue;
+ } else if (diff !== 0 && !isNaN(toRound) && toRound > 0) {
+ SaveMods.tableSet(fields.Mods_curRound,modRow,curRound);
+ SaveMods.tableSet(fields.Mods_round,modRow,toRound);
+ };
+ let spellName = SaveMods.tableLookup(fields.Mods_spellName,modRow);
+ let itemName = spellName;
+ if (spellName.trueCompare(modName)) itemName += ':' + modName;
+ [mods,miMods,setFlags,addedText] = LibFunctions.scanForMods( isGM, tokenID, spellName, modName, spellName.toLowerCase().split('|'), [['','','','','']], [['['+SaveMods.tableLookup(fields.Mods_saveSpec,modRow)+']']], mods, miMods, blankMods, setFlags, reSaveSpecs, addedText, silent );
+ };
+
+ _.each(miMods, function(s,c) {
+ mods = _.mapObject(mods, function(v,k) {
+ return (_.isUndefined(s[k]) ? v : (setFlags[k] ? s[k] : (v + s[k])));
+ });
+ });
+ if (!mods.dna) mods.dna = mods.dex-dexBonus; // cludge to provide option for dexterity check without AC bonus
+
+ _.each( saveFormat.Saves, (s,k) => {
+ LibFunctions.setAttr( charCS, s.mon, saves[s.index] );
+ LibFunctions.setAttr( charCS, s.save, saves[s.index] );
+ LibFunctions.setAttr( charCS, s.mod, mods[s.tag] );
+ });
+
+ for (let modRow = SaveMods.table[1]; !_.isUndefined(modName = SaveMods.tableLookup( fields.Mods_name, modRow, false )); modRow++) {
+ let saveToken = SaveMods.tableLookup( fields.Mods_tokenID, modRow);
+ let modType = SaveMods.tableLookup( fields.Mods_modType, modRow);
+ if (modName === '-' || (saveToken.length && saveToken !== tokenID) || (modType.length && modType !== 'save')) continue;
+ let tag = SaveMods.tableLookup( fields.Mods_tag, modRow ),
+ basis = SaveMods.tableLookup( fields.Mods_basis, modRow, false ),
+ i = SaveMods.tableLookup( fields.Mods_index, modRow );
+ if (_.isUndefined(mods[tag])) {
+ mods[tag] = 0;
+ setFlags[tag] = false;
+ }
+ if (!_.isUndefined(basis) && !setFlags[tag]) mods[tag] += mods[basis];
+ let saveField = SaveMods.tableLookup( fields.Mods_saveField, modRow ) || '',
+ modField = SaveMods.tableLookup( fields.Mods_modField, modRow ) || '';
+ if (saveField) LibFunctions.setAttr( charCS, [saveField,'current'], saves[i] );
+ if (modField) LibFunctions.setAttr( charCS, [modField,'current'], mods[tag] );
+ };
+
+ if (!silent) {
+ itemText += _.reduce(addedText, (t,i) => (t + i));
+ content +='{{Saves=';
+ let i = -1,
+ a = [];
+ _.each( saveFormat.Saves, (s,k) => {
+ if (s.index != i) {
+ content += a.join(', ');
+ a = [];
+ content += (i>0?'':'')+'| **'+saves[(i=s.index)]+'** | ';
+ }
+ a.push(k+'('+(mods[s.tag]>=0?'+':'')+mods[s.tag]+')');
+ });
+ content += a.join(', ')+' | ';
+ for (let modRow = SaveMods.table[1]; !_.isUndefined(modName = SaveMods.tableLookup( fields.Mods_name, modRow, false )); modRow++) {
+ let saveToken = SaveMods.tableLookup( fields.Mods_tokenID, modRow);
+ let modType = SaveMods.tableLookup( fields.Mods_modType, modRow);
+ if (modName === '-' || (saveToken.length && saveToken !== tokenID) || (modType.length && modType !== 'save')) continue;
+ let tag = SaveMods.tableLookup( fields.Mods_tag, modRow );
+ if (!tag || !tag.length) continue;
+ let index = SaveMods.tableLookup( fields.Mods_index, modRow );
+ content += '| **'+saves[index]+'** | '+modName+'('+(mods[tag]>=0?'+':'')+mods[tag]+') | ';
+ };
+
+ content += ' }}';
+ content += '{{Attribute Checks=';
+ _.each( saveFormat.Attributes, (a,k) => content += '| **'+LibFunctions.attrLookup(charCS,a.save)+'** | '+k+'('+(mods[a.tag]>=0?'+':'')+mods[a.tag]+') | ');
+ content +=' }}'
+ + ((selected.length == 1) ? itemText : '');
+ };
+ } catch (e) {
+ sendCatchError('RPGM Library',null,e,'RPGM Library handleCheckSaves()');
+ content = '';
+ } finally {
+ setTimeout(() => {
+ resolve(content);
+ }, 1000);
+ };
+ });
+ };
+
+ async function checkAllSaves( args, selected, senderId, silent ) {
+ try {
+ var who = LibFunctions.sendToWho(null,senderId);
+
+ if (attkMenu = (args && args[0])) {
+ selected = [];
+ selected.push(getObj('graphic',args[0]));
+ }
+ let nomenu = args && ((args[2] || '') === 'nomenu');
+
+ for (const token of selected) {
+ if (msg && msg.length) msg += '\n'+who;
+// if (!token || (token.get('name').dbName() === 'thorg')) continue;
+ msg += await checkThisSave( attkMenu, token, senderId, silent, selected );
+ };
+ if (!silent && !nomenu && (attkMenu || (args && args[1]))) {
+ if (!msg) msg = '&{template:'+fields.defaultTemplate+'}';
+ msg += '{{desc=[Return to Menu]('+(attkMenu ? ('!attk --button '+(args[1] || 'SAVES')+'|'+args[0]) : ('!cmd --button '+args[1]))+')}}';
+ }
+ if (!silent) {
+ LibFunctions.sendResponse( charCS, msg, senderId );
+ } else {
+ clearWaitTimer(senderId);
+ }
+ return;
+ } catch (e) {
+ sendCatchError( 'RPGM Library', msg_orig[senderId], e);
+ }
+ };
+
+ checkAllSaves( args, selected, senderId, silent );
+ return;
+ }
+
+ /*
+ * Reload all weapons in the InHand tables, to set correct
+ * data after a race, class or level change. Will not work
+ * for weapons entered manually into the weapon tables
+ */
+
+ LibFunctions.handleCheckWeapons = function( tokenID, charCS ) {
+
+ var InHand = LibFunctions.getTableField( charCS, {}, fields.InHand_table, fields.InHand_name ),
+ InHand = LibFunctions.getTableField( charCS, InHand, fields.InHand_table, fields.InHand_miName ),
+ Items = LibFunctions.getTableGroupField( charCS, {}, fieldGroups.MI, 'name' ),
+ itemIndex, table;
+
+ var checkWeap = function( hand, handRef ) {
+ var itemIndex, table,
+ name = InHand.tableLookup( fields.InHand_name, handRef ),
+ miName = InHand.tableLookup( fields.InHand_miName, handRef );
+// log('handleCheckWeapons: hand index = '+handRef+', name = '+name+', miName = '+miName+', find returns '+LibFunctions.tableGroupFind( Items, 'name', InHand.tableLookup( fields.InHand_miName, handRef )));
+ if (!name || name === '-') return;
+ [itemIndex,table] = LibFunctions.tableGroupFind( Items, 'name', InHand.tableLookup( fields.InHand_miName, handRef ));
+ if (!_.isUndefined(itemIndex)) LibFunctions.sendAPI('!attk --button '+hand+'|'+tokenID+'|'+LibFunctions.indexTableGroup(Items,table,itemIndex)+'|'+handRef+'||silent');
+ };
+
+ checkWeap( 'PRIMARY', 0 );
+ checkWeap( 'OFFHAND', 1 );
+ checkWeap( 'BOTH', 2 );
+
+ for (let r=3; r < InHand.sortKeys.length; r++ ) {
+ checkWeap( 'HAND', r );
+ };
+ return;
+ }
+
+/* ------------------------------------------------------------ Configuration ------------------------------------------------ */
+
+ /**
+ * Get the configuration for the player who's ID is passed in
+ * or, if the config is passed back in, set it in the state variable
+ **/
+
+ LibFunctions.getSetPlayerConfig = function( playerID, configObj ) {
+
+ if (!state.MagicMaster.playerConfig[playerID]) {
+ state.MagicMaster.playerConfig[playerID]={};
+ }
+ if (!_.isUndefined(configObj)) {
+ state.MagicMaster.playerConfig[playerID] = configObj;
+ };
+ return state.MagicMaster.playerConfig[playerID];
+ };
+
+ /*
+ * Make a configuration menu to allow the DM to select:
+ * - strict mode: follow the rules precisely,
+ * - house rules mode: follow "old fogies" house rules
+ * - no restrictions: allow anything goes
+ */
+
+ LibFunctions.makeConfigMenu = function( args, msg='' ) {
+
+ var configButtons = function( flag, txtOn, cmdOn, txtOff, cmdOff ) {
+ const liveButton = (txt) =>''+txt+' | ',
+ selButton = (txt,cmd) => ''+txt+' | ';
+ var buttons = (flag ? (selButton(txtOn,cmdOn)+liveButton(txtOff)) : (liveButton(txtOn)+selButton(txtOff,cmdOff)));
+// + (flag ? ('['+txtOn+']('+cmdOn+')'+txtOff+'')
+// : (''+txtOn+' | ['+txtOff+']('+cmdOff+')'))
+ return buttons;
+ };
+
+ var content = '&{template:'+fields.menuTemplate+'}{{name=Configure RPGMaster}}{{subtitle=AttackMaster}}'
+ + (msg.length ? '{{ ='+msg+'}}' : '')
+ + '{{desc=Select which configuration you wish for this campaign using the toggle buttons below.}}'
+ + '{{desc1=';
+
+// content += ('undefined' !== typeof MagicMaster ? ('| Menus | '+configButtons(state.MagicMaster.fancy, 'Plain menus', '!magic --config fancy-menus|false', 'Fancy menus', '!magic --config fancy-menus|true')+' ') : '');
+ if ('undefined' !== typeof attackMaster) {
+ content += '| Player Targeted Attks | '+configButtons(!state.attackMaster.weapRules.dmTarget, 'Not Allowed', '!attk --config dm-target|true', 'Allowed by All', '!attk --config dm-target|false')+' '
+ + '| Allowed weapons | '+configButtons(state.attackMaster.weapRules.allowAll, 'Restrict Usage', '!attk --config all-weaps|false', 'All Can Use Any', '!attk --config all-weaps|true')+' '
+ + (state.attackMaster.weapRules.allowAll ? '' : ('| Restrict weapons | '+configButtons(!state.attackMaster.weapRules.classBan, 'Strict Denial', '!attk --config weap-class|true', 'Apply Penalty', '!attk --config weap-class|false')+' '))
+ + '| Weapon Speed | '+configButtons(!state.attackMaster.weapRules.initPlus, 'Plus affects speed', '!attk --config weap-plus|true', 'Magic Plus Ignored', '!attk --config weap-plus|false')+' '
+ + '| Critical Rolls | '+configButtons(!state.attackMaster.weapRules.criticals, 'Always hit/miss', '!attk --config criticals|true', 'Calculate hit/miss', '!attk --config criticals|false')+' '
+ + '| Natural Max Min Rolls | '+configButtons(!state.attackMaster.weapRules.naturals, 'Always hit/miss', '!attk --config naturals|true', 'Calculate hit/miss', '!attk --config naturals|false')+' '
+ + '| Allowed Armour | '+configButtons(state.attackMaster.weapRules.allowArmour, 'Strict Denial', '!attk --config all-armour|false', 'All Can Use Any', '!attk --config all-armour|true')+' '
+ + '| Calc Prof Slots | '+configButtons(!state.attackMaster.weapRules.slots, 'Calculate Slots', '!attk --config slots|true', 'Character Sheet', '!attk --config slots|false')+' '
+ + '| Weapon Specialist | '+configButtons(!state.attackMaster.weapRules.oneSpecialist, 'One weapon', '!attk --config one-specialist|true', 'Unrestricted', '!attk --config one-specialist|false')+' '
+ + '| Non-Prof Penalty | '+configButtons(!state.attackMaster.weapRules.prof, 'Class Penalty', '!attk --config prof|true', 'Character Sheet', '!attk --config prof|false')+' '
+ + '| Ranged Mastery | '+configButtons(!state.attackMaster.weapRules.masterRange, 'Not Allowed', '!attk --config master-range|false', 'Mastery Allowed', '!attk --config master-range|true')+' '
+ + '| Rogue Skills | '+configButtons(state.attackMaster.thieveCrit, 'No Critical', '!attk --config rogue-crit|false', 'Critical Success', '!attk --config rogue-crit|true')+' '
+ + ((state.attackMaster.thieveCrit > 0) ? ('| Rogue Crit Value | '+configButtons(state.attackMaster.thieveCrit>1, 'Critical = 1%', '!attk --config rogue-crit-val|false', 'Critical = 5%', '!attk --config rogue-crit-val|true')+' ') : '')
+ + '| NPC Attributes | '+configButtons(state.attackMaster.attrRoll, 'No Attributes', '!attk --config attr-roll|false', 'Roll Attributes', '!attk --config attr-roll|true')+' '
+ + ((state.attackMaster.attrRoll) ? ('| NPC Attr Range | '+configButtons(state.attackMaster.attrRestrict, 'Full Range', '!attk --config attr-restrict|false', 'Restrict', '!attk --config attr-restrict|true')+' ') : '');
+ }
+ if ('undefined' !== typeof MagicMaster) {
+ content += '| Specialist Wizards | '+configButtons(!state.MagicMaster.spellRules.specMU, 'Specified in Rules', '!magic --config specialist-rules|true', 'Allow Any Specialist', '!magic --config specialist-rules|false')+' '
+ + '| Spells per Level | '+configButtons(!state.MagicMaster.spellRules.strictNum, 'Strict by Rules', '!magic --config spell-num|true', 'Allow to Set Misc', '!magic --config spell-num|false')+' '
+ + '| Spell Schools | '+configButtons(state.MagicMaster.spellRules.allowAll, 'Strict by Rules', '!magic --config all-spells|false', 'All Can Use Any', '!magic --config all-spells|true')+' '
+ + '| Powers by Level | '+configButtons(state.MagicMaster.spellRules.allowAnyPower, 'Strict by Rules', '!magic --config all-powers|false', 'All Can Use Any', '!magic --config all-powers|true')+' '
+ + '| Custom Objects | '+configButtons(!state.MagicMaster.spellRules.denyCustom, 'External / GM Defined', '!magic --config custom-spells|true', 'All Objects Allowed', '!magic --config custom-spells|false')+' '
+ + '| Auto-Hide Items | '+configButtons(state.MagicMaster.autoHide, 'GM Hide Manually', '!magic --config auto-hide|false', 'Auto-Hide if Possible', '!magic --config auto-hide|true')+' '
+ + '| Reveal Hidden Items | '+configButtons(state.MagicMaster.reveal, 'Reveal Manually', '!magic --config reveal|false', 'Reveal on Use', '!magic --config reveal|true')+' '
+ + '| Action Buttons | '+configButtons(state.MagicMaster.viewActions, 'Grey on View', '!magic --config view-action|false', 'Active on View', '!magic --config view-action|true')+' '
+ + '| Alphabetic Lists | '+configButtons(!state.MagicMaster.alphaLists, 'Alphabetic', '!magic --config alpha-lists|true', 'Not Alphabetic', '!magic --config alpha-lists|false')+' '
+ + '| Skill-Based Chance | '+configButtons(!state.MagicMaster.gmRolls, 'GM rolls', '!magic --config gm-rolls|true', 'Player rolls', '!magic --config gm-rolls|false')+' ';
+ }
+ content += ('undefined' !== typeof CommandMaster ? ('| [Set Default Token Bars](!cmd --button AB_ASK_TOKENBARS|) | ') : '')
+ + ' }}';
+ LibFunctions.sendFeedback( content );
+ return;
+ };
+
+/* -------------------------------------------------- Code stubs for alternate versions -------------------------------------- */
+
+ LibFunctions.creatureAttkDefs = function() {};
+ LibFunctions.creatureWeapDefs = function() {};
+ LibFunctions.updateClassLevel = function() {};
+ LibFunctions.displayClassLevel = function() {};
+
+/* --------------------------------------------------- End of Library Functions ---------------------------------------------------- */
+
+
+/* ---------------------------------------------------- Finish Initialisation ---------------------------------------------- */
+
+ LibFunctions.sendFeedback( waitMsgDiv+'Please wait while RPGMaster initialises...' );
+ apis.magic = ('undefined' !== typeof MagicMaster);
+ apis.attk = ('undefined' !== typeof attackMaster);
+ apis.init = ('undefined' !== typeof initMaster);
+ DBindex = undefined;
+
+ if (_.isUndefined(state.RPGMaster)) state.RPGMaster = {};
+ if (_.isUndefined(state.RPGMaster.tokenFields)) {
+ state.RPGMaster.tokenFields = [fields.AC[0],fields.Thac0_base[0],fields.HP[0]];
+ };
+ if (_.isUndefined(state.MagicMaster)) state.MagicMaster = {};
+ if (_.isUndefined(state.MagicMaster.spellRules)) state.MagicMaster.spellRules = {};
+
+ setTimeout( del_Old_DBs, 10000 );
+
+ // RED: v1.036 create help handouts from stored data
+ setTimeout( () => LibFunctions.updateHandouts(handouts,true,findTheGM()),300);
+ setTimeout( () => displayReleaseNotesLink(), 5000 );
+ setTimeout( () => LibFunctions.sendAPI('!token-mod --api-as '+findTheGM()+' --config players-can-ids|on',findTheGM()), 10000);
+ }
+ }
+
+ const handleChatMessage = (msg) => {
+ try {
+ var preamble, targetid,
+ playerid = msg.playerid;
+
+ msg_orig[playerid] = msg;
+
+ if (msg.type === "api") {
+ return;
+ } else if (msg.content.trim().startsWith('!')) {
+ log('lib handleChatMessage: msg not api but starts with ! so re-send. Msg = '+msg.content);
+ return;
+ }
+ if (msg.rolltemplate && msg.rolltemplate.startsWith('RPGM')) {
+
+ targetid = findTheGM();
+ if (msg.target) {
+ if (msg.target != 'gm') {
+ let targetObjs = findObjs({_type:'player',_displayname:msg.who});
+ targetid = (!targetObjs || !targetObjs.length) ? targetid : targetObjs[0].id;
+ }
+ }
+ let newMsg = Object.create(msg);
+ newMsg = processInlinerolls(newMsg);
+ const template = newMsg.match(/^([^{]*)({{[^]*}}).*?$([^]*)/im);
+ switch (msg.type.toLowerCase()) {
+ case 'emote':
+ preamble = '/em';
+ break;
+ case 'desc':
+ preamble = '/desc';
+ break;
+ case 'whisper':
+ preamble = '/w "'+msg.target_name+'"';
+ break;
+ default:
+ preamble = '';
+ break;
+ }
+ if (/^\s*\/i.test(template[1])) preamble += ' '+template[1]; else if (template[1].trim().length) log('RPGM output parser: extra preamble = '+template[1]);
+ LibFunctions.parseOutput( msg.who, preamble, msg.rolltemplate, template[2], targetid );
+ }
+ return;
+ } catch (e) {
+ log('RPGMaster Library handleChatMessage: JavaScript '+e.name+': '+e.message+' while processing a chat message');
+ LibFunctions.sendCatchError('RPGMaster Library',msg_orig[playerid],e);
+ }
+ };
+
+ const tryInit = ()=>{
+ if(Campaign()) {
+ LibFunctions.init();
+ } else {
+ setTimeout(tryInit,10);
+ }
+ };
+ setTimeout(tryInit,0);
+
+ const checkInstall = () => {
+ log('-=> libRPGMaster v'+version+' <=- ['+(new Date(lastUpdate*1000))+']');
+
+ if( ! state.hasOwnProperty('libRPGMaster') || state.libRPGMaster.version !== schemaVersion) {
+ switch(state.libRPGMaster && state.libRPGMaster.version) {
+
+ case 0.1:
+ /* break; // intentional dropthrough */
+
+ case 'UpdateSchemaVersion':
+ state.libRPGMaster.version = schemaVersion;
+ break;
+
+ default:
+ state.libRPGMaster = {
+ version: schemaVersion
+ };
+ break;
+ }
+ }
+ };
+
+ const registerLib = () => {
+ on('chat:message',handleChatMessage);
+ };
+
+ on('ready', function () {
+ checkInstall();
+ registerLib();
+ });
+
+ return {
+ getRPGMap: (...a) => LibFunctions.getRPGMap(...a),
+ getTableField: (...a) => LibFunctions.getTableField(...a),
+ getTable: (...a) => LibFunctions.getTable(...a),
+ getLvlTable: (...a) => LibFunctions.getLvlTable(...a),
+ initValues: (...a) => LibFunctions.initValues(...a),
+ getTableGroup: (...a) => LibFunctions.getTableGroup(...a),
+ getTableGroupField: (...a) => LibFunctions.getTableGroupField(...a),
+ getItemTable: (...a) => LibFunctions.getItemTable(...a),
+ tableGroupIndex: (...a) => LibFunctions.tableGroupIndex(...a),
+ indexTableGroup: (...a) => LibFunctions.indexTableGroup(...a),
+ tableGroupLookup: (...a) => LibFunctions.tableGroupLookup(...a),
+ tableGroupFind: (...a) => LibFunctions.tableGroupFind(...a),
+ addTableGroupRow: (...a) => LibFunctions.addTableGroupRow(...a),
+ attrLookup: (...a) => LibFunctions.attrLookup(...a),
+ setAttr: (...a) => LibFunctions.setAttr(...a),
+ miSpellLookup: (...a) => LibFunctions.miSpellLookup(...a),
+ abilityLookup: (...a) => LibFunctions.abilityLookup(...a),
+ setAbility: (...a) => LibFunctions.setAbility(...a),
+ doDisplayAbility: (...a) => LibFunctions.doDisplayAbility(...a),
+ greyOutButtons: (...a) => LibFunctions.greyOutButtons(...a),
+ getAbility: (...a) => LibFunctions.getAbility(...a),
+ parseTemplate: (...a) => LibFunctions.parseTemplate(...a),
+ redisplayOutput: (...a) => LibFunctions.redisplayOutput(...a),
+ parseOutput: (...a) => LibFunctions.parseOutput(...a),
+ sendToWho: (...a) => LibFunctions.sendToWho(...a),
+ sendMsgToWho: (...a) => LibFunctions.sendMsgToWho(...a),
+ sendPublic: (...a) => LibFunctions.sendPublic(...a),
+ sendAPI: (...a) => LibFunctions.sendAPI(...a),
+ sendFeedback: (...a) => LibFunctions.sendFeedback(...a),
+ sendResponse: (...a) => LibFunctions.sendResponse(...a),
+ sendResponsePlayer: (...a) => LibFunctions.sendResponsePlayer(...a),
+ sendResponseError: (...a) => LibFunctions.sendResponseError(...a),
+ sendToOthers: (...a) => LibFunctions.sendToOthers(...a),
+ sendError: (...a) => LibFunctions.sendError(...a),
+ sendCatchError: (...a) => LibFunctions.sendCatchError(...a),
+ sendParsedMsg: (...a) => LibFunctions.sendParsedMsg(...a),
+ sendGMquery: (...a) => LibFunctions.sendGMquery(...a),
+ sendWait: (...a) => LibFunctions.sendWait(...a),
+ checkDBver: (...a) => LibFunctions.checkDBver(...a),
+ saveDBtoHandout: (...a) => LibFunctions.saveDBtoHandout(...a),
+ buildCSdb: (...a) => LibFunctions.buildCSdb(...a),
+ checkCSdb: (...a) => LibFunctions.checkCSdb(...a),
+ getDBindex: (...a) => LibFunctions.getDBindex(...a),
+ updateHandouts: (...a) => LibFunctions.updateHandouts(...a),
+ findThePlayer: (...a) => LibFunctions.findThePlayer(...a),
+ findCharacter: (...a) => LibFunctions.findCharacter(...a),
+ fixSenderId: (...a) => LibFunctions.fixSenderId(...a),
+ calcAttr: (...a) => LibFunctions.calcAttr(...a),
+ rollDice: (...a) => LibFunctions.rollDice(...a),
+ evalAttr: (...a) => LibFunctions.evalAttr(...a),
+ getCharacter: (...a) => LibFunctions.getCharacter(...a),
+ getTokenValue: (...a) => LibFunctions.getTokenValue(...a),
+ classObjects: (...a) => LibFunctions.classObjects(...a),
+ addMIspells: (...a) => LibFunctions.addMIspells(...a),
+ getMagicList: (...a) => LibFunctions.getMagicList(...a),
+ getShownType: (...a) => LibFunctions.getShownType(...a),
+ parseClassDB: (...a) => LibFunctions.parseClassDB(...a),
+ rogueLevelPoints: (...a) => LibFunctions.rogueLevelPoints(...a),
+ handleCheckThiefMods: (...a) => LibFunctions.handleCheckThiefMods(...a),
+ scanItemMods: (...a) => LibFunctions.scanItemMods(...a),
+ scanForMods: (...a) => LibFunctions.scanForMods(...a),
+ handleCheckSaves: (...a) => LibFunctions.handleCheckSaves(...a),
+ handleCheckWeapons: (...a) => LibFunctions.handleCheckWeapons(...a),
+ handleSetNPCAttributes: (...a) => LibFunctions.handleSetNPCAttributes(...a),
+ getHandoutIDs: (...a) => LibFunctions.getHandoutIDs(...a),
+ classAllowedItem: (...a) => LibFunctions.classAllowedItem(...a),
+ parseData: (...a) => LibFunctions.parseData(...a),
+ parseStr: (...a) => LibFunctions.parseStr(...a),
+ resolveData: (...a) => LibFunctions.resolveData(...a),
+ findPower: (...a) => LibFunctions.findPower(...a),
+ handleGetBaseThac0: (...a) => LibFunctions.handleGetBaseThac0(...a),
+ characterLevel: (...a) => LibFunctions.characterLevel(...a),
+ caster: (...a) => LibFunctions.caster(...a),
+ creatureAttkDefs: (...a) => LibFunctions.creatureAttkDefs(...a),
+ creatureWeapDefs: (...a) => LibFunctions.creatureWeapDefs(...a),
+ getSetPlayerConfig: (...a) => LibFunctions.getSetPlayerConfig(...a),
+ makeConfigMenu: (...a) => LibFunctions.makeConfigMenu(...a),
+ displayClassLevel: (...a) => LibFunctions.displayClassLevel(...a),
+ updateClassLevel: (...a) => LibFunctions.updateClassLevel(...a),
+ convertMoney: (...a) => LibFunctions.convertMoney(...a),
+ updateCoins: (...a) => LibFunctions.updateCoins(...a),
+ spendMoney: (...a) => LibFunctions.spendMoney(...a),
+ };
+
+})();
+
+{try{throw new Error('');}catch(e){API_Meta.libRPGMaster.lineCount=(parseInt(e.stack.split(/\n/)[1].replace(/^.*:(\d+):.*$/,'$1'),10)-API_Meta.libRPGMaster.offset);}}
diff --git a/RPGMlibrary AD+D2e/libRPGMaster2e.js b/RPGMlibrary AD+D2e/libRPGMaster2e.js
index 3a624913f..23ea48101 100644
--- a/RPGMlibrary AD+D2e/libRPGMaster2e.js
+++ b/RPGMlibrary AD+D2e/libRPGMaster2e.js
@@ -103,13 +103,28 @@ API_Meta.libRPGMaster={offset:Number.MAX_SAFE_INTEGER,lineCount:-1};
* v4.0.4 10/04/2025 Additional creatures and changes to functions to support them.
* v4.0.5 25/04/2025 Fix to addTableRow() which only seems to manifest in table groups (v4.1 and later).
* Modified delTableRow() to deal with orphaned table row objects.
+ * v5.0.0 07/05/2025 Only include "DMitem" items in DMitem lists in getMagicList(). Added Commerce
+ * and money system, with MI-DB-Services & Race-DB-Services. Added weapon proficiency
+ * slot management. Major upgrade to table management including table groups. Changed
+ * table indexing (e.g. for item variable attribute names) to use table row object-ids,
+ * thereby eliminating impact of changing row numbers. Fixed delTableRow() table method
+ * so tables can be tidied. New Drag & Drop creatures. Added values to all tradeable
+ * database items. More treasure added to the MI-DB-Treasure database. Fixes to the
+ * thief skills system. Allow [Return] buttons to be inserted in dialogs even when
+ * show more... hyperlink is used. Extended evalAttr() to use ^^field^^ to retrieve
+ * character sheet fields. Added new RPGM config options: auto-calculate weapon proficiency
+ * slots; allow/disallow more than one weapon specialisation. Added collapsible sections
+ * in item dialogs grouping items of similar types. Fixed race queries when not in
+ * alphabetised lists. Fixed bugs with weapon attacks per round ccalculations. Fixed
+ * narrative text in database data specifications (e.g. WeapData=[name w:weapon-name,...])
+ * causing invalid inheritance of data from parent objects.
**/
const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
'use strict';
- const version = '4.0.5';
+ const version = '5.0.0';
API_Meta.libRPGMaster.version = version;
- const lastUpdate = 1745574299;
+ const lastUpdate = 1756894380;
const schemaVersion = 0.1;
log('now in seconds is '+Date.now()/1000);
@@ -187,6 +202,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Gender: ['gender','current',''],
Age: ['age','current',''],
AgeVal: ['age','max',''],
+ Diary: ['personalbio','current',''],
Total_level: ['level-total','current'],
Fighter_class: ['class1','current',''],
Wizard_class: ['class2','current',''],
@@ -216,6 +232,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Monster_spDef: ['monsterspecdefenses','current'],
Monster_mr: ['monstermagicresist','current'],
Monster_size: ['monstersize','current','M'],
+ Profession: ['kit','current',''],
ClassWarriorList: ['spellmem','current'],
ClassWizardList: ['spellmem2','current'],
ClassPriestList: ['spellmem3','current'],
@@ -226,13 +243,15 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
RaceCreatureList: ['spellmem2','current'],
ContainerList: ['spellmem3','current'],
RaceNPCList: ['spellmem4','current'],
+ RaceServiceList: ['spellmem14','current'],
NPCqualifier: ['npc-qualifier','current',''],
Strength: ['strength','current'],
Strength_original: ['strength','max'],
Strength_hit: ['strengthhit','current'],
Strength_dmg: ['strengthdmg','current'],
- Magical_hitAdj: ['magicalhit','max'],
- Magical_dmgAdj: ['magicaldmg','max'],
+ Magical_hitAdj: ['magicalhit','max',0],
+ Magical_dmgAdj: ['magicaldmg','max',0],
+ Magical_advantages: ['magicaladv','current',0],
Legacy_hitAdj: ['strengthhit','max'],
Legacy_dmgAdj: ['strengthdmg','max'],
MaxWeight: ['carryweight','current'],
@@ -271,6 +290,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
ChrLoyalty: ['chaloy','current'],
ChrReact: ['chareact','current'],
Expenditure: ['expenditure','current'],
+ AttrNotes: ['statnotes','current',''],
Container_trap: ['trap-name','current'],
Container_lock: ['trap-name','max'],
Old_trap: ['old-name','current'],
@@ -371,6 +391,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Saves_modStrength: ['strmod','current'],
Saves_modConstitution:['conmod','current'],
Saves_modDexterity: ['dexmod','current'],
+ Saves_modDexNotAC: ['dexmod','max'],
Saves_modIntelligence:['intmod','current'],
Saves_modWisdom: ['wismod','current'],
Saves_modCharisma: ['chrmod','current'],
@@ -409,11 +430,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Mods_index: ['roll','max',4],
Mods_cmd: ['cmd','current',''],
Mods_success: ['cmd','max',''],
+ Mods_maxHP: ['maxhp','current',''],
SaveNotes: ['save-notes','current',''],
Magic_saveAdj: ['wisdef','max'],
LightSource: ['lightsource','current'],
RogueLevelPts: ['rogue-level-base','current'],
Thief_postfix: ['t','current'],
+ PickPocket: ['pickpocket','current'],
Pick_Pockets: ['pp','current'],
Open_Locks: ['ol','current'],
Find_Traps: ['rt','current'],
@@ -598,9 +621,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
WP_table: ['repeating_weaponprofs',0],
WP_name: ['weapprofname','current','-'],
WP_type: ['weapprofname','max',''],
+ WP_slots: ['weapprofnum','current','0',true],
WP_expert: ['expert','current','0'],
WP_specialist: ['specialist','current','0'],
WP_mastery: ['mastery','current','0'],
+ WeapProfSlots: ['weapprof-slots-total','current','0',true],
+ WeapProfSlotTotal: ['weapprof-slots-total-calc','current','0'],
+ WeapProfSlotsRemain:['weapprof-slots-remain','current','0'],
MUSpellNo_table: ['spell-level',true],
MUSpellNo_total: ['-total','current'],
MUSpellNo_memable: ['-castable','current','',true],
@@ -635,6 +662,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
SpellCharges: ['spellcharges','current'],
SpellSpeedOR: ['spellcharges','max'],
CastingLevel: ['casting-level','current'],
+ Wizard_Level: ['level-wizard','current'],
+ Priest_Level: ['level-priest','current'],
MU_CastingLevel: ['mu-casting-level','current'],
PR_CastingLevel: ['pr-casting-level','current'],
Casting_name: ['casting-name','current'],
@@ -655,8 +684,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Powers_storedLevel: ['spell-points','current','1'],
Powers_miSpellSet: ['arc','current','0'],
Powers_msg: ['cast-macro','current',''],
- MIRows: 100,
- MIRowsStandard: 30,
+ MIRows: 200,
+ MIRowsStandard: 50,
MIspellLevel: 15,
MIpowerLevel: 14,
Magic_table: ['repeating_magic',0],
@@ -684,17 +713,15 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Items_trueSpeed: ['potion-speed','max','5'],
Items_qty: ['potionqty','current','0'],
Items_trueQty: ['potionqty','max','0'],
- Items_uses: ['equipment_current','current','0'], // Build
- Items_usesMax: ['equipment_current','max','0'], // Build
Items_cost: ['potion-macro','current','0'],
Items_type: ['potion-macro','max',''],
Items_reveal: ['potion-reveal','current',''],
Items_trueType: ['potion-reveal','max',''],
- Items_class: ['equipment_type','current','Gear',true], // Build
- Items_carried: ['potion-carried','current',''],
+ Items_weight: ['potion-weight','current',''],
+ Items_carried: ['potion-weight','max',''],
ItemContainerType: ['check-for-mibag','current'],
ItemOldContainerType:['check-for-mibag','max'],
- ItemContainerSize: ['container-size','current',18],
+ ItemContainerSize: ['container-size','current',50],
ItemContainerHide: ['container-hide','current',0],
ItemWeaponList: ['spellmem','current',''],
ItemArmourList: ['spellmem2','current',''],
@@ -704,8 +731,11 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
ItemScrollList: ['spellmem11','current',''],
ItemWandsList: ['spellmem12','current',''],
ItemDMList: ['spellmem13','current',''],
+ ItemServiceList: ['spellmem14','current',''],
ItemEquipList: ['spellmem6','current',''],
ItemTreasureList: ['spellmem7','current',''],
+ ItemCoinList: ['spellmem8','current',''],
+ ItemGemList: ['spellmem9','current',''],
ItemAttacksList: ['spellmem5','current',''],
ItemAbilitiesList: ['pnotes','current',''],
ItemTrapsList: ['classnotes','current',''],
@@ -722,6 +752,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
ItemQty: ['MIct', 'max'],
ItemSelected: ['MI-chosen', 'current'],
ItemRowRef: ['MIrowref','current'],
+ ItemTableRef: ['MIrowref','max'],
+ ItemChargeType: ['ct-','max','unharged'],
Dusts_table: ['repeating_dusts',0],
Dusts_name: ['dust','current','-'],
Dusts_trueName: ['dust','max','-'],
@@ -733,7 +765,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Dusts_type: ['dust-macro','max',''],
Dusts_reveal: ['dust-reveal','current',''],
Dusts_trueType: ['dust-reveal','max',''],
- Dusts_carried: ['dust-carried','current',''],
+ Dusts_weight: ['dust-weight','current',''],
+ Dusts_carried: ['dust-weight','max',''],
Misc_table: ['repeating_magic-items',0],
Misc_name: ['magic-item','current','-'],
Misc_trueName: ['magic-item','max','-'],
@@ -745,7 +778,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Misc_type: ['magic-item-macro','max',''],
Misc_reveal: ['magic-item-reveal','current',''],
Misc_trueType: ['magic-item-reveal','max',''],
- Misc_carried: ['magic-item-carried','current',''],
+ Misc_weight: ['magic-item-weight','current',''],
+ Misc_carried: ['magic-item-weight','max',''],
Wands_table: ['repeating_wands',0],
Wands_name: ['wand','current','-'],
Wands_trueName: ['wand','max','-'],
@@ -757,7 +791,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Wands_type: ['wand-macro','max',''],
Wands_reveal: ['wand-reveal','current',''],
Wands_trueType: ['wand-reveal','max',''],
- Wands_carried: ['wand-carried','current',''],
+ Wands_weight: ['wand-weight','current',''],
+ Wands_carried: ['wand-weight','max',''],
Scrolls_table: ['repeating_scrolls',0],
Scrolls_name: ['scroll','current','-'],
Scrolls_trueName: ['scroll','max','-'],
@@ -769,7 +804,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Scrolls_type: ['scroll-macro','max',''],
Scrolls_reveal: ['scroll-reveal','current',''],
Scrolls_trueType: ['scroll-reveal','max',''],
- Scrolls_carried: ['scroll-carried','current',''],
+ Scrolls_weight: ['scroll-weight','current',''],
+ Scrolls_carried: ['scroll-weight','max',''],
Gear_table: ['repeating_gear',0],
Gear_name: ['geardesc','current','-'],
Gear_trueName: ['geardesc','max','-'],
@@ -781,8 +817,35 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Gear_type: ['gear-macro','max',''],
Gear_reveal: ['gear-reveal','current',''],
Gear_trueType: ['gear-reveal','max',''],
- Gear_weight: ['gear-gearweight','current',''],
- Gear_carried: ['gear-gearweight','max',''],
+ Gear_weight: ['gearweight','current',''],
+ Gear_carried: ['gearweight','max',''],
+ Treasure_table: ['repeating_gem',0],
+ Treasure_name: ['gemdesc','current','-'],
+ Treasure_trueName: ['gemdesc','max','-'],
+ Treasure_speed: ['gem-speed','current','5'],
+ Treasure_trueSpeed: ['gem-speed','max','5'],
+ Treasure_qty: ['gemqty','current','0'],
+ Treasure_trueQty: ['gemqty','max','0'],
+ Treasure_cost: ['gemvalue','current','0',true],
+ Treasure_type: ['gemvalue','max','uncharged'],
+ Treasure_reveal: ['gem-reveal','current',''],
+ Treasure_trueType: ['gem-reveal','max','uncharged'],
+ Treasure_weight: ['gemsizecut','current','',true],
+ Treasure_carried: ['gemsizecut','max',''],
+ TreasureTotal: ['gemstotalvalue','current',0],
+ Coins_table: ['repeating_coins',0],
+ Coins_name: ['coin','current','-'],
+ Coins_trueName: ['coin','max','-'],
+ Coins_speed: ['coin-speed','current','5'],
+ Coins_trueSpeed: ['coin-speed','max','5'],
+ Coins_qty: ['coin-qty','current','0'],
+ Coins_trueQty: ['coin-qty','max','0'],
+ Coins_cost: ['coin-value','current','0'],
+ Coins_type: ['coin-value','max','charged'],
+ Coins_reveal: ['coin-reveal','current',''],
+ Coins_trueType: ['coin-reveal','max','uncharged'],
+ Coins_weight: ['coin-weight','current','0.02'],
+ Coins_carried: ['coin-weight','max',''],
Stored_table: ['repeating_gear-stored',0],
Stored_name: ['gear-stored-desc','current','-'],
Stored_trueName: ['gear-stored-desc','max','-'],
@@ -836,7 +899,9 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Style_name: ['name','current','-'],
Style_current: ['valid','current',false],
Style_proficiency: ['valid','max',0],
+ Money_platinum: ['platinum','current',0,true],
Money_gold: ['gold','current',0,true],
+ Money_electrum: ['electrum','current',0,true],
Money_silver: ['silver','current',0,true],
Money_copper: ['copper','current',0,true],
Money_treasure: ['otherval','current'],
@@ -876,44 +941,44 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
const blankItem = {name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'This is a blank slot. Go search out something new to fill it up!'};
const dbNames = Object.freeze({
- Attacks_DB: {bio:'Attack Definitions Database v2.12 13/05/2024
This sheet holds definitions of Attacks that can be made by weapons in the RPGMaster API system. The definitions include the To-Hit and Damage calculations for generic melee and ranged weapons using targeted or untargeted opponents, and having Roll20 roll dice or allowing the player to do so. 3D dice can be used if desired.',
- gmnotes:'Change Log: v2.12 13/05/2024 Updated and corrected grenade attacks v2.11 07/05/2024 Added special attacks for Mordenkainens Sword to set Thac0 to be the same as a fighter of 1/2 the level of the wizard v2.10 23/02/2024 Added custom attacks for Vampiric Touch spell v2.09 30/01/2024 Added custom targeted attack template for Spear-Cursed-Backbiting v2.08 27/10/2023 Corrected to-hit calculation for backstabbing with melee weapons v2.07 20/10/2023 Added ^^strAttkBonus^^ to monster attacks to support new 5th attack parameter & tohit: parameter v2.06 14/07/2023 Fixed issue with targeted Grenade weapon attacks v2.05 11/12/2022 Added attacks in support of a Throat Leech v2.04 27/11/2022 Updated attacks to take account of Fighting Styles v2.03 16/10/2022 Added custom attacks for Chromatic Orb spell v2.02 12/10/2022 Added custom attacks for the Rod of Cancellation v2.01 25/09/2022 Moved to RPGM Library and updated templates v1.14 28/06/2022 Removed incorrect use of @{selected| from attack macros v1.13 23/06/2022 Updated Touch attack and added Punch & Wrestle attacks v1.11 22/05/2022 Updated database description. v1.06 08/04/2022 Adapted to use RPGMaster Roll Templates v1.05 01/04/2022 Fixed Ranged weapon attack at Point Blank v1.04 13/03/2022 Added bespoke oil flask attack macro templates v1.03 09/03/2022 Added attack damage type to To-Hit result text v1.02 02/03/2022 Added capability to show AC vs. attack type on targeted attacks. v1.01 12/02/2022 Initial release with classes defined in the Players Handbook',
+ Attacks_DB: {bio:'Attack Definitions Database v2.13 14/08/2025
This sheet holds definitions of Attacks that can be made by weapons in the RPGMaster API system. The definitions include the To-Hit and Damage calculations for generic melee and ranged weapons using targeted or untargeted opponents, and having Roll20 roll dice or allowing the player to do so. 3D dice can be used if desired.',
+ gmnotes:'Change Log: v2.13 14/08/2025 Added new variables for advantage/disadvantage on attacks & damage v2.12 13/05/2024 Updated and corrected grenade attacks v2.11 07/05/2024 Added special attacks for Mordenkainens Sword to set Thac0 to be the same as a fighter of 1/2 the level of the wizard v2.10 23/02/2024 Added custom attacks for Vampiric Touch spell v2.09 30/01/2024 Added custom targeted attack template for Spear-Cursed-Backbiting v2.08 27/10/2023 Corrected to-hit calculation for backstabbing with melee weapons v2.07 20/10/2023 Added ^^strAttkBonus^^ to monster attacks to support new 5th attack parameter & tohit: parameter v2.06 14/07/2023 Fixed issue with targeted Grenade weapon attacks v2.05 11/12/2022 Added attacks in support of a Throat Leech v2.04 27/11/2022 Updated attacks to take account of Fighting Styles v2.03 16/10/2022 Added custom attacks for Chromatic Orb spell v2.02 12/10/2022 Added custom attacks for the Rod of Cancellation v2.01 25/09/2022 Moved to RPGM Library and updated templates v1.14 28/06/2022 Removed incorrect use of @{selected| from attack macros v1.13 23/06/2022 Updated Touch attack and added Punch & Wrestle attacks v1.11 22/05/2022 Updated database description. v1.06 08/04/2022 Adapted to use RPGMaster Roll Templates v1.05 01/04/2022 Fixed Ranged weapon attack at Point Blank v1.04 13/03/2022 Added bespoke oil flask attack macro templates v1.03 09/03/2022 Added attack damage type to To-Hit result text v1.02 02/03/2022 Added capability to show AC vs. attack type on targeted attacks. v1.01 12/02/2022 Initial release with classes defined in the Players Handbook',
root:'Attacks-DB',
api:'attk',
type:'rules',
avatar:'https://s3.amazonaws.com/files.d20.io/images/257648113/iUlG62xcBc6AdUj5lv32Ww/max.png?1638047575',
- version:2.12,
- db:[{name:'MW-Backstab-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ backstabs with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit^^} }}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[[ ( (([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])) * ([[{ {[[1+(^^backstab^^*ceil(^^rogueLevel^^/4))]]},{5} }kl1]][Backstab mult]))+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+])+([[^^masterProf^^*3]][Mastery+]))]]}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-Backstab-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ backstabs with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit} }}{{Attk Type=^^weapType^^}}{{Dmg S=[[ ( (([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])) * ([[{ {[[1+(^^backstab^^*ceil(^^rogueLevel^^/4))]]},{5} }kl1]][Backstab mult]))+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+])+([[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[[ ([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])+([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+])]]}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ version:2.13,
+ db:[{name:'MW-Backstab-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ backstabs with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit^^} }}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[[ ( (([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])) * ([[{ {[[1+(^^backstab^^*ceil(^^rogueLevel^^/4))]]},{5} }kl1]][Backstab mult]))+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+])+([[^^masterProf^^*3]][Mastery+]))]]}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-Backstab-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ backstabs with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit} }}{{Attk Type=^^weapType^^}}{{Dmg S=[[ ( (([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])) * ([[{ {[[1+(^^backstab^^*ceil(^^rogueLevel^^/4))]]},{5} }kl1]][Backstab mult]))+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+])+([[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[[ ([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])+([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+])]]}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
{name:'MW-DmgL-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ punches or wrestles their opponent}}{{Subtitle=Melee Attack}}Specs=[MWDmgL,AttackMacro,1d20,Attack]{{desc=All characters of any class are somewhat proficient in both these forms of fighting. Punching is with fists and can be one handed. Wrestling requires both hands.\nIf attempting to wrestle in armor, the modifiers on PHB Table 57 are used. Normal modifiers to the attack roll are also applied, though penalties for being held or attacking a held opponent do not apply to wrestlers.\nThe modified attack roll was [[^^thac0^^-@{^^cname^^|ac-hit}]]. Look this up below to see the resulting effect:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Attack Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Wrestle\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Hold\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;20+\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Bear hug\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;19\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Arm twist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;18\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kick\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;17\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Trip\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;16\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Elbow smash\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;15\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Arm lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;14\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg twist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;13\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;12\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Throw\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;11\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gouge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;10\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Elbow smash\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;9\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;8\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Headlock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;7\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Throw\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;6\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gouge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;5\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kick\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Arm lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gouge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Headlock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg twist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Below 1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Bearhug\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
- {name:'MW-DmgL-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }} !modattr --charid ^^cid^^ --silent --hp|{{Dmg L=[[ ([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj])]]}} !!! {{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[[ ([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])+([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+])]]}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-DmgL-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }} !modattr --charid ^^cid^^ --silent --hp|{{Dmg L=[[ ([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj])]]}} !!! {{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[[ ([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])+([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+])]]}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
{name:'MW-DmgSM-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ punches or wrestles their opponent}}{{Subtitle=Melee Attack}}Specs=[MWDmgL,AttackMacro,1d20,Attack]{{desc=All characters of any class are somewhat proficient in both these forms of fighting. Punching is with fists and can be one handed. Wrestling requires both hands.\nIf attempting to wrestle in armor, the modifiers on PHB Table 57 are used. Normal modifiers to the attack roll are also applied, though penalties for being held or attacking a held opponent do not apply to wrestlers.\nThe modified attack roll was [[^^thac0^^-@{^^cname^^|ac-hit}]]. Look this up below to see the resulting effect:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Attack Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Punch\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;%KO\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;20+\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Haymaker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[10](!\\amp#13;\\amp#47;r 1d100cs\\lt10) \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;19\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Wild swing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;18\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Rabbit punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;17\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kidney punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;16\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Glancing blow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;15\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Jab\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;14\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Uppercut\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;13\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Hook\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;12\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kidney punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;11\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Hook\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;10\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Glancing blow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;9\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Combination\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;8\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Uppercut\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;7\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Combination\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;6\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Jab\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;5\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Glancing blow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Rabbit punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Hook\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Uppercut\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Wild swing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;below 1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Haymaker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n}}'},
{name:'MW-DmgSM-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ hits with their Rod of Cancellation}}{{Subtitle=Melee Attack}}Specs=[MWtoHitRodOfCancellation,AttackMacro,1d20,Attack]{{desc=The item must save on the following table or its magic is drained:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Saving Throw\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Item\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Potion\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ring\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rod\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Staff\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Miscellaneous magical item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Artifact or relic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11 (8)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Armor or shield (if +5)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9 (7)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Sword (holy sword)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Miscellaneous weapon*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n* Several small items, such as magical arrows or bolts together in one container, will be drained simultaneously.\nTo find out if the draining can be prevented, a d20 roll must be made for the target item. If the die roll result in a number equal to or higher than the number listed on the table above, the target is unaffected. If the roll is lower, the item is drained. Upon [draining an item](!magic --mi-charges ^^tid^^|0|Rod-of-Cancellation|0\\amp#13;The Rod of Cancellation drains the item hit, and itself becomes brittle and unusable again), the rod itself becomes brittle and cannot be used again. Drained items are not restorable, even by wish.}}'},
- {name:'MW-DmgSM-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}} !modattr --charid ^^cid^^ --silent --hp|{{Dmg S=[[ ([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj])]]}} !!! {{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'MW-Targeted-Attk-Mordenkainens-Sword',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[21-floor(@{^^cname^^|mu-casting-level}/2)]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'MW-Targeted-Attk-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their hands}}{{subtitle=Melee Attack}}{{Weapon Used=Hands}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{DmgSlabel=Punch}}{{Dmg S=[Punch](~^^mwSMdmgMacro^^) }}{{DmgLlabel=Wrestle}}{{Dmg L=[Wrestle](~^^mwLHdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'MW-Targeted-Attk-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[Hit](~^^mwSMdmgMacro^^) }}{{Dmg L=[Hit](~^^mwSMdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'MW-Targeted-Attk-Spear-Cursed-Backbiter',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ tries to attack @{Target|Select Target|Token_name} with their Spear}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=@{^^cname^^|ACback} }}{{Target SAC=[[@{^^cname^^|ACback}]]}}{{Target PAC=[[@{^^cname^^|ACback}]]}}{{Target BAC=[[@{^^cname^^|ACback}]]}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=@{^^cname^^|HP} }}{{Target MaxHP=@{^^cname^^|HP|max} }}{{Target Heart=@{^^cname^^|HP}/@{^^cname^^|HP|max} }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'MW-Targeted-Attk-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{DmgSlabel=Spell Attack}}{{Dmg S=[Spell Attk](~^^cname^^|To-Hit-Spell) }}{{DmgLlabel=Touch}}{{Dmg L=[Touch](~^^mwLHdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'MW-Targeted-Attk-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-([[^^magicAttkAdj^^]][Magic hit adj])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ (([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj]))]]}}{{Dmg L=N/A}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'MW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-ToHit-Mordenkainens-Sword',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[21-floor(@{^^cname^^|mu-casting-level}/2)]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-ToHit-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Punch}}{{Dmg S=[Punch](~^^mwSMdmgMacro^^)}}{{DmgLlabel=Wrestle}}{{Dmg L=[Wrestle](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-ToHit-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ uses a Rod of Cancellation}}{{subtitle=Melee Attack}}{{Weapon Used=Rod of Cancellation}}Specs=[MWtoHitRodOfCancellation,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Hit](~^^mwSMdmgMacro^^)}}{{Dmg L=[Hit](~^^mwSMdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-ToHit-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --touch-roll|$[[9]] --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Spell Attack}}{{Dmg S=[Spell](~^^cname^^|To-Hit-Spell)}}{{DmgLlabel=Touch}}{{Dmg L=[Touch](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'MW-ToHit-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[^^magicAttkAdj^^]][Magic hit adj])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
- {name:'Mon-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^attk^^}}{{subtitle=Monster Attack}}{{Weapon Used=^^attk^^}}Specs=[MonAttk,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[ ([[^^thac0^^]][Thac0]) - ([[^^strAttkBonus^^]][Str/Bonus hit adj]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^toHitRoll^^cs\\gt^^monsterCritHit^^cf\\lt^^monsterCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Dmg L=[Roll](~^^monsterDmgMacroL^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'},
- {name:'Mon-Attk-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ is Waiting to be Swallowed}}{{subtitle=Monster Attack}}Specs=[MonAttk Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=[[([[^^toHitRoll^^cs\\gt19cf\\lt18]][Dice roll]) ]] \nSwallowed on a 19 or 20}}{{Do Damage=[Roll](~^^monsterDmgMacroL^^)}}{{Result=Swallowed\\gt=19}}{{section=**Throat Leech**}}{{Section1=Anyone drinking water containing a leech has a 10% chance of taking it into their mouth unlesscarefully filtered. Sucks blood doing 1d3 damage/round, until completely distended after ten rounds.\nEach round in the victim\'s throat, there is a 50% chance that the victim chokes, causing an additional 1d4 points of damage. A victim who chokes on three successive rounds dies on the third round.\nTo remove leech, use suitable magic or place a thin, heated metal object, such as a wire, into the bloated leech, causing the leech to burst.}}{{section2=**Usage**}}{{section3=If the roll indicates the leech has been swallowed, select the *Damage* button. This will roll the damage and also start the leech draining blood. As each round passes, the DM should use the button presented in the Chat Window to roll percentile dice to see if the victim chokes that round. After 10 rounds, the blood drain damage will stop, but the choking question will continue until the effect is cancelled using the DM\'s Maint Menu}}'},
- {name:'Mon-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^}}{{subtitle=Monster Attack}}Specs=[MonRoll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg L=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]]}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'},
+ {name:'MW-DmgSM-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}} !modattr --charid ^^cid^^ --silent --hp|{{Dmg S=[[ ([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj])]]}} !!! {{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^ ^^targettype^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'MW-Targeted-Attk-Mordenkainens-Sword',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^ ^^targettype^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[21-floor(@{^^cname^^|mu-casting-level}/2)]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'MW-Targeted-Attk-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their hands ^^targettype^^}}{{subtitle=Melee Attack}}{{Weapon Used=Hands}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{DmgSlabel=Punch}}{{Dmg S=[Punch](~^^mwSMdmgMacro^^) }}{{DmgLlabel=Wrestle}}{{Dmg L=[Wrestle](~^^mwLHdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'MW-Targeted-Attk-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^ ^^targettype^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[Hit](~^^mwSMdmgMacro^^) }}{{Dmg L=[Hit](~^^mwSMdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'MW-Targeted-Attk-Spear-Cursed-Backbiter',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ tries to attack @{Target|Select Target|Token_name} with their Spear ^^targettype^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=@{^^cname^^|ACback} }}{{Target SAC=[[@{^^cname^^|ACback}]]}}{{Target PAC=[[@{^^cname^^|ACback}]]}}{{Target BAC=[[@{^^cname^^|ACback}]]}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=@{^^cname^^|HP} }}{{Target MaxHP=@{^^cname^^|HP|max} }}{{Target Heart=@{^^cname^^|HP}/@{^^cname^^|HP|max} }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'MW-Targeted-Attk-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^targettype^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{DmgSlabel=Spell Attack}}{{Dmg S=[Spell Attk](~^^cname^^|To-Hit-Spell) }}{{DmgLlabel=Touch}}{{Dmg L=[Touch](~^^mwLHdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'MW-Targeted-Attk-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^ ^^targettype^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-([[^^magicAttkAdj^^]][Magic hit adj])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ (([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj]))]]}}{{Dmg L=N/A}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'MW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-ToHit-Mordenkainens-Sword',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[21-floor(@{^^cname^^|mu-casting-level}/2)]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-ToHit-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Punch}}{{Dmg S=[Punch](~^^mwSMdmgMacro^^)}}{{DmgLlabel=Wrestle}}{{Dmg L=[Wrestle](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-ToHit-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ uses a Rod of Cancellation ^^attktype^^}}{{subtitle=Melee Attack}}{{Weapon Used=Rod of Cancellation}}Specs=[MWtoHitRodOfCancellation,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Hit](~^^mwSMdmgMacro^^)}}{{Dmg L=[Hit](~^^mwSMdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-ToHit-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --touch-roll|$[[9]] --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Spell Attack}}{{Dmg S=[Spell](~^^cname^^|To-Hit-Spell)}}{{DmgLlabel=Touch}}{{Dmg L=[Touch](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'MW-ToHit-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[^^magicAttkAdj^^]][Magic hit adj])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'Mon-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^attk^^ ^^attktype^^}}{{subtitle=Monster Attack}}{{Weapon Used=^^attk^^}}Specs=[MonAttk,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[ ([[^^thac0^^]][Thac0]) - ([[^^strAttkBonus^^]][Str/Bonus hit adj]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^toHitRoll^^cs\\gt^^monsterCritHit^^cf\\lt^^monsterCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Dmg L=[Roll](~^^monsterDmgMacroL^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'},
+ {name:'Mon-Attk-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ is Waiting to be Swallowed ^^attktype^^}}{{subtitle=Monster Attack}}Specs=[MonAttk Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=[[([[^^toHitRoll^^cs\\gt19cf\\lt18]][Dice roll]) ]] \nSwallowed on a 19 or 20}}{{Do Damage=[Roll](~^^monsterDmgMacroL^^)}}{{Result=Swallowed\\gt=19}}{{section=**Throat Leech**}}{{Section1=Anyone drinking water containing a leech has a 10% chance of taking it into their mouth unlesscarefully filtered. Sucks blood doing 1d3 damage/round, until completely distended after ten rounds.\nEach round in the victim\'s throat, there is a 50% chance that the victim chokes, causing an additional 1d4 points of damage. A victim who chokes on three successive rounds dies on the third round.\nTo remove leech, use suitable magic or place a thin, heated metal object, such as a wire, into the bloated leech, causing the leech to burst.}}{{section2=**Usage**}}{{section3=If the roll indicates the leech has been swallowed, select the *Damage* button. This will roll the damage and also start the leech draining blood. As each round passes, the DM should use the button presented in the Chat Window to roll percentile dice to see if the victim chokes that round. After 10 rounds, the blood drain damage will stop, but the choking question will continue until the effect is cancelled using the DM\'s Maint Menu}}'},
+ {name:'Mon-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^ ^^dmgtype^^}}{{subtitle=Monster Attack}}Specs=[MonRoll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg L=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]]}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'},
{name:'Mon-DmgL-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ Has Been Swallowed}}{{subtitle=Monster Attack}}Specs=[MonRoll Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=**True!**}}{{Damage=[[([[^^monsterDmg^^]][^^attk^^ Dmg])]]}}\n!rounds --target single|^^tid^^|@{target|Who\'s the victim?|token_id}|Choke-risk_Sore throat_^^tid^^|10|-1|Definitely not feeling your best|broken-heart'},
- {name:'Mon-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^}}{{subtitle=Monster Attack}}Specs=[MonRoll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]]}}{{Dmg L=[Roll](~^^monsterDmgMacroL^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'},
+ {name:'Mon-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^ ^^dmgtype^^}}{{subtitle=Monster Attack}}Specs=[MonRoll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]]}}{{Dmg L=[Roll](~^^monsterDmgMacroL^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'},
{name:'Mon-DmgSM-Leech-Throat',type:'',ct:'0',charge:'uncharged',cost:'0',body:''},
- {name:'Mon-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^attk^^}}{{subtitle=Monster Attack}}Specs=[MonTargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^strAttkBonus^^]][Str/Bonus hit adj]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^toHitRoll^^cs\\gt^^monsterCritHit^^cf\\lt^^monsterCritMiss^^]][Dice roll]) ]]}}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]] }}{{Dmg L=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]] }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'Mon-Targeted-Attk-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ is Waiting to be Swallowed by @{Target|Select Target|Token_name}}}{{subtitle=Monster Attack}}Specs=[MonAttk Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=[[([[^^toHitRoll^^cs\\gt19cf\\lt18]][Dice roll]) ]] \nSwallowed on a 19 or 20}}{{Do Damage=[Roll](~^^monsterDmgMacroL^^)}}{{Result=Swallowed\\gt=19}}{{section=**Throat Leech**}}{{Section1=Anyone drinking water containing a leech has a 10% chance of taking it into their mouth unlesscarefully filtered. Sucks blood doing 1d3 damage/round, until completely distended after ten rounds.\nEach round in the victim\'s throat, there is a 50% chance that the victim chokes, causing an additional 1d4 points of damage. A victim who chokes on three successive rounds dies on the third round.\nTo remove leech, use suitable magic or place a thin, heated metal object, such as a wire, into the bloated leech, causing the leech to burst.}}{{section2=**Usage**}}{{section3=If the roll indicates the leech has been swallowed, select the *Damage* button. This will roll the damage and also start the leech draining blood. As each round passes, the DM should use the button presented in the Chat Window to roll percentile dice to see if the victim chokes that round. After 10 rounds, the blood drain damage will stop, but the choking question will continue until the effect is cancelled using the DM\'s Maint Menu}}'},
- {name:'RW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWroll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^rwSMdmgMacro^^)}}{{Dmg L=[[ floor( ([[^^ammoDmgL^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}'},
+ {name:'Mon-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^attk^^ ^^targettype^^}}{{subtitle=Monster Attack}}Specs=[MonTargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^strAttkBonus^^]][Str/Bonus hit adj]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^toHitRoll^^cs\\gt^^monsterCritHit^^cf\\lt^^monsterCritMiss^^]][Dice roll]) ]]}}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]] }}{{Dmg L=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]] }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'Mon-Targeted-Attk-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ is Waiting to be Swallowed by @{Target|Select Target|Token_name} ^^targettype^^}}{{subtitle=Monster Attack}}Specs=[MonAttk Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=[[([[^^toHitRoll^^cs\\gt19cf\\lt18]][Dice roll]) ]] \nSwallowed on a 19 or 20}}{{Do Damage=[Roll](~^^monsterDmgMacroL^^)}}{{Result=Swallowed\\gt=19}}{{section=**Throat Leech**}}{{Section1=Anyone drinking water containing a leech has a 10% chance of taking it into their mouth unlesscarefully filtered. Sucks blood doing 1d3 damage/round, until completely distended after ten rounds.\nEach round in the victim\'s throat, there is a 50% chance that the victim chokes, causing an additional 1d4 points of damage. A victim who chokes on three successive rounds dies on the third round.\nTo remove leech, use suitable magic or place a thin, heated metal object, such as a wire, into the bloated leech, causing the leech to burst.}}{{section2=**Usage**}}{{section3=If the roll indicates the leech has been swallowed, select the *Damage* button. This will roll the damage and also start the leech draining blood. As each round passes, the DM should use the button presented in the Chat Window to roll percentile dice to see if the victim chokes that round. After 10 rounds, the blood drain damage will stop, but the choking question will continue until the effect is cancelled using the DM\'s Maint Menu}}'},
+ {name:'RW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWroll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^rwSMdmgMacro^^)}}{{Dmg L=[[ floor( ([[^^ammoDmgL^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}'},
{name:'RW-DmgL-Chromatic-Orb-Black',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Black Chromatic Orb but the target saved}}{{titlebox=black}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Black Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'},
{name:'RW-DmgL-Chromatic-Orb-Blue',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Blue Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=blue; text-shadow: 1px 1px 1px black}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365292/gftCVVIY-it7-rUDj60Fig/thumb.png?1634239180}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Blue Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'},
{name:'RW-DmgL-Chromatic-Orb-Green',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Green Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Green Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'},
@@ -926,7 +991,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'RW-DmgL-Flask-of-Anesthetic-Gas',type:'',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:2Egrenademiss} {{name=Anesthetic Gas}} {{aoe=[[1]]}} {{aoesplash=[[10]]}} {{hitdmg=[Single](!rounds --target single|^^tid^^|\\amp#64;{target|Who got hit by accident?|token_id}|Anesthetic Gas|\\amp#91;[100*1d4]\\amp#93;|-10|Knocked out cold|sleepy)}} {{splashdmg=[Area](!rounds --aoe ^^tid^^|circle|feet|0|10|10|acid) \\amp [Effect](!rounds --target area|^^tid^^|\\amp#64;{target|Who\'s knocked out by accident?|token_id}|Anesthetic Gas|\\amp#91;[100*1d4]\\amp#93;|-10|Knocked out cold|sleepy))}}{{direction=[[1d10]]}} {{distancename=^^range^^}} {{distance=[[(^^rangePB^^+^^rangeS^^)d6+^^rangeM^^d10+(^^rangeL^^*2)d10+(^^rangeF^^*4)d10]]}} {{hit=[[0]]}} {{splash=[[1]]}} '},
{name:'RW-DmgL-Grenade',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe @{target|Who is the target for this grenade?|token_id}|circle|feet|0|4|0|magic\n^^toWhoPublic^^ \\amp{template:2Egrenademiss} {{name=^^weapon^^}} {{aoe=[[3]]}} {{aoesplash=[[3]]}} {{hitdmg=[Hit](~^^rwSMdmgMacro^^)}} {{splashdmg=[Damage](!\\amp#13;\\amp#47;r ^^ammoDmgL^^)}}{{direction=[[1d10]]}} {{distancename=^^range^^}} {{distance=[[^^rangeN^^d6+(^^rangePB^^+^^rangeS^^)d6+^^rangeM^^d10+(^^rangeL^^*2)d10+(^^rangeF^^*4)d10]]}} {{hit=[[0]]}} {{splash=[[1]]}}'},
{name:'RW-DmgL-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe !rounds --aoe @{target|Who is the target for this grenade?|token_id}|circle|feet|0|4|0|fire\n^^toWhoPublic^^ \\amp{template:2Egrenademiss} {{name=Prepared Oil Flask}}Specs=[RWDmgLOilFlask,AttackMacro,1d20,Attack]{{aoe=[[3]]}} {{aoesplash=[[3]]}} {{hitdmg=[Hit](~^^rwSMdmgMacro^^)}} {{splashdmg=[Damage](!\\amp#13;\\amp#47;r ^^ammoDmgL^^)}}{{direction=[[1d10]]}} {{distancename=^^range^^}} {{distance=[[(^^rangePB^^+^^rangeS^^)d6+^^rangeM^^d10+(^^rangeL^^*2)d10+(^^rangeF^^*4)d10]]}} {{hit=[[0]]}} {{splash=[[1]]}}'},
- {name:'RW-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWroll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[Roll](~^^rwLHdmgMacro^^)}}'},
+ {name:'RW-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}{{Subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWroll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[Roll](~^^rwLHdmgMacro^^)}}'},
{name:'RW-DmgSM-Chromatic-Orb-Black',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Black Chromatic Orb and the target failed to save}}{{titlebox=black}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Make Save vs. Death}}{{Dmg S=[Paralysed](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|CO Paralysis|\\amp#91;[1+1d4]\\amp#93;|-1|Paralysed for the duration|fishing-net)}}{{dmgllabel=Fail Save vs. Petrification}}{{Dmg L=[Death](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Dead|99|0|Seriously dead - need serious magic to help this one|skull)}}{{desc=A *Black Chromatic Orb* has the *power* of *Death*. Death from the orb causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.}}'},
{name:'RW-DmgSM-Chromatic-Orb-Blue',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Blue Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=blue; text-shadow: 1px 1px 1px black}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365292/gftCVVIY-it7-rUDj60Fig/thumb.png?1634239180}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[2d8]]}}{{dmgllabel=Special Power}}{{Dmg L=[Paralysis](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|CO Paralysis|\\amp#63;{Save vs. Paralysation?\\amp#124;No,\\amp#91;[4+2d8]\\amp#93;\\amp#124;Yes,\\amp#91;[2+1d8]\\amp#93;}|-1|Paralysed for the duration|fishing-net)}}{{desc=A *Blue Chromatic Orb* does 2-16 (2d8) points of damage, and has the *power* of *Paralysis*. Paralysis from the orb causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds.}}'},
{name:'RW-DmgSM-Chromatic-Orb-Green',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Green Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[1d12]]}}{{dmgllabel=Special Power}}{{Dmg L=[Stinking Cloud](!rounds --aoe \\amp#64;{target|Select Target|token_id}|circle|feet|0|10|10|acid|true)}}{{desc=A *Green Chromatic Orb* does 1-12 (d12) points of damage, and has the *power* of *Stinking Cloud*. Stinking cloud from the orb surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.}}'},
@@ -939,13 +1004,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'RW-DmgSM-Flask-of-Anesthetic-Gas',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ has a Direct Hit with a\nFlask of Anesthetic Gas}}{{TitleBox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{TitleImg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Poison Gas \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Flask of Anesthetic Gas}}Specs=[RWDmgSMAnestheticGas,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Direct Hit=[Choose Location](!rounds --aoe ^^tid^^|circle|feet|30|10|10|acid) by moving the cross hair, then [Mark those affected](!rounds --target ^^tid^^|\\amp#64;{target|Select the first creature knocked unconcious|token_id}|Anesthetic Gas|\\amp#91;[100*1d4]\\amp#93;|-10|Unconcious and unfeeling, away with the fairies|sleepy)}}{{Missed=If you now realise you actually missed, do [Grenade effect](~^^rwLHdmgMacro^^)}}'},
{name:'RW-DmgSM-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe @{target|Who\'s the target?|token_id}|circle|feet|0|7|0|acid|true --target single|^^tid^^|@{target|Who\'s the target?|token_id}|^^weapon^^|99|0|Hit by a ^^weapon^^|skull\n^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a^^weapon^^}}{{subtitle=Grenade Hit \\amp#42; **Grenades Left: ^^ammoLeft^^**}}{{Weapon Used=^^weapon^^}}Specs=[RWdmgSMGrenade,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[[([[^^ammoDmgSM^^]][Dice Roll])]]}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}'},
{name:'RW-DmgSM-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe @{target|Who\'s the target?|token_id}|circle|feet|0|7|0|fire|true --target single|^^tid^^|@{target|Who\'s the target?|token_id}|Oil-fire|1|-1|Taking fire damage from burning oil|three-leaves\n^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a prepared oil flask}}{{TitleBox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{TitleImg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Burning oil \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Burning Oil Flask}}Specs=[RWDmgSMOilFlask,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{DmgSlabel=Fire round 1}}{{Dmg S=[[([[^^ammoDmgSM^^]][Dice Roll])]]}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}'},
- {name:'RW-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'RW-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^ ^^targettype^^}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
{name:'RW-Targeted-Attk-Chromatic-Orb',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a ^^ammoName^^ Chromatic Orb at @{Target|Select Target|Token_name} }}RangeMods=[N:3,PB:3,S:3,M:2,L:1,F:-20]{{titlebox=transparent}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250367267/GUGEGqGSoNp6DwprW2NYBg/thumb.png?1634240001}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}Specs=[RWtargetedAnestheticGas,AttackMacro,1d20,Attack]{{Target AC=^^ACvsNoModsMissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Hit \\amp Failed Save}}{{Dmg S=[Result](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Hit but Made Save}}{{Dmg L=[Result](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}{{desc=If the attack is successful, the target should roll a Save vs. Spell. The spell caster should then select the appropriate button depending on whether the save is made or not. For some colours of orb, the target may need to make a second save against a specific effect when the spell outcome is shown.}}\n!attk --blank-weapon ^^tid^^|Chromatic-Orb|silent'},
{name:'RW-Targeted-Attk-Flask-of-Anesthetic-Gas',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a Flask of Anesthetic Gas at @{Target|Select Target|Token_name} }}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}Specs=[RWtargetedAnestheticGas,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^ACvsNoModsMissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
{name:'RW-Targeted-Attk-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a ^^weapon^^ at @{Target|Select Target|Token_name} }}{{subtitle=Ranged Attack \\amp#42; **^^weapon^^s Left: ^^ammoLeft^^**}}Specs=[RWtargetedGrenade,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Miss](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
{name:'RW-Targeted-Attk-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws an oil flask at @{Target|Select Target|Token_name} }}{{titlebox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}Specs=[RWtargetedOilFlask,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'RW-Targeted-Attk-Spear-Cursed-Backbiter',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ tries to attack @{Target|Select Target|Token_name} with their Spear}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=@{^^cname^^|ACback} }}{{Target SAC=[[@{^^cname^^|ACback}]]}}{{Target PAC=[[@{^^cname^^|ACback}]]}}{{Target BAC=[[@{^^cname^^|ACback}]]}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Target HP=@{^^cname^^|HP} }}{{Target MaxHP=@{^^cname^^|HP|max} }}{{Target Heart=@{^^cname^^|HP}/@{^^cname^^|HP|max} }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
- {name:'RW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtoHit,AttackMacro,1d20,Attack]{{Weapon Used=^^weapon^^}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^weapAttkAdj^^]][Weapon+]) - ([[^^ammoDmgAdj^^]][Ammo+]) - ([[^^weapStyleAdj^^]][Style+]) - ([[ ^^weapDexBonus^^*[[^^dexMissile^^]] ]][Dexterity+] ) - ([[ [[^^strAttkBonus^^]]*[[^^weapStrHit^^]] ]][Strength+]) - ([[^^raceBonus^^]][Race mod]) - ([[^^profPenalty^^]][Prof penalty]) - ([[^^magicAttkAdj^^]][Magic Hit+]) - ([[^^twoWeapPenalty^^]][2-weap penalty]) - ([[^^rangeMod^^]][Range mod]) - ([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^rwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
+ {name:'RW-Targeted-Attk-Spear-Cursed-Backbiter',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ tries to attack @{Target|Select Target|Token_name} with their Spear^^targettype^^}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=@{^^cname^^|ACback} }}{{Target SAC=[[@{^^cname^^|ACback}]]}}{{Target PAC=[[@{^^cname^^|ACback}]]}}{{Target BAC=[[@{^^cname^^|ACback}]]}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Target HP=@{^^cname^^|HP} }}{{Target MaxHP=@{^^cname^^|HP|max} }}{{Target Heart=@{^^cname^^|HP}/@{^^cname^^|HP|max} }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'},
+ {name:'RW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtoHit,AttackMacro,1d20,Attack]{{Weapon Used=^^weapon^^}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^weapAttkAdj^^]][Weapon+]) - ([[^^ammoDmgAdj^^]][Ammo+]) - ([[^^weapStyleAdj^^]][Style+]) - ([[ ^^weapDexBonus^^*[[^^dexMissile^^]] ]][Dexterity+] ) - ([[ [[^^strAttkBonus^^]]*[[^^weapStrHit^^]] ]][Strength+]) - ([[^^raceBonus^^]][Race mod]) - ([[^^profPenalty^^]][Prof penalty]) - ([[^^magicAttkAdj^^]][Magic Hit+]) - ([[^^twoWeapPenalty^^]][2-weap penalty]) - ([[^^rangeMod^^]][Range mod]) - ([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^rwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
{name:'RW-ToHit-Chromatic-Orb',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a ^^ammoName^^ Chromatic Orb}}RangeMods=[N:3,PB:3,S:3,M:2,L:1,F:-20]{{titlebox=transparent}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250367267/GUGEGqGSoNp6DwprW2NYBg/thumb.png?1634240001}}{{subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWtoHitChromaticOrb,AttackMacro,1d20,Attack]{{Weapon Used=Chromatic Orb}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[ ^^weapDexBonus^^*[[^^dexMissile^^]] ]][Dexterity+] ) - ([[ [[^^strAttkBonus^^]]*[[^^weapStrHit^^]] ]][Strength+]) - ([[^^magicAttkAdj^^]][Magic Hit+]) - ([[^^weapStyleAdj^^]][Style+]) - ([[^^rangeMod^^]][Range mod]) - ([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Hit \\amp Failed Save}}{{Dmg S=[Failed Save](~^^rwSMdmgMacro^^)}}{{dmgllabel=Hit but Made Save}}{{Dmg L=[Result](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{desc=If the attack is successful, the target should roll a Save vs. Spell. The spell caster should then select the appropriate button depending on whether the save is made or not. For some colours of orb, the target may need to make a second save against a specific effect when the spell outcome is shown.}}\n!attk --blank-weapon ^^tid^^|Chromatic-Orb|silent'},
{name:'RW-ToHit-Flask-of-Anesthetic-Gas',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a flask of Anesthetic Gas}}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Flask of Anesthetic Gas}}Specs=[RWtoHitFlaskOfAnestheticGas,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod])]][Adjustments])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{dmgllabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
{name:'RW-ToHit-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a grenade-like ^^weapon^^}}{{subtitle=Ranged Attack \\amp#42; **Grenades Left: ^^ammoLeft^^**}}{{Weapon Used=^^weapon^^}}Specs=[RWtoHitGrenade,AttackMacro,1d20,Attack]{{}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) +([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod])]][Adjustments])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{dmgllabel=Grenade /Splash}}{{Dmg L=[Miss](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'},
@@ -959,12 +1024,12 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
controlledby:'all',
avatar:'https://s3.amazonaws.com/files.d20.io/images/315543946/IA83nBVe1y0rBnmEb7jMsg/max.png?1669192295',
version:1.02,
- db:[{name:'Bowyer-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bowyer Fighting Style}}Specs=[Bowyer,Style,2H,Fighting-style]{{desc=Bowyer Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of bows of all types.}}StyleData=[twohand:ranged, weaps:bow],[rwr:+1/+1/+2/+3,rwsp:-2],[rwr:+1/+1/+3/+5,rwsp:-3,rwn:+1/2]{{desc1=**Advantages** \nThe main advantage of bowyer technique is that it allows the character to wield two-handed bows which can do damage at long ranges, staying out of melee and making you a difficult enemy to attack.}}{{desc2=**Disadvantages**\nAs with any two-handed weapon use use, bowyer weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Bowyer Style.\nStyle Specialization with Bowyer Style enables you to extend your accuracy at range by 10 yards at short range, 20 at medium and 30 at long range, and improve the speed of the bow by 2 segments. As their skill improves further (by dedicating two proficiency slots), range increases further (by 30 yards at medium and 50 at long), and nocking arrows and drawing the bow faster to enable them to get additional attack every other round}}'},
- {name:'Single-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Single Weapon Fighting Style}}Specs=[Single Weapon,Style,2H,Fighting-style]{{desc=Single-Weapon style means that the character wields a one-handed weapon in one hand and nothing in the other. Though in real life this type of weapon use is often at a disadvantage compared to many of the others, it\'s very popular in film and fiction . . . and so it has some virtue in the game.}}StyleData=[prime:melee, offhand:none, t:any, st:any],[ac:+1],[ac:+2]{{desc1=**Advantages**\nThe advantage of single-weapon style in the AD\\ampD® game is that the character keeps a hand free for grappling, for switching weapons, for surprise maneuvers, for whatever comes along in the course of combat.\nFor instance, two fighters are going at it, and one pins the other\'s weapon, the single-weapon fighter can use his free hand to perform punching and barehanded maneuvers.}}{{desc2=**Disadvantages**\nThe main disadvantage to this style is that the character does not gain the benefit of a shield\'s AC bonus.}}{{desc3=**Style Specialization**\nIf the character devotes a weapon proficiency to Style Specialization with Single-Weapon Style, he gets a +1 AC bonus when using any one-handed weapon (for which he has proficiency) in Single-Weapon Style. He doesn\'t get the bonus if he carries a shield or weapon in his off-hand.\nAdditionally, he can devote an extra proficiency to Single-Weapon Style and have a total +2 AC when fighting in this style. That\'s the limit, though: He cannot devote more than two proficiencies (for a total of +2 AC) with Single-Weapon Style.}}'},
- {name:'Thrown-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Thrown Weapon Fighting Style}}Specs=[Thrown Weapon,Style,2H,Fighting-style]{{desc=Thrown Weapon Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of thrown weapons of all types, such as darts, daggers, warhammers and the like.}}StyleData=[prime:throwing],[rwr:+0/+1/+1/+1,rwsp:-1],[rwr:+0/+1/+1/+2,rwsp:-1,rwn:+1]{{desc1=**Advantages** \nThe main advantage of the thrown weapon technique is that it allows the character to wield weapons that can be hurled to do damage at range and, unlike bows (at least normal bows) generally benefit from strength as well as dexterity bonuses. Also, many thrown weapons can also be used in melee to do damage, if opponents close upon you.}}{{desc2=**Disadvantages**\nThrowing your weapon in hand away leaves you vunerable, without a means of dealing damage. The skill comes in drawing weapons fast, to replace that thrown.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Thrown Weapon Style.\nStyle Specialization with Thrown Weapon Style enables you to extend your accuracy at range by 10 yards at each range, and improve the speed of the weapon by 1 segment. As their skill improves further (by dedicating two proficiency slots), range increases further (to 20 additional yards at each range), and drawing the next weapon becomes faster to enable them to get an additional attack each round. However, in neither case does the melee attack improve should the weapon also be capable of melee combat}}'},
- {name:'Two-Hander-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Two Hander Fighting Style}}Specs=[Two Hander,Style,2H,Fighting-style]{{desc=Two-Hander Style involves carrying and wielding a weapon with both hands. Naturally, many weapons (including polearms, the great axe, the two-handed sword, and others) require two-handed technique. Other weapons (such as bastard sword, javelin, and spear) have it as a listed option.}}StyleData=[twohand:melee, t:any, st:any],[1H:dmg=+1, 2H:mwsp=-3],[1H:dmg=+1, 2H:mwsp=-3]{{desc1=**Advantages**\nThe main advantage of two-handed weapon technique is that it allows the character to wield large two-handed weapons which can do substantial amounts of damage. \nA second advantage is that, if you are using a two-handed weapon, the Disarm maneuver is only of partial use against you. A single successful Disarm against a two-handed weapon user won\'t knock the weapon out of the wielder\'s hands; it will merely knock his weapon askew and make him take some time to recover, so he automatically loses initiative on his next round. However, two Disarm maneuvers successfully made against the character in the same round will knock the weapon loose.}}{{desc2=**Disadvantages**\nAs with single-weapon use, two-handed weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Two-Hander Style.\nStyle Specialization with Two-Hander Style gives you a very specific benefit: When you\'re using a weapon two-handed, that weapon\'s Speed Factor is reduced by 3.\nThis is because when a fighter wields such a weapon with both hands on the hilt, he has more leverage on the blade and can move it faster. That\'s what Style Specialization in Two-Hander Style will do for the character: It teaches him how to use the weapon much faster and more aggressively than someone with less specialized training in the weapon.}}{{desc4=**One-Handed Weapons Used Two-Handed**\nSome players don\'t realize that many other one-handed weapons can also be used two-handed. If you specialize in Two-Hander Style and then use a one-handed weapon in two\nhands, you also get a bonus of +1 to damage. The one-handed weapons which can be used two-handed in this fashion include: Battle axe, Club, Footman\'s flail, Footman\'s pick, Horseman\'s flail, Horseman\'s mace, Horseman\'s pick, Morning star, Long sword, Warhammer.}}'},
- {name:'Two-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Two Weapon Fighting Style}}Specs=[Two Weapon,Style,2H,Fighting-Style]{{desc=With this popular style, the fighter has a weapon in each hand—usually a longer weapon in his good hand and a shorter one in his off-hand. Unless the character has Style Specialization in this style, the second (off-hand) weapon must be shorter than the\nprimary weapon.}}StyleData=[prime:melee, offhand:melee, t:any, st:any],[twp:0.2],[twp:0.2]{{desc1=**Advantages**\nOne great advantage to this style is that you always have another weapon in hand if you drop or lose one. A single Disarm maneuver cannot rid you of your weapons.}}{{desc2=**Disadvantages**\nThe principal disadvantage to this style, as with some other styles, is that you don\'t gain the AC benefit of a shield.}}{{desc3=**Style Specialization**\nPlease read the "Attacking with Two Weapons" section from the Player\'s Handbook, page 96, before continuing.\nIf you devote a weapon proficiency slot to style specialization with Two-Weapon Style, you get two important benefits. First, your attack penalty drops; before, it was a –2 with your primary weapon and –4 with your secondary, but with Specialization in Two-Weapon Style it becomes 0 with your primary weapon and a –2 with your secondary weapon. (If you\'re already ambidextrous, that penalty is 0 with primary weapon and 0 with secondary weapon). Second, you\'re allowed to use weapons of the same length in each hand, so you can, for example, wield two long swords.\nWhen fighting with two-weapon technique, you can choose for both weapons to try the same maneuver (for example, two strikes, or two disarms), or can have each try a different maneuver (one strike and one parry, one pin and one strike). If the two maneuvers are to be different, each receives a –1 attack penalty. \nThough rangers don\'t suffer the off-hand penalties for two-weapons use, they do not get a bonus to attack rolls if they devote a weapon proficiency slot to Two-Weapon Style. They do get the other benefit, of being able to use weapons of equal length.}}'},
- {name:'Weapon-and-Shield-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Weapon and Shield Fighting Style}}Specs=[Weapon and Shield,Style,2H,Fighting-style]{{desc=This is the classic technique of using a one-handed weapon and carrying a shield on the other arm.}}StyleData=[prime:melee, offhand:shield|melee, t:any, st:any],[shattk:+1],[shattk:+1,twp:0.2]{{desc1=**Advantages**\nThe principal advantage of Weapon and Shield Style is that you get the AC bonus of a shield; this is especially good when you can find a magical shield which confers a better AC bonus.\nA second advantage is that the character can use the Shield-Rush maneuver.}}{{desc2=**Disadvantages**\nThe disadvantage to Weapon and Shield Style is that the left arm (right arm, for lefthanded characters) is dedicated to the shield and is not much use for anything else. If the character is disarmed, all he has to wield offensively is his shield, until he can get back to his weapon. If he is pinned in combat, he can\'t use his shield hand for grappling.}}{{desc3=**Style Specialization**\nIf you devote a weapon proficiency slot to specialization in Weapon and Shield Style, you receive one extra attack per round . . . only when using a shield on the shield-hand, that is. You can use that extra attack only for the Shield-Punch and Parry maneuvers.\nAs with the normal "Attacking with Two Weapons" rules (see the Player\'s Handbook, page 96), when striking with both hands in a single combat round, the character suffers a –2 to attack rolls with his weapon and a –4 to attack rolls with the Shield-Punch or Parry. (If you\'re ambidextrous, as described above under "Off-Hand Weapons Use," that\'s a –2 with weapon and –2 with shield.) If you devote a second weapon proficiency slot to Weapon and Shield Style Specialization, that penalty drops to with the weapon and –2 with the shield. (If you\'re ambidextrous, that penalty is 0 with weapon and 0 with shield).\nOn any round when you perform two maneuvers, you do not get the AC bonus for the shield for the rest of the round. If you swing your sword and perform a Shield-Punch in the same round, you do not get your shield\'s AC bonus if anyone attacks you later in the round.}}'},
+ db:[{name:'Bowyer-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bowyer Fighting Style}}Specs=[Bowyer,Style,2H,Fighting-Style]{{desc=Bowyer Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of bows of all types.}}StyleData=[twohand:ranged, slots:0|1|1, weaps:bow],[rwr:+1/+1/+2/+3,rwsp:-2],[rwr:+1/+1/+3/+5,rwsp:-3,rwn:+1/2]{{desc1=**Advantages** \nThe main advantage of bowyer technique is that it allows the character to wield two-handed bows which can do damage at long ranges, staying out of melee and making you a difficult enemy to attack.}}{{desc2=**Disadvantages**\nAs with any two-handed weapon use use, bowyer weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Bowyer Style.\nStyle Specialization with Bowyer Style enables you to extend your accuracy at range by 10 yards at short range, 20 at medium and 30 at long range, and improve the speed of the bow by 2 segments. As their skill improves further (by dedicating two proficiency slots), range increases further (by 30 yards at medium and 50 at long), and nocking arrows and drawing the bow faster to enable them to get additional attack every other round}}'},
+ {name:'Single-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Single Weapon Fighting Style}}Specs=[Single Weapon,Style,2H,Fighting-Style]{{desc=Single-Weapon style means that the character wields a one-handed weapon in one hand and nothing in the other. Though in real life this type of weapon use is often at a disadvantage compared to many of the others, it\'s very popular in film and fiction . . . and so it has some virtue in the game.}}StyleData=[slots:0|1|1, prime:melee, offhand:none, t:any, st:any],[ac:+1],[ac:+2]{{desc1=**Advantages**\nThe advantage of single-weapon style in the AD\\ampD® game is that the character keeps a hand free for grappling, for switching weapons, for surprise maneuvers, for whatever comes along in the course of combat.\nFor instance, two fighters are going at it, and one pins the other\'s weapon, the single-weapon fighter can use his free hand to perform punching and barehanded maneuvers.}}{{desc2=**Disadvantages**\nThe main disadvantage to this style is that the character does not gain the benefit of a shield\'s AC bonus.}}{{desc3=**Style Specialization**\nIf the character devotes a weapon proficiency to Style Specialization with Single-Weapon Style, he gets a +1 AC bonus when using any one-handed weapon (for which he has proficiency) in Single-Weapon Style. He doesn\'t get the bonus if he carries a shield or weapon in his off-hand.\nAdditionally, he can devote an extra proficiency to Single-Weapon Style and have a total +2 AC when fighting in this style. That\'s the limit, though: He cannot devote more than two proficiencies (for a total of +2 AC) with Single-Weapon Style.}}'},
+ {name:'Thrown-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Thrown Weapon Fighting Style}}Specs=[Thrown Weapon,Style,2H,Fighting-Style]{{desc=Thrown Weapon Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of thrown weapons of all types, such as darts, daggers, warhammers and the like.}}StyleData=[prime:throwing, slots:0|1|1],[rwr:+0/+1/+1/+1,rwsp:-1],[rwr:+0/+1/+1/+2,rwsp:-1,rwn:+1]{{desc1=**Advantages** \nThe main advantage of the thrown weapon technique is that it allows the character to wield weapons that can be hurled to do damage at range and, unlike bows (at least normal bows) generally benefit from strength as well as dexterity bonuses. Also, many thrown weapons can also be used in melee to do damage, if opponents close upon you.}}{{desc2=**Disadvantages**\nThrowing your weapon in hand away leaves you vunerable, without a means of dealing damage. The skill comes in drawing weapons fast, to replace that thrown.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Thrown Weapon Style.\nStyle Specialization with Thrown Weapon Style enables you to extend your accuracy at range by 10 yards at each range, and improve the speed of the weapon by 1 segment. As their skill improves further (by dedicating two proficiency slots), range increases further (to 20 additional yards at each range), and drawing the next weapon becomes faster to enable them to get an additional attack each round. However, in neither case does the melee attack improve should the weapon also be capable of melee combat}}'},
+ {name:'Two-Hander-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Two Hander Fighting Style}}Specs=[Two Hander,Style,2H,Fighting-Style]{{desc=Two-Hander Style involves carrying and wielding a weapon with both hands. Naturally, many weapons (including polearms, the great axe, the two-handed sword, and others) require two-handed technique. Other weapons (such as bastard sword, javelin, and spear) have it as a listed option.}}StyleData=[slots:0|1|1, twohand:melee, t:any, st:any],[1H:dmg=+1, 2H:mwsp=-3]{{desc1=**Advantages**\nThe main advantage of two-handed weapon technique is that it allows the character to wield large two-handed weapons which can do substantial amounts of damage. \nA second advantage is that, if you are using a two-handed weapon, the Disarm maneuver is only of partial use against you. A single successful Disarm against a two-handed weapon user won\'t knock the weapon out of the wielder\'s hands; it will merely knock his weapon askew and make him take some time to recover, so he automatically loses initiative on his next round. However, two Disarm maneuvers successfully made against the character in the same round will knock the weapon loose.}}{{desc2=**Disadvantages**\nAs with single-weapon use, two-handed weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Two-Hander Style.\nStyle Specialization with Two-Hander Style gives you a very specific benefit: When you\'re using a weapon two-handed, that weapon\'s Speed Factor is reduced by 3.\nThis is because when a fighter wields such a weapon with both hands on the hilt, he has more leverage on the blade and can move it faster. That\'s what Style Specialization in Two-Hander Style will do for the character: It teaches him how to use the weapon much faster and more aggressively than someone with less specialized training in the weapon.}}{{desc4=**One-Handed Weapons Used Two-Handed**\nSome players don\'t realize that many other one-handed weapons can also be used two-handed. If you specialize in Two-Hander Style and then use a one-handed weapon in two\nhands, you also get a bonus of +1 to damage. The one-handed weapons which can be used two-handed in this fashion include: Battle axe, Club, Footman\'s flail, Footman\'s pick, Horseman\'s flail, Horseman\'s mace, Horseman\'s pick, Morning star, Long sword, Warhammer.}}'},
+ {name:'Two-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Two Weapon Fighting Style}}Specs=[Two Weapon,Style,2H,Fighting-Style]{{desc=With this popular style, the fighter has a weapon in each hand—usually a longer weapon in his good hand and a shorter one in his off-hand. Unless the character has Style Specialization in this style, the second (off-hand) weapon must be shorter than the\nprimary weapon.}}StyleData=[prime:melee, offhand:melee, t:any, st:any, slots:0|1|1],[twp:0.2]{{desc1=**Advantages**\nOne great advantage to this style is that you always have another weapon in hand if you drop or lose one. A single Disarm maneuver cannot rid you of your weapons.}}{{desc2=**Disadvantages**\nThe principal disadvantage to this style, as with some other styles, is that you don\'t gain the AC benefit of a shield.}}{{desc3=**Style Specialization**\nPlease read the "Attacking with Two Weapons" section from the Player\'s Handbook, page 96, before continuing.\nIf you devote a weapon proficiency slot to style specialization with Two-Weapon Style, you get two important benefits. First, your attack penalty drops; before, it was a –2 with your primary weapon and –4 with your secondary, but with Specialization in Two-Weapon Style it becomes 0 with your primary weapon and a –2 with your secondary weapon. (If you\'re already ambidextrous, that penalty is 0 with primary weapon and 0 with secondary weapon). Second, you\'re allowed to use weapons of the same length in each hand, so you can, for example, wield two long swords.\nWhen fighting with two-weapon technique, you can choose for both weapons to try the same maneuver (for example, two strikes, or two disarms), or can have each try a different maneuver (one strike and one parry, one pin and one strike). If the two maneuvers are to be different, each receives a –1 attack penalty. \nThough rangers don\'t suffer the off-hand penalties for two-weapons use, they do not get a bonus to attack rolls if they devote a weapon proficiency slot to Two-Weapon Style. They do get the other benefit, of being able to use weapons of equal length.}}'},
+ {name:'Weapon-and-Shield-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Weapon and Shield Fighting Style}}Specs=[Weapon and Shield,Style,2H,Fighting-Style]{{desc=This is the classic technique of using a one-handed weapon and carrying a shield on the other arm.}}StyleData=[prime:melee, offhand:shield, t:any, st:any, slots:0|1|1],[shattk:+1],[shattk:+1,twp:0.2]{{desc1=**Advantages**\nThe principal advantage of Weapon and Shield Style is that you get the AC bonus of a shield; this is especially good when you can find a magical shield which confers a better AC bonus.\nA second advantage is that the character can use the Shield-Rush maneuver.}}{{desc2=**Disadvantages**\nThe disadvantage to Weapon and Shield Style is that the left arm (right arm, for lefthanded characters) is dedicated to the shield and is not much use for anything else. If the character is disarmed, all he has to wield offensively is his shield, until he can get back to his weapon. If he is pinned in combat, he can\'t use his shield hand for grappling.}}{{desc3=**Style Specialization**\nIf you devote a weapon proficiency slot to specialization in Weapon and Shield Style, you receive one extra attack per round . . . only when using a shield on the shield-hand, that is. You can use that extra attack only for the Shield-Punch and Parry maneuvers.\nAs with the normal "Attacking with Two Weapons" rules (see the Player\'s Handbook, page 96), when striking with both hands in a single combat round, the character suffers a –2 to attack rolls with his weapon and a –4 to attack rolls with the Shield-Punch or Parry. (If you\'re ambidextrous, as described above under "Off-Hand Weapons Use," that\'s a –2 with weapon and –2 with shield.) If you devote a second weapon proficiency slot to Weapon and Shield Style Specialization, that penalty drops to with the weapon and –2 with the shield. (If you\'re ambidextrous, that penalty is 0 with weapon and 0 with shield).\nOn any round when you perform two maneuvers, you do not get the AC bonus for the shield for the rest of the round. If you swing your sword and perform a Shield-Punch in the same round, you do not get your shield\'s AC bonus if anyone attacks you later in the round.}}'},
]},
Race_DB_Races: {bio:'Race Database v1.11 20/12/2024
This sheet holds definitions of Races that can be used by the RPGMaster API system. The definitions includes valid alignments, the weapons & armour each race can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the race gets. Depending on API configuration, the APIs can restrict characters of a particular race to these specifications, or not as desired.',
gmnotes:'Change Log: v1.11 20/12/2024 Changed {{name=...}} to {{title=...}} v1.10 14/11/2022 First live release of the Race Database v1.03 25/10/2022 Added all standard races from PHB v1.01 22/10/2022 First version of Race-DB',
@@ -1002,22 +1067,22 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Tallfellow-Halfling',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Tallfellow Halfling}}{{subtitle=Race}}Specs=[Tallfellow Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin, orc,* and any one Elven language}}{{Height=Males [40+2d8](!\\amp#13;\\amp#47;r 40+2d8 ins height)ins, Females [38+2d8](!\\amp#13;\\amp#47;r 38+2d8 ins height)ins}}{{Weight=Males [52+5d4](!\\amp#13;\\amp#47;r 52+5d4 lbs weight)lbs, Females [48+5d4](!\\amp#13;\\amp#47;r 48+5d4 lbs weight)lbs}}{{Life Expectancy=Average at 180 years}}{{Section=**Attributes**}}{{Minimum=Con:10, Dex:8, Int:6, Wis:7, Chr:5}}{{Maximum=Str:17, Dex:19, Wis:19}}{{Adjustment=Wis *or* Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Secret Doors=Like elves, a Tallfellow can recognize a secret door on a [1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) if passing within 10 feet.}}{{Magic Resistance=Magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Poison Resistance=Save vs. poison at +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit with slings and thrown weapons}}{{Hide in Wood=Tallfellows receive a +2 bonus to surprise rolls when in forest or wooded terrain under all circumstances.}}{{Other Surprise=Enemies get a –4 penalty to surprise if the halfling is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the halfling must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Infravision=***None***}}RaceData=[w:Tallfellow Halfling, attr:str=3:17|con=10|dex=8:19|int=6|wis=7:19|chr=5, align:any, weaps:any, ac:any, thmod:throwing=1|dart=1|hand-axe=1|magical-stone=1|slings=1, svatt:con, svpoi:3.5 svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, ppa:+5,ola:+5,rta:+5,msa:+10,hsa:+15,dna:+5,cwa:-15,rla:-5, ns:1],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:0,pd:-1]{{desc=This subrace of halflings is not so common as the Stout or Hairfoot but exists in significant numbers in many areas of temperate woodland. Averaging a little over 4\' in height, Tallfellows are slender and light-boned, weighing little more than the average Hairfoot.\nThey enjoy the company of elves, and most Tallfellow villages will be found nearby populations of that sylvan folk, with a flourishing trade between the two peoples.\nTallfellows display the greatest affinity toward working with wood of any halfling. They make splendid carpenters (often building boats or wagons for human customers), as well as loggers, carvers, pipesmiths, musicians, shepherds, liverymen, dairymen, cheesemakers, hunters, and scouts. They are better farmers than Stouts (although not as good as Hairfeet) and more adept than any other subrace at harvesting natural bounties of berries, nuts, roots, and wild grains.\nThe only halflings who enjoy much proficiency at riding, Tallfellows favor small ponies. Indeed, many unique breeds of diminutive horse have been bred among Tallfellow clans: fast, shaggy-maned, nimble mounts with great endurance. In a charge, of course, they lack the impact of a human-mounted warhorse; nonetheless, Tallfellow companies have served admirably as light lancers and horsearchers during many a hardfought campaign.\nOn foot, Tallfellows wield spears with rare skill. They are adept at forming bristling `porcupine\' formations with these weapons, creating such a menacing array that horses and footmen alike are deterred from attacking. This is one of the few halfling formations capable of standing toe-to-toe with a larger opponent in the open field.}}'},
{name:'Tinker-Gnome',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Tinker Gnome}}{{subtitle=Race}}Specs=[Tinker Gnome,HumanoidRace,0H,Gnome]{{Alignment=Any (Usually NG)}}{{Languages=*Tinker Gnome, Gnome Common, various human tongues*}}{{Height=Males [38+1d6](!\\amp#13;\\amp#47;r 38+1d6 ins height)ins, Females [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins}}{{Weight=Males [72+5d4](!\\amp#13;\\amp#47;r 72+5d4 lbs weight)lbs, Females [68+5d4](!\\amp#13;\\amp#47;r 68+5d4 lbs weight)lbs}}{{Life Expectancy=250 to 300 years (rare)}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:8, Dex:8, Int:8}}{{Maximum=Wis:12}}{{Adjustment=Dex:+2, Str:-1, Wis:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, unsafe walls, cielings \\amp floors, determine approximate depth and direction underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Gnomes are magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Section5=**Special Disadvantages**}}{{Item failure=20% chance for failure of any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.}}RaceData=[w:Tinker Gnome, attr:str=6|con=8|Dex=8|int=8|Wis=3:12]{{desc=The Tinkers are a very courageous and curious bunch of gnomes.\nTinkers resemble the rest of gnomedom - in the fact that they do value various types of stones, attributing to them great and supernatural powers. However, whereas the other subraces seek gems, the Tinkers hold a different substance as the grandest rock of all: coal. The Tinkers hold that coal (also known as the "Father of Steam") is the most valuable substance of the world, and those places where it can be mined quickly become Tinker Gnome warrens.\nIn size and stature, the Tinkers resemble Rock Gnomes--so much so that the difference is not immediately apparent, at least when based only upon appearance.\nTinkers who live out their lives can attain an age of 250 or 300 years, but it must be noted that this is a rare occurrence among the members of this subrace. If one of his or her own inventions doesn\'t do a Tinker in, chances are good that one of his or her neighbor\'s gadgets will.\nEven in childhood, Tinkers are encouraged to experiment with gadgets and gimmicks, trying different means of making things to perform tasks that could otherwise be easily done by hand. The Tinker reaches adulthood at about the age of fifty (by which time perhaps 10-15% of them have already succumbed to the common fate of their kind). Despite this high attrition, it\'s not until maturity that a Tinker Gnome\'s activities begin to get really dangerous.\nUpon reaching adulthood, the Tinker Gnome must select a guild for himself or herself. The number of guilds available varies by location, but in Mount Nevermind on Krynn--which is the center of Tinker civilization and by far the largest community of these inventive creatures anywhere--there are more than 150 active guilds. These include virtually all areas of practical endeavor, and quite a few impractical ones as well.\nAfter selecting a guild, each member of the subrace settles upon a Life-quest. The actual choice of the quest may take several decades, but once it has been decided, it becomes the reason behind that Tinker\'s existence. The Lifequest is an attempt to reach a perfect understanding of some device (anything from a spelljamming helm to a screw), a task at which the Tinker very rarely succeeds. Indeed, the best estimate is that less than 1% of these gnomes ever do fully grasp the nature of the object that has occupied their attention for so much of their adult lives; the rest of these easily-distracted gnomes get hopelessly sidetracked somewhere along the way.\nDespite the vagaries of their existence, the Tinkers are a fun-loving and generally sociable race. Their speech is unique in both its speed and complexity. Two Tinkers can rattle off information and opinion to each other in a succession of thousand-word sentences, speaking simultaneously and yet listening and understanding (as much as is possible, given the esoteric nature of many discussions) each other even as they voice their own points of view. Those Tinkers who have had some experience interacting with other races have learned to slow the pace of their communication but never quite overcome their frustration with those who can\'t talk and listen at the same time.}}'},
]},
- Race_DB_NPCs: {bio:'NPC Database v1.02 12/01/2025
This sheet holds definitions of NPCs that can be used by the RPGMaster API system. This sheet holds definitions of pre-defined NPCs of various Races & Classes from The Player\'s Handbook that can be used by the RPGMaster API system. The definitions include automatically setable attributes, valid alignments, the weapons & armour each NPC can use, allocations of random items from the items database and, where appropriate populated spell books and allocated powers. Depending on API configuration, the APIs can restrict NPCs to these specifications, or not as desired.',
- gmnotes:'Change Log: v1.02 12/01/2025 A few corrections & typos fixed v1.01 20/12/2024 First live release of the NPC Database',
+ Race_DB_NPCs: {bio:'NPC Database v1.03 28/07/2025
This sheet holds definitions of NPCs that can be used by the RPGMaster API system. This sheet holds definitions of pre-defined NPCs of various Races & Classes from The Player\'s Handbook that can be used by the RPGMaster API system. The definitions include automatically setable attributes, valid alignments, the weapons & armour each NPC can use, allocations of random items from the items database and, where appropriate populated spell books and allocated powers. Depending on API configuration, the APIs can restrict NPCs to these specifications, or not as desired.',
+ gmnotes:'Change Log: v1.03 28/07/2025 Added randomly rolled money for all NPCs v1.02 12/01/2025 A few corrections & typos fixed v1.01 20/12/2024 First live release of the NPC Database',
root:'Race-DB',
api:'cmd',
type:'class,race',
controlledby:'all',
avatar:'https://files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721',
- version:1.02,
- db:[{name:'Drow-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Assassin,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Drow}{{name=Assassin}}{{subtitle=NPC}}'},
- {name:'Drow-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Cleric,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Drow}{{name=Cleric}}{{subtitle=NPC}}'},
- {name:'Drow-Diviner',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Diviner,NPCCreature,2H,Drow-Wizard]{{}}RaceData=[w:Drow-Diviner, query:NPClevel, cattr:cl=MU:Diviner| lv=??0| hp=??0d4r2| wis=16:18]{{}}%{Race-DB|Drow-Wizard}{{name=Diviner}}'},
- {name:'Drow-Enchanter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Enchanter,NPCCreature,2H,Drow-Wizard]{{}}RaceData=[w:Drow-Enchanter, query:NPClevel, cattr:cl=MU:Enchanter| lv=??0| hp=??0d4r2| chr=16:18]{{}}%{Race-DB|Drow-Wizard}{{name=Enchanter}}'},
- {name:'Drow-Fighter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Fighter,NPCCreature,0H,Drow]{{}}RaceData=[w:Drow-Fighter, query:NPClevel, align:CE, ms:v(80;48+(??0*2)), cattr:cl=F| lv=??0| hp=??0d8r4| str=9:18| con=7:14| dex=8:20| int=9:19| wis=3:18| chr=6:16| mov=12, ns:-1],[cl:MI,items:random:1d??0],[cl:AC,items:chain-mail+??1|buckler+??2], [cl:WP,%:50 ,prime:shortsword+??2,offhand:dagger+??2:3], [cl:WP,%:10 ,prime:shortsword+1\\lt??3,offhand:dagger+1], [cl:WP,%:7 ,prime:shortsword+2,offhand:dagger+1:3\\lt??3], [cl:WP,%:5 ,prime:shortsword+1,offhand:dagger+2] , [cl:WP,%:5 ,prime:shortsword+2,offhand:dagger+2], [cl:WP,%:3 ,prime:shortsword+3,offhand:dagger+1:5], [cl:WP,%:1 ,prime:shortsword+3,offhand:dagger+2:3], [cl:WP,%:50 ,prime:shortsword+??2,offhand:dagger+??2,items:hand-crossbow|hand-quarrel+poison:10], [cl:WP,%:10 ,prime:hand-crossbow=%%3,offhand:shortsword+1,items:dagger+1|hand-quarrel+poison:10], [cl:WP,%:4 ,prime:shortsword+2,offhand:dagger+1,items:hand-crossbow|hand-quarrel+poison:10], [cl:WP,%:4 ,prime:hand-crossbow,offhand:shortsword+1,items:dagger+2|hand-quarrel+poison:10],[cl:WP,%:20,prime:Javelin+poison:3\\lt??3,items:dagger+??1:5]{{}}%{Race-DB|Drow}{{name= Fighter}}{{subtitle=NPC}}'},
+ version:1.03,
+ db:[{name:'Drow-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Assassin,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Drow}{{name=Assassin}}{{subtitle=NPC}}'},
+ {name:'Drow-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Cleric,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=(5+(??0d10)+((1d100)/100))| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Drow}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Drow-Diviner',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Diviner,NPCCreature,2H,Drow-Wizard]{{}}RaceData=[w:Drow-Diviner, query:NPClevel, cattr:cl=MU:Diviner| lv=??0| hp=??0d4r2| gp=(30+(??0*2d10)+((1d100)/100))| wis=16:18]{{}}%{Race-DB|Drow-Wizard}{{name=Diviner}}'},
+ {name:'Drow-Enchanter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Enchanter,NPCCreature,2H,Drow-Wizard]{{}}RaceData=[w:Drow-Enchanter, query:NPClevel, cattr:cl=MU:Enchanter| lv=??0| hp=??0d4r2| gp=(10+(??0*1d20)+((1d100)/100))| chr=16:18]{{}}%{Race-DB|Drow-Wizard}{{name=Enchanter}}'},
+ {name:'Drow-Fighter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Fighter,NPCCreature,0H,Drow]{{}}RaceData=[w:Drow-Fighter, query:NPClevel, align:CE, ms:v(80;48+(??0*2)), cattr:cl=F| lv=??0| hp=??0d8r4| gp=((??0*4d20)+((1d100)/100))| str=9:18| con=7:14| dex=8:20| int=9:19| wis=3:18| chr=6:16| mov=12, ns:-1],[cl:MI,items:random:1d??0],[cl:AC,items:chain-mail+??1|buckler+??2], [cl:WP,%:50 ,prime:shortsword+??2,offhand:dagger+??2:3], [cl:WP,%:10 ,prime:shortsword+1\\lt??3,offhand:dagger+1], [cl:WP,%:7 ,prime:shortsword+2,offhand:dagger+1:3\\lt??3], [cl:WP,%:5 ,prime:shortsword+1,offhand:dagger+2] , [cl:WP,%:5 ,prime:shortsword+2,offhand:dagger+2], [cl:WP,%:3 ,prime:shortsword+3,offhand:dagger+1:5], [cl:WP,%:1 ,prime:shortsword+3,offhand:dagger+2:3], [cl:WP,%:50 ,prime:shortsword+??2,offhand:dagger+??2,items:hand-crossbow|hand-quarrel+poison:10], [cl:WP,%:10 ,prime:hand-crossbow=%%3,offhand:shortsword+1,items:dagger+1|hand-quarrel+poison:10], [cl:WP,%:4 ,prime:shortsword+2,offhand:dagger+1,items:hand-crossbow|hand-quarrel+poison:10], [cl:WP,%:4 ,prime:hand-crossbow,offhand:shortsword+1,items:dagger+2|hand-quarrel+poison:10],[cl:WP,%:20,prime:Javelin+poison:3\\lt??3,items:dagger+??1:5]{{}}%{Race-DB|Drow}{{name= Fighter}}{{subtitle=NPC}}'},
{name:'Drow-Fighter-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Fighter-Mage,NPCCreature,0H,Drow-Fighter]{{}}RaceData=[w:Drow-Fighter-Mage, cattr:cl=F/MU| lv=??0/??0| hp=f(((??0d10r3)+(??0d4r2))/2)| str=8:16| con=7:14| dex=8:20| int=12:19| wis=3:18| chr=6:16,ns:-1],[cl:AC,%:10,items:Bracers-AC7],[cl:AC,%:5,items:Bracers-AC6],[cl:AC,%:3,items:Bracers-AC5], [cl:WP,%:1000,prime:Tentacle-Rod]{{}}%{Race-DB|Drow-Fighter}{{name= Fighter/Mage}}'},
{name:'Drow-Fighter-Mage-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Fighter-Mage-Thief,NPCCreature,2H,Drow-Thief]{{}}RaceData=[w:Drow-Fighter-Mage-Thief, query:NPClevel, cattr:cl=F/MU/RO:Thief| lv=??0/??0/??0| hp=f(((??0d6r2)+(??0d10r3)+(??0d4r2))/3)| str=9:18| exstr=1:100| con=(3:18)-1| dex=(8:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1]{{}}%{Race-DB|Drow-Thief}{{name=Fighter/Mage/Thief}}{{subtitle=NPC}}'},
- {name:'Drow-Fighter-Priest',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Fighter-Priest,NPCCreature,0H,Drow-Fighter]{{}}RaceData=[w:Drow-Fighter-Priest, cattr:cl=F/PR| lv=??0/??0| hp=f(((??0d10r3)+(??0d8r2))/2)| str=8:16| con=7:14| dex=8:20| int=9:19| wis=12:18| chr=6:16, ns:-1], [cl:WP,%:1000,prime:Tentacle-Rod], [cl:WP,%:1000,prime:Adamantite-Mace+??1]{{}}%{Race-DB|Drow-Fighter}{{name= Fighter/Priest}}'},
+ {name:'Drow-Fighter-Priest',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Fighter-Priest,NPCCreature,0H,Drow-Fighter]{{}}RaceData=[w:Drow-Fighter-Priest, cattr:cl=F/PR| lv=??0/??0| hp=f(((??0d10r3)+(??0d8r2))/2)| con=7:14| dex=8:20| int=9:19| wis=12:18| chr=6:16, ns:-1], [cl:WP,%:1000,prime:Tentacle-Rod], [cl:WP,%:1000,prime:Adamantite-Mace+??1]{{}}%{Race-DB|Drow-Fighter}{{name= Fighter/Priest}}'},
{name:'Drow-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-FighterThief,NPCCreature,2H,Drow-Thief]{{}}RaceData=[w:Drow-Fighter-Thief, query:NPClevel, cattr:cl=F/RO:Thief| lv=??0/??0| hp=f(((??0d10r3)+(??0d6r2))/2)| str=9:18| exstr=1:100| con=(3:18)-1| dex=(8:18)+1, ns:1]{{}}%{Race-DB|Drow-Thief}{{name=Fighter/Thief}}{{subtitle=NPC}}'},
{name:'Drow-Mage-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Mage-Thief,NPCCreature,2H,Drow-Thief]{{}}RaceData=[w:Drow-Mage-Thief, query:NPClevel, cattr:cl=MU/RO:Thief| lv=??0/??0| hp=f(((??0d4r2)+(??0d6r2))/2)| con=(3:18)-1| dex=(8:18)+1| int=9:18, ns:1]{{}}%{Race-DB|Drow-Thief}{{name=Mage/Thief}}{{subtitle=NPC}}'},
{name:'Drow-Necromancer',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Necromancer,NPCCreature,2H,Drow-Wizard]{{}}RaceData=[w:Drow-Necromancer, query:NPClevel, cattr:cl=MU:Necromancer| lv=??0| hp=??0d4r2| wis=16:18]{{}}%{Race-DB|Drow-Wizard}{{name=Necromancer}}'},
@@ -1028,13 +1093,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Drow-Priest-of-Night',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Priest-of-Night,NPCCreature,2H,Drow-Priest-of-Darkness]{{}}RaceData=[w:Drow-Priest-of-Night, query:NPClevel],{{}}%{Race-DB|Drow-Priest-of-Darkness}{{name=Priest of Night}}'},
{name:'Drow-Priest-of-War',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Priest-of-War,NPCCreature,2H,Drow-Cleric]{{}}RaceData=[w:Drow-Priest-of-War, align:NE, query:NPClevel, cattr:cl=PR:Priest-of-War| int=13:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Drow-Cleric}{{name=Priest of War}}{{Alignment=Neutral evil; evil priests have their own sect and the other priests don\'t have to tolerate them.}}'},
{name:'Drow-Priest-of-the-Moon',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Priest-of-the-Moon,NPCCreature,2H,Drow-Cleric]{{}}RaceData=[w:Drow-Priest-of-the-Moon, align:NE, query:NPClevel, cattr:cl=PR:Priest-of-the-Moon| wis=10:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Drow-Cleric}{{name=Priest of the Moon}}{{Alignment=Neutral evil; evil priests have their own sect and the other priests don\'t have to tolerate them.}}'},
- {name:'Drow-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Thief,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=3:18| con=(3:18)-1| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=15:25| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=15:35| npcrl=0:30| npcll=0:60, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Drow}{{name=Thief}}{{subtitle=NPC}}'},
- {name:'Drow-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Wizard,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Drow}{{name=Wizard}}{{subtitle=NPC}}'},
- {name:'Dwarf-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Assassin,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Dwarf-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Cleric,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=3:18| con=(3:18)+1| dex=3:18| int=3:18| wis=9:18| chr=(3:18)-1, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Cleric}}{{subtitle=NPC}}'},
- {name:'Dwarf-Fighter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Fighter,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Fighter, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| str=9:18| exstr=1d100| con=(3:18)+1| dex=3:18| int=3:18| wis=3:18| chr=(3:18)-1, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Fighter}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Dwarf-Fighter-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Fighter-Cleric,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Fighter-Cleric, query:NPClevel, cattr:cl=PR/F| lv=??0/??0| hp=((??0d8r3)+(??0d10r3))| str=9:18| exstr=1:100| con=(3:18)+1| dex=3:18| int=3:18| wis=9:18| chr=(3:18)-1, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Fighter/Cleric}}{{subtitle=NPC}}'},
- {name:'Dwarf-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Fighter-Thief,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Fighter-Thief, query:NPClevel, cattr:cl=F:Warrior/RO:Thief| lv=??0/??0| hp=??0d6r2| str=9:18| exstr=1:100| con=(3:18)+1| dex=9:18| int=3:18| wis=3:18| chr=(3:18)-1| npcpp=20:30| npcol=15:25| npcrt=15:25| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=20:30| npcrl=0:30| npcll=0:10, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Drow-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Thief,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=(50+(??0*2d20)+((1d100)/100))| str=3:18| con=(3:18)-1| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=15:25| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=15:35| npcrl=0:30| npcll=0:60, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Drow}{{name=Thief}}{{subtitle=NPC}}'},
+ {name:'Drow-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Drow-Wizard,NPCCreature,2H,Drow]{{}}RaceData=[w:Drow-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Drow}{{name=Wizard}}{{subtitle=NPC}}'},
+ {name:'Dwarf-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Assassin,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| gp=(100+(??0*3d20)+((1d100)/100))| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Dwarf-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Cleric,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=(100+(??0*2d20)+((1d100)/100))| str=3:18| con=(3:18)+1| dex=3:18| int=3:18| wis=9:18| chr=(3:18)-1, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Dwarf-Fighter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Fighter,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Fighter, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| gp=(100+(??0*4d20)+((1d100)/100))| str=9:18| exstr=1d100| con=(3:18)+1| dex=3:18| int=3:18| wis=3:18| chr=(3:18)-1, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Fighter}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Dwarf-Fighter-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Fighter-Cleric,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Fighter-Cleric, query:NPClevel, cattr:cl=PR/F| lv=??0/??0| hp=((??0d8r3)+(??0d10r3))| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=(3:18)+1| dex=3:18| int=3:18| wis=9:18| chr=(3:18)-1, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Fighter/Cleric}}{{subtitle=NPC}}'},
+ {name:'Dwarf-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Fighter-Thief,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Fighter-Thief, query:NPClevel, cattr:cl=F:Warrior/RO:Thief| lv=??0/??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=(3:18)+1| dex=9:18| int=3:18| wis=3:18| chr=(3:18)-1| npcpp=20:30| npcol=15:25| npcrt=15:25| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=20:30| npcrl=0:30| npcll=0:10, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Dwarf-Priest-Of-War',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Priest-of-War,NPCCreature,2H,Dwarf-Cleric]{{}}RaceData=[w:Dwarf-Priest-of-War, align:NG|NN|NE, query:NPClevel, cattr:cl=PR:Priest-of-War| int=13:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf-Cleric}{{name=Priest of War}}{{Alignment=Neutral evil, true neutral, or neutral good; evil priests have their own sect and the other priests don\'t have to tolerate them.}}'},
{name:'Dwarf-Priest-of-Ancestors',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Priest-of-Ancestors,NPCCreature,2H,Dwarf-Cleric]{{}}RaceData=[w:Dwarf-Priest-of-Ancestors, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-Ancestors| wis=12:18, ns:=5],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf-Cleric}{{name=Priest of Ancestors}}{{Alignment=Any Good alignment}}'},
{name:'Dwarf-Priest-of-Death',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Priest-of-Death,NPCCreature,2H,Dwarf-Cleric]{{}}RaceData=[w:Dwarf-Priest-of-Death, align:Any, query:NPClevel, cattr:cl=PR:Priest-of-Death, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf-Cleric}{{name=Priest of Darkness}}{{Alignment=Any alignment}}'},
@@ -1043,11 +1108,11 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Dwarf-Priest-of-Good',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Priest-of-Good,NPCCreature,2H,Dwarf-Cleric]{{}}RaceData=[w:Dwarf-Priest-of-Good, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-Good, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf-Cleric}{{name=Priest of Good}}{{Alignment=Its priest may be of any good alignment (chaotic good, neutral good, and lawful good); they all belong to the same sect, so the chaotics, neutrals, and lawfuls must all get along together.}}'},
{name:'Dwarf-Priest-of-Healing',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Priest-of-Healing,NPCCreature,2H,Dwarf-Cleric]{{}}RaceData=[w:Dwarf-Priest-of-Healing, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-Healing| wis=10:18| int=10:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf-Cleric}{{name=Priest of Healing}}{{Alignment=Any Good alignment.}}'},
{name:'Dwarf-Priest-of-Wisdom',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Priest-of-Wisdom,NPCCreature,2H,Dwarf-Cleric]{{}}RaceData=[w:Dwarf-Priest-of-Wisdom, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-Wisdom| wis=13:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Dwarf-Cleric}{{name=Priest of Wisdom}}{{Alignment=Any Good alignment}}'},
- {name:'Dwarf-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Thief,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=3:18| con=(3:18)+1| dex=9:18| int=3:18| wis=3:18| chr=(3:18)-1| npcpp=20:30| npcol=15:25| npcrt=15:25| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=20:30| npcrl=0:30| npcll=0:10, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Elf-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Cleric,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Dwarf-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Dwarf-Thief,NPCCreature,2H,Dwarf]{{}}RaceData=[w:Dwarf-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=(100+(??0*3d20)+((1d100)/100))| str=3:18| con=(3:18)+1| dex=9:18| int=3:18| wis=3:18| chr=(3:18)-1| npcpp=20:30| npcol=15:25| npcrt=15:25| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=20:30| npcrl=0:30| npcll=0:10, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Dwarf}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Elf-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Cleric,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf}{{name=Cleric}}{{subtitle=NPC}}'},
{name:'Elf-Diviner',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Diviner,NPCCreature,2H,Elf-Wizard]{{}}RaceData=[w:Elf-Diviner, query:NPClevel, cattr:cl=MU:Diviner| lv=??0| hp=??0d4r2| wis=16:18]{{}}%{Race-DB|Elf-Wizard}{{name=Diviner}}'},
{name:'Elf-Enchanter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Enchanter,NPCCreature,2H,Elf-Wizard]{{}}RaceData=[w:Elf-Enchanter, query:NPClevel, cattr:cl=MU:Enchanter| lv=??0| hp=??0d4r2| chr=16:18]{{}}%{Race-DB|Elf-Wizard}{{name=Enchanter}}'},
- {name:'Elf-Fighter-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Fighter-Mage,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Fighter-Mage, query:NPClevel, cattr:cl=F/MU| lv=??0/??0| hp=f(((??0d10r3)+(??0d4r2))/2)| str=9:18| exstr=1:100| con=(3:18)-1| dex=(3:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf}{{name=Fighter/Mage}}{{subtitle=NPC}}'},
+ {name:'Elf-Fighter-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Fighter-Mage,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Fighter-Mage, query:NPClevel, cattr:cl=F/MU| lv=??0/??0| hp=f(((??0d10r3)+(??0d4r2))/2)| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=(3:18)-1| dex=(3:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf}{{name=Fighter/Mage}}{{subtitle=NPC}}'},
{name:'Elf-Fighter-Mage-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Fighter-Mage-Thief,NPCCreature,2H,Elf-Thief]{{}}RaceData=[w:Elf-Fighter-Mage-Thief, query:NPClevel, cattr:cl=F/MU/RO:Thief| lv=??0/??0/??0| hp=f(((??0d6r2)+(??0d10r3)+(??0d4r2))/3)| str=9:18| exstr=1:100| con=(3:18)-1| dex=(8:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1]{{}}%{Race-DB|Elf-Thief}{{name=Fighter/Mage/Thief}}{{subtitle=NPC}}'},
{name:'Elf-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-FighterThief,NPCCreature,2H,Elf-Thief]{{}}RaceData=[w:Elf-Fighter-Thief, query:NPClevel, cattr:cl=F/RO:Thief| lv=??0/??0| hp=f(((??0d10r3)+(??0d6r2))/2)| str=9:18| exstr=1:100| con=(3:18)-1| dex=(8:18)+1, ns:1]{{}}%{Race-DB|Elf-Thief}{{name=Fighter/Thief}}{{subtitle=NPC}}'},
{name:'Elf-Mage-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Mage-Thief,NPCCreature,2H,Elf-Thief]{{}}RaceData=[w:Elf-Mage-Thief, query:NPClevel, cattr:cl=MU/RO:Thief| lv=??0/??0| hp=f(((??0d4r2)+(??0d6r2))/2)| con=(3:18)-1| dex=(8:18)+1| int=9:18, ns:1]{{}}%{Race-DB|Elf-Thief}{{name=Mage/Thief}}{{subtitle=NPC}}'},
@@ -1068,14 +1133,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Elf-Priest-of-the-Sea',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Priest-of-the-Sea,NPCCreature,2H,Elf-Cleric]{{}}RaceData=[w:Elf-Priest-of-the-Sea, align:NG|NN, query:NPClevel, cattr:cl=PR:Priest-of-the-Sea| wis=9:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf-Cleric}{{name=Priest of the Sea}}{{Alignment=True neutral or neutral good; most are true neutral.}}'},
{name:'Elf-Priest-of-the-Sun',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Priest-of-the-Sun,NPCCreature,2H,Elf-Cleric]{{}}RaceData=[w:Elf-Priest-of-the-Sun, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-the-Sun| wis=12:18| int=12:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf-Cleric}{{name=Priest of the Sun}}{{Alignment=Any Good alignment}}'},
{name:'Elf-Ranger',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Ranger,NPCCreature,2H,Elf-Warrior]{{}}RaceData=[w:Elf-Ranger, align:LG|NG|CG, query:NPClevel, cattr:cl=F:Ranger| lv=??0| hp=??0d10r3| str=13:18| exstr=1d100| dex=1+(12:18)| con=(15:18)-1| wis=14:18, ns:1]{{}}%{Race-DB|Elf-Warrior}{{name=Ranger}}{{Alignment=Must be of any Good alignment}}'},
- {name:'Elf-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Thief,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=3:18| con=(3:18)-1| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=15:25| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=15:35| npcrl=0:30| npcll=0:60, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Elf}{{name=Thief}}{{subtitle=NPC}}'},
- {name:'Elf-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Warrior,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| str=9+3d3| exstr=1d100| con=(3:18)-1| dex=1+(3:18)| int=3:14| wis=3:14| chr=3:18, ns:1]{{}}%{Race-DB|Elf}{{name=Warrior}}{{subtitle=NPC}}'},
- {name:'Elf-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Wizard,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf}{{name=Wizard}}{{subtitle=NPC}}'},
- {name:'Gnome-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Cleric,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=3:18| con=3:18| dex=3:18| int=(3:18)+1| wis=(10:18)-1| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome}{{name=Cleric}}{{subtitle=NPC}}'},
- {name:'Gnome-Fighter-Illusionist',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Fighter-Illusionist,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Fighter-Illusionist, query:NPClevel, cattr:cl=F/MU:Illusionist| lv=??0/??0| hp=??0d4r2| str=9:18| exstr=1:100| con=3:18| dex=16:18| int=(8:18)+1| wis=(3:18)-1| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome}{{name=Fighter/Illusionist}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Gnome-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Fighter-Thief,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Fighter-Thief, query:NPClevel, cattr:cl=F/RO:Thief| lv=??0/??0| hp=??0d6r2| str=9:18| exstr=1:100| con=3:18| dex=9:18| int=(3:18)+1| wis=(3:18)-1| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:15| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Gnome}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Gnome-Illusionist',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Illusionist,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Illusionist, query:NPClevel, cattr:cl=MU:Illusionist| lv=??0| hp=??0d4r2| str=3:18| con=3:18| dex=16:18| int=(8:18)+1| wis=(3:18)-1| chr=3:18, ns:1],[cl:MI,%:85,items:random:1d??0]{{}}%{Race-DB|Gnome}{{name=Illusionist}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Gnome-Illusionist-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Illusionist-Thief,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Illusionist-Thief, query:NPClevel, cattr:cl=MU:Illusionist/RO:Thief| lv=??0/??0| hp=??0d6r2| str=3:18| con=3:18| dex=16:18| int=(3:18)+1| wis=(3:18)-1| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:15| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Gnome}{{name=Illusionist/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Elf-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Thief,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=(3:18)-1| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=15:25| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=15:35| npcrl=0:30| npcll=0:60, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Elf}{{name=Thief}}{{subtitle=NPC}}'},
+ {name:'Elf-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Warrior,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| gp=(10+(??0*2d20)+((1d100)/100))| str=9+3d3| exstr=1d100| con=(3:18)-1| dex=1+(3:18)| int=3:14| wis=3:14| chr=3:18, ns:1]{{}}%{Race-DB|Elf}{{name=Warrior}}{{subtitle=NPC}}'},
+ {name:'Elf-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Elf-Wizard,NPCCreature,2H,Elf]{{}}RaceData=[w:Elf-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| gp=(4+(??0*2d10)+((1d100)/100))| str=3:18| con=(3:18)-1| dex=(3:18)+1| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Elf}{{name=Wizard}}{{subtitle=NPC}}'},
+ {name:'Gnome-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Cleric,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=3:18| int=(3:18)+1| wis=(10:18)-1| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Gnome-Fighter-Illusionist',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Fighter-Illusionist,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Fighter-Illusionist, query:NPClevel, cattr:cl=F/MU:Illusionist| lv=??0/??0| hp=??0d4r2| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=3:18| dex=16:18| int=(8:18)+1| wis=(3:18)-1| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome}{{name=Fighter/Illusionist}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Gnome-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Fighter-Thief,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Fighter-Thief, query:NPClevel, cattr:cl=F/RO:Thief| lv=??0/??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=3:18| dex=9:18| int=(3:18)+1| wis=(3:18)-1| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:15| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Gnome}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Gnome-Illusionist',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Illusionist,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Illusionist, query:NPClevel, cattr:cl=MU:Illusionist| lv=??0| hp=??0d4r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=16:18| int=(8:18)+1| wis=(3:18)-1| chr=3:18, ns:1],[cl:MI,%:85,items:random:1d??0]{{}}%{Race-DB|Gnome}{{name=Illusionist}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Gnome-Illusionist-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Illusionist-Thief,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Illusionist-Thief, query:NPClevel, cattr:cl=MU:Illusionist/RO:Thief| lv=??0/??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=16:18| int=(3:18)+1| wis=(3:18)-1| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:15| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Gnome}{{name=Illusionist/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Gnome-Priest-of-Agriculture',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Priest-of-Agriulture,NPCCreature,2H,Gnome-Cleric]{{}}RaceData=[w:Gnome-Priest-of-Agriulture, align:NN|NG, query:NPClevel, cattr:cl=PR:Priest-of-Agriculture| con=12:18| wis=(12:18)-1, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome-Cleric}{{name=Priest of Agriculture}}{{Alignment=Neutral Good or True Neutral only}}'},
{name:'Gnome-Priest-of-Ancestoers',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Priest-of-Ancestors,NPCCreature,2H,Gnome-Cleric]{{}}RaceData=[w:Gnome-Priest-of-Ancestors, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-Ancestors| wis=(13:18)-1, ns:=5],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome-Cleric}{{name=Priest of Ancestors}}{{Alignment=Any Good alignment}}'},
{name:'Gnome-Priest-of-Darkness',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Priest-of-Darkness,NPCCreature,2H,Gnome-Cleric]{{}}RaceData=[w:Gnome-Priest-of-Darkness, align:NG|NN|NE, query:NPClevel, cattr:cl=PR:Priest-of-Darkness| int=(10:18)+1| wis=(12:18)-1, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome-Cleric}{{name=Priest of Darkness}}{{Alignment=Any of Neutral Good, Neutral Evil, or True Neutral}}'},
@@ -1092,22 +1157,22 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Gnome-Priest-of-the-Moon',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Priest-of-the-Moon,NPCCreature,2H,Gnome-Cleric]{{}}RaceData=[w:Gnome-Priest-of-the-Moon, align:NG|NN|NE, query:NPClevel, cattr:cl=PR:Priest-of-the-Moon| wis=(11:18)-1, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome-Cleric}{{name=Priest of the Moon}}{{Alignment=Neutral evil, true neutral, or neutral good; evil priests have their own sect and the other priests don\'t have to tolerate them.}}'},
{name:'Gnome-Priest-of-the-Sea',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Priest-of-the-Sea,NPCCreature,2H,Gnome-Cleric]{{}}RaceData=[w:Gnome-Priest-of-the-Sea, align:NG|NN, query:NPClevel, cattr:cl=PR:Priest-of-the-Sea| wis=(10:18)-1, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome-Cleric}{{name=Priest of the Sea}}{{Alignment=True neutral or neutral good; most are true neutral.}}'},
{name:'Gnome-Priest-of-the-Sun',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Priest-of-the-Sun,NPCCreature,2H,Gnome-Cleric]{{}}RaceData=[w:Gnome-Priest-of-the-Sun, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-the-Sun| wis=(13:18)-1| int=(11:18)+1, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Gnome-Cleric}{{name=Priest of the Sun}}{{Alignment=Any Good alignment}}'},
- {name:'Gnome-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Thief,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=3:18| con=3:18| dex=9:18| int=(3:18)+1| wis=(3:18)-1| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:15| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Gnome}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Elf-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Assassin,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Elf-Bard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Bard,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Bard, query:NPClevel, align:LN|CN|NG|NE|NN, cattr:cl=RO:Bard| lv=??0| hp=??0d6r2| str=3:18| con=3:18| dex=12:18| int=13:18| wis=3:18| chr=15:19| npcpp=20:30| npcdn=30:50| npccw=50:75| npcrl=10:20| npcll=20:50, ns:1],[cl:MI,%:10,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:60,items:Thieves-Tools|random:1d??0],[cl:MI,%:30,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Bard}}{{subtitle=NPC}}{{Alignment=Can be any neutral alignment}}'},
- {name:'Half-Elf-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Cleric,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=3:18| con=3:18| dex=3:18| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Cleric}}{{subtitle=NPC}}'},
- {name:'Half-Elf-Cleric-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Cleric-Mage,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Cleric-Mage, query:NPClevel, cattr:cl=PR/MU| lv=??0/??0| hp=??0d8r3| str=3:18| con=3:18| dex=3:18| int=9:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Cleric/Mage}}{{subtitle=NPC}}'},
- {name:'Half-Elf-Cleric-Ranger',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Cleric-Ranger,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Cleric-Ranger, query:NPClevel, cattr:cl=PR/F:Ranger| lv=??0/??0| hp=??0d8r3| str=13:18| exstr=1:100| con=14:18| dex=13:18| int=3:18| wis=14:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Cleric/Ranger}}{{subtitle=NPC}}'},
+ {name:'Gnome-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gnome-Thief,NPCCreature,2H,Gnome]{{}}RaceData=[w:Gnome-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=9:18| int=(3:18)+1| wis=(3:18)-1| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:15| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Gnome}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Assassin,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Bard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Bard,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Bard, query:NPClevel, align:LN|CN|NG|NE|NN, cattr:cl=RO:Bard| lv=??0| hp=??0d6r2| gp=((??0*1d10)+((1d100)/100))| str=3:18| con=3:18| dex=12:18| int=13:18| wis=3:18| chr=15:19| npcpp=20:30| npcdn=30:50| npccw=50:75| npcrl=10:20| npcll=20:50, ns:1],[cl:MI,%:10,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:60,items:Thieves-Tools|random:1d??0],[cl:MI,%:30,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Bard}}{{subtitle=NPC}}{{Alignment=Can be any neutral alignment}}'},
+ {name:'Half-Elf-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Cleric,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=3:18| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Half-Elf-Cleric-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Cleric-Mage,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Cleric-Mage, query:NPClevel, cattr:cl=PR/MU| lv=??0/??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=3:18| int=9:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Cleric/Mage}}{{subtitle=NPC}}'},
+ {name:'Half-Elf-Cleric-Ranger',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Cleric-Ranger,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Cleric-Ranger, query:NPClevel, cattr:cl=PR/F:Ranger| lv=??0/??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=13:18| exstr=1:100| con=14:18| dex=13:18| int=3:18| wis=14:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Cleric/Ranger}}{{subtitle=NPC}}'},
{name:'Half-Elf-Conjurer',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Conjurer,NPCCreature,2H,Half-Elf-Wizard]{{}}RaceData=[w:Half-Elf-Conjurer, query:NPClevel, cattr:cl=MU:Conjurer| lv=??0| hp=??0d4r2| con=15:18]{{}}%{Race-DB|Half-Elf-Wizard}{{name=Conjurer}}'},
{name:'Half-Elf-Diviner',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Diviner,NPCCreature,2H,Half-Elf-Wizard]{{}}RaceData=[w:Half-Elf-Diviner, query:NPClevel, cattr:cl=MU:Diviner| lv=??0| hp=??0d4r2| wis=16:18]{{}}%{Race-DB|Half-Elf-Wizard}{{name=Diviner}}'},
{name:'Half-Elf-Druid',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Druid,NPCCreature,2H,Half-Elf-Cleric]{{}}RaceData=[w:Half-Elf-Druid, align:NN, query:NPClevel, cattr:cl=PR:Druid| wis=12:18| chr=15:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf-Cleric}{{name=Druid}}{{Alignment=True neutral alignment}}'},
{name:'Half-Elf-Enchanter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Enchanter,NPCCreature,2H,Half-Elf-Wizard]{{}}RaceData=[w:Half-Elf-Enchanter, query:NPClevel, cattr:cl=MU:Enchanter| lv=??0| hp=??0d4r2| chr=16:18]{{}}%{Race-DB|Half-Elf-Wizard}{{name=Enchanter}}'},
- {name:'Half-Elf-Fighter-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Cleric,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Cleric, query:NPClevel, cattr:cl=F/PR| lv=??0/??0| hp=??0d8r3| str=9:18| exstr=1:100| con=3:18| dex=3:18| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Cleric}}{{subtitle=NPC}}'},
+ {name:'Half-Elf-Fighter-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Cleric,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Cleric, query:NPClevel, cattr:cl=F/PR| lv=??0/??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=3:18| dex=3:18| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Cleric}}{{subtitle=NPC}}'},
{name:'Half-Elf-Fighter-Druid',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Druid,NPCCreature,2H,Half-Elf-Druid]{{}}RaceData=[w:Half-Elf-Fighter-Druid, align:NN, query:NPClevel, cattr:cl=F/PR:Druid| str=9:18| exstr=1:100| wis=12:18| chr=15:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf-Druid}{{name=Fighter/Druid}}{{Alignment=True neutral alignment}}'},
- {name:'Half-Elf-Fighter-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Mage,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Mage, query:NPClevel, cattr:cl=F/MU| lv=??0/??0| hp=??0d4r2| str=9:18| exstr=1:100| con=3:18| dex=3:18| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Mage}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Elf-Fighter-Mage-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Mage-Cleric,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Mage-Cleric, query:NPClevel, cattr:cl=PR/MU/F| lv=??0/??0/??0| hp=??0d8r3| str=9:18| exstr=1:100| con=3:18| dex=3:18| int=9:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Mage/Cleric}}{{subtitle=NPC}}'},
- {name:'Half-Elf-Fighter-Mage-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Mage-Thief,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Mage-Thief, query:NPClevel, cattr:cl=RO:Thief/MU/F| lv=??0/??0/??0| hp=??0d6r2| str=9:18| exstr=1:100| con=3:18| dex=9:18| int=9:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Mage/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Elf-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Thief,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Thief, query:NPClevel, cattr:cl=F/RO:Thief| lv=??0/??0| hp=??0d6r2| str=9:18| exstr=1:100| con=3:18| dex=9:18| int=3:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Fighter-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Mage,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Mage, query:NPClevel, cattr:cl=F/MU| lv=??0/??0| hp=??0d4r2| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=3:18| dex=3:18| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Mage}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Fighter-Mage-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Mage-Cleric,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Mage-Cleric, query:NPClevel, cattr:cl=PR/MU/F| lv=??0/??0/??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=3:18| dex=3:18| int=9:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Mage/Cleric}}{{subtitle=NPC}}'},
+ {name:'Half-Elf-Fighter-Mage-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Mage-Thief,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Mage-Thief, query:NPClevel, cattr:cl=RO:Thief/MU/F| lv=??0/??0/??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=3:18| dex=9:18| int=9:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Mage/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Fighter-Thief,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Fighter-Thief, query:NPClevel, cattr:cl=F/RO:Thief| lv=??0/??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1:100| con=3:18| dex=9:18| int=3:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Half-Elf-Priest-of-Agriulture',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Priest-of-Agriulture,NPCCreature,2H,Half-Elf-Cleric]{{}}RaceData=[w:Half-Elf-Priest-of-Agriulture, align:NN|NG, query:NPClevel, cattr:cl=PR:Priest-of-Agriculture| con=12:18| wis=11:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf-Cleric}{{name=Priest of Agriculture}}{{Alignment=Neutral Good or True Neutral only}}'},
{name:'Half-Elf-Priest-of-Ancestoers',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Priest-of-Ancestors,NPCCreature,2H,Half-Elf-Cleric]{{}}RaceData=[w:Half-Elf-Priest-of-Ancestors, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-Ancestors| wis=12:18, ns:=5],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf-Cleric}{{name=Priest of Ancestors}}{{Alignment=Any Good alignment}}'},
{name:'Half-Elf-Priest-of-Darkness',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Priest-of-Darkness,NPCCreature,2H,Half-Elf-Cleric]{{}}RaceData=[w:Half-Elf-Priest-of-Darkness, align:NG|NN|NE, query:NPClevel, cattr:cl=PR:Priest-of-Darkness| int=11:18| wis=11:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf-Cleric}{{name=Priest of Darkness}}{{Alignment=Any of Neutral Good, Neutral Evil, or True Neutral}}'},
@@ -1126,17 +1191,17 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Half-Elf-Priest-of-the-Sea',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Priest-of-the-Sea,NPCCreature,2H,Half-Elf-Cleric]{{}}RaceData=[w:Half-Elf-Priest-of-the-Sea, align:NG|NN, query:NPClevel, cattr:cl=PR:Priest-of-the-Sea| wis=9:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf-Cleric}{{name=Priest of the Sea}}{{Alignment=True neutral or neutral good; most are true neutral.}}'},
{name:'Half-Elf-Priest-of-the-Sun',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Priest-of-the-Sun,NPCCreature,2H,Half-Elf-Cleric]{{}}RaceData=[w:Half-Elf-Priest-of-the-Sun, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-the-Sun| wis=12:18| int=12:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf-Cleric}{{name=Priest of the Sun}}{{Alignment=Any Good alignment}}'},
{name:'Half-Elf-Ranger',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Ranger,NPCCreature,2H,Half-Elf-Warrior]{{}}RaceData=[w:Half-Elf-Ranger, align:LG|NG|CG, query:NPClevel, cattr:cl=F:Ranger| lv=??0| hp=??0d10r3| str=13:18| exstr=1d100| dex=13:18| con=14:18| wis=14:18, ns:1]{{}}%{Race-DB|Half-Elf-Warrior}{{name=Ranger}}{{Alignment=Must be of any Good alignment}}'},
- {name:'Half-Elf-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Thief,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=3:18| con=3:18| dex=9:18| int=3:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Elf-Thief-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Thief-Mage,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Thief-Mage, query:NPClevel, cattr:cl=RO:Thief/MU| lv=??0/??0| hp=??0d6r2| str=3:18| con=3:18| dex=9:18| int=9:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Thief/Mage}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Thief,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=9:18| int=3:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Thief-Mage',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Thief-Mage,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Thief-Mage, query:NPClevel, cattr:cl=RO:Thief/MU| lv=??0/??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=9:18| int=9:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Thief/Mage}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Half-Elf-Transmuter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Transmuter,NPCCreature,2H,Half-Elf-Wizard]{{}}RaceData=[w:Half-Elf-Transmuter, query:NPClevel, cattr:cl=MU:Transmuter| lv=??0| hp=??0d4r2| dex=15:18]{{}}%{Race-DB|Half-Elf-Wizard}{{name=Transmuter}}'},
- {name:'Half-Elf-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Warrior,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Elf-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| str=9+3d3| exstr=1d100| con=3:18| dex=3:18| int=3:14| wis=3:14| chr=3:18, ns:1]{{}}%{Race-DB|Half-Elf}{{name=Warrior}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Elf-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Wizard,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| str=3:18| con=3:18| dex=3:18| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Wizard}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Orc-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Assassin,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| str=(12:18)+1| con=(3:18)+1| dex=12:18| int=11:18| wis=3:18| chr=(3:18)-2| npcpp=0:10| npcol=0:10| npcrt=0:10| npcms=10:30| npchs=10:30| npcdn=0:30| npccw=5:40| npcrl=0:30| npcll=0:10, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Orc-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Cleric,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=(3:18)+1| con=(3:18)+1| dex=3:18| int=3:18| wis=9:18| chr=(3:18)-2, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Cleric}}{{subtitle=NPC}}'},
- {name:'Half-Orc-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Thief,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=(3:18)+1| con=(3:18)+1| dex=9:18| int=3:18| wis=3:18| chr=(3:18)-2| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Half-Orc-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Warrior,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| str=9:18| exstr=1d100| con=3:18| dex=3:18| int=3:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Warrior}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Halfling-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Cleric,NPCCreature,2H,Halfling]{{}}RaceData=[w:Halfling-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=(3:18)-1| con=3:18| dex=(3:18)+1| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling}{{name=Cleric}}{{subtitle=NPC}}'},
- {name:'Halfling-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Fighter-Thief,NPCCreature,2H,Halfling]{{}}RaceData=[w:Halfling-Fighter-Thief, query:NPClevel, cattr:cl=F:Warrior/RO:Thief| lv=??0/??0| hp=??0d6r2| str=(10:18)-1| exstr=1:100| con=3:18| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=30:50| npcol=25:35| npcrt=20:35| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:10| npcrl=0:10| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Halfling}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Warrior,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Elf-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| gp=(10+(??0*2d20)+((1d100)/100))| str=9+3d3| exstr=1d100| con=3:18| dex=3:18| int=3:14| wis=3:14| chr=3:18, ns:1]{{}}%{Race-DB|Half-Elf}{{name=Warrior}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Elf-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Elf-Wizard,NPCCreature,2H,Half-Elf]{{}}RaceData=[w:Half-Elf-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| gp=(10+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=3:18| int=9:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Elf}{{name=Wizard}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Orc-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Assassin,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=(12:18)+1| con=(3:18)+1| dex=12:18| int=11:18| wis=3:18| chr=(3:18)-2| npcpp=0:10| npcol=0:10| npcrt=0:10| npcms=10:30| npchs=10:30| npcdn=0:30| npccw=5:40| npcrl=0:30| npcll=0:10, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Orc-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Cleric,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=(10+(??0*2d20)+((1d100)/100))| str=(3:18)+1| con=(3:18)+1| dex=3:18| int=3:18| wis=9:18| chr=(3:18)-2, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Half-Orc-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Thief,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=(10+(??0*2d20)+((1d100)/100))| str=(3:18)+1| con=(3:18)+1| dex=9:18| int=3:18| wis=3:18| chr=(3:18)-2| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Half-Orc-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Half-Orc-Warrior,NPCCreature,2H,Half-Orc]{{}}RaceData=[w:Half-Orc-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| gp=(10+(??0*2d20)+((1d100)/100))| str=9:18| exstr=1d100| con=3:18| dex=3:18| int=3:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Half-Orc}{{name=Warrior}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Halfling-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Cleric,NPCCreature,2H,Halfling]{{}}RaceData=[w:Halfling-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=((??0*2d10)+((1d100)/100))| str=(3:18)-1| con=3:18| dex=(3:18)+1| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Halfling-Fighter-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Fighter-Thief,NPCCreature,2H,Halfling]{{}}RaceData=[w:Halfling-Fighter-Thief, query:NPClevel, cattr:cl=F:Warrior/RO:Thief| lv=??0/??0| hp=??0d6r2| gp=((??0*2d10)+((1d100)/100))| str=(10:18)-1| exstr=1:100| con=3:18| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=30:50| npcol=25:35| npcrt=20:35| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:10| npcrl=0:10| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Halfling}{{name=Fighter/Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Halfling-Priest-of-Agriculture',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Priest-of-Agriulture,NPCCreature,2H,Halfling-Cleric]{{}}RaceData=[w:Halfling-Priest-of-Agriulture, align:NN|NG, query:NPClevel, cattr:cl=PR:Priest-of-Agriculture| con=12:18| wis=11:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling-Cleric}{{name=Priest of Agriculture}}{{Alignment=Neutral Good or True Neutral only}}'},
{name:'Halfling-Priest-of-Ancestors',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Priest-of-Ancestors,NPCCreature,2H,Halfling-Cleric]{{}}RaceData=[w:Halfling-Priest-of-Ancestors, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-Ancestors| wis=12:18, ns:=5],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling-Cleric}{{name=Priest of Ancestors}}{{Alignment=Any Good alignment}}'},
{name:'Halfling-Priest-of-Darkness',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Priest-of-Darkness,NPCCreature,2H,Halfling-Cleric]{{}}RaceData=[w:Halfling-Priest-of-Darkness, align:NG|NN|NE, query:NPClevel, cattr:cl=PR:Priest-of-Darkness| int=11:18| wis=11:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling-Cleric}{{name=Priest of Darkness}}{{Alignment=Any of Neutral Good, Neutral Evil, or True Neutral}}'},
@@ -1152,11 +1217,11 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Halfling-Priest-of-the-Moon',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Priest-of-the-Moon,NPCCreature,2H,Halfling-Cleric]{{}}RaceData=[w:Halfling-Priest-of-the-Moon, align:NG|NN|NE, query:NPClevel, cattr:cl=PR:Priest-of-the-Moon| wis=10:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling-Cleric}{{name=Priest of the Moon}}{{Alignment=Neutral evil, true neutral, or neutral good; evil priests have their own sect and the other priests don\'t have to tolerate them.}}'},
{name:'Halfling-Priest-of-the-Sea',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Priest-of-the-Sea,NPCCreature,2H,Halfling-Cleric]{{}}RaceData=[w:Halfling-Priest-of-the-Sea, align:NG|NN, query:NPClevel, cattr:cl=PR:Priest-of-the-Sea| wis=9:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling-Cleric}{{name=Priest of the Sea}}{{Alignment=True neutral or neutral good; most are true neutral.}}'},
{name:'Halfling-Priest-of-the-Sun',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Priest-of-the-Sun,NPCCreature,2H,Halfling-Cleric]{{}}RaceData=[w:Halfling-Priest-of-the-Sun, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-the-Sun| wis=12:18| int=12:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Halfling-Cleric}{{name=Priest of the Sun}}{{Alignment=Any Good alignment}}'},
- {name:'Halfling-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Thief,NPCCreature,2H,Halfling]{{}}RaceData=[w:Halfling-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=(3:18)-1| con=3:18| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=30:50| npcol=25:35| npcrt=20:35| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:10| npcrl=0:10| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Halfling}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Halfling-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Halfling-Thief,NPCCreature,2H,Halfling]{{}}RaceData=[w:Halfling-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=((??0*2d10)+((1d100)/100))| str=(3:18)-1| con=3:18| dex=(8:18)+1| int=3:18| wis=3:18| chr=3:18| npcpp=30:50| npcol=25:35| npcrt=20:35| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=0:10| npcrl=0:10| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Halfling}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Human-Abjurer',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Abjurer,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Abjurer, query:NPClevel, cattr:cl=MU:Abjurer| lv=??0| hp=??0d4r2| wis=15:18]{{}}%{Race-DB|Human-Wizard}{{name=Abjurer}}'},
- {name:'Human-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Assassin,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Human}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Human-Bard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Bard,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Bard, query:NPClevel, align:LN|CN|NG|NE|NN, cattr:cl=RO:Bard| lv=??0| hp=??0d6r2| str=3:18| con=3:18| dex=12:18| int=13:18| wis=3:18| chr=15:19| npcpp=20:30| npcdn=30:50| npccw=50:75| npcrl=10:20| npcll=20:50, ns:1],[cl:MI,%:10,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:60,items:Thieves-Tools|random:1d??0],[cl:MI,%:30,items:|random:1d??0]{{}}%{Race-DB|Human}{{name=Bard}}{{subtitle=NPC}}{{Alignment=Can be any neutral alignment}}'},
- {name:'Human-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Cleric,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| str=3:18| con=3:18| dex=3:18| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Human}{{name=Cleric}}{{subtitle=NPC}}'},
+ {name:'Human-Assassin',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Assassin,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Assassin, query:NPClevel, cattr:cl=RO:Assassin| lv=??0| hp=??0d6r2| gp=(20+(??0*3d20)+((1d100)/100))| str=12:18| con=3:18| dex=12:18| int=11:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Human}{{name=Assassin}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Human-Bard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Bard,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Bard, query:NPClevel, align:LN|CN|NG|NE|NN, cattr:cl=RO:Bard| lv=??0| hp=??0d6r2| gp=((??0*1d10)+((1d100)/100))| str=3:18| con=3:18| dex=12:18| int=13:18| wis=3:18| chr=15:19| npcpp=20:30| npcdn=30:50| npccw=50:75| npcrl=10:20| npcll=20:50, ns:1],[cl:MI,%:10,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:60,items:Thieves-Tools|random:1d??0],[cl:MI,%:30,items:|random:1d??0]{{}}%{Race-DB|Human}{{name=Bard}}{{subtitle=NPC}}{{Alignment=Can be any neutral alignment}}'},
+ {name:'Human-Cleric',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Cleric,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Cleric, query:NPClevel, cattr:cl=PR| lv=??0| hp=??0d8r3| gp=(20+(??0*3d20)+((1d100)/100))| str=3:18| con=3:18| dex=3:18| int=3:18| wis=9:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Human}{{name=Cleric}}{{subtitle=NPC}}'},
{name:'Human-Conjurer',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Conjurer,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Conjurer, query:NPClevel, cattr:cl=MU:Conjurer| lv=??0| hp=??0d4r2| con=15:18]{{}}%{Race-DB|Human-Wizard}{{name=Conjurer}}'},
{name:'Human-Diviner',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Diviner,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Diviner, query:NPClevel, cattr:cl=MU:Diviner| lv=??0| hp=??0d4r2| wis=16:18]{{}}%{Race-DB|Human-Wizard}{{name=Diviner}}'},
{name:'Human-Druid',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Druid,NPCCreature,2H,Human-Cleric]{{}}RaceData=[w:Human-Druid, align:NN, query:NPClevel, cattr:cl=PR:Druid| wis=12:18| chr=15:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Human-Cleric}{{name=Druid}}{{Alignment=True neutral alignment}}'},
@@ -1185,10 +1250,10 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Human-Priest-of-the-Sea',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Priest-of-the-Sea,NPCCreature,2H,Human-Cleric]{{}}RaceData=[w:Human-Priest-of-the-Sea, align:NG|NN, query:NPClevel, cattr:cl=PR:Priest-of-the-Sea| wis=9:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Human-Cleric}{{name=Priest of the Sea}}{{Alignment=True neutral or neutral good; most are true neutral.}}'},
{name:'Human-Priest-of-the-Sun',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Priest-of-the-Sun,NPCCreature,2H,Human-Cleric]{{}}RaceData=[w:Human-Priest-of-the-Sun, align:LG|NG|CG, query:NPClevel, cattr:cl=PR:Priest-of-the-Sun| wis=12:18| int=12:18, ns:=1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Human-Cleric}{{name=Priest of the Sun}}{{Alignment=Any Good alignment}}'},
{name:'Human-Ranger',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Ranger,NPCCreature,2H,Human-Warrior]{{}}RaceData=[w:Human-Ranger, align:LG|NG|CG, query:NPClevel, cattr:cl=F:Ranger| lv=??0| hp=??0d10r3| str=13:18| exstr=1d100| dex=13:18| con=14:18| wis=14:18, ns:1]{{}}%{Race-DB|Human-Warrior}{{name=Ranger}}{{Alignment=Must be of any Good alignment}}'},
- {name:'Human-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Thief,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| str=3:18| con=3:18| dex=9:18| int=3:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Human}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Human-Thief',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Thief,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Thief, query:NPClevel, cattr:cl=RO:Thief| lv=??0| hp=??0d6r2| gp=(20+(??0*3d20)+((1d100)/100))| str=3:18| con=3:18| dex=9:18| int=3:18| wis=3:18| chr=3:18| npcpp=20:30| npcol=20:30| npcrt=15:20| npcms=10:15| npchs=10:20| npcdn=5:15| npccw=5:10| npcrl=0:30| npcll=0:50, ns:1],[cl:MI,%:15,items:Fine-Thieves-Tools|random:1d??0],[cl:MI,%:75,items:Thieves-Tools|random:1d??0],[cl:MI,%:10,items:|random:1d??0]{{}}%{Race-DB|Human}{{name=Thief}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Human-Transmuter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Transmuter,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Transmuter, query:NPClevel, cattr:cl=MU:Transmuter| lv=??0| hp=??0d4r2| dex=15:18]{{}}%{Race-DB|Human-Wizard}{{name=Transmuter}}'},
- {name:'Human-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Warrior,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| str=9:18| exstr=1d100| con=3:18| dex=3:18| int=3:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Human}{{name=Warrior}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
- {name:'Human-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Wizard,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| str=3:18| con=3:18| dex=3:18| int=9+3d3| wis=3:18| chr=3:18, ns:1],[cl:MI,%:85,items:random:1d??0]{{}}%{Race-DB|Human}{{name=Wizard}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Human-Warrior',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Warrior,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Warrior, query:NPClevel, cattr:cl=F| lv=??0| hp=??0d10r4| gp=(20+(??0*3d20)+((1d100)/100))| str=9:18| exstr=1d100| con=3:18| dex=3:18| int=3:18| wis=3:18| chr=3:18, ns:1],[cl:MI,items:random:1d??0]{{}}%{Race-DB|Human}{{name=Warrior}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
+ {name:'Human-Wizard',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Wizard,NPCCreature,2H,Human]{{}}RaceData=[w:Human-Wizard, query:NPClevel, cattr:cl=MU| lv=??0| hp=??0d4r2| gp=(20+(??0*2d20)+((1d100)/100))| str=3:18| con=3:18| dex=3:18| int=9+3d3| wis=3:18| chr=3:18, ns:1],[cl:MI,%:85,items:random:1d??0]{{}}%{Race-DB|Human}{{name=Wizard}}{{subtitle=NPC}}{{Alignment=Can be any alignment}}'},
{name:'Human-Wizard-Abjurer',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Abjurer,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Abjurer, query:NPClevel]{{}}%{Race-DB|Human-Abjurer}{{}}'},
{name:'Human-Wizard-Conjurer',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Conjurer,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Conjurer, query:NPClevel]{{}}%{Race-DB|Human-Conjurer}{{}}'},
{name:'Human-Wizard-Diviner',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Diviner,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Diviner, query:NPClevel]{{}}%{Race-DB|Human-Diviner}{{}}'},
@@ -1198,14 +1263,41 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Human-Wizard-Necromancer',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Necromancer,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Necromancer, query:NPClevel]{{}}%{Race-DB|Human-Necromancer}{{}}'},
{name:'Human-Wizard-Transmuter',type:'npccreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Human-Transmuter,NPCCreature,2H,Human-Wizard]{{}}RaceData=[w:Human-Transmuter, query:NPClevel]{{}}%{Race-DB|Human-Transmuter}{{}}'},
]},
- Race_DB_Creatures_A_E:{bio:'Creatures Database v2.06 05/04/2025
This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.',
- gmnotes:'Change Log: v2.06 05/04/2025 Added Doppleganger, Centipedes & Black Pudding v2.05 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.04 14/09/2024 Force database update to remove any temporary DB fixes done by users v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades v1.34 24/09/2023 Fixed issues with Goblin definition v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder) v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively. v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields v1.14 25/11/2022 Added more creatures, especially undead at DM request v1.10 14/11/2022 Initial live release of a sample creatures database v1.02 10/11/2022 Fixes and additional creatures v1.01 01/11/2022 First version of Race-DB-Creatures',
+ Race_DB_Services:{bio:'Services Database v1.02 26/07/2025
This sheet holds definitions of pre-defined *Drag & Drop* service providers such as weapon trainers, general stores, schools to level up at - all places you can purchase services or goods from. These service providers can be selected when a blank character sheet is dragged onto the playing area and dropped as a token, then using the *Drag & Drop* menu that appears to select a Service for that token/character sheet pair to represent.',
+ gmnotes:'Change Log: v1.02 26/07/2025 Added Shops and other retailers v1.01 22/07/2025 First version for testing purposes.',
+ root:'Race-DB',
+ api:'cmd',
+ type:'class,race',
+ controlledby:'all',
+ avatar:'https://files.d20.io/images/449407326/KBhuqJOkyqbi1DA1OGNIWA/max.webp?1752990888',
+ version:1.02,
+ db:[{name:'Apothecary',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Apothecary,ServiceCreature,0H,Trader]{{}}RaceData=[w:Apothecary, query:tradeMargin, buy:(cost-(cost*??1/100)), sell:(cost+(cost*??1/100)), tobuy:potion, tosell:potion, nobuy:inebriation|drink, cattr:cl=PR:Healer| lv=12| hp=12d10| gp=((80+2d20)*50*(1+??1/100))| str=10:17| con=12:18| dex=12:18| int=14:18| wis=14:18| chr=9:18, ns:-1],[cl:WP,items:club],[cl:AC,items:Leather Armour],[cl:MI,items:Potion of Healing:1d10|Potion of Extra Healing:1d8|random(potion):8+3d4]{{desc=The best place to trade in potions, poisons, elixiers and oils}}{{title=The Apothecary}}{{subtitle=Trader}}'},
+ {name:'Archery-School',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Archery School,ServiceCreature,0H,Training]{{}}RaceData=[w:Archery-School, query:tradeMargin, cattr:cl=F:Warrior| lv=15| hp=200| str=14:18| exstr=1d100| con=12:18| dex=14:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:MI,items:Composite-Longbow-Training-Proficient:10|Composite-Longbow-Training-Specialist:5|Composite-Longbow-Training-Mastery:2|Longbow-Training-Proficient:20|Longbow-Training-Specialist:10|Longbow-Training-Mastery:5|Composite-Shortbow-Training-Proficient:10|Composite-Shortbow-Training-Specialist:5|Composite-Shortbow-Training-Mastery:2|Shortbow-Training-Proficient:20|Shortbow-Training-Specialist:10|Shortbow-Training-Mastery:5|Daikyu-Training-Proficient:20|Daikyu-Training-Specialist:10|Daikyu-Training-Mastery:5|Hand-Crossbow-Training-Proficient:3|Hand-Crossbow-Training-Specialist:2|Hand-Crossbow-Training-Mastery:1|Light-Crossbow-Training-Proficient:10|Light-Crossbow-Training-Specialist:5|Light-Crossbow-Training-Mastery:3|Heavy-Crossbow-Training-Proficient:10|Heavy-Crossbow-Training-Specialist:5|Heavy-Crossbow-Training-Mastery:3|Bowyer-Style-Proficient:4|Bowyer-Style-Specialist:3|Bowyer-Style-Mastery:1]{{desc=The archery school will be the home of expert archers, masters of their art. They will offer training to one or more warrior classes in the art of archery, using all sorts of bow and crossbow. If you can\'t see the training you want, just ask.}}{{title=Archery School}}{{subtitle=School}}'},
+ {name:'Archery-Supplies',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Archery Supplies,ServiceCreature,0H,Trader]{{}}RaceData=[w:Archery Supplies, query:tradeMargin, buy:(cost-(cost*??1/100)), sell:(cost+(cost*??1/100)), cattr:cl=F:Bowyer| lv=8| hp=8d10| gp=((20+2d20)*50*(1+??1/100))| str=9:18| exstr=1d100| con=9:18| dex=15:18| int=9:18| wis=3:18| chr=9:18, ns:-1],[cl:AC,items:Leather Armour],[cl:MI,items:Composite Longbow:^(0;1d3-2)|Composite Shortbow:^(0;1d3-2)|Daikyu:^(0;1d10-9)|Longbow:1d4|Strong Longbow:^(0;1d6-5)|Mongol Horse Bow:^(0;1d6-5)|Shortbow:1d4|Strong Shortbow:^(0;1d6-5)|random(bow):(^(0;(2d4-4)))|Daikyu Arrow:^(0;4d20-40)|Flight Arrows:^(0;20+2d20)|Sheaf Arrows:^(0;20+2d20)|Silver-Tipped Sheaf:^(0;2d10-10)|random(arrow):(^(0;(2d10-8)))]{{desc=The bowyer keeps a reasonable stock of bows and arrows, but bows take time to craft so there are fewer numbers of the more complicated weapons.}}{{title=Archery Supplies Shop}}{{subtitle=Trade}}'},
+ {name:'Bakery-and-Dairy',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Bakery and Dairy,ServiceCreature,0H,Trader]{{}}RaceData=[w:Bakery \\amp Dairy, query:tradeMargin, sell:(cost+(cost*??1/100)), tosell:drinks|food, cattr:cl=F:Storekeeper| lv=7| hp=7d10| gp=((80+2d20)*50*(1+??1/100))| str=14:18| con=12:18| dex=12:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:WP,items:club|knife],[cl:AC,items:Leather Armour],[cl:MI,items:Rations Common:(25+5d10)|Rations Good:(10+2d10)|Rations Poor:(50+5d10)]{{desc=A Bakery \\amp Dairy which just sells all types of food.}}{{title=Bakery \\amp Dairy}}{{subtitle=Trader}}'},
+ {name:'Bookshop',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Bookshop,ServiceCreature,0H,Trader]{{}}RaceData=[w:Bookshop, query:tradeMargin, sell:(cost+(cost*??1/100)), buy:(cost-(cost*??1/100)), tobuy:scroll|book|tome, cattr:cl=MU:Abjurer| lv=3| hp=3d10| gp=((40+2d10)*50*(1+??1/100))| str=6:12| con=12:18| dex=12:18| int=14:18| wis=9:18| chr=9:18, ns:-1],[cl:WP,items:Quarterstaff],[cl:AC,items:Leather Armour],[cl:MI,items:random(scroll):10+2d10|random(book):(^(0;(1d10-8)))]{{desc=The bookstore stocks all types of literature among which are always some intersting and magical items.}}{{title=Bookstore}}{{subtitle=Trade}}'},
+ {name:'Forge',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Forge,ServiceCreature,0H,Trader]{{}}RaceData=[w:Forge, query:tradeMargin, buy:(cost-(cost*??1/100)), sell:(cost+(cost*??1/100)), cattr:cl=F:Blacksmith| lv=8| hp=8d12| gp=((20+2d20)*50*(1+??1/100))| str=18| exstr=1d100| con=15:18| dex=15:18| int=12:18| wis=14:18| chr=6:14, ns:-1],[cl:AC,items:Leather Armour],[cl:MI,items:Bastard Sword:(^(0;(1d6-3)))|Battle Axe:(^(0;(1d6-3)))|Broadsword:(^(0;(1d6-3)))|Chain:(^(0;(1d6-3)))|Cutlass:(^(0;(1d6-3)))|Dagger:(^(0;(2d20-10)))|Drusus:(^(0;(1d6-3)))|Footmans Flail:(^(0;(1d6-3)))|Footmans Mace:(^(0;(1d6-3)))|Footmans Pick:(^(0;(1d6-3)))|Gaff:(^(0;(1d6-3)))|Hand Axe:(^(0;(1d6-3)))|Harpoon:(^(0;(1d6-3)))|Heavy Horse Lance:(^(0;(1d3-2)))|Hook:(^(0;(1d6-3)))|Horsemans Flail:(^(0;(1d6-3)))|Horsemans Mace:(^(0;(1d6-3)))|Horsemans Pick:(^(0;(1d6-3)))|Javelin:(^(0;(1d20-5)))|Jousting Lance:(^(0;(1d3-2)))|Katana:(^(0;(1d3-2)))|Khopesh:(^(0;(1d6-3)))|Knife:(^(0;(3d20-10)))|Light Horse Lance:(^(0;(1d3-2)))|Long Spear:(^(0;(1d6-3)))|Longsword:(^(0;(1d20-3)))|Medium Horse Lance:(^(0;(1d3-2)))|Morningstar:(^(0;(1d6-3)))|Rapier:(^(0;(1d6-3)))|Sabre:(^(0;(1d6-3)))|Sai:(^(0;(1d6-3)))|Sai-Piercing:(^(0;(1d6-3)))|Scimitar:(^(0;(1d6-3)))|Shortsword:(^(0;(2d12-3)))|Sickle:(^(0;(1d6-3)))|Spear:(^(0;(2d20-10)))|Two-Handed Sword:(^(0;(1d6-4)))|Wakizashi:(^(0;(1d3-2)))|Warhammer:(^(0;(1d6-3)))|random(melee):(^(0;(1d6-3)))|Banded Mail:(^(0;(1d6-3)))|Banded Mail Barding:(^(0;(1d3-2)))|Body Shield:(^(0;(1d3-2)))|Brigandine Armour:(^(0;(1d6-3)))|Brigandine Barding:(^(0;(1d3-2)))|Bronze Plate Mail:(^(0;(1d6-3)))|Buckler:(^(0;(1d6-3)))|Chain Mail:(^(0;(1d6-3)))|Chain Barding:(^(0;(1d3-2)))|Field Plate:(^(0;(1d8-6)))|Field Plate Barding:(^(0;(1d8-7)))|Full Plate:(^(0;(1d8-6)))|Full Plate Barding:(^(0;(1d8-7)))|Normal Helm:(^(0;(1d6-3)))|Plate Mail:(^(0;(1d6-3)))|Plate Mail Barding:(^(0;(1d3-2)))|Ring Mail:(^(0;(1d6-3)))|Ring Mail Barding:(^(0;(1d8-7)))|random(armour):(^(0;(1d6-3)))|Shield:(^(0;(1d10-3)))|Small Shield:(^(0;(1d10-3)))|Tower Shield:(^(0;(1d3-2)))|random(shield):(^(0;(1d6-3)))]{{desc=The blacksmith at the Forge is a busy person. They have a staff and generally one apprentice, but they are crafting most of the metalwork themselves. They generally are honest traders, but need to make a living. They will buy weapons and armour either to resell or to melt down and use as raw material. They will buy and sell enchanted weapons and armour as and when they can.}}{{title=The Forge}}{{subtitle=Trade}}'},
+ {name:'Fur-and-Leather-Shop',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Fur and Leather Shop,ServiceCreature,0H,Trader]{{}}RaceData=[w:Fur and Leather Shop, query:tradeMargin, sell:(cost+(cost*??1/100)), buy:(cost-(cost*??1/100)), tobuy:leather|treasure, cattr:cl=F:Shopkeeper| lv=3| hp=3d10| gp=((40+2d10)*50*(1+??1/100))| str=14:18| con=12:18| dex=12:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:WP,items:shortbow|flight-arrow:18|shortsword|longsword],[cl:MI,items:Backpack:(^(0;(1d6-3)))|Sack Large:(^(0;(1d6-3)))|Hat:(^(0;(1d6-3)))|Leather Armour:1d3|Studded Leather:(^(0;(1d3-1)))|Copper buckled leather harness:(^(0;(1d6-3)))|Ornate leather harness:(^(0;(1d3-2)))|Leather Barding:(^(0;(1d4-1)))|random(leather):(^(0;(1d6-3)))|random(shield):(^(0;(1d6-3)))]{{desc=A Furrier and Leather tanner who makes leather goods and armour sometimes suitable for enchanting}}{{title=Fur \\amp Leather Shop}}{{subtitle=Trader}}'},
+ {name:'General-Store',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[General Store,ServiceCreature,0H,Trader]{{}}RaceData=[w:General Store, query:tradeMargin, sell:(cost+(cost*??1/100)), buy:(cost-(cost*??1/100)), tobuy:treasure|gem|potion|armour|armor|shield|equipment, cattr:cl=F:Shopkeeper| lv=3| hp=3d10| gp=((40+2d10)*50*(1+??1/100))| str=14:18| con=12:18| dex=12:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:WP,items:club|knife],[cl:AC,items:Leather Armour],[cl:MI,items:Backpack:(^(0;(1d6-3)))|Beacon Lantern:(^(0;(1d6-3)))|Bullseye Lantern:(^(0;(1d6-3)))|Hooded Lantern:(^(0;(1d6-3)))|Empty Oil Flask:(^(0;(1d20-3)))|Fishing Net:(^(0;(1d6-3)))|Flint+Steel:(^(0;(1d10-3)))|Grappling Hook:(^(0;(1d6-3)))|Ladder 24ft:(^(0;(1d4-2)))|Mirror:(^(0;(1d8-3)))|Pole 10ft:(^(0;(1d20-5)))|Rope 50ft:(^(0;(1d8-3)))|Sack Large:(^(0;(1d6-3)))|Torch:(^(0;1d20))|Whetstone:(^(0;(1d10-3)))|Hat:(^(0;(1d6-3)))|Barbed Dart:(^(0;(1d100-20)))|Bullet:(^(0;(1d100-20)))|Dart:(^(0;(1d100-20)))|Flight Arrows:(^(0;(1d100-20)))|Hand Quarrel:(^(0;(1d100-20)))|Heavy Quarrel:(^(0;(1d100-20)))|Light Quarrel:(^(0;(1d100-20)))|Needle:(^(0;(2d100-100)))|Sheaf Arrows:(^(0;(1d100-20)))|Stone:(^(0;(2d100-40)))]{{desc=The General Store stocks items of standard equipment, and some items of ammo. However, they will sell whatever they have in stock and will buy potions, treasure and armour as well as surplus equipment.}}{{title=General Store}}{{subtitle=Trade}}'},
+ {name:'Harbour-Office',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Harbour Office,ServiceCreature,0H,Trader]{{}}RaceData=[w:Harbour Office, query:tradeMargin, sell:(cost+(cost*??1/100)), cattr:cl=F:Harbour Master| lv=10| hp=10d10| gp=((20+2d20)*(1+??1/100))| str=14:18| exstr=1d100| con=15:18| dex=3:18| int=9:18| wis=3:18| chr=3:9, ns:-1],[cl:AC,items:Leather Armour],[cl:MI,items:Shortsword|Dagger:6|Hook|Mooring Fee 1 day:365|Mooring Fee 1 week:52|Mooring Fee 1 month:12|Galley Crew pay 1 month:12]{{desc=The Harbour Master manages the Harbour Office to book ships and cargoes in and out of port, and hire out crews. They have been known to be somewhat difficult to deal with in general terms, and sometimes bribes are required to "bring good winds". *(A bribe can be made just by storing some coins from a character to the Harbour Office)*}}{{title=Harbour Office}}{{subtitle=Trade}}'},
+ {name:'Inn',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Inn,ServiceCreature,0H,Trader]{{}}RaceData=[w:Inn, query:tradeMargin, sell:(cost*1.1), buy:(cost-(cost*??1/100)), tosell:potion|drinks|inebriation|food|accommodation|seaweed, cattr:cl=F:Innkeeper| lv=7| hp=7d10| gp=((80+2d20)*50*(1+??1/100))| str=14:18| con=12:18| dex=12:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:WP,items:club|knife],[cl:AC,items:Leather Armour],[cl:MI,items:Dark Mage Porter:(75+5d10)|Rapture Weed:(15+3d4)|Soda:(75+5d10)|Mountain-Blood-Strong-Spirit:(25+5d10)|White Plume Pale Ale:(75+5d10)|Full Wineskin:(75+5d10)|Rations Common:(25+5d10)|Rations Good:(10+2d10)|Hearty Meal:(25+5d10)|Light Meal:(25+5d10)|Poor Lodging:(1d10)|Common Lodging:(2d10)|Luxury Lodging:(1d4)|Potion of Healing:1d10|Potion of Extra Healing:1d4]{{desc=The Inn, run by an Innkeeper, stocks a range of food and drink for consumption on the premeses or to take on expeditions. It also provides overnight accommodation of varying quality. The innkeeper may have some more illicit offerings if you enquire surreptitiously.}}{{title=Inn}}{{subtitle=Service}}'},
+ {name:'Priests-Seminary',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Priests Seminary,ServiceCreature,0H,Training]{{}}RaceData=[w:Priests Seminary, query:tradeMargin, sell:(cost+(cost*??1/100)), tosell:training, cattr:cl=PR:Priest| lv=15| hp=200| str=7:18| con=12:18| dex=9:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:MI,items:Cleric-Level-Training:20|Priest-of-Ancestors-Level-Training:4|Priest-of-Darkness-Level-Training:10|Priest-of-Dawn-Level-Training:5|Priest-of-Death-Level-Training:5|Priest-of-Disease-Level-Training:5|Priest-of-Good-Level-Training:5|Priest-of-Healing-Level-Training:10|Priest-of-Life-Level-Training:10|Priest-of-Magic-Level-Training:10|Priest-of-Magic-Custom-Level-Training:3|Priest-of-Night-Level-Training:10|Priest-of-War-Level-Training:5|Priest-of-War-Custom-Level-Training:3|Priest-of-Wisdom-Level-Training:10|Priest-of-the-Sea-Level-Training:5|Priest-of-the-Sun-Level-Training:10|Priest-of-the-Sun-Custom-Level-Training:3|Priest-Level-Training:10|Scroll of Remove Curse Priest:1d10|random(pr-scroll):(2+1d4)|random(curse-scroll):(^(0;(1d6-4)))|random(protection-scroll):4+1d4|Footmans-Flail-Training-Proficient:20|Quarterstaff-Training-Proficient:10|Club-Training-Proficient:20|Footmans-Mace-Training-Proficient:12|Morningstar-Training-Proficient:10|Sling-Training-Proficient:8|Warhammer-Training-Proficient:10|Single-Weapon-Style-Specialist:5|Single-Weapon-Style-Mastery:3|Two-Hander-Style-Specialist:5|Thrown-Weapon-Style-Specialist:5|Thrown-Weapon-Style-Mastery:2|Weapon-and-Shield-Style-Specialist:5|Weapon-and-Shield-Style-Mastery:3]{{desc=The Priest\'s Seminary progress members of the flock into the priesthood of many faiths (though those favoring nature may have to go to a Woodland Retreat). Some sects may be rivals or worse, but within the seminary peace reigns, watched over and adjudicated by the gods themselves. High-level clerics of all denominations meditate within the walls of the seminary, and the truly faithful may meditate with them and gain from their wisdom.}}{{title=Priest\'s Seminary}}{{subtitle=School}}'},
+ {name:'Sword-Master-School',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Warrior School,ServiceCreature,0H,Training]{{}}RaceData=[w:Sword-Master-School, query:tradeMargin, sell:(cost+(cost*??1/100)), tosell:training, cattr:cl=F:Warrior| lv=15| hp=200| str=14:18| exstr=1d100| con=12:18| dex=9:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:MI,items:Bastard-Sword-Training-Proficient:10|Bastard-Sword-Training-Specialist:5|Bastard-Sword-Training-Mastery:2|Broadsword-Training-Proficient:20|Broadsword-Training-Specialist:10|Broadsword-Training-Mastery:5|Cutlass-Training-Proficient:10|Cutlass-Training-Specialist:5|Cutlass-Training-Mastery:2|Dagger-Training-Proficient:5|Dagger-Training-Specialist:3|Dagger-Training-Mastery:1|Greatsword-Training-Proficiency:5|Greatsword-Training-Specialist:3|Greatsword-Training-Mastery:1|Longsword-Training-Proficient:20|Longsword-Training-Specialist:10|Longsword-Training-Mastery:4|Rapier-Training-Proficient:5|Rapier-Training-Specialist:3|Rapier-Training-Mastery:2|Sabre-Training-Proficient:10|Sabre-Training-Specialist:5|Sabre-Training-Mastery:3|Scimitar-Training-Proficient:10|Scimitar-Training-Specialist:8|Scimitar-Training-Mastery:2|Shortsword-Training-Proficient:20|Shortsword-Training-Specialist:10|Shortsword-Training-Mastery:4|Single-Weapon-Style-Specialist:3|Two-Handed-Sword-Training-Proficient:8|Two-Handed-Sword-Training-Specialist:5|Two-Handed-Sword-Training-Mastery:3|Single-Weapon-Style-Mastery:1|Two-Hander-Style-Specialist:3|Two-Weapon-Style-Specialist:3]{{desc=The sword-master school will be the home of sword-masters, sword grand-masters, and perhaps even a sensei or two. They will offer training in the use of various blades to gain proficiency, specialism, and occationally even mastery. Bladed weapon fighting styles can also be learnt at a good sword-master school.}}{{title=Sword-Master School}}{{subtitle=School}}'},
+ {name:'Thieves-Guild',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Thieves Guild,ServiceCreature,0H,Training]{{}}RaceData=[w:Thieves Guild, query:tradeMargin, buy:(cost-(cost*??1/100)), sell:(cost+(cost*??1/100)), tobuy:melee|ranged|ammo|treasure|poison|tools, tosell:training|melee|ranged|ammo|poison|tools, cattr:cl=RO:Rogue| lv=15| hp=200| gp=((40+2d100)*50*(1+??1/100))| str=3:18| con=12:18| dex=14:18| int=9:18| wis=14:18| chr=6:18, ns:-1],[cl:MI,items:Rogue-Level-Training:30|Thief-Level-Training:20|Bard-Level-Training:15|Assassin-Level-Training:5|Dagger-Training-Proficient:20|Dagger-Training-Specialist:8|Dagger-Training-Mastery:5|Dart-Training-Proficient:20|Dart-Training-Specialist:10|Dart-Training-Mastery:5|Blowgun-Training-Proficient:20|Blowgun-Training-Specialist:10|Blowgun-Training-Mastery:5|Hand-rossbow-Training-Proficient:5|HHand-Crossbow-Training-Specialist:3|Hand-Crossbow-Training-Mastery:2|Rapier-Training-Proficient:20|Rapier-Training-Specialist:10|Rapier-Training-Mastery:5|Sling-Training-Proficient:5|Sling-Training-Specialist:3|Sling-Training-Mastery:2|Thrown-Weapon-Style-Proficient:10|Thrown-Weapon-Style-Specialist:5|Thrown-Weapon-Style-Mastery:1|Two-Weapon-Style-Proficient:5|Two-Weapon-Style-Specialist:3|Blowgun:^(0;1d10-3)|Bolas:^(0;1d10-5)|Club:3+1d20|Dart:20+2d20|Hand Crossbow:^(0;1d6-2)|Lasso:^(0;1d3-1)|Nunchaku:^(0;(1d6-2))|Rapier for Thieves:^(0;(1d4-2))|Shuriken:^(0;(2d20-20);(1d100-60))|Stiletto:^(0;1d10-3)|Barbed Dart:^(0;(2d20-20);(1d100-60))|Hand Quarrel:^(0;2d20-10)|Hand Quarrel+Poison:^(0;1d20-14)|Needle:^(0;^(0;(2d20-20);(1d100-60)))|Thieves Tools:10+1d10|Fine Thieves Tools:^(0;1d3-2)]{{desc=The thieves guild will be home to the best of their art, and for a *small* fee they might pass on their knowledge. They will offer training in thievish skills to allow various classes of rogue to level up, as well as training in weapons and fighting styles usable by rogues. Bards may have to look elsewhere for musical instruments and usable spells, but they may find inspiration for new ballads.}}{{title=Thieve\'s Guild}}{{subtitle=School}}'},
+ {name:'Thrown-Weapon-School',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Warrior School,ServiceCreature,0H,Training]{{}}RaceData=[w:Thrown-Weapon-School, query:tradeMargin, sell:(cost+(cost*??1/100)), tosell:training, cattr:cl=F:Warrior| lv=15| hp=200| str=14:18| exstr=1d100| con=12:18| dex=9:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:MI,items:Dagger-Training-Proficient:20|Dagger-Training-Specialist:8|Dagger-Training-Mastery:5|Dart-Training-Proficient:20|Dart-Training-Specialist:10|Dart-Training-Mastery:5|Hand-Axe-Training-Proficient:20|Hand-Axe-Training-Specialist:10|Hand-Axe-Training-Mastery:5|Hooked-Net-Training-Proficient:5|Hooked-Net-Training-Specialist:3|Hooked-Net-Training-Mastery:2|Javelin-Training-Proficient:20|Javelin-Training-Specialist:10|Javelin-Training-Mastery:5|Net-Training-Proficient:5|Net-Training-Specialist:3|Net-Training-Mastery:2|Spear-Training-Proficient:10|Spear-Training-Specialist:6|Spear-Training-Mastery:3|Warhammer-Training-Proficient:10|Warhammer-Training-Specialist:8|Warhammer-Training-Mastery:4|Thrown-Weapon-Style-Proficient:10|Thrown-Weapon-Style-Specialist:5|Thrown-Weapon-Style-Mastery:1]{{desc=The thrown weapon training school will be the home of broad-shouldered weapon-masters, athletic grand-masters, and perhaps even a sensei or two. They will offer training to one or more thrown weapons, such as javelins, warhammers, and spears to gain proficiency, specialism, and occationally even mastery. Thrown weapon fighting styles can also be learnt at a good training school.}}{{title=Thrown Weapon Training School}}{{subtitle=School}}'},
+ {name:'Warrior-School',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Warrior School,ServiceCreature,0H,Training]{{}}RaceData=[w:Warrior-School, query:tradeMargin, sell:(cost+(cost*??1/100)), tosell:training, cattr:cl=F:Warrior| lv=15| hp=200| str=14:18| exstr=1d100| con=12:18| dex=9:18| int=9:18| wis=14:18| chr=9:18, ns:-1],[cl:MI,items:Warrior-Level-Training:10|Beast-Master-Level-Training:5|Paladin-Level-Training:2|Ranger-Level-Training:8|Longbow-Training-Proficient:8|Longbow-Training-Specialist:6|Longsword-Training-Proficient:20|Longsword-Training-Specialist:10|Longsword-Training-Mastery:4|Morningstar-Training-Proficient:10|Morningstar-Training-Specialist:8|Scimitar-Training-Proficient:10|Scimitar-Training-Specialist:8|Scimitar-Training-Mastery:2|Shortsword-Training-Proficient:20|Shortsword-Training-Specialist:10|Shortsword-Training-Mastery:4|Warhammer-Training-Proficient:10|Warhammer-Training-Specialist:8|Warhammer-Training-Mastery:4|Single-Weapon-Style-Specialist:3|Single-Weapon-Style-Mastery:1|Two-Hander-Style-Specialist:3|Two-Weapon-Style-Specialist:3|Weapon-and-Shield-Style-Specialist:3|Weapon-and-Shield-Style-Mastery:1]{{desc=The warrior training school will be the home of weapon-masters, grand-masters, and perhaps even a sensei or two. They will offer training to one or more warrior classes to reach the next level, and in the use of various weapons to gain proficiency, specialism, and occationally even mastery. Weapon fighting styles can also be learnt at a good warrior training school.}}{{title=Warrior Training School}}{{subtitle=School}}'},
+ {name:'Wizard-University',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Wizard University,ServiceCreature,0H,Training]{{}}RaceData=[w:Wizard University, query:tradeMargin, buy:(cost+(cost*??1/100)), tobuy:scroll, sell:(cost+(cost*??1/100)), tosell:training|scroll, cattr:cl=MU:Wizard| lv=15| hp=200| str=4:14| con=14:18| dex=12:18| int=14:18| wis=8:18| chr=9:18, ns:-1],[cl:MI,items:Wizard-Level-Training:10|Abjurer-Level-Training:5|Conjurer-Level-Training:5|Diviner-Level-Training:5|Enchanter-Level-Training:5|Illusionist-Level-Training:5|Invoker-Level-Training:5|Mage-Level-Training:5|Magic-User-Level-Training:5|Necromancer-Level-Training:5|Transmuter-Level-Training:5|Trickster-Level-Training:5|Enchanter-Level-Training:5|Dagger-Training-Proficient:10|Quarterstaff-Training-Proficient:10|Sling-Training-Proficient:10|Paper:100|Papyrus:300|Parchment:50|Scroll of Remove Curse Wizard:1d10|random(mu-scroll):10+3d6|random(curse-scroll):(^(0;(1d6-4)))|random(protection-scroll):4+1d4]{{desc=The warrior training school will be the home of weapon-masters, grand-masters, and perhaps even a sensei or two. They will offer training to one or more warrior classes to reach the next level, and in the use of various weapons to gain proficiency, specialism, and occationally even mastery. Weapon fighting styles can also be learnt at a good warrior training school.}}{{title=Warrior Training School}}{{subtitle=School}}'},
+ {name:'Wizards-Emporium',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Wizards Emporium,ServiceCreature,0H,Trader]{{}}RaceData=[w:Wizards Emporium, query:tradeMargin, sell:(cost+(cost*??1/100)), buy:(cost-(cost*??1/100)), nobuy:equipment|training|inebriation|drinks|food|armour|armorshield||polearm, cattr:cl=MU:Wizards-Emporium-Storekeeper| lv=16| hp=16d4| gp=((30+2d20)*200*(1+??1/100))| str=6:12| con=12:18| dex=12:18| int=14:18| wis=8:14| chr=6:14, ns:-1],[cl:WP,items:dagger:10|quarterstaff],[cl:MI,items:random(rod):2+(^(0;(1d8-5)))|random(staff):2+(^(0;(1d8-5)))|random(wand):2+(^(0;(1d8-5)))|random(ring):3+(^(0;(1d8-5)))|random(mu-scroll):2+(^(0;(1d10-5)))|random(protection-scroll):2+(^(0;(1d10-5)))|random(curse-scroll):(^(0;(1d6-4)))|random(potion):5+(^(0;(1d10-5)))|random(miscellaneous):2+(^(0;(1d20-10)))]{{desc=The Wizard\'s Emporium is the place to sell your surplus magical items that have lots their interest to you, and use the money to buy shiny new items! They will also pay you hansomly (maybe) for treasure you have found. In future you might be able to buy material components for spells here.}}{{title=Wizard\'s Emporium}}{{subtitle=Trade}}'},
+ {name:'Woodland-Retreat',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Woodland Retreat,ServiceCreature,0H,Training]{{}}RaceData=[w:Woodland Retreat, query:tradeMargin, sell:(cost+(cost*??1/100)), tosell:training, cattr:cl=PR:Druid| lv=15| hp=200| str=7:18| con=12:18| dex=9:18| int=14:18| wis=14:18| chr=9:18, ns:-1],[cl:MI,items:Druid-Level-Training:20|Ranger-Level-Training:4|Shaman-Level-Training:10|Healer-Level-Training:5|Priest-of-Agriculture-Level-Training:5|Priest-of-Earth-Level-Training:5|Priest-of-Light-Level-Training:5|Priest-of-Light-Custom-Level-Training:3|Priest-of-the-Moon-Level-Training:10|Sickle-Training-Proficient:20|Sickle-Training-Specialist:10|Sickle-Training-Mastery:5|Bo-Stick-Training-Proficient:10|Club-Training-Proficient:20|Club-Training-Specialist:10|Club-Training-Mastery:8]{{desc=The Woodland Retreat is run for the quiet study of nature and natural forces, alongside the study of worship and faith in the forces of nature. You may not find the Grand Druid here, but they may well visit from time to time. There are those who can help the like minded improve in their levels of worship, and in skills they need to survive.}}{{title=Woodland Retreat}}{{subtitle=School}}'},
+ ]},
+ Race_DB_Creatures_A_E:{bio:'Creatures Database v2.07 19/05/2025
This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.',
+ gmnotes:'Change Log: v2.07 19/05/2025 Added Assassin Vine, Chuul, and other new reatures v2.06 05/04/2025 Added Doppleganger, Centipedes & Black Pudding v2.05 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.04 14/09/2024 Force database update to remove any temporary DB fixes done by users v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades v1.34 24/09/2023 Fixed issues with Goblin definition v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder) v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively. v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields v1.14 25/11/2022 Added more creatures, especially undead at DM request v1.10 14/11/2022 Initial live release of a sample creatures database v1.02 10/11/2022 Fixes and additional creatures v1.01 01/11/2022 First version of Race-DB-Creatures',
root:'Race-DB',
api:'cmd',
type:'class,race',
controlledby:'all',
avatar:'https://files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721',
- version:2.06,
+ version:2.07,
db:[{name:'Adder',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-20}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 20]{{}}RaceData=[w:Poison Snake 20]{{title=Adder}}'},
{name:'Advanced-Bullywug',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=, Advanced}}RaceData=[w:Advanced Bullywug, cattr:int=8:11|size=M,ns:1],[cl:MI,%:10,items:random:1d43{{}}Specs=[Advanced Bullywug,CreatureRace,0H,Bullywug]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Intelligence=Average (8 to 10)}}{{Size=M, 5-6ft tall}}Specs=[Bullywug Leader,CreatureRace,0H,Bullywug]{{desc1=**Advanced Bullywug:** A small number of bullywugs are larger and more intelligent than the rest of their kind. These bullywugs make their homes in abandoned buildings and caves, and send out regular patrols and hunting parties. These groups tend to be well equipped and organized, and stake out a regular territory, which varies with the size of the group. They are more aggressive than their smaller cousins, and will fight not only other bullywugs but other monsters as well. The intelligent bullywugs also organize regular raids outside their territory for food and booty, and especially prize human flesh. Since they are chaotic evil, all trespassers, including other bullywugs, are considered threats or sources of food.}}'},
{name:'Advanced-Bullywug-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=, Advanced Shaman}}RaceData=[w:Advanced Bullywug Shaman, cattr:str=int=10:14|wis=12:14|con=12:18|size=M|cl=pr:Shaman|lv=2,ns:1],[cl:MI,%:20,items:random:2d2]{{}}Specs=[Advanced Bullywug Shaman,CreatureRace,0H,Bullywug]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Intelligence=Average (8 to 10)}}{{Size=M, 5-6ft tall}}{{desc=**Advanced Bullywug Shaman:** For every 10 advanced bullywugs in a community, there is a 10% chance of a 2nd-level shaman being present. The creature requires the spellbook setting up, and spells to be memorised}}'},
@@ -1219,6 +1311,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Aquatic-Ogre-Patrol-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Patrol-Leader}{{}}RaceData=[w:Merrow Patrol Leader]{{}}Specs=[Merrow Patrol Leader,CreatureRace,0H,Merrow Patrol Leader]{{}}'},
{name:'Aquatic-Ogre-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Shaman}{{}}RaceData=[w:Merrow Shaman]{{}}Specs=[Merrow Shaman,CreatureRace,0H,Merrow Shaman]{{}}'},
{name:'Aquatic-Ogre-Young',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Young}{{}}RaceData=[w:Merrow Young]{{}}Specs=[Merrow Young,CreatureRace,0H,Merrow Young]{{}}'},
+ {name:'Assassin-Vine',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Vine}}{{prefix=Assassin}}RaceData=[w:Assassin Vine, align:N, weaps:None, ac:None, cattr:int=1|str=17:18|con=10:18|dex=14:18|wis=1:10|chr=1:3|mov=1|ac=7|size=H|hd=10+10|thac0=9|attk1=1d6+2:Grab:2:B|dmgmsg=A succesful attack means \\lbrak;automatic damage\\rbrak;\\lpar;!rounds ~~target caster¦^^tid^^¦Vine Crush¦99¦0¦Crushing victim instead of attack¦grab\\rpar; each round. Click to make this happen. Only one victim can be attacked \\amp grabbed. Must release to attack another.,spattk:Constriction attack and entanglement power,ns:1],[cl:PW,w:PR-Entangle,sp:4,pd:-1],[cl:MI,%:70,items:random:1],[cl:MI,%:30,items:random:1d4]{{subtitle=Plant}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Unalligned}}{{Move=1}}{{Hit Dice=10+10}}{{THAC0=9}}{{Attack=Attacks with secondary vine brances doing 1d6+2 bludgeoning damage and constricting the victim automatically for 3d6 each round thereafter.}}{{Size=Huge (20ft long)}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=Can cause *Entangle* at will but only on one area at a time}}{{Section4=**Special Advantages**}}{{Section5=**False Appearance:** While the assassin vine remains motionless, it is indistinguishable from a normal plant.}}{{Section6=**Special Disadvantages**}}{{Section7=**Slow movement:** Assassin Vines can move at up to 5ft per round, but usually stay put unless they need to seek prey.}}Specs=[Assassin Vine,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=An ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches.}}{{hide8=In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor.\nA subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.}}{{desc9=**Combat:** Uses an *Entangle* power to trap prey in an area, and then attacks with its secondary vines which grab and crush the victims, one at a time. Once a creature is grabbed, the damage each round is automatic with no need for further attack rolls. A creature can escape the constriction by making a strength check at -3 penalty.}}'},
{name:'Baboon',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Baboon}}RaceData=[w:Baboon, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|hd=1+1r6|thac0=19|size=S|attk1=1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Baboon,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12, and 12 in trees}}{{Hit Dice=1+1 HD}}{{THAC0=19}}{{Attacks=Bite for 1d4}}{{Size=S}}{{Life Expectancy=20 to 30 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild baboons are large, herbivorous primates that are characterized by long arms and legs, large dog-like muzzles, and sharp canine teeth.}}'},
{name:'Badger',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Badger}}RaceData=[w:Badger, align:N, weaps:none, ac:none, cattr:int=1|mov=6 Burrow 3|ac=4|hd=1+2r6|thac0=19|size=S|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attk3=1d3:Bite:0:P]{{subtitle=Creature}}Specs=[Badger,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=4}}{{Alignment=Neutral}}{{Move=6, Burrow 3}}{{Hit Dice=1+2 HD}}{{THAC0=19}}{{Attacks=2 Claws for 1d2, Bite for 1d3}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Badgers are vicious little creatures that prefer to run from danger than fight. If cornered, the badger will fight, attempting to bite the tender throat of its opponent.}}'},
{name:'Basilisk-Dracolisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Dracolisk}{{}}Specs=[Dracolisk,CreatureRace,0H,Dracolisk]{{}}RaceData=[w:Dracolisk]{{}}'},
@@ -1268,6 +1361,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Centipede-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant Centipede}{{}}Specs=[Giant Centipede,CreatureRace,0H,Giant Centipede]{{}}RaceData=[w:Giant Centipede]{{}}'},
{name:'Centipede-Huge',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Huge Centipede}{{}}Specs=[Huge Centipede,CreatureRace,0H,Huge Centipede]{{}}RaceData=[w:Huge Centipede]{{}}'},
{name:'Centipede-Megalo',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Megalo-Centipede}{{}}Specs=[Megalo Centipede,CreatureRace,0H,Megalo Centipede]{{}}RaceData=[w:Megalo Centipede]{{}}'},
+ {name:'Chuul',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Chuul}}RaceData=[w:Chuul, align:CE, weaps:None, ac:None, cattr:int=4:6|str=19|chr=3:5|mov=12|swim=12|ac=4|size=L|hd=11+10|thac0=7|attk1=1d6+2:Pincer1:0:B|attk2=1d6+2:Pincer2:0:B|attk3=0:Tentacle:0:B|dmgmsg=A succesful attack means \\lbrak;target grappled\\rbrak;\\lpar;!rounds ~~target single¦^^tid^^¦^^targetid^^¦Pincer Gapple¦99¦0¦Holding victim fast. Str check @ -3 to escape¦grab¦svpoi;+0\\rpar;. Click to make this happen. Only one victim per pincer can be attacked \\amp grabbed. Must release to attack another.|attkmsg=$$ $$Automatically hits a grappled victim held in a pincer. \\lbrak;Injects\\rbrak;\\lpar;!rounds --target-save single¦^^tid^^¦^^targetid^^¦Paralysed¦100¦-10¦Paralysed by Chuul poison and unable to move¦padlock¦svpoi;+0\\rpar; a paralysing poison and victim must save vs. poison or be paralysed for 1 turn,spattk:Constriction attack and entanglement power,ns:1],[cl:PW,w:Chuul Detect Magic,sp:1,pd:-1]{{subtitle=Aberration}}{{Section=**Attributes**}}{{Intelligence=Low (4:6)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=11+10}}{{THAC0=7}}{{Attack=Two pincer attacks for 1d6+2 \\amp gapple. Once grappled then tenticle injects a paralysing poison}}{{Size=Large}}{{Languages=Understands *Deep Speech* (the langiage of the aboleth) but cannot speak}}{{Life Expectancy=Unknown but measured in eons}}{{Section2=**Powers**}}{{Section3=**Detect Magic:** the Aboleth civilisation created these creatures to find and collect magic and sentient creatures from where aboleths could not. At will, can sense magic up to 120ft away}}{{Section4=**Special Advantages**}}{{Infravision=Both on land and in water up to 60ft}}{{Immunity=to poison in all forms}}{{Amphibious=Chuuls can move and breathe equally well on land \\amp underwater}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Chuul,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.}}{{hide8=**Primeval Relics:** In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.\nPerfectly obedient, the chuuls collected sentient creatures and magic at the aboleths’ command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths’ empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power.\n**Tireless Guardians:** Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.\nWhatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago.\n**Waiting Servants:** Although the aboleths’ ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths’ sinister purposes.}}{{desc9=**Combat:** Attacks with two pincers (both against 1 target at a time) for 1d6+2 damage and to grapple (Strength check at -3 penalty to escape, can be repeated on victim\'s turn unless paralysed). Once grappled, can be automatically hit by a tentacle (next round\'s sole action) and the victim must save vs. poison or be paralysed for 1 turn. Once paralysed, the victim might be let go so other targets can be attacked. If one pincer holds a grappled victim, the other pincer can be used to attack and grapple a second target.}}'},
{name:'Cloud-Castle-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Castle Giant, align:NG, ns:3],[cl:PW,w:MU-Levitate,sp:2,pd:3],[cl:PW,w:MU-Fog-Cloud, sp:2, pd:3],[cl:PW,w:MU-Wall-Of-Fog,sp:1, pd:1]{{{}}Specs=[Cloud-Giant-Priest,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name=Priest}}{{Section3=}}{{Spell Casting=10% of good cloud giants live in castles on enchanted clouds. All giants dwelling there are able to levitate their own weight plus 2,000 pounds three times a day, create a fog cloud three times a day, and create a wall of fog once a day. These abilities are performed as a 6th level wizard.}}'},
{name:'Cloud-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Cloud }}{{title=Giant}}RaceData=[w:Cloud Giant, align:NG|NE, ac:magicitem|ring|cloak, cattr:int=8:12|str=23|dex=3:9|con=15:18|wis=3d6|chr=3:12|mov=15|ac=0|hd=16+1d6+1r1|thac0=5|tohit=+5|dmg=+11|size=H|attk1=1d10:Fist:0:B, ns:1],[cl:WP,prime:Cloud-Giant-Morningstar,items:CG-Rock:1d4+1],[cl:MI,%:70],[cl:MI,%:20,items:random:1d4],[cl:MI,%:10,items:random:3d2]{{subtitle=Creature}}Specs=[Cloud-Giant,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Average to Very (8-12)}}{{AC=0 is natural AC. Do not wear armour, but prize magical devices (and 5% will have one)}}{{Alignment=Neutral, 50% NG, 50% NE, often living in small groups of no more than 6}}{{Move=15}}{{Hit Dice=16HD +1d6+1}}{{THAC0=5}}{{Section1=**Attacks:** +5 on ToHit rolls from strength. 1 x Fist for 1d10 HP damage, or using a Cloud Giant Morningstar for 6d4 plus strength bonus of +11. Throw rocks 3 to 230 yards doing 2d12 damage}}{{Languages=*Cloud Giant* and *Giant Common*. In addition, 60% of Cloud Giants speak *Common*}}{{Size=H, 24ft tall}}{{Life Expectancy=About 400 years}}{{Section2=**Powers**}}{{Section3=None}}{{Spell Casting=}}{{Levitate=}}{{Fog Cloud=}}{{Wall of Fog=}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Cloud giants:** consider themselves above all other giants, save storm giants, whom they consider equals.\nThey are creative, appreciate fine things, and are master strategists in battle. Cloud giants have muscular human builds and handsome, well-defined features. The typical cloud giant is 24 feet tall and weighs 11,500 pounds. Female cloud giants can be 1 to 2 feet shorter and 1,000 to 2,000 pounds lighter. Cloud giants\' skin ranges in color from a milky-white tinged with blue to a light sky blue. Their hair is silvery white or brass and their eyes are an iridescent blue.\nCloud giants dress in clothing made of the finest materials available and wear jewelry. Many of the giants consider their appearance an indication of their station; the more jewelry and the better the clothes, the more important the giant. Cloud giants also appreciate music, and the majority of giants are able to play one or more instruments (their favorite is the harp). Unlike most other giant races, cloud giants leave their treasure in their lairs, carrying with them only food, throwing rocks, 10-100 (10d10) coins, and a musical instrument.\nCloud giants live in small clans of no more than six giants. However, these clans know the location of 1-8 other clans and will band together with some of these clans for celebrations, battles, or to trade. These joined clans will recognize one among them to be their leader -- this is usually an older cloud giant who has magical abilities. One in 10 cloud giants will have spells equivalent to a 4th level wizard, and one in 20 cloud giants will be the equivalent of a 4th level priest. A cloud giant cannot have both priest and wizard abilities.\nThe majority of cloud giants live on cloud-covered mountain peaks in temperate and sub-tropical areas. These giants make their lairs in crude castles.}}{{desc9=**Combat:** Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemy, barraging them with rocks while the giants with magical abilities assault them with spells. Cloud giants can hurl rocks to a maximum of 240 yards, causing 2-24 (2d12) points of damage. Their huge morningstars do 6-24 (6d4)+11 points of damage, three times normal (man-sized) damage plus their strength bonus. One in 10 cloud giants will have a magical weapon.}}'},
{name:'Cloud-Giant-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Juvenile 1,cattr:hd:13+1d4+1|tohit=+4|dmg=+10,ns:=1],[cl:WP,both:Cloud-Giant-Morningstar]{{}}Specs=[Cloud-Giant-Juvenile-1,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name= Juvenile-1}}'},
@@ -1300,7 +1394,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Dragon-Red',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Red-Dragon}{{}}Specs=[Red-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Red Dragon]{{}}'},
{name:'Dragon-Silver',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Silver-Dragon}{{}}Specs=[Silver-Dragon,DragonRace,2H,Silver-Dragon]{{}}RaceData=[w:Silver Dragon]{{}}'},
{name:'Dragon-White',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|White-Dragon}{{}}Specs=[White-Dragon,DragonRace,2H,White-Dragon]{{}}RaceData=[w:White Dragon]{{}}'},
- {name:'Dryad',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dryad}}RaceData=[w:Dryad, align:N, cattr:int=13:14|dex=16:20|con=10:16|dex=14:18|wis=3d6|chr=18:20|mov=12|ac=9|size=M|hd=2r3|thac0=19|attk1=1d4:Dagger vs SM:2:P|attk2=1d3:Dagger vs. L:2:P|attkmsg=Remember *Charm Person, Dimension Door* and *Speak with Plants* powers,spattk:*Charm Person* power,spdef:*Dimension Door* back to home oak tree,ns:3],[cl:PW,w:Dryad-Charm-Person,sp:1,pd:3],[cl:PW,w:Dimension-Door,sp:1,pd:-1],[cl:PW,w:Speak-with-Plants,sp:0,pd:-1],[cl:MI,%:70,items:random:1],[cl:MI,%:30,items:random:1d4]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=High (13 to 14)}}{{AC=9}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=Generally does not engage in melee, but has a dagger as a tool}}{{Languages=*Dryad, elvish, pixie,* and *sprite*. Dryads can also speak with plants.}}{{Size=M, 5ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=*Charm Person* 3 times per day, *Dimension Door* at will (to home oak only), and *Speak with Plants,* at will.}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=**Attached to home oak:**Dryads are attached to a single, very large oak tree in their lifetimes and cannot, for any reason, go more than 360 yards from that tree. If a dryad does wander farther away, she becomes weak and dies within 6d6 hours unless returned to her home. The oak trees of dryads do not radiate magic, but someone finding a dryad\'s home has great power over her. A dryad suffers damage for any damage inflicted upon her home tree. Any attack on a dryad\'s tree will, of course, bring on a frenzied defense by the dryad.}}Specs=[Dryad,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring, however, and dryads are rarely seen unless taken by surprise - or they wish to be spotted.\nThe dryad\'s exquisite features, delicate and finely chiseled, are much like an elf maiden\'s. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad\'s complexion and hair color changes with the seasons, presenting the sprite with natural camouflage. During the fall, a dryad\'s hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color.\nThis enables her to blend with the falling leaves of autumn. In winter, both the dryad\'s hair and skin are white, like the snows that cover the oak groves. When encountered in a forest during fall or winter, a dryad is often mistaken for an attractive maid, probably of elvish descent. No one would mistake a dryad for an elf maid during the spring and summer, however. At these times of year, a dryad\'s skin is lightly tanned and her hair is green like the oak leaves around her.\nDryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear.}}{{desc9=**Combat:** Dryads are shy, nonviolent creatures. They rarely carry weapons, but they sometimes carry knives as tools. Though a dryad can use this as a weapon in a fight, she will not resort to using a knife unless seriously threatened.\nDryads have the ability to throw a powerful charm person spell three times a day (but only once per round). This spell is so powerful that targets of the spell suffer a -3 penalty to their saving throws. A Dryad always uses this spell if seriously threatened, attempting to gain control of the attacker who could help her most against his comrades. Dryads will only attempt to charm elves as a last resort because of their natural resistance to this type of spell.\nThe dryad\'s use of her ability to charm is not limited to combat situations, however. Whenever a dryad encounters a male with a Charisma of 16 or more, she usually tries to charm him. Charismatic victims of a dryad\'s attentions are taken to the tree sprite\'s home, where the men serve as amorous slaves to their beautiful captors. There is a 50% chance that a person charmed and taken away by a dryad will never\nreturn. If he does escape from the dryad\'s charms, it will be after 1d4 years of captivity.\nThis tree sprite also has two other powers that are very useful in defense. Unless surprised, a dryad has the ability to literally step through a tree and then dimension door to the oak tree she is part of. She can also speak with plants (as the 4th-level priest spell). This enables the dryad to gather information about parties traveling near her tree, and even to use vegetation to hinder potential attackers.}}'},
+ {name:'Dryad',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dryad}}RaceData=[w:Dryad, align:N, cattr:int=13:14|str=16:20|con=10:16|dex=14:18|wis=3d6|chr=18:20|mov=12|ac=9|size=M|hd=2r3|thac0=19|attk1=1d4:Dagger vs SM:2:P|attk2=1d3:Dagger vs. L:2:P|attkmsg=Remember *Charm Person, Dimension Door* and *Speak with Plants* powers,spattk:*Charm Person* power,spdef:*Dimension Door* back to home oak tree,ns:3],[cl:PW,w:Dryad-Charm-Person,sp:1,pd:3],[cl:PW,w:Dimension-Door,sp:1,pd:-1],[cl:PW,w:Speak-with-Plants,sp:0,pd:-1],[cl:MI,%:70,items:random:1],[cl:MI,%:30,items:random:1d4]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=High (13 to 14)}}{{AC=9}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=Generally does not engage in melee, but has a dagger as a tool}}{{Languages=*Dryad, elvish, pixie,* and *sprite*. Dryads can also speak with plants.}}{{Size=M, 5ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=*Charm Person* 3 times per day, *Dimension Door* at will (to home oak only), and *Speak with Plants,* at will.}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=**Attached to home oak:**Dryads are attached to a single, very large oak tree in their lifetimes and cannot, for any reason, go more than 360 yards from that tree. If a dryad does wander farther away, she becomes weak and dies within 6d6 hours unless returned to her home. The oak trees of dryads do not radiate magic, but someone finding a dryad\'s home has great power over her. A dryad suffers damage for any damage inflicted upon her home tree. Any attack on a dryad\'s tree will, of course, bring on a frenzied defense by the dryad.}}Specs=[Dryad,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring, however, and dryads are rarely seen unless taken by surprise - or they wish to be spotted.\nThe dryad\'s exquisite features, delicate and finely chiseled, are much like an elf maiden\'s. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad\'s complexion and hair color changes with the seasons, presenting the sprite with natural camouflage. During the fall, a dryad\'s hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color.\nThis enables her to blend with the falling leaves of autumn. In winter, both the dryad\'s hair and skin are white, like the snows that cover the oak groves. When encountered in a forest during fall or winter, a dryad is often mistaken for an attractive maid, probably of elvish descent. No one would mistake a dryad for an elf maid during the spring and summer, however. At these times of year, a dryad\'s skin is lightly tanned and her hair is green like the oak leaves around her.\nDryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear.}}{{desc9=**Combat:** Dryads are shy, nonviolent creatures. They rarely carry weapons, but they sometimes carry knives as tools. Though a dryad can use this as a weapon in a fight, she will not resort to using a knife unless seriously threatened.\nDryads have the ability to throw a powerful charm person spell three times a day (but only once per round). This spell is so powerful that targets of the spell suffer a -3 penalty to their saving throws. A Dryad always uses this spell if seriously threatened, attempting to gain control of the attacker who could help her most against his comrades. Dryads will only attempt to charm elves as a last resort because of their natural resistance to this type of spell.\nThe dryad\'s use of her ability to charm is not limited to combat situations, however. Whenever a dryad encounters a male with a Charisma of 16 or more, she usually tries to charm him. Charismatic victims of a dryad\'s attentions are taken to the tree sprite\'s home, where the men serve as amorous slaves to their beautiful captors. There is a 50% chance that a person charmed and taken away by a dryad will never\nreturn. If he does escape from the dryad\'s charms, it will be after 1d4 years of captivity.\nThis tree sprite also has two other powers that are very useful in defense. Unless surprised, a dryad has the ability to literally step through a tree and then dimension door to the oak tree she is part of. She can also speak with plants (as the 4th-level priest spell). This enables the dryad to gather information about parties traveling near her tree, and even to use vegetation to hinder potential attackers.}}'},
{name:'Dun-Pudding',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Dun Pudding, cattr:mov=12|ac=7|hd=8+1|thac0=13|attk1=4d6:Bites:0:P|dmgmsg=Disolves leather in 1 round, regardless of magical pluses. Metals rate half that of black puddings; chain takes 2 rounds; plate 4 rounds; additional 2 rounds per magical plus, spattk:Disolves leather in 1 round, regardless of magical pluses. Metals rate half that of black puddings; chain takes 2 rounds; plate 4 rounds; additional 2 rounds per magical plus]{{}}Specs=[Dun Pudding,CreatureRace,0H,Black Pudding]{{}}%{Race-DB-Creatures|Black-Pudding}{{prefix=Dun}}{{AC=7}}{{Move=12}}{{Hit Dice=8+1 HD}}{{Attack=Multiple bites (one roll) with acid juices doing a total of 4d6 damage}}{{Section6=**Acid:** Disolves leather in 1 round, regardless of magical pluses. Metals rate half that of black puddings; chain takes 2 rounds; plate 4 rounds; additional 2 rounds per magical plus}}{{desc8=Adapted to dwell in arid regions, these monsters scavenge barrens and deserts and feed on silicates (sand) if animal and vegetable matter is unavailable.}}{{desc9=**Combat:** Dun Puddings dissolve leather in a single round, regardless of magical pluses. Metals are eaten at a rate half that of black puddings; chain takes two rounds to dissolve, plate four rounds, with an additional two rounds per magical plus.}}'},
{name:'Eagle-Wild',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Wild-Eagle}{{}}RaceData=[w:Wild-Eagle]{{}}Specs=[Wild Eagle,CreatureRace,0H,Wild Eagle]{{}}'},
{name:'Earth-Elemental',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Earth Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=6 (not through water}}{{Hit Dice=8, 12, or 16}}{{THAC0=13, 9, or 5}}{{Attack=1 x 4d8}}{{Languages=They rarely speak, but their voices can be heard in the silence of deep tunnels, the rumblings of earthquakes, and the grinding of stone on stone}}{{Size=L to H, [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Earth Elemental, cattr:int=5:7|ac=2|mov=6|size=L|hd=8|thac0=13|attk1=4d8:Earth Ram:0:B|attk2=\\lbrak;\\lbrak;{1d8-2\\amp#44;1d8-2\\amp#44;1d8-2\\amp#44;1d8-2\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\rbrc;kh4\\rbrak;\\rbrak;:vs. Air \\amp Water borne:0:B,spdef:+2 weapon or better to hit]{{Section9=**Description**}}{{desc=Earth elementals can be conjured in any area of earth or stone. This type of common elemental appears on the Prime Material plane as a very large humanoid made of whatever types of dirt, stones, precious metals, and gems it was conjured from. It has a cold, expressionless face, and its two eyes sparkle like brilliant, multifaceted gems.\nThough earth elementals travel very slowly, they are relentless in the fulfillment of their appointed tasks. An earth elemental can travel through solid ground or stone with no penalty to movement or dexterity. However, these elementals cannot travel through water: they must either go around the body of water in their path or go under it, traveling in the ground. Earth elementals prefer the latter as it keeps them moving, more or less, in a straight line toward their goal.}}{{desc1=Earth elementals will always try to fight on the ground and will only rarely be tricked into giving up that advantage. Because of their close alliance to the rock and earth, these elementals do 4-32 points of damage (4d8) whenever they strike a creature that rests on the ground.\nAgainst constructions with foundations in earth or stone, earth elementals do great damage, making them extremely useful for armies sieging a fortification. For example, a reinforced door, which might require a few rounds to shatter using conventional methods, can be smashed with ease by an earth elemental. They can even level a small cottage in a few rounds.\nAn earth elemental\'s effectiveness against creatures in the air or water is limited; the damage done by the elemental\'s fists on airborne or waterborne targets is lessened by 2 points per die (to a minimum of 1 point of damage per die).}}'},
@@ -1316,14 +1410,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Empyrean-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:RPGMdeault}{{}}Specs=[Empyrean,CreatureRace,2H,Titan-Wizard]{{}}RaceData=[w:Empyrean Wizard]{{}}%{Race-DB-Creatures|Titan-Wizard}{{Title=Empyrean}}{{name=Wizard}}'},
{name:'Ettin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ettin}}RaceData=[w:Ettin, align:CE, ac:none, cattr:int=5:7|str=15:18|dex=3:8|con=12:15|wis=3:5|chr=3|mov=12|ac=3|hd=10r2|thac0=11|size=H|attk1=1d10:Left Fist:0:B|attk2=2d6:Right Fist:0:B, spattk:Infravision to 90ft, spdef:Only surprised on a 1 on d10, ns:1],[cl:WP,prime:Ettin-Club-Right,offhand:Ettin-Club-Left],[cl:MI,%:70,items:random:1],[cl:MI,%:30,items:random:1d4]{{subtitle=Creature}}Specs=[Ettin,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3 is natural AC. Do not wear armour or magical devices}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=10HD}}{{THAC0=11}}{{Section1=**Attacks:** In combat, an ettin has two attacks. Because each of its two heads controls an arm, an ettin does not suffer an attack roll penalty for attacking with both arms. An ettin always attacks with two large clubs, often covered with spikes. Using these weapons, the ettin causes 2d8 points of damage with its left arm, and 3d6 points of damage with its right. If the ettin is disarmed or unable to use a weapon, it attacks empty-handed, inflicting 1d10 points of damage with its left fist and 2d6 points with its right.}}{{Languages=Ettins do not have a true language of their own. Instead, they speak a mish-mash of *orc, goblin, giant dialects*, and the alignment tongue of chaotic evil creatures. Any adventurer who speaks *orcish* can understand 50% of what an ettin says.}}{{Size=H, 24ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Having two heads is definitely an advantage for the ettins, as one is always alert, watching for danger and potential food. This means that an ettin is surprised only on the roll of a 1 on 1d10.}}{{Infravision=Up to 90 feet, which enables it to hunt and fight effectively in the dark}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Ettins, or two-headed giants, as they are often called, are vicious and unpredictable hunters that stalk by night and eat any meat they can catch.\nAn ettin at first appears to be a stone or hill giant with two heads. On closer inspection, however, the creature\'s vast differences from the relatively civilized giant races become readily apparent. An ettin has pink to brownish skin, though it appears to be covered in a dark brown hide. This is because an ettin never bathes if it can help it, and is therefore usually encrusted with a thick layer of dirt and grime. Its skin is thick, giving the ettin its low Armor Class. An ettin\'s hair is long, stringy, and unkempt; its teeth are large, yellowing, and often rotten. The ettin\'s facial features strongly resemble those of an orc -- large watery eyes, turned-up piggish snout, and large mouth.\nAn ettin\'s right head is always the dominant one, and the right arm and leg will likely appear slightly more muscular and well-developed than the left. An ettin wears only rough, untreated skins, which are dirty and unwashed. Obviously, ettins smell very bad, due to their complete lack of grooming habits -- good or bad.\n**Habitat:** Ettins like to establish their lairs in remote, rocky areas. They dwell in dark, underground caves that stink of decaying food and offal. Ettins are generally solitary, and mated pairs only stay together for a few months after a young ettin is born to them. Young ettins mature very quickly, and within eight to ten months after they are born, they are self-sufficient enough to go off on their own.\nOn rare occasions, however, a particularly strong ettin may gather a small group of 1d4 ettins together. This small band of ettins stays together only as long as the leader remains alive and undefeated in battle. Any major defeat shatters the leader\'s hold over the band, and they each go their separate ways. \nEttins collect treasure only because it can buy them the services of goblins or orcs. These creatures sometimes serve ettins by building traps around their lairs, or helping to fight off a powerful opponent. Ettins have also been known to occasionally keep 1-2 cave bears in the area of their lairs.\nThe sloppy caves of ettins are a haven for parasites and vermin, and it isn\'t unusual for the ettins themselves to be infected with various parasitic diseases. Adventurers rummaging through ettin lairs for valuables will find the task disgusting, if not dangerous.}}{{desc9=**Combat:** Though ettins have a low intelligence, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, ettins usually fight furiously until all enemies are dead, or the battle turns against them. Ettins do not retreat easily, only doing so if victory is impossible.}}'},
]},
- Race_DB_Creatures_F_J:{bio:'Creatures Database v2.06 05/04/2025
This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.',
- gmnotes:'Change Log: v2.06 05/04/2025 Added all Grells, Gricks (a 3e monster) and Gelatinous Cube v2.05 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.04 20/12/2024 Added basic Imp v2.03 24/10/2023 Creatures in support of the Horn of the Tritons v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades v1.34 24/09/2023 Fixed issues with Goblin definition v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder) v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively. v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields v1.14 25/11/2022 Added more creatures, especially undead at DM request v1.10 14/11/2022 Initial live release of a sample creatures database v1.02 10/11/2022 Fixes and additional creatures v1.01 01/11/2022 First version of Race-DB-Creatures',
+ Race_DB_Creatures_F_J:{bio:'Creatures Database v2.08 10/06/2025
This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.',
+ gmnotes:'Change Log: v2.08 Added Harpy v2.07 19/05/2025 Added Giant Coral Snake v2.06 05/04/2025 Added all Grells, Gricks (a 3e monster) and Gelatinous Cube v2.05 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.04 20/12/2024 Added basic Imp v2.03 24/10/2023 Creatures in support of the Horn of the Tritons v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades v1.34 24/09/2023 Fixed issues with Goblin definition v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder) v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively. v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields v1.14 25/11/2022 Added more creatures, especially undead at DM request v1.10 14/11/2022 Initial live release of a sample creatures database v1.02 10/11/2022 Fixes and additional creatures v1.01 01/11/2022 First version of Race-DB-Creatures',
root:'Race-DB',
api:'cmd',
type:'class,race',
controlledby:'all',
avatar:'https://files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721',
- version:2.06,
+ version:2.09,
db:[{name:'Fire-Elemental',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Fire Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8, 12, or 16}}{{THAC0=13, 9, or 5}}{{Attack=1 x 3d8 (touched objects save vs. magic fire at -2 penalty. Fire using creatures take 1 less damage per dice)}}{{Languages=They rarely speak, but their voices can be heard in the crackle and hiss of a large fire}}{{Size=L to H, [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Fire Elemental, cattr:int=5:7|ac=2|mov=12|size=L|hd=8|thac0=13|attk1=3d8:Flame Lash:0:B|attk2=\\lbrak;\\lbrak;{1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\rbrc;kh3\\rbrak;\\rbrak;:vs. Fire-using:0:B,spdef:+2 weapon or better to hit]{{Section9=**Description**}}{{desc=Fire elementals can be conjured in any area containing a large open flame. To provide a fire elemental with an adequate shell of Prime Material flame, a fire built to house an elemental should have a diameter of at least six feet and reach a minimum of four feet into the air. On the Prime Material Plane, a fire elemental appears as a tall sheet of flame.\nThe fire elemental will always appear to have two armlike appendages, one on each side of its body. These arms seem to flicker back into the creature\'s flaming body, only to spring out from its sides seconds later. The only facial features of a fire elemental are two large glowing patches of brilliant blue fire, which seem to function as eyes for the elemental}}{{desc1=Because they resent being conjured to this plane, fire elementals are fierce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes. In combat, a fire elemental lashes out with one of its ever-moving limbs, doing 3-24 points of damage. Any flammable object struck by the fire elemental must save versus magical fire at a -2 or immediately begin to burn.\nFire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non-flammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a fire elemental. Also, because their natural abilities give them some built-in resistance to flame-based attacks, creatures with innate fire-using abilities, like red dragons, take less damage from a fire elemental\'s attack. The elemental subtracts 1 point from each die of damage it does to these creature (to a minimum of 1 point of damage per die)}}'},
{name:'Fire-Giant-AC-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Fire }}{{title=Giant}}{{name= AC-1}}RaceData=[w:Fire Giant AC-1, align:LE, ac:none, cattr:int=5:10|mov=12|ac=-1|hd=15+1d4+1r1|thac0=5|tohit=+4|dmg=+10|size=H|attk1=1d8:Fist:0:B|attkmsg=Remember immune to non-magical fire \\amp red dragon breath. Resistant to magical fire which does -1HP per die damage, spdef:Immune to non-magical fire and red dragon breath. Resistant to magical fire which does -1HP per die damage. Can catch rocks hurled at them 50% of the time, ns:1],[cl:WP,both:Fire-Giant-Sword,items:FG-Rock:1d4+1],[cl:MI,%:65,items:random:1],[cl:MI,%:35,items:random:1d2]{{subtitle=Creature}}Specs=[Fire-Giant-AC-1,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=-1 from banded mail and round metal helmets. Natural AC is 5}}{{Alignment=Lawful Evil, often living in well organised military groups}}{{Move=12}}{{Hit Dice=15HD +1d4+1}}{{THAC0=5}}{{Section1=**Attacks:** +4 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Fire Giant Two-Handed Sword for 2d10 plus strength bonus of +10. Throw rocks 3 to 200 yards doing 2d10 damage}}{{Languages=*Fire Giant* and *Giant Common*}}{{Size=H, 18ft tall, but stocky like a huge dwarf}}{{Life Expectancy=About 350 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Fire Immunity=Immune to nonmagical fire and heat, as well as red dragon breath}}{{Magical Fire Resistance=Resistant to all types of magical fire; such attacks inflict -1 hit point per die of damage}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Fire giants:** are brutal, ruthless, and militaristic.\nThey are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth.\nThey carry their belongings in huge sacks. A typical fire giant\'s sack contains 2-5 (1d4+1) throwing rocks, the giant\'s wealth, a tinderbox, and 3-12 (3d4) common items. Everything they own is battered, filthy, and smelly, making it difficult to identify valuable items.}}{{desc8=A fire giant\'s natural Armor Class is 5. Warriors usually wear banded mail and round metal helmets (AC -1).}}{{desc9=**Combat:** They usually fight in disciplined groups, throwing rocks until they run out of ammunition or the opponent closes. Fire giants often wait in ambush at lava pools or hot springs, hurling heated rocks at victims for an extra 1-6 points of damage.\nWarriors favor huge two-handed swords. A fire giant\'s oversized weapons do double normal (man-sized) damage to all opponents, plus the giant\'s strength bonus. Thus, a fire giant two-handed sword does 2-20 (2d10) +10 points of damage.\nAdult fire giants can hurl rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards while their maximum is 200 yards. They can catch similar large missiles 50% of the time.}}'},
{name:'Fire-Giant-AC5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant AC5,cattr:ac=5|mov=15]{{}}Specs=[Fire-Giant-AC5,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= AC5}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Fire giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear banded mail and round metal helmets (AC -1)}}'},
@@ -1368,6 +1462,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Giant-Cloud-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant-Wizard}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant-Wizard]{{}}RaceData=[w:Cloud Giant Wizard]{{}}'},
{name:'Giant-Cobra',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Cobra, cattr: attk1=1d3:Bite:0:P|dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Cobra Venom_Not quite right¦\\amp#91;\\lbrak;2d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison **kills the victim** in 2 to 8 rounds. Save at -2 penalty when asked to do so to only take 10HP, spattk:Cobra venom **kills the victim** in 2d4 rounds. Save at -2 penalty to only take 10HP, ns:1],[cl:PW,w:Birdcharmer Charm,sp:10,pd:-1]{{}}Specs=[Giant Cobra,CreatureRace,0H,Giant Poisonous Snake]{{}}%{Race-DB-Creatures|Giant-Poisonous-Snake}{{title=Giant Cobra}}{{Section3=**Mesmerize:** Cobras can mesmerize their prey by swaying slowly and steadily while staring down their victims. Creatures of animal intelligence or less must make a saving throw against paralyzation or be effectively paralyzed for as long as the snake continues to sway, and for 2d6 rounds thereafter.}}{{Section5=**Poison:** Giant Cobra venom gets a -2 penalty to saving throws to only take 10HP plus bite damage, or **kills the victim** in 2 to 8 rounds if don\'t save}}{{desc=**Giant Cobra:** The giant cobra is an example of a variant, giant poisonous snake. Its venom results in death 2-8 rounds after a successful strike; if the victim makes a saving throw at -2 he suffers only 10 points of damage.\nGiant cobras mesmerize prey as birdcharmer snakes do. They can kill and eat an entire goat or a demihuman up to halfling or gnome size. Some varieties of giant weasel can hunt them successfully, and jungle giants consider giant cobras a delicacy, as do some elven tribesmen.}}'},
{name:'Giant-Constrictor-Snake',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Constrictor Snake, cattr:ac=5|hd=6+1r2|thac0=15|size=L| attk1=1d4:Bite:0:P|attk2=2d8:Constrict:0:B|dmgmsg=$$If successfully hit as well as damage this round \\lbrak;all future rounds\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Giant Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage, spattk:Once coiled victim takes crushing damage each round]{{}}Specs=[Constrictor Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Giant Constrictor Snake}}{{AC=5}}{{Hit Dice=6+1}}{{THAC0=15}}{{Size=L, 30+ft long}}{{Section5=**Constriction:** Suffering damage every round. It requires the combined efforts of 60 total points of Strength (the coiled victim plus outside help) to extricate someone from a giant constrictor\'s steel grasp}}{{desc=**Giant Constrictor:** Giant constrictor snakes are larger and much stronger than their smaller cousins. It requires the combined efforts of 60 total points of Strength (the coiled victim plus outside help) to extricate someone from a giant constrictor\'s steel grasp.\nThe skin of a giant constrictor snake is too thick and stiff to be workable, and is valuable only as armor, not for decoration. An uncured hide can fetch 20 gp}}'},
+ {name:'Giant-Coral-Snake',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Coral Snake, cattr:ac=5|hd=7+3r2|thac0=15|size=L| attk1=2d4+3:Bite:0:P|dmgmsg=If successfully hit as well as damage this round save vs. poison or \\lbrak;start halluinating\\rbrak;\\lpar;!rounds --target-save single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Confusion¦100¦-1¦Hallucinating so acts as if *confused*¦broken-skull¦svpoi;+0\\rpar;, spattk:Bite causes hallucination for 10 turns resulting in acting in a mad / confused way]{{}}Specs=[Coral Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Giant Coral Snake}}{{AC=5}}{{Hit Dice=7+3}}{{THAC0=15}}{{Size=L, 30+ft long}}{{Attacks=Bite for 2d4+3 damage and inject hallucinatory poison}}{{Section5=**Hallucination:** If fail to save vs. poison, a bitten victim will hallucinate for 10 turns, acting with madness as if they were the victim of a *confusion* spell}}{{desc=Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. These giant serpents feed on any creature that crosses their path.}}'},
{name:'Giant-Fire-AC-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-AC-1}{{}}Specs=[Fire-Giant-AC-1,CreatureRace,2H,Fire-Giant-AC-1]{{}}RaceData=[w:Fire Giant AC-1]{{}}'},
{name:'Giant-Fire-AC5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-AC5}{{}}Specs=[Fire-Giant-AC5,CreatureRace,2H,Fire-Giant-AC5]{{}}RaceData=[w:Fire Giant AC5]{{}}'},
{name:'Giant-Fire-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-Juvenile-1}{{}}Specs=[Fire-Giant-Juvenile-1,CreatureRace,2H,Fire-Giant-Juvenile-1]{{}}RaceData=[w:Fire Giant Juvenile-1]{{}}'},
@@ -1432,6 +1527,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Gray-Ooze',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ooze}}{{prefix=Grey}}RaceData=[w:Gray Ooze, align:N, cattr:int=1|mov=1|ac=8|size=M|hd=3+3r2|thac0=17|attk1=2d8:Corrosive Strike:0:B, spattk:Corrode metal at fast rate. Chain-mail 1 round. Plate-mail 2 rounds. Magic armour at 1 round per plus, spdef:Spells / fire / cold have no effect on gray ooze],{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8, natural skin}}{{Alignment=Neutral}}{{Move=1}}{{Hit Dice=3d8+3}}{{THAC0=17}}{{Section1=**Attack**\nA snake-like strike doing 2d8 damage and corrosive damage to metal: chain mail in one round, plate mail in two, and magical armor in one round per each plus to Armor Class}}{{Languages=Does not make sounds}}{{Size=M to L, 4 to 12 ft long, 6 to 8 ins thick}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Invulnerability:** Spells have no effect on this monster, nor do fire- or cold-based attacks.\n**Corrosion:** Gray ooze strikes like a snake, and can corrode metal at an alarming rate. Weapons striking a gray ooze may corrode and break}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Gray Ooze,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=Gray ooze is a slimy horror that looks like wet stone or a sedimentary rock formation. It cannot climb walls or ceilings, so it slides, drips, and oozes along cavern floors.}}{{hide8=\nAfter a large meal, a gray ooze reproduces by "budding:" growing a small pod that is left behind in a corridor or cavern. This pod takes two to three days to mature and then the little gray ooze absorbs its leathery shell and begins slithering about, searching for a meal. Sometimes more than one of these monsters are found together, but this is just a random event because they are not intelligent.\nThe gray ooze is a dungeon scavenger. It is rumored that metalworkers of extraordinary skill keep very small oozes in stone jars to etch and score their metal work, but this is a delicate and dangerous practice.}}{{desc9=**Combat:** The gray ooze strikes like a snake, and can corrode metal at an alarming rate. Spells have no effect on this monster, nor do fire- or cold-based attacks. Lightning and blows from weapons cause full damage. Note that weapons striking a gray ooze may corrode and break.}}'},
{name:'Greater-Basilisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Basilisk}}{{subtitle=Creature}}Specs=[Basilisk-Greater,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5:7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=10}}{{THAC0=11}}{{Attack=2 x Claw 1d6, 1 x Bite 2d8}}{{Languages=None known}}{{Size=L, 12ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Gaze:** Its gaze turns those who meet eyes to stone. Attacking or surprised opponents automatically meet its gaze and must save vs. petrification each round they attack, unless from the rear. Can look "in general direction" to hit at -2 \\amp get 20% chance of meeting gaze. Or avert \\amp attack blindfolded for -4 to-hit}}{{Section4=**Special Advantages**}}{{Poison Claws=Claws have poison tyle K with save at +4 or take 5HP damage in 2d4 rounds}}{{Poison Breath=If within 5ft of mouth, save vs. poison at +2 or die}}{{Surprise=Only surprised on a 1}}{{Section6=**Special Disadvantages**}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Greater Basilisk, align:N, cattr:int=5:7|mov=6|ac=2|size=L|hd=10r2|thac0=11|attk1=1d6:Claw:0:S|attk2=1d6:Claw:0:S|attk3=2d8:Bite:1:P|dmgmsg=Claws have Type K poison - **save at +4 bonus** or \\lbrak;take 5HP in 2d4 rounds\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who has been struck?¦token_id}¦Poison K_Feeling Wrong_¦\\amp#91;\\lbrak;2d4\\rbrak;\\amp#93;¦-1¦Somethings wrong... not quite sure what...¦skull\\rpar;. If within 5ft of mouth **save vs. Poison at +2 or die from breath**. Gaze \\lbrak;Petrifies\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦cone¦feet¦0¦50¦50¦green¦true ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the unfortunate soul?¦token_id}¦Petrified¦99¦0¦Petrified by a Gaze Attack¦padlock\\rpar;. Those attacking without counter-measures must save every round,spattk:Petrification gaze attack,ns:1],[cl:PW,w:Petrification-Gaze-Attack,sp:0,pd:-1]{{Section9=**Description**}}{{desc=These reptilian monsters all posses a gaze that enables them to turn any fleshy creature to stone; their gaze extends into the Astral and Ethereal planes.\nThe greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure.}}{{desc1=**Combat:** The monster attacks by raising its upper body, striking with sharp claws, and biting with its toothy maw. The claws carry Type K poison (saving throws vs. poison are made with a+4 bonus). Its foul breath is also poisonous, and all creatures, coming within 5 feet of its mouth, even if just for a moment, must roll successful saving throws vs. poison (with a+2 bonus) or die (check each round of exposure).\nEven if a polished reflector is used under good lighting conditions, the chance for a greater basilisk to see its own gaze and become petrified is only 10%, unless the reflector is within 10 feet of the creature. (While its gaze weapon is effective to 50 feet, the creature\'s oddly-shaped eyes are nearsighted and it cannot see its own gaze unless it is within 10 feet.)}}'},
{name:'Green-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Green-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Green Dragon, cattr:int=11:12|mov=9|fly=30C|swim=9|ac=4-??1|hd=(13+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-2)*5)|cl=mu:green-dragon|lv=5+??1|thac0=7-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=2d10:Bite:0:P|attk3=2d8:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*8\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*16\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to gasses from birth, ns:=11],[cl:PW,w:Green-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:4,w:MU-Water-Breathing,pd:-1,sp:1],[cl:PW,age:6,w:MU-Suggestion,pd:1,sp:1],[cl:PW,w:PR-Warp-Wood,age:7,pd:3,sp:1],[cl:PW,w:MU-Plant-Growth,age:8,pd:1,sp:1],[cl:PW,w:PR-Entangle,age:9,pd:1,sp:1],[cl:PW,w:PR-Pass-Without-Trace,age:11,pd:3,sp:1]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Green}}{{Intelligence=Very intelligent (11-12)}}{{AC=Varies with age, adult green dragon is AC -2}}{{Move=9, FL 30(C), Sw 9}}{{Hit Dice=Varies with age, adult green dragon is 15 HD}}{{THAC0=Varies with age, adult green dragon is 5}}{{Section1=**Attacks:** Damage bonus varies with age, adult green dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 2d10, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Green Dragon* and *Evil Dragon Common*, and 12% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A cloud of poisonous chlorine gas, extending 50ft from the dragon, 40ft wide and 30ft high. Damage varies by age from 2d6+1 to 24d6+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard spells cast at a level from 9 to 17 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Juvenile* dragons learn *water breathing* at will, *Adults* can do *Suggestion* once a day, a *Mature Adult* dragon gains *Warp Wood* 3 x a day, *Old* dragons gain *Plant Growth* x 1 per day, and *Wyrms* gain *Pass without Trace* x 3 per day}}{{desc8=**Green Dragons:** Green dragons are bad tempered, mean, cruel, and rude. They hate goodness and good-aligned creatures. They love intrigue and seek to enslave other woodland creatures, killing those who cannot be controlled or intimidated.\nA hatchling green dragon\'s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and become lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings. A green dragon\'s scales never become as thick as other dragons\', remaining smooth and flexible.\nGreen dragons are found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest.\nThe majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, despite their evil nature, and will sacrifice their own lives to save their offspring.}}{{desc9=**Combat:** Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target creature intrigues the dragon or appears to be difficult to deal with, the dragon will stalk the creature, using its environment for cover, until it determines the best time to strike and the most appropriate tactics to use. If the target appears formidable, the dragon will first attack with its breath weapon, magical abilities, and spells. However, if the target appears weak, the dragon will make its presence known quickly for it enjoys evoking terror in its targets. When the dragon has tired of this game, it will bring down the creature using its physical attacks so the fight lasts longer and the creature\'s agony is prolonged.\nSometimes, the dragon elects to control a creature, such as a human or demi-human, through intimidation and suggestion. Green dragons like to question men, especially adventurers, to learn more about their society, abilities, what is going on in the countryside, and if there is treasure nearby.}}'},
+ {name:'Green-Slime',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Slime}}{{prefix=Green}}RaceData=[w:Green Slime, align:N, cattr:int=0|mov=0|ac=9|size=S|hd=2r4|thac0=19|attk1=0:Slime:0:B|attkmsg=Automatic hit which starts eating through \\lbrak;metal\\rbrak;\\lpar;!rounds --target multi¦^^tid^^¦Green Slime¦3¦-1¦Green Slime eating through metal¦edge-crack\\rpar; armour and \\lbrak;wood\\rbrak;\\lpar;!rounds --target multi¦^^tid^^¦Green Slime¦60¦-1¦Green Slime eating through wood¦edge-crack\\rpar; and turning \\lbrak;flesh\\rbrak;\\lpar;!rounds --target-nosave area¦^^tid^^¦^^targetid^^¦Green Slime on flesh¦1d4¦-1¦Green Slime is infecting flesh¦skull\\rpar; to green slime. Click the appropriate button, spattk:Corrode metal at fast rate. Chain-mail 2 rounds. Plate-mail 3 rounds. Magic armour at 1 round per plus. Wood at 1 inch/hour. Flesh infected in 1d4 rounds, spdef:Spells (except *cure disease*) / weapons have no effect on green slime],{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Non-intelligent (0)}}{{AC=9, natural skin}}{{Alignment=Neutral}}{{Move=0, can only drop}}{{Hit Dice=2}}{{THAC0=19}}{{Languages=Does not make sounds}}{{Size=M to L, 4 to 12 ft long, 6 to 8 ins thick}}{{Life Expectancy=Unknown}}{{Section1=**Attack**\nDrops on victims from above doing corrosive damage to metal: chain mail in two rounds, plate mail in three, and magical armor in one round per each plus to Armor Class. Wood at 1 inch/hour. When in contact with flesh, totally infects within 1d4 rounds}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Invulnerability:** Spells and weapons have no effect on this monster. I can be burnt and frozen to help scrape it off.\n**Corrosion:** Weapons used to scrape off or striking green slime will corrode and break}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Green Slime,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=A hideous growth, green slime is bright green, sticky, and wet. It grows in dark subterranean places on walls, ceilings and floors.}}{{hide8=Green slime hates light and feeds on animal, vegetable, and metallic substances in dark caverns. Since it cannot move, this slime grows only when food comes to it. Sunlight dries it out and eventually kills it. Occasional huge slimes or colonies of dozens have been reported.\nGreen slime is an infestation that all creatures avoid; it is burned out of caverns or mines if found. Once it has infected an area, it has a tendency to grow back, even after being frozen or burned away, because dormant spores can germinate years later.}}{{desc9=**Combat:** This slime cannot attack but is sensitive to vibrations and often drops from the ceiling onto a passing victim. Green slime attaches itself to living flesh and in 1-4 melee rounds turns the creature into green slime (no resurrection possible). Green slime eats through one inch of wood in an hour, but can dissolve metal quickly, going through plate armor in three melee rounds. The horrid growth can be scraped off quickly, cut away, frozen, or burned. A *cure disease* spell kills green slime, but other attacks, including weapons and spells, have no effect.}}'},
{name:'Grell-Patriarch',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Grell Patriarch,cattr:int=19|hd=9|thac0=11|ac=10|size=G|mov=0|attk1=|attk2=,ns:1],[cl:MI,%:60],[cl:MI,%:20,items:random:1d3],[cl:MI,%:20,items:random:2+1d4]{{}}Specs=[Grell Patriarch,CreatureRace,2H,Grell Worker]{{}}%{Race-DB-Creatures|Grell-Worker}{{prefix=Patriarch}}{{Intelligence=Supra-genius (19)}}{{Hit Dice=9}}{{THAC0=11}}{{desc8=Each hive has a patriarch, a huge, sedentary mass of flesh that directs the lesser grell. If the patriarch is taken to a ship, it can dig its many tentacles into the ship and animate it, even make it fly to other worlds.}}{{desc9=}}'},
{name:'Grell-Philosopher',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Grell Philosopher,cattr:int=15:16|hd=7|thac0=13,ns:1],[cl:MI,%:60],[cl:MI,%:20,items:random:1d3],[cl:MI,%:20,items:ring of protection ac+4 save+2]{{}}Specs=[Grell Philosopher,CreatureRace,2H,Grell Worker]{{}}%{Race-DB-Creatures|Grell-Worker}{{prefix=Philosopher}}{{Intelligence=Exceptional (15 or 16)}}{{Hit Dice=7}}{{THAC0=13}}{{desc8=Philosopher grell serve as intermediaries between patriarchs and workers/soldiers. Some lead lesser grell in combat, and there is one philosopher for every 10 lesser grell encountered. Some philosophers (20%) wear powerful rings of protection, giving them AC 0. About 10% of philosophers can cast spells as 2nd-level wizards.}}'},
{name:'Grell-Philosopher-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Grell Philosopher Wizard,cattr:cl=MU|lv=2,ns:1]{{}}Specs=[Grell Philosopher Wizard,CreatureRace,2H,Grell Philosopher]{{}}%{Race-DB-Creatures|Grell-Philosopher}{{prefix=}}{{name=Philosopher Wizard}}'},
@@ -1451,6 +1547,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Half-Ogre-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman}}RaceData=[w:Half-Ogre Shaman, cattr:hd=5+3r2|thac0=15|cl=pr:priest|lv=4,ns:1],[cl:MI,%:10,items:random:1d4{{}}Specs=[Half-Ogre Shaman,CreatureRace,0H,Half-Ogre]{{}}%{Race-DB-Creatures|Half-Ogre}{{Hit Dice=5+3}}{{THAC0=15}}{{Priest Spells=Has spell casting capability as a 4th level priest}}{{desc=**Half-Ogre Shaman:** If more than 15 half-ogres are encountered, they will have a shaman, a fighter/priest with 5 + 3 Hit Dice and the spells of a 4th-level priest, and two acolyte shamans, with 4+6 Hit Dice and the spells of a 2nd-level priest.}}'},
{name:'Half-Ogre-Veteran',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Veteran}}RaceData=[w:Half-Ogre Veteran, cattr:hd=5+3r2|thac0=15,ns:1],[cl:MI,%:10,items:random:1d6]{{}}%{Race-DB-Creatures|Half-Ogre}{{}}Specs=[Half-Ogre Veteran,CreatureRace,0H,Half-Ogre]{{Hit Dice=5+3}}{{THAC0=15}}{{desc=**Half-Ogre Veteran:** For every five half-ogres in an encounter, there is an additional veteran with 5+3 Hit Dice.}}'},
{name:'Half-Ogre-no-armour',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Half-Ogre no armour, cattr:ac=9]{{}}%{Race-DB-Creatures|Half-Ogre}{{}}Specs=[Half-Ogre no armour,CreatureRace,0H,Half-Ogre]{{AC=9, can equip with armour to improve AC}}'},
+ {name:'Harpy',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Harpy}}{{subtitle=Creature}}RaceData=[w:Harpy, align:CE, ac:none, cattr:int=5:7|mov=6|fly=15C|ac=7|size=M|hd=7r2|thac0=13|attk1=1d3:Talon1:0:S|attk2=1d3:Talon2:0:S|attk3=1d6:Bite:1:P|attkmsg=If using a weapon in hand then can still rake with talons but not bite, spattk:Charms victims either with a song at distance or with a touch in melee,ns:1],[cl:PW,w:PW-Harpy-Charm-Song,sp:1,pd:-1],[cl:PW,w:PW-Harpy-Charm-Touch,sp:1,pd:-1],[cl:WP,%:50,items:],[cl:WP,%:50,prime:Club],[cl:MI,%60,items:],[cl:MI,%:25,items:random:1],[cl:MI,%:10,items:random:2],[cl:MI,%:5,items:random:3]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=7}}{{Alignment=Chaotic Evil}}{{Move=6, FL15 (C)}}{{Hit Dice=7}}{{THAC0=13}}{{Attacks=Prefer to charm. If forced, 2 x talons for 1d3 each and either a bite for 1d6 or a weapon}}{{Languages=In contrast to their enticing song, harpys speak in a horrible collection of cackles and shrieks.}}{{Size=M, 6ft tall}}{{Life Expectancy=Unknown, but about 50 years}}{{Section1=**Powers**}}{{Section2=**Song**\nThe song of the harpies has the ability to charm all humans and demihumans who hear it (elves are resistant to the charm). Those who fail their saving throw versus spell will proceed towards the harpy with all possible speed, only to stand entranced while the harpy slays them at its leisure. This charm will last as long as the harpy continues to sing. Harpies can sing even while engaged in melee.\n**Touch**\nThe touch of a harpy upon a charmed individual has a similar, though somewhat less potent, effect. Those who are touched and miss their saving throw versus spell will stand mesmerized for 20+1d10 hours.\nThe effect of either charm is broken if the harpy is slain.}}{{Spells as Powers=*Detect Good, Detect Magic* and become *Invisible* at will even if polymorphed. *Suggestion* 1/day}}{{Section4=**Special Advantages**}}{{Magic Resistance=25% resistant to all spells, and save vs. spell as a 7HD creature}}{{Immunities=Immune to Cold, Fire and Electricity}}{{Invulnerabilities=Require silver or magical weapons to hit}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Imp,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=**Harpy:** wicked avian beasts that prey upon nearly all creatures but prefer the flesh of humans and demihumans.\nHarpies have the bodies of vultures but the upper torsos and heads of women. Their human features are youthful, but hideous, with frayed unkempt hair and decaying teeth. A foul odor surrounds all harpies and that which they touch. Harpies never bathe nor clean themselves in any way. Their dress, if anything, is limited to tattered rags and shiny trinkets taken from previous victims.\nHarpies will occassionally agree to cooperate in evil acts with other humanoids.}}{{hide7=It is impossible to fend off a harpy song simply by clasping hands over ears because the charm takes effect the moment the first note is heard. Characters making prior preparations to block out the sound, (wax in ears, etc.), are immune to the effects of the song. In addition, characters who make their saving throw are thereafter immune to its effect, until such time as they encounter a different group of harpies.}}{{hide8=Harpies make their home upon coastlines in regions near shipping lanes and by well-traveled paths. There they use their song to lure travelers to their doom.\nTheir lair is usually a shallow cave, which they defile until no animal dare approach it. Here they remain unless hunting. Harpies often carry victims back to their lair to devour them in more familiar surroundings. A typical harpy lair houses about a half-dozen of these wretched creatures.\nHarpies have little use for treasure, other than the shiny baubles which they often attach to their clothes. Other items, such as gold and weapons, are frequently interspersed amongst the filth and bones that litter the cave. This refuse can reach a depth of several feet in the oldest of harpy lairs.\nHarpies hunt all manner of beasts, remaining in an area for as long as the food supply lasts. They are despised and greatly feared by all creatures weaker than themselves.\nHarpies have a voracious appetite, devouring all manner of man and beast. They take great delight in torture, and frequently kill for pleasure. Slain victims which harpies do not eat are simply left to rot.}}{{desc9=**Combat:** If forced to fight, harpies can do so quite effectively by delivering a vicious bite and raking simultaneously with their talons. About 50% of all harpies encountered will use weapons, usually a bone club (damage 1-8) which they wield surprisingly well.}}'},
{name:'Heavy-War-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Heavy War Horse, cattr:mov=15|hd=3+3r5|attk1=1d3:Bite:0:P|attk2=1d8:Left Hoof:0:B|attk3=1d8:Right Hoof:0:B]{{}}Specs=[Heavy War Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Heavy War)}}{{Move=15}}{{Attacks=Bite for 1d3, 2 x Hooves for 1d8 each}}{{desc8=**Heavy War Horse:** Warhorses are bred and trained to the lance, the spear, and the sword. They have higher morale than other horses, and are not as skittish about sudden movements and loud noises. The choice of knights and cavalry, these are the pinnacle of military horses. There are three varieties; heavy, medium and light.\n*Heavy war horses* are similar to draft animals. Large and muscular, they are relatively slow. Their size and powerful legs allow them to be armored in plate, and to carry a warrior in plate, as easily as a pony carries saddle bags. A good heavy war horse, fully trained, costs 400 or more gold pieces.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. They attack three-times per round by kicking with their front hooves and biting.\n*War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}'},
{name:'Hell-Hound-4HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hell Hound}}{{name=4HD}}RaceData=[w:Hell Hound 4HD, align:LE, ac:none, weaps:none, cattr:int=5:7|mov=12|ac=4|hd=4r3|thac0=17|size=M|attk1=1d10:Bite:0:B|attkmsg=Remember immune to fire; keen hearing so only surprised on 1 or 2; can see hidden or invisible creatures 50% of the time|dmgmsg=If rolled a natural 20 then do Fire Breath damage of \\lbrak;\\lbrak;@{selected¦hitdice}\\rbrak;\\rbrak; HP as well \\lpar;save vs. breath to halve\\rpar;, spattk:Fire Breath as power. Stealth means opponents get -5 penalty on surprise, spdef:Immune to fire. Only surprised on 1 or 2. See invisible or hidden creatures 50% of the time, ns:1],[cl:PW,w:Hell-Hound-Breath,pd:-1,sp:0]{{subtitle=Creature}}Specs=[Hell-Hound,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=4 is natural AC. Do not wear armour}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=4HD}}{{THAC0=17}}{{Section1=**Attacks:**}}{{Bite=for 1d10 HP damage}}{{Fire Breath=Fiery breath out to 10yds for damage equal to number of Hit Dice. On a natural 20, does both bite \\amp breath damage}}{{Languages=The baying sounds it makes have an eerie, hollow tone that send a shiver through any who hear them. While normally stealthy, when pursuing fleeing prey the hounds might bay}}{{Size=M}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Fire Breath=A 10 yard long bolt of fire which does damage equal to the number of Hit Dice of the Hell Hound}}{{Section4=**Special Advantages**}}{{Immunity=Immunity to fire of all types}}{{Stealthy=Opponents get -5 penalty on surprise when hell hounds stalk them.}}{{Exceptional Hearing=Hell hounds are only surprised on a 1 or 2 on a d10}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Hell hounds are fire-breathing canines from another plane of existence brought here in the service of evil beings.\nA hell hound resembles a large hound with rust-red or red-brown fur and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder, and has a distinct odor of smoke and sulfur.\nHell hounds are native to those extradimensional planes notable for their hot, fiery landscapes. There they roam in packs of 2d20 beasts. The hell hounds on the Prime Material plane are summoned there to serve the needs of evil creatures. Most of them later escape to the wild.\nHell hounds cause more forest fires than any other creature except for humanoids. Hell hounds have their uses, though. Because of their ability to easily detect hidden or invisible creatures, hell hounds make excellent watch dogs, especially for intelligent monsters such as fire giants.}}{{desc9=**Combat:** Hell hounds are clever hunters that operate in packs of 2d20 beasts. Each pack is led by a 7-Hit Die hell hound. The leader drives off other 7 HD rivals, who form their own packs. They move with great stealth, imposing a -5 penalty to opponents\' surprise rolls. One or two of the pack sneak up on a quarry while the others form a ring around it. The first hell hound then springs from ambush, attacks the nearest victim, and attempts to drive the others toward the rest of the pack. If the prey does not run away, the rest of the pack closes in within 1d4+2 rounds. \nHell hounds attack first by breathing fire at an opponent up to 10 yards away. The hell hound then attacks with its teeth. If the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim.}}'},
{name:'Hell-Hound-5HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hell Hound 5HD, cattr:hd=5r3|thac0=15]{{}}Specs=[Hell-Hound-5HD,CreatureRace,0H,Hell-Hound-4HD]%{Race-DB-Creatures|Hell-Hound-4HD}{{}}{{name=5HD}}{{Hit Dice=5HD}}{{THAC0=15}}'},
@@ -1508,7 +1605,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
controlledby:'all',
avatar:'https://files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721',
version:2.05,
- db:[{name:'Killer-Mimic',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Killer Mimic,CreatureRace,0H,Common-Mimic]{{}}RaceData=[w:Killer Mimic, align:NE, cattr:int=2:4|mov=3|ac=7|hd=(9:10)d8|thac0=11,ns:1]{{}}%{Race-DB-Creatures|Common-Mimic}{{prefix=Killer}}{{subtitle=Creature}}{{Intelligence=Semi-Intelligent (2-4)}}{{AC=7}}{{Alignment=Neutral Evil}}{{Move=3}}{{Hit Dice=9 or 10}}{{THAC0=11}}{{Size=L 200 cu ft}}{{Language=None}}'},
+ db:[{name:'Common-Mimic',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mimic}}{{prefix=Common}}{{subtitle=Creature}}Specs=[Common Mimic,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=7}}{{Alignment=Neutral}}{{Move=3}}{{Hit Dice=7 or 8}}{{THAC0=13}}{{Attacks=Pseudopod Smash for 3d4 damage}}{{Size=L 150 cu ft}}{{Life Expectancy=Unknown}}{{Language=Have their own tongue and can also be taught to speak in *common* and other languages.}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Mimicary=Can change shape, colours and textures}}{{Immunity= The mimic is immune to acid attacks and is unaffected by molds, green slime, and various puddings.}}\n{{Surprise=Victims suffer -4 penalty to surprise roles due to mimicary}}{{Glue=Mimic covers itself with a glue-like substance. Any creature or item that touches a mimic is held fast.}}{{Section6=**Special Disadvantages**}}{{Section7=**Light:** Sunlight or other bright light will blind a mimic, giving -4 on to hit with pseudopod even if victim glued on}}RaceData=[w:Common Mimic, align:N, cattr:int=8:10|mov=3|ac=7|hd=(7:8)d8|thac0=13|size=L|attk1=3d4:Pseudopod Smash:0:B,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{Section9=**Description**}}{{desc=Mimics are magically-created creatures with a hard rock-like outer shell that protects their soft inner organs. Mimics can alter their form and their pigmentation; they use this talent to lure victims into close range, where they attempt to feed on them. They usually appear in the form of treasure chests. There are two varieties, the smaller, more intelligent common mimic, and the larger, less intelligent killer mimic.}}{{hide7=Mimics are large. Common mimics occupy about 150 cubic feet (a 3\' x 6\' x 8\' chest, or a large door frame). Killer mimics occupy about 200 cubic feet. Mimics\' natural color is a speckled grey that resembles granite. Mimics can alter their pigmentation to resemble varieties of stone (such as marble), wood grain, and various metals (gold, silver, copper); it takes one round to make the desired alteration. They cannot lose mass in this transformation (they must remain the same size, though they may radically alter their dimensions).\nCommon mimics have their own tongue (corruptions of the original language spoken by their wizard creators) and can also be taught to speak in common and other languages. Killer mimics are incapable of speech.}}{{hide8=Common mimics are quite intelligent and will gladly offer information in exchange for food. Mimics pose as stonework, doors, statues, stairs, chests, or other common items made from stone, wood, and metal. Their skin is covered with optical sensors that are sensitive to heat and light in a 90-foot radius, even in pitch darkness. Any powerful light source can easily blind them, including direct sunlight. Along with glue, they can excrete a liquid that smells like rotting meat; this attracts smaller, more common prey (usually rats). Mimic ichor is useful in the creation of polymorph self potions, and their glue and solvent sacs can be sold to alchemists. Other internal organs are useful in the manufacture of perfumes. The mimic\'s internal organs are considered tasty delicacies in some cultures.}}{{desc9=**Combat:** When a creature touches a mimic, it lashes out with a pseudopod that inflicts 3d4 points of damage. Furthermore, the mimic covers itself with a glue-like substance. Any creature or item that touches a mimic is held fast. Alcohol will weaken the glue in three rounds, enabling the character to break free, or the character may attempt to make an open doors roll to break free. Only one attempt may be made per character, and no other action, offensive or defensive, may be performed during the round that the attempt is being made. A mimic may neutralize its glue at any time that it desires; the glue dissolves five rounds after the mimic dies.}}'},
+ {name:'Killer-Mimic',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Killer Mimic,CreatureRace,0H,Common-Mimic]{{}}RaceData=[w:Killer Mimic, align:NE, cattr:int=2:4|mov=3|ac=7|hd=(9:10)d8|thac0=11,ns:1]{{}}%{Race-DB-Creatures|Common-Mimic}{{prefix=Killer}}{{subtitle=Creature}}{{Intelligence=Semi-Intelligent (2-4)}}{{AC=7}}{{Alignment=Neutral Evil}}{{Move=3}}{{Hit Dice=9 or 10}}{{THAC0=11}}{{Size=L 200 cu ft}}{{Language=None}}'},
{name:'Killmoulis',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Killmoulis}}{{subtitle=Creature}}Specs=[Killmoulis,CreatureRace,0H,Brownie]{{Intelligence=Average (8 to 10)}}{{AC=6}}{{Alignment=Neutral (Chaotic Good)}}{{Move=15}}{{Attack=None}}{{Languages=*Killmoulis, Brownie, elvish, pixie, sprite,* and *halfling,* as well as *common*}}{{Size=T, under 1ft tall}}{{Section5=**Blend into Surroundings:** They are superb at blending into\ntheir surroundings and are only 10% detectable}}RaceData=[w:Killmoulis, align:N|CG, cattr:int=8:10|ac=6|attk1=0:None:0:S,spattk:Spell-casting powers,spdef:Can blend into surroundings to become only 10% detectable. Cannot be surprised]{{desc=**Killmoulis:** The killmoulis is a distant relative of the brownie, standing under 1-foot in height but with a disproportionately large head and a prodigious nose. Killmoulis are able to blend into surroundings and are therefore 10% detectable. They live in symbiotic relationships with humans, usually where foodstuffs are handled, making their homes under the floors, and in the walls and crawlspaces}}'},
{name:'Kobold',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Kobold}}{{subtitle=Creature}}Specs=[Kobold,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=10, Can wear simple armour, up to AC7. Use menus to add armour)}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=1/2 (1d4)}}{{THAC0=20}}{{Attack=By weapon}}{{Languages=Kobolds speak their own language (which sounds like small dogs yapping); some (75%) speak orc and goblin}}{{Size=S, Barely 3 feet}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=60 ft, but suffer -1 to hit in bright sunlight}}{{Weapon use=Can use clubs, axes, javelins, shortswords, and spears. Use menus to add to character sheet}}RaceData=[w:Kobold, align:LE, weaps:clubs|axe|javelin|shortsword|spears, ac:wooden-shield|leather|padded|studded-leather|ring-mail|ring|cloak|magic-item, cattr:int=8:10|mov=6|size=S|hd=1-4r4|thac0=20|attk1=1d6:Shortsword:3:S|attk2=1d4:Crude club:4:B|attkmsg=Remember -1 to-hit penalty in \\lbrak;Bright Sunlight\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦Sunlight 1 tohit penalty¦99¦0¦Suffering -1 to hit due to being in bright sunlight¦bleeding-eye\\rpar; but back to normal in \\lbrak;Shade\\rbrak;\\lpar;!rounds ~~removetargetstatus `{selected¦token_id}¦Sunlight 1 tohit penalty\\rpar;,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{Section9=**Description**}}{{desc=Kobolds are a cowardly, sadistic race of short humanoids that vigorously contest the human and demi-human races for living space and food. They especially dislike gnomes and attack them on sight. Barely clearing 3 feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark and they have two small horns ranging from tan to white. Because of the kobolds\' fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength they make up in ferocity and tenacity}}{{desc1=**Combat:** The kobold approach to combat uses overwhelming odds or trickery. Kobolds will attack gnomes on sight, but will think twice about attacking humans, elves, or dwarves unless the kobolds outnumber them by at least two to one. They often hurl javelins and spears, preferring not to close until they see that their enemies have been weakened.\nKobolds attack in overwhelming waves. Should the kobolds be reduced to only a three to two ratio in their favor, they must make a morale check. Kobolds are wary of spellcasters and will aim for them when possible.\nThis diminutive race also enjoys setting up concealed pits with spikes, crossbows, and other mechanical traps. They usually have view ports and murder holes near these traps so that they can pour flaming oil, missile weapons, or drop poisonous insects on their victims.\nKobold war bands are armed with spiked clubs, axes, javelins, short swords and spears. Their shields are seldom metal, but are normally wood or wicker. Chiefs and guards tend to have the best weapons available.\nKobolds have 60-foot infravision but do not see well in bright sunlight, suffering a -1 on their attack rolls.}}'},
{name:'Kobold+ac7',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= with simple armour}}RaceData=[w:Kobold ac7, cattr:ac=7]{{subtitle=Creature}}%{Race-DB-Creatures|Kobold}{{Section=**Attributes**}}Specs=[Kobold,CreatureRace,0H,Kobold]{{Intelligence=Average (8-10)}}{{AC=7 (preset)}}'},
@@ -1607,23 +1705,24 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Owl-Horned',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Horned-Owl}{{}}RaceData=[w:Horned Owl]{{}}Specs=[Horned Owl,CreatureRace,0H,Horned Owl]{{}}'},
{name:'Owl-Talking',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Talking-Owl}{{}}RaceData=[w:Talking Owl]{{}}Specs=[Talking Owl,CreatureRace,0H,Talking Owl]{{}}'},
]},
- Race_DB_Creatures_P_T:{bio:'Creatures Database v2.06 05/04/2025
This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.',
- gmnotes:'Change Log: v2.06 05/04/2025 Added puddings, Shadows, Stirges, and Shreakers v2.05 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.04 20/12/2024 Added Quasit v2.03 20/10/2023 Added more creatures for current campaigns v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades v1.34 24/09/2023 Fixed issues with Goblin definition v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder) v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively. v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields v1.14 25/11/2022 Added more creatures, especially undead at DM request v1.10 14/11/2022 Initial live release of a sample creatures database v1.02 10/11/2022 Fixes and additional creatures v1.01 01/11/2022 First version of Race-DB-Creatures',
+ Race_DB_Creatures_P_T:{bio:'Creatures Database v2.07 19/05/2025
This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.',
+ gmnotes:'Change Log: v2.07 19/05/2025 Added Peryton & Sea Hag and some other changes v2.06 05/04/2025 Added puddings, Shadows, Stirges, and Shreakers v2.05 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.04 20/12/2024 Added Quasit v2.03 20/10/2023 Added more creatures for current campaigns v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades v1.34 24/09/2023 Fixed issues with Goblin definition v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder) v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively. v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields v1.14 25/11/2022 Added more creatures, especially undead at DM request v1.10 14/11/2022 Initial live release of a sample creatures database v1.02 10/11/2022 Fixes and additional creatures v1.01 01/11/2022 First version of Race-DB-Creatures',
root:'Race-DB',
api:'cmd',
type:'class,race',
controlledby:'all',
avatar:'https://files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721',
- version:2.06,
+ version:2.07,
db:[{name:'Bear-Polar-Huge',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Huge-Polar-Bear}{{}}Specs=[Huge-Polar-Bear,CreatureRace,0H,Huge-Polar-Bear]{{}}RaceData=[w:Huge Polar Bear]{{}}'},
{name:'Fungi',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Fungus}}Specs=[Fungi,Format,0H,Creature]{{hide6=Fungi are simple plants that lack chlorophyll, true stems, roots, and leaves. Fungi are incapable of photosynthesis and live as parasites or saprophytes. Ordinary fungi are well known to man: molds, yeast, mildew, mushrooms, and puffballs. These plants include both useful and harmful varieties.}}'},
{name:'Huge-Polar-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Huge Polar Bear, cattr:hd=10+8r2|thac0=9|attk1=5+2d8:Claw1:0:S|attk2=5+2d8:Claw2:0:S|attk3=5+2d10:Bite:1:P]{{}}Specs=[Huge Polar Bear,CreatureRace,0H,Polar-Bear]{{}}%{Race-DB-Creatures|Polar-Bear}{{prefix=Huge}}{{Hit Dice=10+8r2}}{{THAC0=9}}{{Attack=2 x Claw 2d8+5, 1 x Bite 2d10+5}}{{Size=H, 18ft tall}}'},
+ {name:'Peryton',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Peryton}}{{subtitle=Creature}}Specs=[Peryton,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (10)}}{{AC=7}}{{Alignment=CE}}{{Move=12, FL21 (C)}}{{Hit Dice=4}}{{THAC0=17}}{{Section1=**Attack:** Gore with horns for 4d4, at +2 to hit. Rarely, can dive from several hundred feet at +4 for double damage. Can also grab prey and fly off with it.}}{{Size=M, 5ft tall}}{{Language=Collection of roars and screeches, often sounding as if injured or enraged.}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Resiliance=Requires +1 magical weapons to hit}}{{Persistance=If driven off will return to attack same target}}{{Section6=**Special Disadvantages**}}{{Weak Talons=Cannot be used to attack but can grab \\amp carry off prey}}{{Single Minded=Will not change target during combat}}RaceData=[w:Peryton, align:CE, spattk:Dive attack for +4 to hit \\amp double damage. Grab \\amp carry off prey, spdef:+1 enchanted weapon to hit, weap:none, ac:none, treasure:B, cattr:int=10|mov=12|fly=21C|ac=7|size=M|hd=4r3|thac0=17|attk1=4d4:Gore:0:P:+2|attk2=2*4d4:Dive Attack:0:SPB:+4]{{Section9=**Description**}}{{desc=High above the mountains and rocky hills of most lands flies a sharp-eyed monster known as the peryton. Intelligent, patient, and malevolent, it watches and waits for prey -- to pluck their hearts out.\nThe peryton resembles a giant, dark green eagle, except that its head is that of a blue-black stag, its horns glitter as ebon as obsidian, its eyes glow a dull red-orange. The chest feathers of a male peryton are light blue; those of the female are drab brown. Perytons normally cast the shadow of an adult human being, rather than those of their own form.}}{{hide8=Perytons do not adorn themselves with trinkets, nor arm themselves with weapons. Some creatures, with a keen sense of smell, claim that a peryton smells like a human, while others are filled with an irrational fear upon catching first scent.\nPerytons sometimes take humans and humanoid creatures alive and hold them captive in their nests until they are needed as food (90% likely for nonhumans, 25 % the case for humans) or for reproduction (see below). Because of this, the peryton nests may have treasure scattered about, as well as 1d4 unhatched eggs.\nA female peryton requires a fresh, beating heart to reproduce, and human hearts are the preferred variety. Once a peryton has eaten a heart, its shadow changes into that of its normal form and the creature becomes fertile for 3d6 hours. Unhatched peryton eggs can be sold for 10d12 gp apiece.}}{{desc9=**Combat:** A peryton has only a secondary interest in prey as food. Its main interest in humans and humanoid creatures is the heart of its prey. It is unnaturally accurate in combat. In game terms a peryton receives a+2 bonus to its attack roll.\nIt attacks with its sharp horns, since its claws are too weak to use in melee. When a peryton chooses a target for combat, it locks itself into a duel that nearly always ends in either the peryton\'s death or that of its target. A peryton will never switch targets during combat, no matter the tactical situation. On rare occasions, the creature can be driven off, but it will continue to stalk its prey, and return at a later time. Perytons are immune to all weapons but those of at least +1 enchantment.\nSome perytons choose to swoop at a target. In this form of attack, the peryton climbs several hundred feet in the air and then plunges at the target, dropping with awesome speed. This attack is made at an additional +2 bonus to its attack roll. If the attack succeeds, the peryton delivers double damage. This is an extreme maneuver that the peryton will only attempt if combat is going poorly, or if it believes it has a\nchance to achieve total surprise.\nAnother common tactic is for the peryton to seize a human-sized t arget and then lift off with the prey in its talons. The peryton climbs so rapidly that most targets do not react until they are at least 100 feet in the air and facing a 10d6 plummet if they manage to escape the peryton\'s grasp.}}'},
{name:'Piercer-1HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Piercer 1HD, cattr:hd=1r2|attk1=1d6:Pierce:0:P]{{}}%{Race-DB-Creatures|Piercer-2HD}{{name= 1HD}}{{Size=M, 1ft tall}}Specs=[Piercer 1HD,CreatureRace,0H,Piercer 2HD]{{Hit Dice=1}}{{Attacks=Drop from above for 1d6 damage}}'},
{name:'Piercer-2HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Piercer}}{{name= 2HD}}{{subtitle=Creature}}Specs=[Piercer 2HD,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non- (0)}}{{AC=3}}{{Alignment=Neutral}}{{Move=1}}{{Hit Dice=2}}{{THAC0=19}}{{Attacks=Drop from above for 2d6 damage}}{{Size=S 3ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=A group of characters has a -7 penalty on surprise rolls vs. a piercer}}{{Detection=Can detect heat \\amp light up to 120 yards away}}{{Section5=**Acid Defense:** Its soft underbelly, when exposed to air, covers itself in a corrosive acid which inflicts 1 point of damage on contact with flesh. This is usually enough to dissuade natural predators from disturbing it.}}{{Section6=**Special Disadvantages**}}{{Speed=Only move at 1 per round}}{{One Attack=Piercers only get one chance to hit. If miss, have to crawl at 1 per round back to cieling}}RaceData=[w:Piercer 2HD, align:N, weaps:none, ac:none, cattr:int=0|mov=1|ac=3|hd=2r3|thac0=19|size=M|attk1=2d6:Pierce:0:P|attkmsg=If soft underbelly exposed does acid damage of 1HP on contact with flesh, spdef:If soft underbelly exposed does acid damage of 1HP on contact with flesh]{{Section9=**Description**}}{{desc8=Piercers resemble stalactites found on cave roofs. They are actually a species of gastropods that, without their shells, resemble slugs with long tails. A piercer climbs onto the ceiling of a cavern and waits patiently; when it detects prey beneath it, it drops from the ceiling and impales the victim with the sharp end of its shell.\nPiercers look like limestone growths on the ceiling of a cavern, just like ordinary stalactites. Piercers can be identified on very close inspection by a pair of tiny eyestalks that curl along the side of the stalactite.}}{{desc9=**Combat:** Piercers have only one chance to hit; if an attack fails to score a kill, the piercer cannot attack again until it slowly scales a wall to resume its position. Piercers can hear noises and detect heat sources in a 120-yard radius; these heat sources include humans. If the noise and light are stationary for many minutes at a time, piercers will slowly edge into attack position over the source of the stimulus. Piercers are virtually indistinguishable from natural phenomena. A group of characters has a -7 modifier on its surprise roll against a piercer (this guarantees that the group will be surprised unless it has some positive modifiers).\nA piercer, after it has fallen, is slow and fairly easily slain. Its soft underbelly has one defense mechanism; when exposed to air it covers itself in a corrosive acid which inflicts 1 point of damage on contact with flesh. This is usually enough to dissuade natural predators from disturbing it.}}'},
{name:'Piercer-3HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Piercer 3HD, cattr:hd=3r2|thac0=17|attk1=3d6:Pierce:0:P]{{}}%{Race-DB-Creatures|Piercer-2HD}{{name= 3HD}}{{Size=M, 4½ft tall}}Specs=[Piercer 3HD,CreatureRace,0H,Piercer 2HD]{{Hit Dice=3}}{{THAC0=17}}{{Attacks=Drop from above for 3d6 damage}}'},
{name:'Piercer-4HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Piercer 4HD, cattr:hd=4r2|thac0=17|attk1=4d6:Pierce:0:P]{{}}%{Race-DB-Creatures|Piercer-2HD}{{name= 4HD}}{{Size=M, 6ft tall}}Specs=[Piercer 4HD,CreatureRace,0H,Piercer 2HD]{{Hit Dice=4}}{{THAC0=17}}{{Attacks=Drop from above for 4d6 damage}}'},
{name:'Piranha-Swarm',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Swarm of Piranha}}RaceData=[w:Piranha-Swarm, align:N, cattr:int=1|mov=0|swim=9|ac=8|size=S|hd=8r3|thac0=17|attk1=1d2:Multiple Bites:0:P|attkmsg=The piranhas in the swarm manage to get \\lbrak;\\lbrak;ceil\\lpar;20*\\at;{selected\\vbar;hp}/\\at;{selected\\vbar;hp\\vbar;max}\\rpar;\\rbrak;\\rbrak; bites in each round against any targets in their area. Do \\lbrak;attack rolls\\rbrak;\\lpar;\\amp#126;^^cname^^\\vbar;Do-not-use-Monster-Attk-1\\rpar; and count how many are successful then use \\lbrak;this button\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr \\amp#63;{How many successful attacks?}d2 HP damage\\rpar; to roll damage.,spattk:Gets multiple attacks based on HP remaining for the swarm. Can attack multiple creatures in the area of the swarm]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8}}{{Alignment=Unaligned}}{{Move=0, Sw 9}}{{Hit Dice=8}}{{THAC0=17}}{{Attack=20 x Bite 1d2, with number of attacks reducing in line with HP}}{{Size=T to S, a few inches up to 1ft}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Swarm:** A swarm of multiple individual creatures of the same type, in this case piranhas. They can swarm around and between creatures and obstructions, so can occupy the same token space and flow through small gaps.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Piranha Swarm,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Piranhas travel in schools of 5-50. There is a 75% chance that at least one will attack any creature that swims or wades near the school. If they attack and blood is drawn, the entire school goes berserk and each piranha attacks twice per melee round. Up to 20 piranhas can attack a single, man-sized individual simultaneously.}}{{desc9=**Combat:** The number of HP of the swarm equates to the total of the individuals that make up the swarm. As individuals are wounded or killed, the total HP reduces. As HP reduces representing individuals in the swarm being lost, the number of possible attacks reduces in line.}}'},
- {name:'Poison-Snake-1-4',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 1-4, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=6|hd=2+1r3|thac0=19|size=S| attk1=1:Bite:0:P|dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 1-4_Not quite right¦\\amp#91;\\lbrak;8+3d10\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison incapacitates the victim for 2-8 days starting in 1-4 turns. Save at +3 to negate when asked to do so, spattk:Snake Poison 1-4 incapacitates for 2d4 days starting in 1-4 turns. Save at +3 to negate]{{subtitle=Creature}}Specs=[Poison Snake,CreatureRace,0H,Creature]{{title=Poisonous Snake with poison 1-4}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=2+1}}{{THAC0=19}}{{Attacks=Bite with snake poison type 1-4}}{{Size=S 5ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Poison:** Snake poison type 1-4 gains a +3 benefit to saving throws, or in 1 to 4 turns (8+3d10 just to make it more fun) the victim is incapacitated for 2 to 8 days}}{{Charm=}}{{Section6=**Special Disadvantages**}}{{Section7=**Fear Fire:** Snakes fear fire and will retreat from open flames, suffering a -6 morale modifier when flames are used against them.}}{{Section9=**Description**}}{{desc8=Snakes are long, slender reptiles that can be found anywhere in the entire world, even in the coldest arctic regions.\nThere are basically two types of snakes, in all manner of sizes. The poisonous snakes make up for their relatively smaller size with deadly venoms, while the larger constrictors squeeze their victims to death. Both types sleep for days after eating. All snakes shed their skin several times each year.\nTypical varieties of poisonous snakes include the asp, cobra, copperhead, coral snake, death adder, krait, mamba, puff adder, rattlesnake, sidewinder, and water moccasin.}}{{desc9=**Combat:** Some cobras and sidewinders hunt by night and can track warmblooded prey by body heat as well as by sight. They have the equivalent of 30-foot infravision. Black mambas are the fastest known snakes and can reach 30 across open ground.\nAll poisonous snakes deliver toxins automatically through their bite. Roll on the table in the Monsterous Manual (or choose) to determine what type of poison is present.}}'},
+ {name:'Poison-Snake-1-4',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 1-4, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=6|hd=2+1r3|thac0=19|size=S| attk1=1:Bite:0:P|dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 1-4_Not quite right¦\\amp#91;\\lbrak;8+3d10\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison incapacitates the victim for 2-8 days starting in 1-4 turns. Save at +3 to negate when asked to do so, spattk:Snake Poison 1-4 incapacitates for 2d4 days starting in 1-4 turns. Save at +3 to negate]{{subtitle=Creature}}Specs=[Poison Snake,CreatureRace,0H,Creature]{{title=Poisonous Snake with poison 1-4}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=2+1}}{{THAC0=19}}{{Attacks=Bite with snake poison type 1-4}}{{Size=S 5ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Poison:** Snake poison type 1-4 gains a +3 benefit to saving throws, or in 1 to 4 turns (8+3d10 just to make it more fun) the victim is incapacitated for 2 to 8 days}}{{Charm=}}{{Section6=**Special Disadvantages**}}{{Section7=**Fear Fire:** Snakes fear fire and will retreat from open flames, suffering a -6 morale modifier when flames are used against them.}}{{Section9=**Description**}}{{hide8=Snakes are long, slender reptiles that can be found anywhere in the entire world, even in the coldest arctic regions.\nThere are basically two types of snakes, in all manner of sizes. The poisonous snakes make up for their relatively smaller size with deadly venoms, while the larger constrictors squeeze their victims to death. Both types sleep for days after eating. All snakes shed their skin several times each year.\nTypical varieties of poisonous snakes include the asp, cobra, copperhead, coral snake, death adder, krait, mamba, puff adder, rattlesnake, sidewinder, and water moccasin.}}{{desc9=**Combat:** Some cobras and sidewinders hunt by night and can track warmblooded prey by body heat as well as by sight. They have the equivalent of 30-foot infravision. Black mambas are the fastest known snakes and can reach 30 across open ground.\nAll poisonous snakes deliver toxins automatically through their bite. Roll on the table in the Monsterous Manual (or choose) to determine what type of poison is present.}}'},
{name:'Poison-Snake-12-14',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 12-14, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 12-14_Not quite right¦\\amp#91;\\lbrak;1d6\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison does 3 to 12HP damage in 1 to 6 rounds. Save to negate when asked to do so, spattk:Snake Poison 12-14 does 3d4 damage in 1d6 rounds. Save to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 12-14}}{{Attacks=Bite with snake poison type 12-14}}{{Section5=**Poison:** Snake poison type 12-14 victim must save or in 1 to 6 rounds take 3 to 12HP damage}}'},
{name:'Poison-Snake-15-17',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 15-17, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 15-17_Not quite right¦\\amp#91;\\lbrak;2d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison incapacitates for 1 to 4 days starting in 2 to 8 rounds. Save at -1 penalty to negate when asked to do so, spattk:Snake Poison 15-17 incapacitates for 1d4 days starting in 2d4 rounds. Save at -1 penalty to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 15-17}}{{Attacks=Bite with snake poison type 15-17}}{{Section5=**Poison:** Snake poison type 15-17 gets a -1 penalty to saving throws, or in 2 to 8 rounds become incapacitated for 1 to 4 days}}'},
{name:'Poison-Snake-18-19',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 18-19, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 18-19_Not quite right¦\\amp#91;\\lbrak;1d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison incapacitates for 1 to 12 days starting in 1 to 4 rounds. Save at -2 penalty to negate when asked to do so, spattk:Snake Poison 18-19 incapacitates for 1d12 days starting in 1d4 rounds. Save at -2 penalty to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 18-19}}{{Attacks=Bite with snake poison type 18-19}}{{Section5=**Poison:** Snake poison type 18-19 gets a -2 penalty to saving throws, or in 1 to 4 rounds become incapacitated for 1 to 12 days}}'},
@@ -1679,6 +1778,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Scorpion-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Scorpion}{{}}RaceData=[w:Giant Scorpion]{{}}Specs=[Giant Scorpion,CreatureRace,0H,Giant Scorpion]{{}}'},
{name:'Scorpion-Huge',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Huge-Scorpion}{{}}RaceData=[w:Huge Scorpion]{{}}Specs=[Huge Scorpion,CreatureRace,0H,Huge Scorpion]{{}}'},
{name:'Scorpion-Large',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Large-Scorpion}{{}}RaceData=[w:Large Scorpion]{{}}Specs=[Large Scorpion,CreatureRace,0H,Large Scorpion]{{}}'},
+ {name:'Sea-Hag',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sea Hag}}{{subtitle=Creature}}Specs=[Sea Hag,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=7}}{{Alignment=CE}}{{Move=Swim 15}}{{Hit Dice=3}}{{THAC0=17}}{{Section1=**Attack:** Prefer to use gaze attacks, but if pressed use a dagger and add strength 18/00 bonuses +3/+6}}{{Size=M, 5ft-6ft tall}}{{Language=Their own language as well as *common, Annis Hag,* and *sea elf*}}{{Life Expectancy=800 years}}{{Section2=**Powers**}}{{Section3=**Change Self:** at will, often to be a charming young girl or wise old woman.\n**Proximity Fear:** The true appearance of a sea hag is so ghastly that anyone viewing grows weak from fright unless a successful saving throw vs. spell is rolled. Beings that fail their saving throw lose ½ of their Strength for 1d6 turns.\n**Gaze Attack:** casts a deadly glance up to three times a day. Affects one creature of the sea hag\'s choosing within 30 feet. Save vs. poison to negate, else the victim either dies immediately from fright (25% chance) or falls stricken and is paralyzed for three days (75% chance).}}{{Section4=**Special Advantages**}}{{Ogre Strength=Strength is at least 18/00 with all the advantages that brings}}{{Magic Resistance=50% magic resistance}}{{Section5=**Covey:** Three Hags can together form a covey to cast certain spells: *curse, polymorph other, animate dead, dream, control weather, veil, forcecage, vision,* and *mind blank*. Drag \\amp Drop a *Hag Covey* creature to represent}}{{Section6=**Special Disadvantages**}}{{Hate Beauty=attempting to destroy it wherever it is encountered}}RaceData=[w:Sea Hag, align:CE, spattk:Gaze attack and proximity causes fear., spdef:50% magic resistance, weap:dagger, ac:none, treasure:C|Y, cattr:str=18|exstr=00|int=8:10|chr=3:5|swim=15|ac=7|size=M|hd=3r3|thac0=17|attk1=1d4:Claw:0:S, ns:1],[cl:WP,prime:Dagger:3],[cl:PW, w:Sea Hag Appearance, pd:-1, sp:0],[cl:PW, w:MU-Change-Self, pd:-1, sp:1],[cl:PW,w:Sea Hag Gaze,pd:3,sp:1]{{Section9=**Description**}}{{desc=Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.\n**Faces of Evil.** Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.\nAll hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.\nHags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth.}}{{hide7=**Monstrous Motherhood.** Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother’s womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.\nHags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror.\n**Dark Bargains.** Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.\nHags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear—especially if the thing lost diminishes or negates the knowledge gained through the bargain.\n**A Foul Nature.** Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might “help” such creatures by disfiguring or transforming them.\nThis embrace of the disturbing and unpleasant extends to all aspects of a hag’s life. A hag might fly in a magical giant’s skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke.\n**Dark Sorority.** Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don’t like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths given to other hags—as long as the oath isn’t given with the fingers crossed.\nSome humanoids make the mistake of thinking that the hags’ rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson.\n**Dark Lairs.** Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag’s lair reflects the creature’s noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers.}}{{desc8=**Sea Hag**\nSea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.\nBeauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear.\n**Ugly Inside and Out.** Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best.}}\n}}{{desc9=**Combat:** The combat abilities of hags vary with each type (see below for details), but all hags possess the following: 18/00 Strength or greater, some level of magic resistance, and the spell-like ability to change self at will. Hags use this last ability to attract victims, frequently posing as young human or demihuman females, helpless old women, or occasionally as orcs or hobgoblins. A disguised hag reveals her true form and leaps to the attack when weak opponents come near. Against well armed and armored parties, hags maintain their disguise and employ further trickery designed to place the intended victim in a more vulnerable position. This trickery can take any of several forms, including verbal persuasion, leading the victim into a prearranged trap, and so on.\nThe one weakness of hags is their arrogance. Hags have great disdain for the mental abilities of all humans and demihumans and, though hags are masterful employers of disguise, clever characters may be able to glean a hag\'s true nature through conversation.\nThe true appearance of a sea hag is so ghastly that anyone viewing one of these hags grows weak from fright unless a successful saving throw vs. spell is rolled. Beings that fail their saving throw lose ½ of their Strength for 1d6 turns. Worse still, sea hags can cast a deadly glance up to three times a day. This look affects one creature of the sea hag\'s choosing within 30 feet. To negate the effects of this glance, the victim must successfully save vs. poison. If the saving throw is failed, the victim either dies immediately from fright (25% chance) or falls stricken and is paralyzed for three days (75% chance). Few who survive the glance live to tell of it, for sea hags quickly devour their helpless victims. Sea hags always use their deadly glance as their primary form of attack; they will melee, but only if they have the advantage of numbers. Unlike other hags, sea hags use daggers in combat, receiving a +3 bonus to their attack roll and a +6 damage bonus, due to their ogre-like Strength.}}'},
{name:'Shadow',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Shadow}}{{subtitle=Creature}}Specs=[Shadow,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=7}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attack=Touch for 1d4+1, automatically draining 1 point of *Strength*}}{{Languages=None}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength Drain=If successfully touch their victim, as well as damage, drain 1 point of strength for 2-8 turns}}{{Spell Immunity=Subject to all spells except *sleep, charm* \\amp *hold* spells, and all cold-based attacks}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Shadow, align:CE, spattk:Drain 1 point of strength per successful hit, spdef:Spell immunity to *sleep charm* \\amp *hold* spells and all cold-based attacks, cattr:int=5:7|mov=12|ac=7|size=M|hd=3+3r3|thac0=17|attk1=1d4+1:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;lose 1 strength\\rbrak;\\lpar;!rounds ~~target-nosave single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s been touched?¦token_id}¦shadow-drain¦#\\lbrak;\\amp#91;10*2d4\\amp#93;\\rbrak;¦-1¦Drained of strength by a shadow¦back-pain\\rpar; \\lpar;click button to make happen\\rpar;. Remember immune to Sleep Charm Hold \\amp Cold.]{{Section9=**Description**}}{{desc=Shadows are shadowy, undead creatures that drain strength from their victims with their chilling touch. Shadows are 90% undetectable in all but the brightest of surroundings (continual light or equivalent), as they normally appear to be nothing more than their name would suggest. In bright light they can be clearly seen.}}{{desc1=**Combat:** Spectres exist primarily on the Negative Material Plane and can therefore be attacked by beings on the Prime Material Plane only with magical weapons. Daylight makes spectres powerless by weakening their ties to the Negative Material Plane.\nThe chilling touch of a spectre drains energy from living creatures. A successful attack inflicts 1-8 points of damage and drains two life energy levels from the victim. Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. The victim loses all control of his personality and may become more or less powerful than before, depending on his level and class before becoming a spectre.\nHoly water inflicts 2-8 points of damage when it strikes a spectre. The water can be splashed on a spectre successfully.}}'},
{name:'Shark',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Shark}}RaceData=[w:Shark, align:LE, ac:none, cattr:int=1|swim=24|ac=2|hd=6r4|thac0=15|size=M|attk1=2d4:Bite:0:P,ns:1],[cl:PW,w:Blood-Frenzy,pd:-1,sp:0]{{subtitle=Creature}}Specs=[Shark,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6 from tough skin}}{{Alignment=Neutral}}{{Move=Swim 24}}{{Hit Dice=6 HD}}{{THAC0=15}}{{Section1=**Attacks:** 1 x Bite for 2d4 damage}}{{Languages=None}}{{Size=Medium}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Smell Blood=Sharks attack mercilessly at the scent of blood, which they can detect a mile away. The scent of blood and the thrill of the kill sends sharks into a feeding frenzy. When attacking a wounded opponent, they get two attacks per round}}{{Section4=**Special Advantages**}}{{Mass Attack=Since sharks move up, take a bite of flesh, and retreat, 10 normal-sized sharks can attack a man-sized opponent.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Sharks are formidable foes. The are viscious in attacks, often sneaking up, silent and deadly, from the depths especially when spotting prey thrashing around on the surface.\nTheir ability to smell blood in the water from a mile away draws multiple sharks to any fight, and up to 10 can attack a single man-sized creature swimming under the water (only 6 at the surface or on the sea bed). The smell of blood also puts them in a frenzy (see above)}}'},
{name:'Shell-Shark',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Shell }}RaceData=[w:Shell Shark,cattr:cac=2]{{}}Specs=[Shell-Shark,CreatureRace,0H,Shark]{{}}%{Race-DB-Creatures|Shark}{{desc7=**Shell Shark:** These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy, are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed in a ritual during which plates of shell and coral are permanently affixed to their bodies, giving them an even better armour class.}}'},
@@ -1723,7 +1823,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Stone-Giant-Juvenile-2',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Juvenile 2,cattr:hd:12+1d2|tohit=+3|dmg=+7,ns:=1],[cl:WP,both:Giant-Club]{{}}Specs=[Stone-Giant-Juvenile-2,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name= Juvenile-2}}'},
{name:'Stone-Giant-Juvenile-3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Juvenile 3,cattr:hd:13+1d2|tohit=+3|dmg=+7,ns:=1],[cl:WP,both:Giant-Club]{{}}Specs=[Stone-Giant-Juvenile-3,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name= Juvenile-3}}'},
{name:'Stone-Giant-Mage',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Mage,cattr:cl=mu:wizard|lv=3,ns:-1],[cl:MU,lv:1,w:random:10],[cl:MU,lv:2,w:random:10],[cl:MI,items:random:2d4]{{}}Specs=[Stone-Giant-Mage,CreatureRace,2H,Stone-Giant-Elder]{{}}%{Race-DB-Creatures|Stone-Giant-Elder}{{name=Mage}}{{Spell Casting=One in 10 of Stone Giant Elders can also cast spells as if he were a 3rd level wizard. Their spells are automatically determined randomly but can be chosen to fit a specific encounter as desired. Frequently these giants are able to rise to positions of power and are considered the leaders of several clans.}}'},
- {name:'Swarm-of-Rats',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Swarm of Rats, cattr:hd=4r3|hp=|thac0=17|size=L|attk1=4:Bite:0:P|dmgmsg=Small creatures automatic hit for 4HP. Weapons can\'t do damage - need area effect. If hit \\lbrak;5% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt5 if 5 or less rat carries disease\\rpar; of the ratcarrying disease. Save vs. Poison or \\lbrak;catch disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s been bitten?¦token_id}¦Rat Disease¦99¦0¦Caught disease from a rat¦death-zone\\rpar;, spattk:Small creatures automatic hit for 4HP damage. 5% chance of carrying disease. On successful hit target save vs. poison or catch disease, spdef:Little or no effect from weapons. Need area effects to damage]{{}}Specs=[Swarm of Rats,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{name=Swarm of Rats}}{{Hit Dice=4HD}}{{THAC0=17}}{{Attacks=Bite for 4HP damage \\amp 5% chance of save vs. poison or disease. Automatic hits vs. Small creatures}}{{Size=L, 10ft x 10ft area}}{{Area Effects To Hit=Weapons can\'t successfully hit. Need area effects of spells or the like sof burning oil to do damage}}{{desc=**Swarm of Rats:** A swarm of rats can be treated as a single monster having an assigned number of Hit Dice and automatically causing damage each round to small creatures in the swarm\'s area. A typical pack might cover a 10-x10-foot area, have 4 HD, and inflict 4 points of damage per round. Weapons have little effect on a pack, but area effect spells and some other attacks (such as flaming oil) are effective. When the pack has lost its hit points, it is considered dispersed and unable to inflict mass damage.}}'},
+ {name:'Swarm-of-Rats',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Swarm of Rats, cattr:int=1|hd=4r3|hp=4d8|thac0=17|size=L|attk1=4:Bite:0:P|attkmsg=Small creatures automatic hit for 4HP. Weapons can\'t do damage - need area effect.|dmgmsg=If hit \\lbrak;5% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt5 if 5 or less rat carries disease\\rpar; of the rat carrying disease. Save vs. Poison or \\lbrak;catch disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s been bitten?¦token_id}¦Rat Disease¦99¦0¦Caught disease from a rat¦death-zone\\rpar;, spattk:Small creatures automatic hit for 4HP damage. 5% chance of carrying disease. On successful hit target save vs. poison or catch disease, spdef:Little or no effect from weapons. Need area effects to damage]{{}}Specs=[Swarm of Rats,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{name=Swarm of Rats}}{{Hit Dice=4HD}}{{THAC0=17}}{{Attacks=Bite for 4HP damage \\amp 5% chance of save vs. poison or disease. Automatic hits vs. Small creatures}}{{Size=L, 10ft x 10ft area}}{{Area Effects To Hit=Weapons can\'t successfully hit. Need area effects of spells or the like sof burning oil to do damage}}{{desc=**Swarm of Rats:** A swarm of rats can be treated as a single monster having an assigned number of Hit Dice and automatically causing damage each round to small creatures in the swarm\'s area. A typical pack might cover a 10-x10-foot area, have 4 HD, and inflict 4 points of damage per round. Weapons have little effect on a pack, but area effect spells and some other attacks (such as flaming oil) are effective. When the pack has lost its hit points, it is considered dispersed and unable to inflict mass damage.}}'},
{name:'Symbol-of-Hopelessness',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Symbol of Hopelessness}}RaceData=[w:Symbol of Hopelessness, align:N, weaps:none, ac:none, cattr:int=0|mov=0|ac=10|hd=1|hp=1|thac0=20|size=S,ns:1],[cl:PW,w:Symbol-of-Hopelessness,sp:0,pd:-1]{{subtitle=Spell}}Specs=[Symbol of Hopelessness,CreatureRace,0H,Creature]{{Section2=**Powers**}}{{Hopelessness=Creatures seeing this symbol must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell. Its effects last for 3d4 turns.}}{{Section9=**Description**}}{{desc8=This token/character sheet combination represents the casting and placement of a *symbol* of hopelessness by a high-level priest. Any creature that views this symbol within it\'s duration will suffer its effects. Achieve this using the power of Hopelessness under the *use power* action button.}}'},
{name:'Symbol-of-Pain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Symbol of Pain}}RaceData=[w:Symbol of Pain, align:N, weaps:none, ac:none, cattr:int=0|mov=0|ac=10|hd=1|hp=1|thac0=20|size=S,ns:1],[cl:PW,w:Symbol-of-Pain,sp:0,pd:-1]{{subtitle=Spell}}Specs=[Symbol of Pain,CreatureRace,0H,Creature]{{Section2=**Powers**}}{{Pain=Creatures affected suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity ability scores due to wracking pains. The effects last for 2d10 turns.}}{{Section9=**Description**}}{{desc8=This token/character sheet combination represents the casting and placement of a *symbol* of pain by a high-level priest. Any creature that views this symbol within it\'s duration will suffer its effects. Achieve this using the power of Pain under the *use power* action button.}}'},
{name:'Symbol-of-Pursuasion',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Symbol of Pursuasion}}RaceData=[w:Symbol of Pursuasion, align:N, weaps:none, ac:none, cattr:int=0|mov=0|ac=10|hd=1|hp=1|thac0=20|size=S,ns:1],[cl:PW,w:Symbol-of-Pursuasion,sp:0,pd:-1]{{subtitle=Spell}}Specs=[Symbol of Pursuasuin,CreatureRace,0H,Creature]{{Section2=**Powers**}}{{Pursuasion=Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful.}}{{Section9=**Description**}}{{desc8=This token/character sheet combination represents the casting and placement of a *symbol* of pursuasion by a high-level priest. Any creature that views this symbol within it\'s duration will suffer its effects. Achieve this using the power of Pursuasion under the *use power* action button.}}'},
@@ -1771,26 +1871,28 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Zombie-Ju-Ju',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ju-Ju-Zombie}{{}}RaceData=[w:Ju-Ju-Zombie]{{}}Specs=[Ju-Ju-Zombie,CreatureRace,0H,Ju-Ju-Zombie]{{}}'},
{name:'Zombie-Monster',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Monster-Zombie}{{}}RaceData=[w:Monster Zombie]{{}}Specs=[Monster Zombie,CreatureRace,0H,Monster-Zombie]{{}}'},
]},
- Race_DB_Containers: {bio:'Lock & Trap Macros v1.02 26/01/2025
A database of different types of containers, with their default closed & open images, that the Drag & Drop Container system can use to create locked and/or trapped containers.',
- gmnotes:'Change Log: v1.02 27/01/2025 Moved chest to this DB & added random items to containers v1.01 31/08/2023 Initial debugged and tested version v1.00 26/07/2023 Initial test database',
+ Race_DB_Containers: {bio:'Lock & Trap Macros v1.04 22/08/2025
A database of different types of containers, with their default closed & open images, that the Drag & Drop Container system can use to create locked and/or trapped containers.',
+ gmnotes:'Change Log: v1.04 22/08/2025 Added Pile of Treasure as a container v1.03 01/08/2025 Fixed issue with Spellbook container and updated info v1.02 27/01/2025 Moved chest to this DB & added random items to containers v1.01 31/08/2023 Initial debugged and tested version v1.00 26/07/2023 Initial test database',
root:'Race-DB',
api:'cmd',
type:'race',
controlledby:'all',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/163011032/uPPtg9ocnclxlEHpzggomw/max.png?1599509579',
- version:1.02,
- db:[{name:'Backpack',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Sack}}{{subtitle=Container}}Specs=[Backpack,Container,0H,Container]{{Size=3ft x 2ft x 1ft, capacity 50lbs}}{{Slots=This backpack has stackable 15 slots}}RaceData=[w:Backpack, slots:15, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=15, cimg:https://s3.amazonaws.com/files.d20.io/images/10119/thumb.png?1336705218, oimg:https://s3.amazonaws.com/files.d20.io/images/10119/thumb.png?1336705218] ,[cl:MI,items:1d6-1]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the backpack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Creatures, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary backpack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
- {name:'Chest',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ordinary Untrapped, Unlocked Chest}}{{subtitle=Container}}Specs=[Ordinary-unlocked-untrapped-chest,Container,0H,Container]{{Size=3ft x 2ft x 2ft}}{{Slots=This chest has stackable 8 slots}}RaceData=[w:Ordinary Unlocked Untrapped Chest, slots:8, lock:No-Lock, trap:No-Trap, cimg:https://s3.amazonaws.com/files.d20.io/images/163011054/LD6xZDT2SlYSow0Q5QHb3g/thumb.png?1599509586|70|50, oimg:https://s3.amazonaws.com/files.d20.io/images/352175458/BYTfuvbA_JvbL0IUjeM0Ug/thumb.png?1690472095] ,[cl:MI,%:10,items:random:1d4],[cl:MI,%:70,items:random:2d4],[cl:MI,%:20,items:random:4+2d4]{{Use=Items can be stored in this container and it can be looted without configuring or setting off any traps or overcoming any locks}}{{desc=This is an ordinary unlocked \\amp untrapped chest. When searched, it will automatically open and list its contents. Resetting it just closes it again. The GM can change its images by selecting the token and using the [Configure Container] action button}}'},
- {name:'Dead-Body',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dead Body}}{{subtitle=Container}}Specs=[Dead Body,Container,0H,Container]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This dead body has stackable 18 slots}}RaceData=[w:Dead Body, slots:18, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=0, cimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, oimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, ],[cl:MI,%:40],[cl:MI,%:60,items:random:2+2d4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored on the dead body by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, and (if they really want) by Characters, NPCs or creatures *storing* items on it.}}{{desc=This is a dead body of some character or creature, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake the dead! Resetting it closes it again and resets the locks and traps.}}'},
- {name:'Undead-Body',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dead Body}}{{subtitle=Container}}Specs=[Undead Body,Container,0H,Container]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This dead body has stackable 18 slots}}RaceData=[w:Undead Body, slots:18, lock:Undead-Body, trap:Summon-Undead, cattr:ac=8|hp=0, cimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, oimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, ]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. By default, the "Wake the Dead" trap is pre-set}}{{Use=Items can be stored on the dead body by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, and (if they really want) by Characters, NPCs or creatures *storing* items on it.}}{{desc=This is a dead body of some character or creature, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake the dead! Resetting it closes it again and resets the locks and traps.}}'},
- {name:'Desk',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Desk}}{{subtitle=Container}}Specs=[Desk,Container,0H,Container]{{Size=8ft x 3ft x 2ft 6ins, capacity 100lbs}}{{Slots=This desk has 50 stackable slots, often in locked drawers or secret panels}}RaceData=[w:Desk, slots:50, lock:Key-Lock, trap:No-Trap, cattr:ac=7|hp=50, cimg:https://s3.amazonaws.com/files.d20.io/images/356731430/w_5X7X2GPI9_H6IY2hQDSw/thumb.png?1693321943|140|70, oimg:https://s3.amazonaws.com/files.d20.io/images/356731430/w_5X7X2GPI9_H6IY2hQDSw/thumb.png?1693321943|140|70], [cl:MI,%:30],[cl:MI,%:70,items:random:2d3]{{GM Info=Comes by default with a key lock, but could also be trapped (e.g. on opening a particular drawer). Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.\nItems can be added to the container by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters *storing* items.\nLocks and traps can be reset by using the **!cmd --reset-chest** command or the GM\'s [Reset-Chest] button}}{{Use=Items can be stored in the desk drawers by Characters, NPCs or creatures *storing* items on it}}{{desc=This is an ordinary table, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Using the container\'s [Close] action button (which available to all players) will close it but not reset any traps.}}'},
- {name:'Large-Chest',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Chest}}{{subtitle=Container}}Specs=[Large Chest,Container,0H,Container]{{Size=3ft x 2ft x 2ft, capacity 100lbs}}{{Slots=This chest has stackable 18 slots}}RaceData=[w:Large Chest, slots:18, lock:No-Lock, trap:No-Trap, cattr:ac=4|hp=20, cimg:https://s3.amazonaws.com/files.d20.io/images/163011054/LD6xZDT2SlYSow0Q5QHb3g/thumb.png?1599509586|105|75, oimg:https://s3.amazonaws.com/files.d20.io/images/2839308/_RR8niUb3sTQgLSoxDhM4g/thumb.png?1390447785|105|105], ,[cl:MI,%:10],[cl:MI,%:10,items:random:1d6],[cl:MI,%:70,items:random:2d6],[cl:MI,%:10,items:random:4+2d6]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. Items can be stored in it by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command}}{{desc=This is an ordinary chest, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
- {name:'Large-Sack',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Sack}}{{subtitle=Container}}Specs=[Large Sack,Container,0H,Container]{{Size=2ft x 2ft x 1ft, capacity 30lbs}}{{Slots=This sack has stackable 8 slots}}RaceData=[w:Large Sack, slots:8, lock:No-Lock, trap:No-Trap, cattr:ac=10|hp=5, cimg:https://s3.amazonaws.com/files.d20.io/images/354869406/YeYWOS4dDPCHFAWJD2W6zg/thumb.png?1692171906, oimg:https://s3.amazonaws.com/files.d20.io/images/354869956/wAY-o8Sb05NBODEKtrabcA/thumb.png?1692172865], [cl:MI,%:10],[cl:MI,%:80,items:random:2d2],[cl:MI,%:10,items:random:4+2d2]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the sack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items}}{{desc=This is an ordinary large sack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
- {name:'Sleeping-Creature',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sleeping Creature}}{{subtitle=Container}}Specs=[Sleeping Creature,Container,0H,Container]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This sleeping creature has stackable 18 slots}}RaceData=[w:Sleeping Creature, slots:18, lock:Sleeping-Creature, trap:Summon-Creature, cattr:ac=8|hp=8, cimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, oimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, ],[cl:MI,%:30],[cl:MI,%:70,items:random:4+1d6]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. The "Wake the Sleeper" trap is pre-configured}}{{Use=Items can be stored in it by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items on the sleeping creature (if they really want to!)}}{{desc=This is a sleeping creature or character of some type, which can be configured to have locks and traps, and an image that represents the correct creature. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake it up! Resetting it puts it back to sleep and resets the locks and traps.}}'},
- {name:'Small-Chest',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Chest}}{{subtitle=Container}}Specs=[Small Chest,Container,0H,Container]{{Size=2ft x 1ft x 1ft, capacity 40lbs}}{{Slots=This chest has stackable 10 slots}}RaceData=[w:Small Chest, slots:10, lock:No-Lock, trap:No-Trap, cattr:ac=4|hp=20, cimg:https://s3.amazonaws.com/files.d20.io/images/163011032/uPPtg9ocnclxlEHpzggomw/thumb.png?1599509579|55|45, oimg:https://s3.amazonaws.com/files.d20.io/images/2839308/_RR8niUb3sTQgLSoxDhM4g/thumb.png?1390447785], [cl:MI,%:10,items:random:1d4],[cl:MI,%:70,items:random:2d4],[cl:MI,%:20,items:random:4+2d4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour}}{{Use=Items can be stored in the chest by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary chest, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
- {name:'Small-Sack',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Sack}}{{subtitle=Container}}Specs=[Small Sack,Container,0H,Container]{{Size=1ft x 1ft x 8", capacity 15lbs}}{{Slots=This sack has stackable 5 slots}}RaceData=[w:Small Sack, slots:5, lock:No-Lock, trap:No-Trap, cattr:ac=10|hp=3, cimg:https://s3.amazonaws.com/files.d20.io/images/354869406/YeYWOS4dDPCHFAWJD2W6zg/thumb.png?1692171906|50, oimg:https://s3.amazonaws.com/files.d20.io/images/354869956/wAY-o8Sb05NBODEKtrabcA/thumb.png?1692172865|50], [cl:MI,%:10],[cl:MI,%:80,items:random:1d2],[cl:MI,%:10,items:random:2+1d2]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the sack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary small sack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
- {name:'Spellbook',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Spellbook}}{{subtitle=Container}}Specs=[Spellbook,Container,0H,Container]{{Size=A large book size}}{{Slots=This spellbook only has 1 slot, which holds the lootable book itself}}RaceData=[w:Spellbook, slots:1, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=10, cimg:https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/thumb.png?1599726214, oimg:https://s3.amazonaws.com/files.d20.io/images/172770377/8mwvwLN9seLq_vtotNAAyg/thumb.png?1603532308, ns:1],[cl:MI,items:Spellbook]{{GM Info=The GM can change its images, locks and traps, and set variables to alter its behaviour by selecting the token and using the [Token Setup] GM button or using the **!cmd --token-img command**.}}{{Use=By default, only one item can be stored in this container, which generally would be a Spellbook item. A Character can\'t pick up the container, but can loot the Spellbook contained in it. Resetting the spell book container closes it again and resets the locks and traps.}}{{desc=This spellbook can have locks and traps placed on it, or left unlocked and/or untrapped. Generally, it only holds a lootable spell book, the spell book that the container represents. Once the spell book is looted, the GM should delete the container.}}'},
- {name:'Table',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Table}}{{subtitle=Container}}Specs=[Table,Container,0H,Container]{{Size=6ft x 2ft x 2ft 6ins, capacity 100lbs}}{{Slots=This table has 40 stackable slots, but generally has no lock}}RaceData=[w:Table, slots:40, lock:No-Lock, trap:No-Trap, cattr:ac=7|hp=40, cimg:https://s3.amazonaws.com/files.d20.io/images/356731433/O7FScnFkVDcsWGFbttNcmQ/thumb.png?1693321948|140|70, oimg:https://s3.amazonaws.com/files.d20.io/images/356731433/O7FScnFkVDcsWGFbttNcmQ/thumb.png?1693321948|140|70], [cl:MI,%:30],[cl:MI,%:70,items:random:1d3]{{GM Info=Generally, a table does not have any form of lock, but could be trapped (e.g. if the weight on the table changes, the trap might go off). Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.\nItems can be added to the container by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters *storing* items.\nLocks and traps can be reset by using the **!cmd --reset-chest** command or the GM\'s [Reset-Chest] button}}{{Use=Items can be stored on the table by Characters, NPCs or creatures *storing* items on it}}{{desc=This is an ordinary table, which can be configured to have traps (though less often to have a lock). When searched, after locks and traps have been overcome, it will open and list its contents. Using the container\'s [Close] action button (which available to all players) will close it but not reset any traps.}}'},
+ avatar:'https://files.d20.io/images/163011032/uPPtg9ocnclxlEHpzggomw/max.png?1599509579',
+ version:1.04,
+ db:[{name:'Backpack',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Sack}}{{subtitle=Container}}Specs=[Backpack,Container,0H,Container-Contents]{{Size=3ft x 2ft x 1ft, capacity 50lbs}}{{Slots=This backpack has stackable 15 slots}}RaceData=[w:Backpack, slots:15, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=15, cimg:https://files.d20.io/images/10119/thumb.png?1336705218, oimg:https://files.d20.io/images/10119/thumb.png?1336705218, ns:1] ,[cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the backpack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Creatures, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary backpack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
+ {name:'Chest',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ordinary Untrapped, Unlocked Chest}}{{subtitle=Container}}Specs=[Ordinary-unlocked-untrapped-chest,Container,0H,Container-Contents]{{Size=3ft x 2ft x 2ft}}{{Slots=This chest has stackable 12 slots}}RaceData=[w:Ordinary Unlocked Untrapped Chest, slots:12, lock:No-Lock, trap:No-Trap, cimg:https://s3.amazonaws.com/files.d20.io/images/163011054/LD6xZDT2SlYSow0Q5QHb3g/thumb.png?1599509586|70|50, oimg:https://s3.amazonaws.com/files.d20.io/images/352175458/BYTfuvbA_JvbL0IUjeM0Ug/thumb.png?1690472095, ns:1] ,[cl:MI,items:??2|??3|??4]{{Use=Items can be stored in this container and it can be looted without configuring or setting off any traps or overcoming any locks}}{{desc=This is an ordinary unlocked \\amp untrapped chest. When searched, it will automatically open and list its contents. Resetting it just closes it again. The GM can change its images by selecting the token and using the [Configure Container] action button}}'},
+ {name:'Container-Contents',type:'container|hide',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Container-Contents,Container|Hide,0H,Container]{{}}RaceData=[query:Do you want contents?|No contents%%8%% %% %% |Random Equipment \\amp money%%8%%random\\ampamp;#40;equipment\\ampamp;#41;:2+1d8%%money:\\ampamp;#40;\\ampamp;#40;1d100\\ampamp;#41;d100\\ampamp;#41;/100%%|Random Melee Weapons%%8%%random\\ampamp;#40;melee\\ampamp;#41;:2+1d4%% %%|Random Ranged Weapons \\amp Ammo%%8%%random\\ampamp;#40;ranged/ammo\\ampamp;#41;:2+1d4%% %%|Random Ammo \\amp Treasure%%8%%random\\ampamp;#40;ammo/treasure\\ampamp;#41;:4+2d4%% %%|Random Potions \\amp Money%%8%%random\\ampamp;#40;potion\\ampamp;#41;:2+1d4%%money:\\ampamp;#40;\\ampamp;#40;1d100\\ampamp;#41;d100\\ampamp;#41;/100%%|Random Scrolls \\amp Treasure%%8%%random\\ampamp;#40;scroll\\ampamp;#41;:2+1d4%%random\\ampamp;#40;treasure\\ampamp;#41;:2+1d4%%money:\\ampamp;#40;\\ampamp;#40;1d100\\ampamp;#41;d100\\ampamp;#41;/100|Random Rods Wands Staves \\amp Gems%%8%%random\\ampamp;#40;rod/staff/wand\\ampamp;#41;:2+1d2%%random\\ampamp;#40;gem\\ampamp;#41;:1d5-1%%money:\\ampamp;#40;\\ampamp;#40;1d100\\ampamp;#41;d100\\ampamp;#41;/100|Random Miscellaneous Items \\amp Gems%%8%%random\\ampamp#40;miscellaneous\\ampamp;#41;:1d4%%random\\ampamp;#40;gem\\ampamp;#41;:1d10%%|Treasure \\amp Money \\amp Gems%%30%%random\\ampamp;#40;treasure\\ampamp;#41;:2+1d4%%money:50+5d10+\\ampamp;#40;1d100/100\\ampamp;#41;%%random\\ampamp;#40;gem\\ampamp;#41;:10+2d10|Random Magic Items%%8%%random\\ampamp;#40;potion/scroll/ring/rod/miscellaneous\\ampamp;#41;:2+1d8%% %%|Any Random Items%%8%%random:2+1d4%% %%]{{}}'},
+ {name:'Dead-Body',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dead Body}}{{subtitle=Container}}Specs=[Dead Body,Container,0H,Container-Contents]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This dead body has stackable 18 slots}}RaceData=[w:Dead Body, slots:18, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=0, cimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, oimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, ns:1],[cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored on the dead body by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, and (if they really want) by Characters, NPCs or creatures *storing* items on it.}}{{desc=This is a dead body of some character or creature, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake the dead! Resetting it closes it again and resets the locks and traps.}}'},
+ {name:'Desk',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Desk}}{{subtitle=Container}}Specs=[Desk,Container,0H,Container-Contents]{{Size=8ft x 3ft x 2ft 6ins, capacity 100lbs}}{{Slots=This desk has 50 stackable slots, often in locked drawers or secret panels}}RaceData=[w:Desk, slots:50, lock:Key-Lock, trap:No-Trap, cattr:ac=7|hp=50, cimg:https://s3.amazonaws.com/files.d20.io/images/356731430/w_5X7X2GPI9_H6IY2hQDSw/thumb.png?1693321943|140|70, oimg:https://s3.amazonaws.com/files.d20.io/images/356731430/w_5X7X2GPI9_H6IY2hQDSw/thumb.png?1693321943|140|70,ns:1], [cl:MI,items:??2|??3|??4]{{GM Info=Comes by default with a key lock, but could also be trapped (e.g. on opening a particular drawer). Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.\nItems can be added to the container by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters *storing* items.\nLocks and traps can be reset by using the **!cmd --reset-chest** command or the GM\'s [Reset-Chest] button}}{{Use=Items can be stored in the desk drawers by Characters, NPCs or creatures *storing* items on it}}{{desc=This is an ordinary table, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Using the container\'s [Close] action button (which available to all players) will close it but not reset any traps.}}'},
+ {name:'Large-Chest',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Chest}}{{subtitle=Container}}Specs=[Large Chest,Container,0H,Container-Contents]{{Size=3ft x 2ft x 2ft, capacity 100lbs}}{{Slots=This chest has stackable 18 slots}}RaceData=[w:Large Chest, slots:18, lock:No-Lock, trap:No-Trap, cattr:ac=4|hp=20, cimg:https://s3.amazonaws.com/files.d20.io/images/163011054/LD6xZDT2SlYSow0Q5QHb3g/thumb.png?1599509586|105|75, oimg:https://s3.amazonaws.com/files.d20.io/images/2839308/_RR8niUb3sTQgLSoxDhM4g/thumb.png?1390447785|105|105,ns:1],[cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. Items can be stored in it by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command}}{{desc=This is an ordinary chest, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
+ {name:'Large-Sack',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Sack}}{{subtitle=Container}}Specs=[Large Sack,Container,0H,Container-Contents]{{Size=2ft x 2ft x 1ft, capacity 30lbs}}{{Slots=This sack has stackable 8 slots}}RaceData=[w:Large Sack, slots:8, lock:No-Lock, trap:No-Trap, cattr:ac=10|hp=5, cimg:https://s3.amazonaws.com/files.d20.io/images/354869406/YeYWOS4dDPCHFAWJD2W6zg/thumb.png?1692171906, oimg:https://s3.amazonaws.com/files.d20.io/images/354869956/wAY-o8Sb05NBODEKtrabcA/thumb.png?1692172865, rs:1], [cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the sack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items}}{{desc=This is an ordinary large sack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
+ {name:'Pile-of-Treasure',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Pile of Treasure}}{{subtitle=Container}}Specs=[Pile of Treasure,Container,0H,Container-Contents]{{Size=Variable}}{{Slots=This treasure pile has stackable 20 slots}}RaceData=[w:Pile of Treasure, slots:20, lock:No-Lock, trap:No-Trap, cattr:ac=1|hp=1, cimg:https://s3.amazonaws.com/files.d20.io/images/444145692/0blObItDcDEaAdTxi_Px0A/thumb.png?1749363869, oimg:https://s3.amazonaws.com/files.d20.io/images/444145692/0blObItDcDEaAdTxi_Px0A/thumb.png?1749363869, rs:1], [cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour}}{{Use=Items can be stored in the pile of treasure by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary chest, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will list its contents. Resetting it resets the locks and traps.}}'},
+ {name:'Sleeping-Creature',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sleeping Creature}}{{subtitle=Container}}Specs=[Sleeping Creature,Container,0H,Container-Contents]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This sleeping creature has stackable 18 slots}}RaceData=[w:Sleeping Creature, slots:18, lock:Sleeping-Creature, trap:Summon-Creature, cattr:ac=8|hp=8, cimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, oimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, rs:1],[cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. The "Wake the Sleeper" trap is pre-configured}}{{Use=Items can be stored in it by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items on the sleeping creature (if they really want to!)}}{{desc=This is a sleeping creature or character of some type, which can be configured to have locks and traps, and an image that represents the correct creature. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake it up! Resetting it puts it back to sleep and resets the locks and traps.}}'},
+ {name:'Small-Chest',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Chest}}{{subtitle=Container}}Specs=[Small Chest,Container,0H,Container-Contents]{{Size=2ft x 1ft x 1ft, capacity 40lbs}}{{Slots=This chest has stackable 8 slots}}RaceData=[w:Small Chest, slots:8, lock:No-Lock, trap:No-Trap, cattr:ac=4|hp=20, cimg:https://s3.amazonaws.com/files.d20.io/images/163011032/uPPtg9ocnclxlEHpzggomw/thumb.png?1599509579|55|45, oimg:https://s3.amazonaws.com/files.d20.io/images/2839308/_RR8niUb3sTQgLSoxDhM4g/thumb.png?1390447785, rs:1], [cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour}}{{Use=Items can be stored in the chest by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary chest, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
+ {name:'Small-Sack',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Sack}}{{subtitle=Container}}Specs=[Small Sack,Container,0H,Container-Contents]{{Size=1ft x 1ft x 8", capacity 15lbs}}{{Slots=This sack has stackable 5 slots}}RaceData=[w:Small Sack, slots:5, lock:No-Lock, trap:No-Trap, cattr:ac=10|hp=3, cimg:https://s3.amazonaws.com/files.d20.io/images/354869406/YeYWOS4dDPCHFAWJD2W6zg/thumb.png?1692171906|50, oimg:https://s3.amazonaws.com/files.d20.io/images/354869956/wAY-o8Sb05NBODEKtrabcA/thumb.png?1692172865|50, rs:1], [cl:MI,items:??2|??3|??4]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the sack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary small sack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'},
+ {name:'Spellbook',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Spellbook}}{{subtitle=Container}}Specs=[Spellbook,Container,0H,Container]{{Size=A large book size}}{{Slots=This spellbook only has 1 slot, which holds the lootable book itself}}RaceData=[w:Spellbook, slots:1, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=10, cimg:https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/thumb.png?1599726214, oimg:https://s3.amazonaws.com/files.d20.io/images/172770377/8mwvwLN9seLq_vtotNAAyg/thumb.png?1603532308, ns:1],[cl:MI,items:Spellbook]{{GM Info=The GM can change its images, locks and traps, and set variables to alter its behaviour by selecting the token and using the [Token Setup] GM button or using the **!cmd --token-img command**.\nBy default, only one item can be stored in this container, which generally would be a Spellbook item. A Character can\'t pick up the container, but can loot the Spellbook contained in it. Resetting the spell book container closes it again and resets the locks and traps.\nThe GM should use the [Add Items] macro button (or !magic --gm-edit-mi command) on the Spellbook container, select the spellbook item, and add spells to it using the [Store Spells/Powers in MI] button}}{{desc=This spellbook can have locks and traps placed on it, or left unlocked and/or untrapped. Generally, it only holds a lootable spell book, the spell book that the container represents. Once the spell book is looted, the GM should delete the container.}}'},
+ {name:'Table',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Table}}{{subtitle=Container}}Specs=[Table,Container,0H,Container-Contents]{{Size=6ft x 2ft x 2ft 6ins, capacity 100lbs}}{{Slots=This table has 40 stackable slots, but generally has no lock}}RaceData=[w:Table, slots:40, lock:No-Lock, trap:No-Trap, cattr:ac=7|hp=40, cimg:https://s3.amazonaws.com/files.d20.io/images/356731433/O7FScnFkVDcsWGFbttNcmQ/thumb.png?1693321948|140|70, oimg:https://s3.amazonaws.com/files.d20.io/images/356731433/O7FScnFkVDcsWGFbttNcmQ/thumb.png?1693321948|140|70, ns:1], [cl:MI,items:??2|??3|??4]{{GM Info=Generally, a table does not have any form of lock, but could be trapped (e.g. if the weight on the table changes, the trap might go off). Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.\nItems can be added to the container by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters *storing* items.\nLocks and traps can be reset by using the **!cmd --reset-chest** command or the GM\'s [Reset-Chest] button}}{{Use=Items can be stored on the table by Characters, NPCs or creatures *storing* items on it}}{{desc=This is an ordinary table, which can be configured to have traps (though less often to have a lock). When searched, after locks and traps have been overcome, it will open and list its contents. Using the container\'s [Close] action button (which available to all players) will close it but not reset any traps.}}'},
+ {name:'Undead-Body',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dead Body}}{{subtitle=Container}}Specs=[Undead Body,Container,0H,Container-Contents]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This dead body has stackable 18 slots}}RaceData=[w:Undead Body, slots:18, lock:Undead-Body, trap:Summon-Undead, cattr:ac=8|hp=0, cimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, oimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. By default, the "Wake the Dead" trap is pre-set}}{{Use=Items can be stored on the dead body by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, and (if they really want) by Characters, NPCs or creatures *storing* items on it.}}{{desc=This is a dead body of some character or creature, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake the dead! Resetting it closes it again and resets the locks and traps.}}'},
]},
Locks_Traps_DB: {bio:'Lock & Trap Macros v1.10 07/06/2024
A database of Lock & Trap Macros that can be added to a character sheet by the Drag & Drop Container system, to support objects & creatures that are part of locked and/or trapped containers.',
gmnotes:'Change Log: v1.10 07/06/2024 Fixed missing "no trap > open or find traps" macro v1.09 22/12/2023 Fixed error in definition of "No-Lock" macro which caused containers with no lock not to function v1.08 31/10/2023 Changed way GM-Roll- functions v1.07 22/10/2023 Added narrative traps (i.e. just display text) and fixed No-Lock when GM-Roll is enabled v1.06 16/09/2023 Added Secret Panel Lock v1.05 11/09/2023 Fixed errors in Sleeping Creatures and Undead Bodies v1.04 08/09/2023 Fixed errors in Return-Trap-2 & -3 when using Find Traps v1.03 27/08/2023 Version with non-Drag & Drop Find Traps macros v1.02 13/08/2023 Initial debugged and tested version v1.00 26/07/2023 Initial test database',
@@ -1904,14 +2006,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Unlocked-Lock',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^ Unlocked}}Specs=[Unlocked-Lock,Ability,0H,Lock-Unlocked]{{desc=You have successfully overcome the lock. Do you want to open ^^chest^^?\n[Yes](!magic --display-ability w|@{^^chest^^|Thief}|^^chestid^^|Trap-@{^^chest^^|trap-status}) or [No](!magic --display-ability w|@{^^chest^^|Thief}|^^chestid^^|Container-@{^^chest^^|trap-status}). Or you can just walk away...}}\n!setattr --silent --charid ^^chestid^^ --trap-version|2 --trap-status||Unlocked'},
{name:'Wizard-Spell-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Wizard-Spell-Trap,Trap|Ability,0H,Triggered]{{desc=Tinkering with the ^^chest^^ without disarming the trap has triggered it, and a *@{^^chest^^|trap-var1}* fills the area!}}AbilityData=[w:Wizard Spell Trap, magical:1, tvar1:Stinking-Cloud%%Wizard Spell, tvar2:6%%Casting Level, tvar3:square%%AoE Shape, tvar4:20%%AoE Length, tvar5:20%%AoE Width, tvar6:acid%%AoE type, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Magical-Trap],[cl:AB,w:Remove-Magical-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM Desc=This trap sets off any wizard spell the GM desires when triggered, and can display an area of effect with an appropriate area of effect image (for a list \\amp description of the area of effect function and available images, see the "Area of Effect" command documentation in the RoundMaster Help handout).\nTo specify the spell that is cast, and the area of effect of that spell, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command}}\n!setattr --silent --charid ^^chestid^^ --casting-level|@{^^chest^^|trap-var2} --casting-name|^^chest^^\n!rounds --aoe @{^^chest^^|chest}|@{^^chest^^|trap-var3}|feet|0|@{^^chest^^|trap-var4}|@{^^chest^^|trap-var5}|@{^^chest^^|trap-var6}|true\n!magic --display-ability gm|@{^^chest^^|chest}|MU-Spells-DB|@{^^chest^^|trap-var1}'},
]},
- Class_DB: {bio:'Character Class Database v2.09 20/12/2024
This sheet holds definitions of Character Classes that can be used by the RPGMaster API system. The definitions includes valid alignments and races, hit dice, the weapons & armour each class can use, the types of spells usable by the class (if any), and the powers that the class gets. Depending on API configuration, the APIs can restrict characters of a particular class to these specifications, or not as desired.',
- gmnotes:'Change Log: v2.09 20/12/2024 Added in base Rogue skill scores to Thief, Bard & Assassin classes v2.08 17/05/2024 Corrected standard specialist mage definitions to include the specmu:1 attribute v2.07 22/03/2024 Corrected thieves and rogues allowed armour definitions to properly include Elven chain mail v2.06 29/09/2023 Added classes to support some giants and chromatic & metalic dragons v2.02-5 11/07/2023 Added classes in support of creatures in Creatures database v2.01 25/09/2022 Moved to RPGM Library and updated templates v1.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v1.05 11/05/2022 Added Priest of the Sea as a possible Priest class. v1.03 23/02/2022 Initial release with classes defined in the Players Handbook',
+ Class_DB_Std: {bio:'Character Class Database v2.13 02/08/2025
This sheet holds definitions of Character Classes that can be used by the RPGMaster API system. The definitions includes valid alignments and races, hit dice, the weapons & armour each class can use, the types of spells usable by the class (if any), and the powers that the class gets. Depending on API configuration, the APIs can restrict characters of a particular class to these specifications, or not as desired.',
+ gmnotes:'Change Log: v2.13 02/08/2025 Added styles tag to data for base classes to allow/deny fighting styles as per rules v2.12 22/07/2025 Added in Ranger *move silently* and *hide in shadows* base capabilities. v2.09-11 20/12/2024 Added in base Rogue skill scores to Thief, Bard & Assassin classes v2.08 17/05/2024 Corrected standard specialist mage definitions to include the specmu:1 attribute v2.07 22/03/2024 Corrected thieves and rogues allowed armour definitions to properly include Elven chain mail v2.06 29/09/2023 Added classes to support some giants and chromatic & metalic dragons v2.02-5 11/07/2023 Added classes in support of creatures in Creatures database v2.01 25/09/2022 Moved to RPGM Library and updated templates v1.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v1.05 11/05/2022 Added Priest of the Sea as a possible Priest class. v1.03 23/02/2022 Initial release with classes defined in the Players Handbook',
root:'Class-DB',
api:'attk,magic',
type:'class',
controlledby:'all',
avatar:'https://files.d20.io/images/141880538/q9us_ihVJqijf8PpphgrqQ/max.png?1591624422',
- version:2.11,
+ version:2.13,
db:[{name:'Abjurer',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Abjurer}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Wis:[[15]]}}{{Alignment=Any}}{{Race=Human only}}{{Hit Dice=1d4}}Specs=[Abjurer,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Abjuration}}{{Banned=Alteration \\amp Illusion}}ClassData=[w:Wizard, hd:1d4, race:human, sps:abjuration, spb:alteration|illusion, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Spells of this school focus magical energies to provide protection. This protection can take a number of forms, including warding off specific types of weapons or creatures and discouraging or dispelling enemies. The school also includes a variety of spells involving avoidance and repellence. Abjuration spells concentrate on eliminating or hindering sources of potential harm rather than repairing damage.}}'},
{name:'Assassin',type:'roguekitclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Assassin}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[12]], Int:[[11]], Str:[[12]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Good (most are some form of Evil)}}Specs=[Assassin,RogueKitClass,0H,Rogue]{{Skills=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages*, but only with reduced percentage points to allocate. Also, Assassins can *Backstab*.\nHave a chance to *Identify Poisons*}}ClassData=[w:Assassin, hd:1d6, align:ln|nn|n|cn|le|ne|ce, weaps:any, ac:padded|leather|studdedleather|elvenchain|magicitem|ring|cloak, rp:40.20, ppa:15, ola:10, rta:10, msa:10, hsa:5, dna:15, cwa:60, rla:-5, lla:0,ns:1],[cl:AC,%:50,items:Leather-Armour],[cl:AC,%:10,items:Padded-Armour],[cl:AC,%:5,items:Leather+??1],[cl:WP,%:60,prime:Shortsword,offhand:shield],[cl:WP,%:40,prime:Longsword,offhand:shield],[cl:WP,%:10,prime:Broadsword,offhand:shield],[cl:WP,%:10,prime:Bastard-sword,offhand:shield],[cl:WP,%:5,prime:Shortsword+??1,offhand:shield],[cl:WP,%:5,prime:Longsword+??1,offhand:shield],[cl:WP,%:20,prime:Longsword,offhand:shield+??2],[cl:WP,%:10,both:Bastard-sword,items:Shortsword|Shield],[cl:WP,%:10,both:Two-Handed-sword,items:Shortsword|Shield],[cl:WP,%:5,both:Bastard-sword,items:Shortsword|Shield],[cl:WP,%:5,both:Two-Handed-sword,items:Shortsword|Shield],[cl:WP,%:20,both:Shortbow,items:Sheaf-Arrow:20|Shortsword|Shield],[cl:WP,%:20,both:Longbow,items:Flight-Arrow:20|Shortsword],[cl:WP,%:5,both:Shortbow,items:Sheaf-Arrow:20|Shortsword|Shield],[cl:WP,%:5,both:Longbow,items:Flight-Arrow:20|Shortsword],[cl:WP,%:20,prime:Spear:5,items:Sheaf-Arrow:20|Shortsword]{{desc=In any reasonably corrupt culture, there are those who wish to eliminate someone whose very existence stands in the way of their plans. To serve them there are Assassins: trained killers whose services are for hire.\nIn the AD\\ampD(R) 2nd Edition Players\' Handbook, the idea of an assassin, a hired killer, has been divorced from any particular character class. Indeed, a character can be any class and still be an assassin; this thief kit simply shows how a thief can be converted into an efficient, discreet killer. Characters of other classes still can (and often will) be assassins, so it would be best not to let down one\'s guard . . .}}{{Reference=*The Complete Thief\'s Handbook* Assassin Kit}}'},
{name:'Bard',type:'rogueclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Bard}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[12]], Int:[[13]], Chr:[[15]]}}{{Race=Human or Half Elf}}{{Hit Dice=1d6}}{{Alignment=Any Neutral}}Specs=[Bard,RogueClass,0H,Rogue]{{Skills=Bardish Abilities *Pick Pockets, Detect Noise, Climb Walls,* and *Read Languages*. Can cast some wizard spells from 2nd Level (less likely to be Combat-type spells)}}ClassData=[w:Bard, hd:1d6, race:human|halfelf, align:ng|nn|n|ne|ln|cn, weaps:any, ac:padded|leather|hide|brigandine|ringmail|scalemail|chainmail|ring|magicitem|cloak, rp:20.15, cwa:50, dna:20, ppa:10, rla:5, sps:any, slv:6|1|100|MU, spl1:0|1|2|2|3|3|3|3|3|3|3|3|3|3|3|4|4|4|4|4, spl2:0|0|0|1|1|2|2|3|3|3|3|3|3|3|3|3|4|4|4|4, spl3:0|0|0|0|0|0|1|1|2|2|3|3|3|3|3|3|3|4|4|4, spl4:0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|3|3|4|4, spl5:0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|4, spl6:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3,ns:1],[cl:AC,%:50,items:Leather-Armour],[cl:AC,%:10,items:Padded-Armour],[cl:AC,%:40,items:Studded-Leather],[cl:AC,%:10,items:Ring-Armour],[cl:AC,%:5,items:Chain-Mail],[cl:AC,%:5,items:Leather+??1],[cl:AC,%:3,items:Chain-Mail+??1],[cl:WP,%:60,prime:Shortsword],[cl:WP,%:40,prime:Longsword],[cl:WP,%:10,prime:Broadsword],[cl:WP,%:10,prime:Bastard-sword],[cl:WP,%:5,prime:Shortsword+??1],[cl:WP,%:5,prime:Longsword+??1],[cl:WP,%:10,both:Bastard-sword,items:Shortsword],[cl:WP,%:10,both:Two-Handed-sword,items:Shortsword],[cl:WP,%:5,both:Bastard-sword,items:Shortsword],[cl:WP,%:5,both:Two-Handed-sword,items:Shortsword],[cl:WP,%:20,both:Shortbow,items:Sheaf-Arrow:20|Shortsword],[cl:WP,%:20,both:Longbow,items:Flight-Arrow:20|Shortsword],[cl:WP,%:5,both:Shortbow,items:Sheaf-Arrow:20|Shortsword],[cl:WP,%:5,both:Longbow,items:Flight-Arrow:20|Shortsword],[cl:WP,%:20,prime:Spear:5,items:Sheaf-Arrow:20|Shortsword]{{desc=The bard is an optional character class that can be used if your DM allows. He makes his way in life by his charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails).\nIn precise historical terms, the title "bard" applies only to certain groups of Celtic poets who sang the history of their tribes in long, recitative poems. These bards, found mainly in Ireland, Wales, and Scotland, filled many important roles in their society. They were storehouses of tribal history, reporters of news, messengers, and even ambassadors to other tribes. However, in the AD\\ampD game, the bard is a more generalized character. Historical and legendary examples of the type include Alan-a-Dale, Will Scarlet, Amergin, and even Homer. Indeed, every culture has its storyteller or poet, whether he is called bard, skald, fili, jongleur, or something else.}}'},
@@ -1940,7 +2042,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Magic-User',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Magic User}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]]}}{{Alignment=Any}}{{Race=Human, Elf or Half-Elf}}{{Hit Dice=1d4}}Specs=[Magic User,WizardClass,0H,Wizard]{{Spells=Any}}ClassData=[w:Magic User, hd:1d4, race:human|elf|halfelf, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage\'s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage\'s ability to learn specialized spells is limited compared to the specialist\'s.\nMages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.}}'},
{name:'Necromancer',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Necromancer}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Wis:[[16]]}}{{Alignment=Any}}{{Race=Human only}}{{Hit Dice=1d4}}Specs=[Necromancer,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Necromancy}}{{Banned=Enchantment / Charm \\amp Illusion}}ClassData=[w:Necromancer, hd:1d4, race:human, sps:necromancy, spb:enchantment|charm|enchantmentcharm|illusion|phantasm|illusionphantasm, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=This powerful school involves spells dealing with death and the dead. These spells drain vitality from living creatures and restore life functions to unliving creatures. Bones, blood, spirits, and apparitions are all associated with the magical energies shaped and controlled by the specialists of this school.}}'},
{name:'Paladin',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Paladin}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Con:[[9]], Wis:[[13]], Chr:[[17]]}}{{Alignment=Lawful Good}}{{Race=Human only}}Specs=[Paladin,WarriorClass,0H,Warrior]{{Hit Dice=1d10}}{{=**Powers**}}{{1st Level=*Detect Evil Intent, Immune* to disease, *Lay on Hands, Cure Disease, Aura of Protection*}}{{3rd Level=*Turn Undead and Fiends*}}{{9th Level=Aquire Clerical spell casting}}{{.=**Priest Spells**}}{{Major Spheres=Combat, Divination, Healing, Protective}}ClassData=[w:Paladin, align:lg, hd:1d10, race:human, weaps:any, ac:any, sps:combat|divination|healing|protective, slv:4|9|9|PR, spl1:1|2|2|2|2|3|3|3|3|3|3|3, spl2:0|0|1|2|2|2|2|3|3|3|3|3, spl3:0|0|0|0|1|1|1|2|3|3|3|3, spl4:0|0|0|0|0|0|1|1|1|1|2|3, ns:4],[cl:PW, w:Paladin-Detect-Evil, lv:1, pd:-1],[cl:PW, w:Paladin-lay-on-hands, lv:1, pd:1],[cl:PW, w:Cure-Disease, lv:1, pd:1],[cl:PW, w:Turn-Undead, lv:3, pd:-1],[cl:WP,%:50,lv:5,prime:Sword+5-Holy-Avenger^^swordType=Longsword/M/S/5/1d8/1d12/M/S/5/1d8/1d12/Long-Blade^^,offhand:Shield+1], [cl:WP,%:50,lv:5,prime:Sword+5-Holy-Avenger^^swordType=Broadsword/M/S/5/2d4/1+1d6/M/S/5/2d4/1+1d6/Long-Blade^^,offhand:Shield+1], [cl:WP,%:20,lv:5,prime:Sword+5-Holy-Avenger^^swordType=Bastard-Sword/M/S/6/1d8/1d12/M/S/8/2d4/2d8/Long-Blade], [cl:WP,%:30,lv:5,prime:Sword+5-Holy-Avenger^^swordType=Two-Handed-Sword/L/S/10/0/0/L/S/10/1d10/3d6/Long-Blade^^]{{desc=The paladin is a noble and heroic warrior, the symbol of all that is right and true in the world. As such, he has high ideals that he must maintain at all times. Throughout legend and history there are many heroes who could be called paladins: Roland and the 12 Peers of Charlemagne, Sir Lancelot, Sir Gawain, and Sir Galahad are all examples of the class. However, many brave and heroic soldiers have tried and failed to live up to the ideals of the paladin. It is not an easy task!}}'},
- {name:'Priest',type:'priestclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Race=Any}}{{Hit Dice=1d8}}{{ =**Alignment**}}{{Deity=Any}}{{Priests=Any}}{{Flock=Any}}Specs=[Priest,PriestClass,0H,Priest]{{Powers=*Turn Undead*}}{{ =Spells}}{{Major Spheres=All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, and Sun}}{{Minor Spheres=Elemental}}ClassData=[w:Priest, hd:1d8, weaps:clubs|flails|staff|slings, ac:any, sps:all|astral|charm|combat|creation|divination|guardian|healing|necromantic|protection|summoning|sun, spm:elemental,ns:1],[cl:PW,w:Turn Undead,sp:10,pd:-1]{{desc=The most common type of priest is the cleric. The cleric may be an adherent of any religion (though if the DM designs a specific mythos, the cleric\'s abilities and spells may be changed--see following). Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order.\nThe cleric class is similar to certain religious orders of knighthood of the Middle Ages: the Teutonic Knights, the Knights Templars, and Hospitalers. These orders combined military and religious training with a code of protection and service. Members were trained as knights and devoted themselves to the service of the church. These orders were frequently found on the outer edges of the Christian world, either on the fringe of the wilderness or in war-torn lands. Archbishop Turpin (of The Song of Roland) is an example of such a cleric. Similar orders can also be found in other lands, such as the sohei of Japan.}}'},
+ {name:'Priest',type:'priestclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Race=Any}}{{Hit Dice=1d8}}{{ =**Alignment**}}{{Deity=Any}}{{Priests=Any}}{{Flock=Any}}Specs=[Priest,PriestClass,0H,Priest]{{Powers=*Turn Undead*}}{{ =Spells}}{{Major Spheres=All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, and Sun}}{{Minor Spheres=Elemental}}ClassData=[w:Priest, hd:1d8, slots:(2+f(^^level^^/4)), nwp:(4+f(^^level^^/3)+^^intlang^^), weaps:clubs|flails|staff|slings, styles:single-weapon-style|two-hander-style|weapon-and-shield-style, ac:any, sps:all|astral|charm|combat|creation|divination|guardian|healing|necromantic|protection|summoning|sun, spm:elemental,ns:1],[cl:PW,w:Turn Undead,sp:10,pd:-1]{{desc=The most common type of priest is the cleric. The cleric may be an adherent of any religion (though if the DM designs a specific mythos, the cleric\'s abilities and spells may be changed--see following). Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order.\nThe cleric class is similar to certain religious orders of knighthood of the Middle Ages: the Teutonic Knights, the Knights Templars, and Hospitalers. These orders combined military and religious training with a code of protection and service. Members were trained as knights and devoted themselves to the service of the church. These orders were frequently found on the outer edges of the Christian world, either on the fringe of the wilderness or in war-torn lands. Archbishop Turpin (of The Song of Roland) is an example of such a cleric. Similar orders can also be found in other lands, such as the sohei of Japan.}}'},
{name:'Priest-of-Agriculture',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Agriculture}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[11]], Con:[[12]]}}{{Races=Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=True Neutral or Neutral Good}}{{Flock=Any}}Specs=[Priest of Agriculture,PriesthoodClass,0H,Priest]{{ =**Spells**}}{{Major Spheres=All, Creation, Divination, Plant, Summoning}}{{Minor Spheres=Animal, Healing, Protection, Sun, Weather}}{{.=**Powers**}}{{1st Level=*Analysis, Detection, \\amp Identification; Create Food \\amp Water* (1/day); *Immunity* to *natural* food poisoning}}{{8th Level=*Heroes\' Feast,* (1/day)}}ClassData=[w:Priest of Agriculture, align:NN|NG, hd:1d8, race:gnomes|halfelves|halflings|humans, weaps:hooks|flails|handaxe|throwingaxe|scythe|sickle, ac:leather|padded|hide|woodenshield|magicitem|ring|cloak, sps:all|Creation|Divination|Plant|Summoning, spm:Animal|Healing|Protection|Sun|Weather, ns:1],[cl:PW, w:Analysis-Detection-Identification, lv:1, pd:-1],[cl:PW, w:Create-Food-and-Water, lv:1, pd:1],[cl:PW, w:Heroes-Feast, lv:8, pd:1],[cl:AC,%:10,items:Leather],[cl:AC,%:10,items:Studded-Leather],[cl:AC, %:10, items:Hide-Armour],[cl:AC, %:10, items:Padded Armour],[cl:WP, %:10, prime:Hook, offhand:shield, items:Sickle], [cl:WP,%:20,prime:Footmans-Flail,offhand:Shield,items:Sickle],[cl:WP,%:20,prime:Sickle,offhand:Shield,items:Footmans-Flail]{{desc=Agriculture concerns Man harvesting Nature. The god has shown man how to plant, grow, reap, and utilize crops; man, in turn, worships the god as thanks for this bounty. The gods of agriculture is different from the other gods of nature and natural forces in that he represents the elements of growing that man utilizes and can control.\nThe priesthood of this god is principally interested in making sure that mankind continues to appreciate the agricultural god. An angry god of this sort can decide that crops fail, either on a local level or even worldwide, resulting in mass starvation and (eventually, if the god is not appeased) a destruction of civilization; man would return to a hunter-gatherer culture, living in small nomadic tribes and following herds of beasts, if this were to take place.\nA god of Agriculture doesn\'t have to be the god of all agriculture. He could be the god of a specific crop (especially wheat, barley, corn, vines, olives, and other principal crops) or of a specific, lesser attribute of agriculture (sowing, reaping, brewing, etc.).\nMost agricultural deities are female.\nThe priests of this god are on good terms with Druids and the priests of Community, Earth, Fertility, Fire, Life-Death-Rebirth Cycle, Nature, Seasons, and Vegetation.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'},
{name:'Priest-of-Ancestors',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Ancestors}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]]}}{{Races=Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any Neutral or Good}}{{ =**Spells**}}{{Major Spheres=All, Astral, Creation, Divination, Guardian, Necromantic and Protection}}{{Minor Spheres=Charm, Healing}}Specs=[Priest of Ancestors,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Detection* of graves \\amp undead, *Immunity* to *charm* abilities of undead creatures, *Turn Undead*}}{{8th Level=*Prophecy* (not at will)}}ClassData=[w:Priest of Ancestors, align:LG|NG|CG, hd:1d8, race:dwarves|elves|gnomes|halfelves|halflings|humans, weaps:clubs|dagger|dirk|dart|knife|staff, ac:magicitem|ring|cloak, sps:all|astral|creation|divination|guardian|necromantic|protection, spm:charm|healing, ns:1],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Prophesy, lv:8, pd:-1],[cl:WP, %:10, prime:Club, items:Dagger:5],[cl:WP, %:10, prime:Dagger:5, items:Dart:10|Club],[cl:WP, %:10, prime:Quarterstaff, items:Club]{{desc=A god devoted to man\'s communion with and honoring of his dead ancestors. As such, this is a god of civilization and learning, even of courtesy.\nThe priests of this god keep the deeds of ancestors and heroes in the minds of the population. They commune with and honor the dead, and are also devoted to learning from them # not just reading their writings, but communicating with them magically, even exploring alternate planes to understand the meaning of life and death.\nThey are also devoted to the protection of new generations, whom they teach to appreciate the previous generations of this race.\nThis priesthood places a high value on truth.\nPriests of the god of ancestors hate the undead, regarding them as a mockery of true and noble death. These priests seek to eradicate the undead whenever encountered. \nLesser gods of this attribute would be devoted to subsets of the broad field of Ancestors. Such subsets include: Ancestors of a particular race, of a particular city, of a particular extended clan; all male ancestors, all female ancestors, all warrior ancestors, all scholar ancestors, etc. It would be appropriate for a civic deity (see Community, below) also to be a god of the city\'s ancestors, for instance.\nAncestor deities are not inclined toward either sex.\nThe priests of this god are on good terms with the priests of Birth/Children, Community, Divinity of Mankind, Fate/Destiny, Race, and Sites. The priests of this god dislike the priests of Disease.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'},
{name:'Priest-of-Darkness',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Darkness}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[11]], Int:[[11]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral Good, Neutral Evil, or True Neutral}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Necromantic, Summoning and Sun}}{{Minor Spheres=Animal, Elemental, Guardian, Protection}}Specs=[Priest of Darkness,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Infravision*. NG \\amp N have *Turn Undead*, NE have *Control Undead*}}ClassData=[w:Priest of Darkness, align:NG|NN|N|NE, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|crossbow|dagger|dirk|knife|stiletto|rapier|shortsword, ac:hide|leather|padded|magicitem|ring|cloak, sps:all|charm|divination|necromantic|summoning|sun, spm:animal|elemental|guardian|protection, ns:2],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Control-Undead, lv:1, pd:-1],[cl:AC,%:10,items:Leather],[cl:AC,%:10,items:Studded-Leather],[cl:AC,%:5,items:Padded-Armour],[cl:AC,%:5,items:Hide-Armour],[cl:WP,%:10,both:Shortbow,items:sheaf-arrows:20|Shortsword],[cl:WP,%:10,prime:Shortsword,items:Shortbow|Sheaf-Arrow:20],[cl:WP,%:10,prime:Shortsword,items:Dagger:5|Dart:12],[cl:WP,%:10,items:Rapier|Light-Crossbow|Light-Quarrel:30]{{desc=This god is a god of some forces that humans fear. However, this doesn\'t mean the god is evil. Generally, he\'s not. He\'s just the embodiment of darkness, including all its benefits and all its dangers. The god of Darkness and Night would be the god of sleep, of dreams, of nightmares, and of nocturnal predators; some of these traits are considered good, some ill.\nThe priests of this god are interested in making sure that man regards Darkness and Night with a reverential awe # making sure that the sentient humanoid races appreciate the virtues of night while still respecting or fearing its more frightening aspects. These priests tend to be more aloof from the common man than priests of many other gods.\nLesser gods of this attribute would be gods of only one of these factors. One might be the god of Sleep, and another the god of Nightmares. In these cases, the DM can choose to vary the god\'s alignment; the god of Sleep, much beloved of men, could be lawful good, while the god of Nightmares, hated by men, could be chaotic evil.\nGods of darkness or night are most likely to be female.\nThe priests of this god are on good terms with the priests of Dawn, Death, Elemental Forces, Hunting, Light, Magic, Moon, Oracles/Prophecy, and Sun. Some DMs may be surprised that the gods of Darkness and Night are not listed here as being opposed to those of light and sun. It\'s because they don\'t have to be; in Greek mythology, for instance, the sun-god, moon-goddess, and dawn-goddess were all siblings who never opposed one another. Naturally, the individual DM can decide for his campaign that the deities of darkness and light, moon and sun are enemies.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'},
@@ -1958,36 +2060,40 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Priest-of-the-Moon',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of the Moon}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[10]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral Good, True Neutral, or Neutral Evil}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Summoning, Sun}}{{Minor Spheres=Animal, Elemental, Healing, Necromantic}}Specs=[Priest of the Moon,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Charm-Fascination* 3/day, *Infravision*}}{{5th Level=*Inspire-Fear* 2/day}}{{10th Level=*Chariot of Sustarre* 1/day}}ClassData=[w:Priest of the Moon, align:ng|nn|n|ne, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|dagger|dirk|dart|javelin|knife|sling|spear, ac:hide|padded|leather|shield|magicitem|ring|cloak, sps:all|charm|divination|summoning|sun, spm:animal|elemental|healing|necromantic, ns:3],[cl:PW, w:Charm-Fascination, lv:1, pd:3],[cl:PW, w:Inspire-Fear, lv:5, pd:2],[cl:PW, w:Chariot-of-Sustarre, lv:10, pd:1],[cl:AC,%:10,items:Leather],[cl:AC,%:10,items:Studded-Leather],[cl:AC,%:5,items:Padded-Armour],[cl:AC,%:5,items:Hide-Armour],[cl:AC,%:3,items:Leather+??2],[cl:AC,%:3,items:Studded-Leather+??2],[cl:AC,%:2,items:Padded-Armour+??2],[cl:AC,%:2,items:Hide-Armour+??2],[cl:WP, %:60, prime:Dagger:6, offhand:Shield, items:Shortbow|Sheaf-Arrows:20],[cl:WP, %:60, both:Shortbow, items:Sheaf-Arrows:20|Spear:4],[cl:WP, %:60, both:Sling, items:Shield|Bullet:40:Dagger:4],[cl:WP, %:40, prime:Javelin:4, offhand:Shield, items:Longbow|Sheaf-Arrows:15|Flight-Arrows:15|Dagger:5],[cl:WP, %:20, prime:Dagger+??1:6, offhand:Shield, items:Shortbow|Sheaf-Arrows+??2:6|Sheaf-Arrows:14],[cl:WP, %:10, prime:Shortbow+??2, offhand:Shield+1, items:Sheaf-Arrows:20|Spear:4],[cl:WP, %:60, both:Composite-Longbow+1, items:Shield+??2|Sheaf-Arrows:15|Flight-Arrows:15|Dagger:6]{{desc=This deity is a god of inspiration, magic, and mystery, and is closely related to the god of Darkness.\nHis priests celebrate the magics and light granted by the moon.\nIn a fantasy setting, there could be numerous gods of the moon... one for each of several moons the planet possesses.\nMost moon-gods are female.\nThe priests of this god are on good terms with the priests of Darkness/Night, Dawn, Hunting, Light, Magic, Oracles/Prophecy, and Sun.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'},
{name:'Priest-of-the-Sea',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of the Sea, Oceans \\amp Rivers}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=True Neutral or Neutral Good}}{{Flock=Any}}{{ =**Spells**}}{{Major Spheres=All, Animal (of the water), Divination, Elemental(Water) and Weather}}{{Minor Spheres=Charm (sea creatures), Combat, Healing, Plant and Protection}}{{Special Spells=On reaching appropriate level: *Earthquake, Transmute rock to mud, Conjure Water Elelemtal* as 6th level *Conjure Fire Elemental*}}Specs=[Priest of the Sea,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Water Breathing* self only 1/day, *Determine Depth Underwater* at will, *Infravision* underwater only}}{{5th Level=*Aquatic Language* 1 per level 5-8}}{{8th Level=*Water Breathing* on self becomes 24hr \\amp self-renewing, + 1/day on others, *Shapechanging* to limited range of aquatic animals}}ClassData=[w:Priest of the Sea, align:n|nn|ng, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:belayingpin|gaff|harpoon|hook|javelin|net|scourge|spear|sword|trident, ac:shield|magicitem|ring|cloak, sps:all|animal|divination|elemental-water|weather, spm:charm|combat|healing|plant|protection, sp5:Transmute-Rock-to-Mud, sp6:Conjure-Water-Elemental, sp7:Earthquake, ns:6],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Water-Breathing, lv:1, pd:1],[cl:PW, w:Water-Breathing-24hr, lv:8, pd:1],[cl:PW, w:Know-Underwater-Depth, lv:1, pd:-1],[cl:PW, w:Underwater-Infravision, lv:1, pd:-1],[cl:PW, w:Aquatic-Shapechanging, lv:8, pd:1],[cl:WP, %:10, prime:Cutlass, offhand:Shield, items:Sourge],[cl:WP, %:10, both:Trident, items:Shield|Net|Spear:4],[cl:WP, %:10, prime:Trident, offhand:net, items:Shield|Cutlass],[cl:WP, %:10, prime:Javelin:4, offhand:Shield, items:Belaying-Pin|Hook],[cl:WP, %:2, prime:Cutlass+??1, offhand:Shield, items:Sourge],[cl:WP, %:2, both:Trident+??2, items:Shield|Net|Spear:4],[cl:WP, %:2, prime:Trident, offhand:net+??2, items:Shield|Cutlass],[cl:WP, %:2, prime:Javelin+??2:4, offhand:Shield, items:Belaying-Pin|Hook]{{desc=This god is a god of large bodies of water. He doesn\'t concern himself much with mortal doings; sailors pray to him for mercy, and he shows them mercy when he feels like it, and shows them death when he prefers. He is also a storm-god, the deity of storms upon the sea, and sailors fear him.\nHis priests pray to him for good winds and good harvests of the sea, and make sacrifices to him to keep him happy and calm. They also use their powers to save the creatures of the sea, especially creatures such as mermen and dolphins, from needless death at the hands of overzealous fishermen. They are also great explorers of the sea, and when a priest of the ocean-god decides to hide from other men, only another priest of the same order or an experienced mage can find him in his underwater haven.\nLesser gods will be gods of individual rivers, lakes, and seas. In some lands, each of the continent\'s thousands of rivers will be the domain of a lesser god or goddess.\nSea-gods are just as likely to be male as female.\nThe priests of this god are on good terms with the priests of Animals (aquatic animals only) and Sky/Weather.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'},
{name:'Priest-of-the-Sun',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of the Sun}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Int:[[12]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Any Good, tending to Neutral Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}{{ =**Spells**}}{{Major Spheres=All, Divination, Healing, Necromantic, Sun}}{{Minor Spheres=Charm, Elemental (Fire), Plant, Protection}}Specs=[Priest of the Sun,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Detect Secret Doors* as Elf, 1 in 6 10ft rad, 2 in 6 secret doors \\amp 3 in 6 concealed portal if actively searching (elven priests +1), *Infravision*, *Turn Undead*}}{{5th Level=*Lay on Hands* 1/day}}{{8th Level=*Prophesy* (not at will)}}{{10th Level=*Chariot of Sustarre* 1/day}}ClassData=[w:Priest of the Sun, align:lg|ng|cg, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|crossbow|dagger|dirk|dart|javelin|knife|spear, ac:brigandine|mail|plate|studdedleather|magicitem|ring|cloak, sps:all|divination|healing|necromantic|sun, spm:charm|elementalfire|plant|protection, ns:4],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Lay-on-Hands, lv:5, pd:1],[cl:PW, w:Prophesy, lv:8, pd:-1],[cl:PW, w:Chariot-of-Sustarre, lv:10, pd:1],[cl:AC,%:10,items:Ring-Armour],[cl:AC,%:5,items:Chain-Mail],[cl:AC,%:5,items:Splint-Mail],[cl:AC,%:5,items:Banded-Mail],[cl:AC,%:3,items:Plate-Mail],[cl:AC,%:3,items:Field-Plate],[cl:AC,%:1,items:Full-Plate],[cl:AC,%:3,items:Chain-Mail+??1],[cl:AC,%:1,items:Plate-Mail+??2],[cl:WP,%:10,both:Shortbow, items:Sheaf-Arrows:20|Dagger:6|Shield],[cl:WP, %:10, prime:Javelin:4, offhand:Shield, items:Dart:30|Dagger],[cl:WP, %:10, both:Light-Crossbow, items:Light-Quarrel:30|Dagger:6|Shield],[cl:WP, %:10, prime:Spear:6, offhand:Shield, items:Dagger:6],[cl:WP,%:3,both:Shortbow, items:Sheaf-Arrows+??2:6|Sheaf-Arrows:14|Dagger:6|Shield],[cl:WP, %:3, prime:Javelin+??2:4, offhand:Shield, items:Dart:30|Dagger],[cl:WP, %:2, both:Light-Crossbow, items:Light-Quarrel+??2:10|Light-Quarrel:20|Dagger:6|Shield],[cl:WP, %:5, prime:Spear:6, offhand:Shield+??2, items:Dagger:6]{{desc=This god is a god of magic, healing, inspiration, and life, sometimes of madness and heatstroke. He is an enemy of dark creatures, especially the undead.\nThe priesthood of this god exists to promote all those traits among the flock, and to celebrate the daily blessing that the sun-god shines down upon the world.\nThe sun-god is usually male.\nThe priests of this god are on good terms with the priests of Arts, Crafts, Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Light, Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, and Oracles/Prophecy.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'},
- {name:'Psion',type:'psionclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Psionicist}}{{subtitle=Psion Class}}{{Min Abilities=Con:[[11]], Int:[[12]], Wis:[[15]]}}{{Race=Human, Halfling, Dwarf, Gnome, Elf, Half-Elf}}{{Hit Dice=1d6}}{{Alignment=Any not Chaotic}}Specs=[Psionicist,PsionClass,0H,Psion]{{Powers=Psionics (not yet implemented). See Reference}}ClassData=[w:Psion, hd:1d6, align:lg|ln|le|ng|nn|n|ne, weaps:shortbow|lightcrossbow|handcrossbow|shortblade|club|handaxe|throwingaxe|horsemansmace|horsemanspick|scimitar|spear|warhammer, ac:padded|leather|studdedleather|smallshield|magicitem|ring|cloak]{{desc=Psionicists are extraordinary characters who develop their powers through arduous training. (While members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists.) An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. Most of the psionicist\'s powers are unique. He advances slowly, at a rate somewhere between the fighter and mage. At low levels, however, the psionicist has the potential to be powerful.}}'},
+ {name:'Psion',type:'psionclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Psionicist}}{{subtitle=Psion Class}}{{Min Abilities=Con:[[11]], Int:[[12]], Wis:[[15]]}}{{Race=Human, Halfling, Dwarf, Gnome, Elf, Half-Elf}}{{Hit Dice=1d6}}{{Alignment=Any not Chaotic}}Specs=[Psionicist,PsionClass,0H,Psion]{{Powers=Psionics (not yet implemented). See Reference}}ClassData=[w:Psion, hd:1d6, align:lg|ln|le|ng|nn|n|ne, weaps:shortbow|lightcrossbow|handcrossbow|shortblade|club|handaxe|throwingaxe|horsemansmace|horsemanspick|scimitar|spear|warhammer, styles:!any, ac:padded|leather|studdedleather|smallshield|magicitem|ring|cloak]{{desc=Psionicists are extraordinary characters who develop their powers through arduous training. (While members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists.) An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. Most of the psionicist\'s powers are unique. He advances slowly, at a rate somewhere between the fighter and mage. At low levels, however, the psionicist has the potential to be powerful.}}'},
{name:'Psionicist',type:'psionclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Psionicist}}{{subtitle=Psion Class}}{{Min Abilities=Con:[[11]], Int:[[12]], Wis:[[15]]}}{{Race=Human, Halfling, Dwarf, Gnome, Elf, Half-Elf}}{{Hit Dice=1d6}}{{Alignment=Any not Chaotic}}Specs=[Psionicist,PsionClass,0H,Psion]{{Powers=Psionics (not yet implemented). See Reference}}ClassData=[w:Psion, hd:1d6, align:lg|ln|le|ng|nn|n|ne, weaps:shortbow|lightcrossbow|handcrossbow|shortblade|club|handaxe|throwingaxe|horsemansmace|horsemanspick|scimitar|spear|warhammer, ac:padded|leather|studdedleather|smallshield|magicitem|ring|cloak]{{desc=Psionicists are extraordinary characters who develop their powers through arduous training. (While members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists.) An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. Most of the psionicist\'s powers are unique. He advances slowly, at a rate somewhere between the fighter and mage. At low levels, however, the psionicist has the potential to be powerful.}}'},
{name:'Rakshasa',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{title=Rakshasa}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Rakshasa}}{{Hit Dice=As Rakshasa}}Specs=[Rakshasa,WarriorClass,0H,Creature]{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Spells**}}{{Casting Class=**Wizard:** 4 1st level, 3 2nd level, 2 3rd level, all cast as a 7th level wizard\n**Priest:** 3 1st level cast as a 7th level Priest}}{{Major Spheres=Any}}{{Minor Spheres=None}}ClassData=[w:Rakshasa, hd:1d8, race:Rakshasa, align:LE, weaps:any, ac:magicitem|cloak|ring, sps:any, slv:3|7|7|MU|Ord, spl1:4, spl2:3, spl3:2],[w:Rakshasa, sps:any, slv:1|7|7|PR, spl1:3]{{desc=Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the fighting ability of their children. There are 1-3 females per male.\nRakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question. Rakshasas wage war on humanity constantly, not only to feed themselves but because they believe that battle is the only way to gain honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant.\nA rakshasa\'s life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to deceive and manipulate them, but are brave and forthright in battle.}}'},
{name:'Rakshasa-Maharajah',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}ClassData=[w:Rakshasa Rajah, slv:6|13|13|MU|Ord, spl1:5, spl2:5, spl3:5, spl4:4, spl5:4, spl6:2],[w:Rakshasa Rajah, slv:5|13|13|PR, spl1:4, spl2:4, spl3:3, spl4:2, spl5:1]{{}}%{Class-DB|Rakshasa}{{name=Rajah}}Specs=[Rakshasa Rajah,CreatureClass,0H,Rakshasa]{{Casting Class=**Wizard:** 5 1st level, 5 2nd level, 5 3rd level, 4 4th level, 4 5th level, 2 6th level, cast as a 13th level wizard\n**Priest:** 4 1st level, 4 2nd level, 3 3rd level, 2 4th level, 1 5th level all cast as a 9th level Priest}}{{desc1=**Rakshasa Maharajahs:** About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers.}}'},
{name:'Rakshasa-Rajah',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}ClassData=[w:Rakshasa Rajah, slv:4|11|11|MU|Ord, spl1:4, spl2:3, spl3:3, spl4:2],[w:Rakshasa Rajah, slv:3|11|11|PR, spl1:3, spl2:3, spl3:2]{{}}%{Class-DB|Rakshasa}{{name=Rajah}}Specs=[Rakshasa Rajah,CreatureClass,0H,Rakshasa]{{Casting Class=**Wizard:** 4 1st level, 3 2nd level, 3 3rd level, 2 4th level cast as an 11th level wizard\n**Priest:** 3 1st leve, 3 2nd level, 2 3rd level all cast as a 11th level Priest}}{{desc1=**Rakshasa Rajahs:** About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a ruhk, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability.}}'},
- {name:'Ranger',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Ranger}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Dex:[[13]], Con:[[14]], Wis:[[14]]}}{{Alignment=Any Good}}{{Race=Human, Elf or Half-Elf}}Specs=[Ranger,WarriorClass,0H,Warrior]{{Hit Dice=1d10}}{{=**Powers**}}{{1st Level=*Tracking, Hide In Shadows* (Natural Surroundings), *Move Silently* (Natural Surroundings), *Animal Friendship*}}{{8th Level=Cast limited Priest Spells from *Animal* and *Plant* spheres}}ClassData=[w:Ranger, align:lg|ng|cg, hd:1d10, race:human|elf|halfelf, weaps:any, twp:0.0, ac:any, sps:plant|animal, slv:3|8|9|PR, spl1:1|2|2|2|2|3|3|3|3, spl2:0|0|1|2|2|2|2|3|3, spl3:0|0|0|0|1|1|2|2|3, ns:1],[cl:PW, w:Rangers-Animal-Friendship, lv:1, pd:-1], [cl:AC,%:150,items:Studded-Leather]{{desc=The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of rangers from history and legend. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying.}}'},
+ {name:'Ranger',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Ranger}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Dex:[[13]], Con:[[14]], Wis:[[14]]}}{{Alignment=Any Good}}{{Race=Human, Elf or Half-Elf}}Specs=[Ranger,WarriorClass,0H,Warrior]{{Hit Dice=1d10}}{{=**Powers**}}{{1st Level=*Tracking, Hide In Shadows* (Natural Surroundings), *Move Silently* (Natural Surroundings), *Animal Friendship*}}{{8th Level=Cast limited Priest Spells from *Animal* and *Plant* spheres}}ClassData=[w:Ranger, align:lg|ng|cg, hd:1d10, race:human|elf|halfelf, weaps:any, twp:0.0, ac:any, sps:plant|animal, slv:3|8|9|PR, spl1:1|2|2|2|2|3|3|3|3, spl2:0|0|1|2|2|2|2|3|3, spl3:0|0|0|0|1|1|2|2|3, hsa:(v(99;(5+(^^level-class1^^*5)+^(0;(^^level-class1^^-4))+^(0;(^^level-class1^^-8))+^(0;(^^level-class1^^-12))))), msa:(v(99;9+(^^level-class1^^*6)+^(0;(^^level-class1^^-4))+^(0;(^^level-class1^^-7)))), ns:1],[cl:PW, w:Rangers-Animal-Friendship, lv:1, pd:-1], [cl:AC,%:150,items:Studded-Leather]{{desc=The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of rangers from history and legend. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying.}}'},
{name:'Red-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{prefix=Red }}{{title=Dragon}}{{subtitle=Creature Class}}{{Section=**Attributes**}}{{Min Abilities=None}}{{Race=Dragon}}{{Hit Dice=As Red Dragon}}{{Alignment=Chaotic Evil}}Specs=[Red Dragon,CreatureClass,0H,Wizard]{{Section2=**Powers**}}{{Dragon Fear=Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures to flee in panic, or at least be very afraid affecting their combat abilities.}}{{Snatch=Young adult and older dragons can snatch. This occurs when a flying dragon dives and attempts to grab a creature in one of its claws.}}{{Plummet=If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim, potentially crushing \\amp pinning them.}}{{Wing Buffet=Young adult and older dragons can employ their wings in combat; targets must be at the dragon\'s sides. The damage inflicted is the same as a claw attack, and creatures struck must roll their Dexterity or less on 1d20 or be knocked prone.}}{{Stall=Any dragon flying near the ground can halt its forward motion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs.}}{{Spells=Dragons learn spells haphazardly over the years. The DM should randomly determine which spells any particular dragon knows.}}ClassData=[w:Red Dragon, weaps:none, ac:none, specmu:0, slv:4|1|20|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2],[w:Red Dragon, sps:any, slv:2|1|20|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1, ns:5],[cl:PW,w:PW-Snatch,age:5,pd:-1,sp:0],[cl:PW,w:PW-Plummet,pd:-1,sp:0],[cl:PW,w:PW-Wing-Buffet,age:5,pd:-1,sp:0],[cl:PW,w:PW-Stall,pd:-1,sp:0],[cl:PW,w:PW-Dragon-Fear,age:5,pd:-1,sp:0]{{desc=Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.\nMost dragons are identified by the color of their scales.\nAll subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age, including spell-casting. Dragons learn spells haphazardly over the years. The DM should randomly determine which spells any particular dragon knows. The dragon can cast each spell once per day, unless random determination indicates the same spell more than once, in which case the dragon can cast it more than once a day. Dragons to not use spell books or pray to deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component; the spells have a casting time of 1, regardless of level. Dragons cannot physically attack, use their breath weapon, use their magical abilities, or fly (except to glide) while casting a spell.}}'},
- {name:'Rogue',type:'rogueclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Rogue}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[9]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Lawful}}Specs=[Rogue,RogueClass,0H,Rogue]{{=**Powers**}}{{1st Level=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages* Also, Thieves can *Backstab*}}{{10th Level=Limited ability to use magical \\amp priest scrolls, with 25% chance of backfire}}ClassData=[w:Rogue, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, weaps:club|shortblade|fencingblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchainmail|disguise|magicitem|ring|cloak]{{desc=Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.\nThe profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous -- Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.}}'},
+ {name:'Rogue',type:'rogueclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Rogue}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[9]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Lawful}}Specs=[Rogue,RogueClass,0H,Rogue]{{=**Powers**}}{{1st Level=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages* Also, Thieves can *Backstab*}}{{10th Level=Limited ability to use magical \\amp priest scrolls, with 25% chance of backfire}}ClassData=[w:Rogue, hd:1d6, slots:(2+f(^^level^^/4)), nwp:(3+f(^^level^^/4)+^^intlang^^), align:ng|nn|n|ne|cg|cn|ce, weaps:club|shortblade|fencingblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, styles:singleweaponstyle|twohanderstyle|twoweaponstyle|thrownweaponstyle, ac:padded|leather|studdedleather|elvenchainmail|disguise|magicitem|ring|cloak]{{desc=Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.\nThe profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous -- Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.}}'},
{name:'Scrag-Shaman',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Freshwater Troll (Scrag) Shaman}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Troll}}{{Hit Dice=As Troll}}{{Section=**Alignment**}}{{Deity=Chaotic Evil}}{{Priests=Chaotic Evil}}{{Flock=Chaotic Evil}}Specs=[Scrag Shaman,CreatureClass,0H,Priest]{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Spells**}}{{Major Spheres=Charm, Divination, Elemental (Water), Sun (Darkness only), abd Weather}}{{Minor Spheres=None}}ClassData=[w:Troll Shaman, weaps:any, ac:any, sps:all|enchantment|charm|divination|elemental-water|sun|weather]{{desc=Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain. She casts priest spells at 7th level; spheres typically include Charm, Divination, Sun (Darkness only), and Weather, and Scrags also get Elemental (water) spells. Leadership is only retained by combat, so fights for pack control are frequent.}}'},
{name:'Silver-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Silver-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Silver Dragon, slv:5|1|17|MU, sps:any, spl1:0|0|0|0|0|0|0|0|2|2|2|2|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|2|2|2|2|2|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|1|2|2|2|2|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2, spl5:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl6:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1],[w:Silver Dragon, sps:any, slv:4|1|17|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Silver}}{{Hit Dice=As Silver Dragon}}{{Alignment=Lawful Good}}'},
{name:'Thief',type:'rogueclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Thief}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[9]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Lawful}}Specs=[Thief,RogueClass,0H,Rogue]{{=**Powers**}}{{1st Level=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages* Also, Thieves can *Backstab*}}{{10th Level=Limited ability to use magical \\amp priest scrolls, with 25% chance of backfire}}ClassData=[w:Thief, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, weaps:club|shortblade|fencingblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchainmail|disguise|magicitem|ring|cloak, rp:60.30, ppa:15, ola:10, rta:5, msa:10, hsa:5, dna:15, cwa:60, rla:0, lla:0, ns:1],[cl:AC,%:50,items:Leather-Armour],[cl:AC,%:10,items:Padded-Armour],[cl:AC,%:40,items:Studded-Leather],[cl:AC,%:5,items:Leather+??1],[cl:WP,%:60,prime:Shortsword],[cl:WP,%:40,prime:Longsword],[cl:WP,%:10,prime:Broadsword],[cl:WP,%:5,prime:Shortsword+??1],[cl:WP,%:5,prime:Longsword+??1],[cl:WP,%:10,prime:Broad-sword,items:Shortsword|Dagger:5],[cl:WP,%:10,prime:Longsword,items:Shortsword|Dagger:5],[cl:WP,%:5,prime:Broadsword,items:Shortsword|Dagger:5],[cl:WP,%:20,both:Shortbow,items:Sheaf-Arrow:20|Shortsword|Dagger:5],[cl:WP,%:20,prime:Hand-Crossbow,items:Hand-Quarrel:40|Shortsword],[cl:WP,%:5,both:Shortbow,items:Sheaf-Arrow:20|Shortsword|Dagger:5],[cl:WP,%:5,prime:Hand-Crossbow,items:Hand-Quarrel:40|Shortsword],[cl:WP,%:20,both:Sling,items:Bullet:20|Stone:20|Shortsword]{{desc=Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.\nThe profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous -- Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.}}'},
{name:'Transmuter',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Transmuter}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Dex:[[15]]}}{{Alignment=Any}}{{Race=Human or Half Elf}}{{Hit Dice=1d4}}Specs=[Transmuter,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Alteration}}{{Banned=Abjuration \\amp Necromancy}}ClassData=[w:Transmuter, hd:1d4, race:human|halfelf, sps:alteration, spb:abjuration|necromancy, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Spells of this school enable the caster to channel magical energies to cause direct and specific change in an existing object, creature, or condition. Alterations can affect a subject\'s form (*polymorph other*), weight (*feather fall*), abilities (*strength*), location (*teleport without error*), or even his physical well-being (*death fog*).}}'},
{name:'Troll-Shaman',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Troll Shaman}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Troll}}{{Hit Dice=As Troll}}{{Section=**Alignment**}}{{Deity=Chaotic Evil}}{{Priests=Chaotic Evil}}{{Flock=Chaotic Evil}}Specs=[Troll Shaman,CreatureClass,0H,Priest]{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Spells**}}{{Major Spheres=Charm, Divination, Sun (Darkness only), abd Weather}}{{Minor Spheres=None}}ClassData=[w:Troll Shaman, weaps:any, ac:any, sps:all|enchantment|charm|divination|sun|weather]{{desc=Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain. She casts\npriest spells at 7th level; spheres typically include Charm, Divination, Sun (Darkness only), and Weather.\nLeadership is only retained by combat, so fights for pack control are frequent.}}'},
- {name:'Warrior',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Fighter}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[9]]}}{{Alignment=Any}}{{Race=Any}}Specs=[Fighter,WarriorClass,0H,Warrior]{{Powers=None}}{{Hit Dice=1d10}}ClassData=[w:Fighter, align:any, race:any, hd:1d10, weaps:any, ac:any, ns:1],[cl:AC,%:50,items:Leather-Armour],[cl:AC,%:10,items:Padded-Armour],[cl:AC,%:40,items:Studded-Leather],[cl:AC,%:10,items:Ring-Armour],[cl:AC,%:5,items:Chain-Mail],[cl:AC,%:5,items:Splint-Mail],[cl:AC,%:5,items:Banded-Mail],[cl:AC,%:3,items:Plate-Mail],[cl:AC,%:3,items:Field-Plate],[cl:AC,%:1,items:Full-Plate],[cl:AC,%:5,items:Leather-Armour+??1],[cl:AC,%:3,items:Chain-Mail+??1],[cl:AC,%:1,items:Plate-Mail+??2],[cl:WP,%:60,prime:Shortsword,offhand:shield],[cl:WP,%:40,prime:Longsword,offhand:shield],[cl:WP,%:10,prime:Broadsword,offhand:shield],[cl:WP,%:10,prime:Bastard-sword,offhand:shield],[cl:WP,%:20,prime:Shortsword\\lt??3,offhand:shield],[cl:WP,%:15,prime:Longsword\\lt??3,offhand:shield],[cl:WP,%:5,prime:Broadsword\\lt??3,offhand:shield],[cl:WP,%:5,prime:Bastard-sword\\lt??3,offhand:shield],[cl:WP,%:5,prime:Shortsword+??1,offhand:shield],[cl:WP,%:5,prime:Longsword+??1,offhand:shield],[cl:WP,%:20,prime:Longsword,offhand:shield+??2],[cl:WP,%:10,both:Bastard-sword,items:Shortsword|Shield],[cl:WP,%:10,both:Two-Handed-sword,items:Shortsword|Shield],[cl:WP,%:5,both:Bastard-sword\\lt??3,items:Shortsword|Shield],[cl:WP,%:5,both:Two-Handed-sword\\lt??3,items:Shortsword|Shield],[cl:WP,%:20,both:Shortbow,items:Sheaf-Arrow:20|Shortsword|Shield],[cl:WP,%:20,both:Longbow,items:Flight-Arrow:20|Shortsword],[cl:WP,%:5,both:Shortbow\\ltSpecialised,items:Sheaf-Arrow:20|Shortsword|Shield],[cl:WP,%:5,both:Longbow\\ltSpecialised,items:Flight-Arrow:20|Shortsword],[cl:WP,%:20,prime:Spear:5,items:Sheaf-Arrow:20|Shortsword],[cl:MI,items:random:1d??0]{{desc=The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighters from legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad. History is crowded with great generals and warriors: El Cid, Hannibal, Alexander the Great, Charlemagne, Spartacus, Richard the Lionheart, and Belisarius. Your fighter could be modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters.}}'},
+ {name:'Warrior',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Fighter}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[9]]}}{{Alignment=Any}}{{Race=Any}}Specs=[Fighter,WarriorClass,0H,Warrior]{{Powers=None}}{{Hit Dice=1d10}}ClassData=[w:Fighter, align:any, race:any, hd:1d10, slots:(4+f(^^level^^/3)), nwp:(3+f(^^level^^/3)+^^intlang^^), weaps:any, styles:any, ac:any, ns:1],[cl:AC,%:50,items:Leather-Armour],[cl:AC,%:10,items:Padded-Armour],[cl:AC,%:40,items:Studded-Leather],[cl:AC,%:10,items:Ring-Armour],[cl:AC,%:5,items:Chain-Mail],[cl:AC,%:5,items:Splint-Mail],[cl:AC,%:5,items:Banded-Mail],[cl:AC,%:3,items:Plate-Mail],[cl:AC,%:3,items:Field-Plate],[cl:AC,%:1,items:Full-Plate],[cl:AC,%:5,items:Leather-Armour+??1],[cl:AC,%:3,items:Chain-Mail+??1],[cl:AC,%:1,items:Plate-Mail+??2],[cl:WP,%:60,prime:Shortsword,offhand:shield],[cl:WP,%:40,prime:Longsword,offhand:shield],[cl:WP,%:10,prime:Broadsword,offhand:shield],[cl:WP,%:10,prime:Bastard-sword,offhand:shield],[cl:WP,%:20,prime:Shortsword\\lt??3,offhand:shield],[cl:WP,%:15,prime:Longsword\\lt??3,offhand:shield],[cl:WP,%:5,prime:Broadsword\\lt??3,offhand:shield],[cl:WP,%:5,prime:Bastard-sword\\lt??3,offhand:shield],[cl:WP,%:5,prime:Shortsword+??1,offhand:shield],[cl:WP,%:5,prime:Longsword+??1,offhand:shield],[cl:WP,%:20,prime:Longsword,offhand:shield+??2],[cl:WP,%:10,both:Bastard-sword,items:Shortsword|Shield],[cl:WP,%:10,both:Two-Handed-sword,items:Shortsword|Shield],[cl:WP,%:5,both:Bastard-sword\\lt??3,items:Shortsword|Shield],[cl:WP,%:5,both:Two-Handed-sword\\lt??3,items:Shortsword|Shield],[cl:WP,%:20,both:Shortbow,items:Sheaf-Arrow:20|Shortsword|Shield],[cl:WP,%:20,both:Longbow,items:Flight-Arrow:20|Shortsword],[cl:WP,%:5,both:Shortbow\\ltSpecialised,items:Sheaf-Arrow:20|Shortsword|Shield],[cl:WP,%:5,both:Longbow\\ltSpecialised,items:Flight-Arrow:20|Shortsword],[cl:WP,%:20,prime:Spear:5,items:Sheaf-Arrow:20|Shortsword],[cl:MI,items:random:1d??0]{{desc=The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighters from legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad. History is crowded with great generals and warriors: El Cid, Hannibal, Alexander the Great, Charlemagne, Spartacus, Richard the Lionheart, and Belisarius. Your fighter could be modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters.}}'},
{name:'White-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[White-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:White Dragon, slv:1|1|16|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|4, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=White }}{{Hit Dice=As White Dragon}}'},
- {name:'Wizard',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Wizard}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]]}}{{Alignment=Any}}{{Race=Human, Elf or Half-Elf}}{{Hit Dice=1d4}}Specs=[Wizard,WizardClass,0H,Wizard]{{Spells=Any}}ClassData=[w:Wizard, hd:1d4, race:human|elf|halfelf, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak,ns:1],[cl:AC,%:100,items:],[cl:AC,%:5,items:Bracers-AC8],[cl:AC,%:2,items:Bracers-A6],[cl:AC,%:10,items:Cloak-of-Protection+??2],[cl:AC,%:5,items:Ring-of-Protection+??1],[cl:WP,%:60,prime:Dagger:3,offhand:Quarterstaff],[cl:WP,%:40,prime:Quarterstaff,items:Dagger:5],[cl:WP,%:30,both:Sling,items:Bullet:40|Quarterstaff],[cl:WP,%:10,prime:Dagger+??2:5,items:Dart:10],[cl:WP,%:10,prime:Dart+??2:10,items:Dagger:5],[cl:WP,%:10,prime:Sling,items:Bullet+??1:10|Bullet:30],[cl:WP,%:10,prime:Quarterstaff+??2,items:Dagger:3]{{desc=Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage\'s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage\'s ability to learn specialized spells is limited compared to the specialist\'s.\nMages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.}}'},
+ {name:'Wizard',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Wizard}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]]}}{{Alignment=Any}}{{Race=Human, Elf or Half-Elf}}{{Hit Dice=1d4}}Specs=[Wizard,WizardClass,0H,Wizard]{{Spells=Any}}ClassData=[w:Wizard, hd:1d4, race:human|elf|halfelf, slots:(1+f(^^level^^/6)), nwp:(4+f(^^level^^/3)+^^intlang^^), weaps:dagger|staff|dart|knife|sling, styles:singleweaponstyle|twohanderstyle, ac:magicitem|ring|cloak,ns:1],[cl:AC,%:100,items:],[cl:AC,%:5,items:Bracers-AC8],[cl:AC,%:2,items:Bracers-A6],[cl:AC,%:10,items:Cloak-of-Protection+??2],[cl:AC,%:5,items:Ring-of-Protection+??1],[cl:WP,%:60,prime:Dagger:3,offhand:Quarterstaff],[cl:WP,%:40,prime:Quarterstaff,items:Dagger:5],[cl:WP,%:30,both:Sling,items:Bullet:40|Quarterstaff],[cl:WP,%:10,prime:Dagger+??2:5,items:Dart:10],[cl:WP,%:10,prime:Dart+??2:10,items:Dagger:5],[cl:WP,%:10,prime:Sling,items:Bullet+??1:10|Bullet:30],[cl:WP,%:10,prime:Quarterstaff+??2,items:Dagger:3]{{desc=Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage\'s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage\'s ability to learn specialized spells is limited compared to the specialist\'s.\nMages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.}}'},
]},
- Class_DB_Custom:{bio:'Character Class Database v1.01 30/12/2024
This sheet holds definitions of custom Character Classes that can be used by the RPGMaster API system. The definitions includes valid alignments and races, hit dice, the weapons & armour each class can use, the types of spells usable by the class (if any), and the powers that the class gets. Depending on API configuration, the APIs can restrict characters of a particular class to these specifications, or not as desired.',
- gmnotes:'Change Log: v1.01 30/12/2024 Initial release with custom classes used by the local D&D group, that don\'t conflict with standard classes',
+ Class_DB_Custom:{bio:'Character Class Database v1.03 26/07/2025
This sheet holds definitions of custom Character Classes that can be used by the RPGMaster API system. The definitions includes valid alignments and races, hit dice, the weapons & armour each class can use, the types of spells usable by the class (if any), and the powers that the class gets. Depending on API configuration, the APIs can restrict characters of a particular class to these specifications, or not as desired.',
+ gmnotes:'Change Log: v1.03 26/07/2025 Added more traders v1.02 22/07/2025 Added a few traders capable of conducting commerce. v1.01 30/12/2024 Initial release with custom classes used by the local D&D group, that don\'t conflict with standard classes',
root:'Class-DB',
api:'attk,magic',
type:'class',
controlledby:'all',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/139851403/PB0rqZmnwwfuE0ud5bw_Ug/max.jpg?1590945587',
- version:1.01,
+ avatar:'https://files.d20.io/images/139851403/PB0rqZmnwwfuE0ud5bw_Ug/max.jpg?1590945587',
+ version:1.03,
db:[{name:'Barbarian',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Barbarian}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[15]], Con:[[15]], Dex:[[14]], Wis (max):[[16]]}}{{Alignment=Any}}{{Race=Human only}}{{Reference House Rules v16}}Specs=[Barbarian,WarriorHRClass,0H,Warrior]{{Hit Dice=1d12}}{{Powers=*Rage* (1/4 levels per day)}}{{Special Abilities=*Climb \\amp Hide* in natural surroundings, *Awareness, Leaping \\amp Springing, Enhanced Reaction, Horsemanship*}}ClassData=[w:Barbarian, align:any, hd:1d12, race:human, weaps:any, npp:-1, ac:padded|leather|hide|brigandine|ringmail|scalemail|chainmail|shield|ring|magicitem|cloak, npp:-1, ns:1][cl:PW, w:Rage, lv:1, pd:1l4]{{desc=The Mongol can be recognised as a tribesman from the steppes of the middle to far east - dark haired, muscular, rugged and forceful. Initially not at all familiar with other cultures, and somewhat scornful of "soft" so-called civilised cultures - the Mongols are far more advanced than might be imagined.\nThey are especially fine horsemen and women, with a particular speciality of fighting from horseback, most effectively with Mongol horsebows. Also highly in-tune with nature.}}'},
{name:'BeastMaster',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Beastmaster}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Dex:[[13]], Con:[[14]], Wis:[[14]]}}{{Alignment=Any Good}}{{Race=Human, Elf or Half-Elf}}Specs=[Beastmaster,WarriorHRClass,0H,Warrior]{{Hit Dice=1d10}}{{Powers=*Animal Friendship, Animal Telepathy*}}{{Special Abilities=*Tracking, Hide In Shadows* (Natural Surroundings), *Move Silently* (Natural Surroundings)}}ClassData=[w:Beastmaster, align:lg|ng|cg, hd:1d10, race:human|elf|halfelf, weaps:any, ac:any, twp:0.0, ns:2][cl:PW, w:Animal-Friendship, lv:1, pd:-1][cl:PW, w:Animal-Telepathy, lv:1, pd:-1]{{desc=A wanderer, the Beastmaster has a natural affinity for animals; in fact, he has a limited form of telepathic communication with them. This is often the result of a magical bond with the Animal Kingdom, formed either at the time of his birth or upon reaching young adulthood. Unlike other adventurers, the Beastmaster does not command, train, or control his animal companions, rather they are his friends and comrades-in-arms. Misunderstood and feared by nobles and common folk alike for his unnatural abilities with animals, the Beastmaster seldom stays in one place for long, nor is he comfortable in civilized lands.}}'},
+ {name:'Blacksmith',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Blacksmith}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[17]], Con:[[15]], Dex:[[15]]}}{{Race=Any}}{{Alignment=Any}}Specs=[Blacksmith,WarriorHRClass,0H,Warrior]{{Hit Dice=1d12}}{{Section1=**Powers**}}{{Section2=None}}ClassData=[w:Fighter, align:any, hd:1d12, weaps:any, ac:leather|chain|hide,buy:(cost-(cost*(3d4)/100)),sell:(cost*1.1),nobuy:potion|scroll|book|tome|ring|wand|rod|miscellaneous,tosell:armour|armor|shield|melee|ranged|ammo|equipment]{{desc=The blacksmith is a strong and hard-working individual, often in the process of training an apprentice who does all the menial jobs. The blacksmith may specialise in various types of weapon and only make and sell those. They are happy to buy any weapon or armour to smelt down and make into new items, or to sell on at a profit, or sometimes keep for themselves. They generally distrust magic and will not buy magical items except finely wrought weapons and armour. They are very proud of the work they do, and if they are capable of it will be honoured to be asked to make weapons and armour fine enough to be enchanted.}}'},
+ {name:'Bowyer',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Bowyer}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[9]], Con:[[9]], Dex:[[15]]}}{{Race=Any}}{{Alignment=Any}}Specs=[Bowyer,WarriorHRClass,0H,Warrior]{{Hit Dice=1d10}}{{Section1=**Powers**}}{{Section2=None}}ClassData=[w:Fighter, align:any, hd:1d10, weaps:bow, ac:leather|chain|hide,buy:(cost-(cost*(2d4)/100)),sell:(cost-(cost*(2d4)/100)), tobuy:bow|arrow, tosell:bow|arrow]{{desc=The bowyer is a gifted archer who has specialised in crafting the very best in bows and arrows of all types. Generally quite honest, but needs to make some money to fund their hunting trips and the occational quest to follow up rumours of exceptionally crafted bows.}}'},
{name:'Dwarven-Defender',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Dwarven Defender}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Con:[[15]]}}{{Race=Dwarf only}}{{Alignment=Any}}Specs=[Dwarven Defender,WarriorHRClass,0H,Warrior]{{Hit Dice=1d12}}{{=**Powers**}}{{1st Level=*Defense Stance* (1/4 levels per day}}ClassData=[w:Fighter, align:any, hd:1d12, race:dwarf, weaps:axe|club|flail|longblade|fencingblade|mediumblade|shortblade|polearm, ac:any, svl0:16|18|17|20|19, svl1:12|17|15|16|15, svl3:11|16|14|15|14, svl5:10|14|12|12|12, svl7:9|13|11|11|11, svl10:7|11|9|8|9, svl13:4|9|6|5|7, sv16:2|7|4|3|4, ns:1][cl:PW, w:Defense-Stance, lv:1, pd:1l4]{{desc=The Dwarven defender is a formidable warrior. They are trained in the art of defence from a young age and make a defensive line nearly unbreakable.\nThe class is limited to Dwarves.\nThey can wear any armour but tend to go with the heaviest and toughest they can afford. They always use a shield, whenever possible a special Dwarven Tower shields (+1 in melee but +3 vs missiles when braced and in position). To use a Tower Shield requires a weapon proficiency slot. The dwarven Tower Shield has to be acquired in the campaign, it isn’t just granted to the character on creation (it’s a bit like a Paladins Warhorse). It may take many levels before they get a quest to acquire one.\nThey can only become proficient, specialise and double specialise in axes (not great axes) or hammers. They can never use missile weapons like a bow or crossbow but can throw hammers or axes.\nThey get bonus non weapon proficiency slots in Armourer, Blacksmithing and Mining.}}'},
+ {name:'Harbour-Master',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Harbour Master}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[14]], Con:[[15]]}}{{Race=Any}}{{Alignment=Any}}Specs=[Harbour Master,WarriorHRClass,0H,Warrior]{{Hit Dice=1d10}}{{Section1=**Powers**}}{{Section2=None}}ClassData=[w:Fighter, align:any, hd:1d10, weaps:any|-bow, ac:leather|studded-leather, sell:(cost-(cost*(4d4)/100)), tosell:service]{{desc=The Harbour Master manages the harbour and charges harbour mooring fees. He also may take fees for goods landed at the port, and the hire of temporary or rented ship\'s crew}}'},
{name:'Healer',type:'priesthrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Healer}}{{subtitle=Priest Class}}{{Min Attributes=Wis:[[9]], Con:[[12]]}}{{Hit Dice=1d8}}{{Reference=*House Rules v16*}}{{=**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}Specs=[Healer,PriestHRClass,0H,Priest]{{ =Powers}}{{All Levels=Cure spells cure an extra 2+spell level HP}}{{1st Level=*Cure Light Wounds* 1/day}}{{2nd Level=*Preserve Life* 1/half level/day}}{{5th Level=*Cure Disease* 1/day}}{{7th Level=*Cure Serious Wounds* 1/day}}{{ =**Spells**}}{{Major Spheres=All, Necromantic, Healing, Divination, and Protection}}{{Minor Spheres=None}}ClassData=[w:Healer, hd:1d8, align:lg|ng|cg, weaps:club|staff|mancatcher|sling, ac:any, sps:all|necromantic|healing|divination|protection, ns:4][cl:PW, w:CLW, lv:1, pd:1][cl:PW, w:Preserve-Life, lv:2, pd:1l2][cl:PW, w:Cure-Disease, lv:5, pd:1][cl:PW, w:Cure-Serious-Wounds, lv:7, pd:1]{{desc=This god is the champion of doctors, medicine and other healing functions. He cures the sick and passes on his healing knowledge to his mortal doctor/priests. He is the enemy of disease and injury, and no admirer of war.\nThe priesthood is devoted to healing and are not allowed by their order to turn away a patient in need; if they can help him, they must.\nLesser gods of this attribute are gods of specific types of healing. One might be a god of combat injuries, one a god who heals illnesses of the mind. The god of childbirth could be considered a lesser god of healing.\nThe priests of this god are on good terms with the priests of Birth/Children, Dawn, Guardianship, Light, Love, Peace, and Sun. The priests of this god dislike the priests of Death, Disease, and Evil.}}'},
+ {name:'Innkeeper',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Innkeeper}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[14]], Con:[[15]]}}{{Race=Any}}{{Alignment=Any}}Specs=[Innkeeper,WarriorHRClass,0H,Warrior]{{Hit Dice=1d12}}{{Section1=**Powers**}}{{Section2=None}}ClassData=[w:Fighter, align:any, hd:1d12, weaps:axe|club|shortblade, ac:leather|chain|hide,buy:(cost-(cost*(3d4)/100)),sell:(cost*1.1),nobuy:inebriation|drinks|food|scroll|book|tome|ring|wand|rod,nosell:armour|armor|shield|longblade|shortblade|mediumblade|club|polearm|staff|fencingblade]{{desc=The innkeeper is an honest profession with the objectives of making a profit and keeping the peace in his inn. They will sell drinks of various types, food of variable quality, and accommodation at a price. Sometimes they will sell other items, but the standard bar keeper would buy but never sell weapons.}}'},
{name:'Mongol',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Mongul}}{{subtitle=Warrior Class}}{{Min Attributes=Str:[[15]], Con:[[15]], Dex:[[14]], Wis (max):[[16]]}}{{Alignment=Any}}{{Race=Human only}}Specs=[Mongul,WarriorHRClass,0H,Warrior]{{Hit Dice=1d12}}{{Powers=*Rage* (1/4 levels per day)}}{{Special Abilities=*Climb \\amp Hide* in natural surroundings, *Awareness, Leaping \\amp Springing, Enhanced Reaction, Horsemanship*}}ClassData=[w:Mongul, align:any, hd:1d12, race:human, weaps:any, npwp:-1, ac:padded|leather|hide|brigandine|ringmail|scalemail|chainmail|shield|ring|magicitem|cloak, ns:1][cl:PW, w:Rage, lv:1, pd:1l4]{{desc=The Mongol can be recognised as a tribesman from the steppes of the middle to far east - dark haired, muscular, rugged and forceful. Initially not at all familiar with other cultures, and somewhat scornful of "soft" so-called civilised cultures - the Mongols are far more advanced than might be imagined.\nThey are especially fine horsemen and women, with a particular speciality of fighting from horseback, most effectively with Mongol horsebows. Also highly in-tune with nature.}}'},
{name:'NPC-Priest',type:'priesthrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=NPC Priest}}{{subtitle=Priest Class}}{{Min Attributes=Wis:[[1]], Chr:[[1]]}}{{Hit Dice=1d8}}{{Reference=N/A}}{{section=**Alignment**}}{{Deity=Any}}{{Priests=Any}}{{Flock=Any}}Specs=[NPC Priest,PriestHRClass,0H,Priest]{{section1=**Powers**}}{{1st Level=As needed}}{{ \n =**Spells**}}{{Major Spheres=Any}}{{Minor Spheres=None}}ClassData=[w:NPC Priest, align:any, hd:1d8, weaps:any, ac:any, sps:any, ns:5][cl:PW, w:Turn-Undead, lv:1, pd:-1]{{desc=A class definition for NPC Priests, that does not restrict them from specific spheres, armour, etc}}'},
{name:'Priest-of-Life',type:'priesthrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Life}}{{subtitle=Priest Class}}{{Min Attributes=Wis:[[9]], Con:[[12]]}}{{Hit Dice=1d8}}{{Reference=*House Rules v16*}}{{=**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}Specs=[Priest of Life,PriestHRClass,0H,Priest]{{ =Powers}}{{All Levels=Cure spells cure an extra 2+spell level HP}}{{1st Level=*Cure Light Wounds* 1/day}}{{2nd Level=*Preserve Life* 1/half level/day}}{{5th Level=*Cure Disease* 1/day}}{{7th Level=*Cure Serious Wounds* 1/day}}{{ =**Spells**}}{{Major Spheres=All, Necromantic, Healing, Divination, and Protection}}{{Minor Spheres=None}}ClassData=[w:Priest of Life, hd:1d8, align:lg|ng|cg, weaps:club|staff|mancatcher|sling, ac:any, svpoi:1, svspe:2, sps:all|necromantic|healing|divination|protection, ns:4][cl:PW, w:CLW, lv:1, pd:1][cl:PW, w:Preserve-Life, lv:2, pd:1l2][cl:PW, w:Cure-Disease, lv:5, pd:1][cl:PW, w:Cure-Serious-Wounds, lv:7, pd:1]{{desc=This god is the champion of doctors, medicine and other healing functions. He cures the sick and passes on his healing knowledge to his mortal doctor/priests. He is the enemy of disease and injury, and no admirer of war.\nThe priesthood is devoted to healing and are not allowed by their order to turn away a patient in need; if they can help him, they must.\nLesser gods of this attribute are gods of specific types of healing. One might be a god of combat injuries, one a god who heals illnesses of the mind. The god of childbirth could be considered a lesser god of healing.\nThe priests of this god are on good terms with the priests of Birth/Children, Dawn, Guardianship, Light, Love, Peace, and Sun. The priests of this god dislike the priests of Death, Disease, and Evil.}}'},
@@ -1996,241 +2102,243 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Priest-of-War-Custom',type:'priesthrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of War (Custom Version)}}{{subtitle=Priest Class}}{{Min Attributes=Wis:[[9]], Str:[[12]]}}{{Hit Dice=1d8}}{{Reference=*House Rules v16*}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral Good, True Neutral, or Neutral Evil}}{{Flock=Any}}Specs=[Priest of War,PriestHRClass,0H,Priest]{{ =**Powers**}}{{1st Level=*Divine Favour* 1/level/day}}{{3rd Level=*Spiritual Hammer* 1/day}}{{5th Level=*Prayer* 1/day}}{{7th Level=*Heroes\' Feast* 1/day}}{{ \n =**Spells**}}{{Major Spheres=All, Necromantic, Healing, Protection and Combat}}{{Minor Spheres=None}}ClassData=[w:Priest of War, align:ng|n|nn|ne, hd:1d8, weaps:any, ac:any, sps:all|necromantic|healing|protection|combat, ns:5][cl:PW, w:Divine-Favour, lv:1, pd:1l1][cl:PW, w:Spiritual-Hammer, lv:3, pd:1][cl:PW, w:Prayer, lv:5, pd:1][cl:PW, w:Heroes-Feast, lv:7, pd:1]{{desc=This god is the deity of combat and warfare. He exists only to promote and participate in bloody battle.\nEach nation has priests of this god, and in each nation the priests constitute a separate cult; they do not cooperate with one another in times of war, especially when their armies are opposed. They help train new warriors, teach battlefield tactics, and make records of the most valiant fights of any war or battle.\nIn painful times of peace, these individual sects may cooperate with one another. However, they usually only do so to conspire and start up another war.\nLesser gods of war will be gods of some secondary aspect. One might be the god of Berserker Rages, another the god of Battlefield Terror, another the god of Confusion, another the god of Tactics, another the god of Cavalry... and so on.\nThe chief war-god is male, but lesser war-gods are as likely to be female as male.\nThe priests of this god are on good terms with the priests of Community, Culture, Guardianship, Justice/Revenge, Messengers, Metalwork, Mischief/Trickery, and Rulership/Kingship. The priests of this god dislike the priests of Peace.}}'},
{name:'Priest-of-the-Sun-Custom',type:'priesthrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of the Sun (Custom Version)}}{{subtitle=Priest Class}}{{Min Attributes=Wis:[[9]], Chr:[[12]]}}{{Hit Dice=1d8}}{{Reference=*House Rules v16*}}{{=**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}Specs=[Priest of the Sun,PriestHRClass,0H,Priest]{{ =**Powers**}}{{1st Level=*Turn Undead* as if 2 levels higher, *Light* (not rev.) 1/level/day}}{{2nd Level=*Heat Metal* (not rev.) 2/day}}{{5th Level=*Produce Fire* 1/day}}{{7th Level=*Sunray* 1/day}}{{ \n =**Spells**}}{{Major Spheres=All, Sun, Weather, Necromantic, Healing, Plant and Elemental (Fire)}}{{Minor Spheres=None}}ClassData=[w:Priest of the Sun, align:lg|ng|cg, hd:1d8, weaps:dart|javelin|spear, ac:studdedleather|ringmail|chainmail|shield|ring|magicitem|cloak, sps:all|sun|weather|necromantic|healing|plant|elemental-fire, ns:5][cl:PW, w:Turn-Undead, lv:1, pd:-1][cl:PW, w:Light, lv:1, pd:1l1][cl:PW, w:Heat-Metal, lv:2, pd:2][cl:PW, w:Produce-Fire, lv:5, pd:1][cl:PW, w:Sunray, lv:7, pd:1]{{desc=This god is a god of magic, healing, inspiration, and life, sometimes of madness and heatstroke. He is an enemy of dark creatures, especially the undead.\nThe priesthood of this god exists to promote all those traits among the flock, and to celebrate the daily blessing that the sun-god shines down upon the world.\nThe sun-god is usually male.\nThe priests of this god are on good terms with the priests of Arts, Crafts, Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Light, Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, and Oracles/Prophecy.}}'},
{name:'Shaman',type:'priesthrclass',ct:'0',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.CSdefaultTemplate+'}{{name=Shaman}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Con:[[12]], Int:[[10]]}}{{Race=Human, Gnome or Half-orc (NPCs can be any non-PC race with Int over 10)}}{{Hit Dice=1d8}}{{Reference=*House Rules v16*}}{{=**Alignment**}}{{Deity=Chaotic Neutral}}{{Priests=Any *not* Lawful}}{{Flock=Any}}Specs=[Shaman,PriestHRClass,0H,Priest]{{ =Powers}}{{1st Level=*Incite Berserker Rage* 1/day, *Turn Undead, Communicate with Turned Undead, Control Turned Undead, Ritual of the New Moon*}}{{3rd Level=*Speak with Animals* 1/day}}{{5th Level=*Speak with Dead* 1/day}}{{7th Level=*Reflecting Pool* 1/day}}{{ =**Spells**}}{{Major Spheres=All, Animal, Astral, Divination, Guardian, Necromantic, Summoning, Sun, and Weather}}{{Minor Spheres=Healing}}ClassData=[w:Shaman, hd:1d8, align:ng|nn|n|ne|cg|cn|ce, weaps:longblade|mediumblade|shortblade|blowgun|clubs|staff|shortbow|horsebow|handcrossbow, ac:padded|leather|hide|brigandine|ringmail|scalemail|chainmail|splintmail|bandedmail|shield|ring|magicitem|cloak, sps:all|animal|astral|divination|guardian|necromantic|summoning|sun|weather, spm:healing, ns:8PW][cl:PW, w:Incite-Rage, lv:1, pd:1][cl:PW, w:Turn-Undead, lv:1, pd:-1][cl:PW, w:Control-Undead, lv:1, pd:-1][cl:PW, w:Ritual-of-the-New-Moon, lv:1, pd:1][cl:PW, w:Speak-With-Animals, lv:3, pd:1][cl:PW, w:Speak-with-Dead, lv:5, pd:1][cl:PW, w:Reflecting-Pool, lv:7, pd:1]{{desc=The God of Death is, naturally, a terrifying figure whom man regards as an enemy, an unavoidable doom.\nBut this doesn\'t mean that death-gods are evil. Most, in fact, are true neutral. A deathgod can be the King of the Land of the Dead, the Grim Reaper who cuts down the living, or the Guide of the Souls who helps the departed spirit on to its reward or next existence.\nPriests of the death-god are often agents who must "help" people on to the afterlife, especially if such people have successfully thwarted Death in the past. This duty may take the form of assassination, or of mercy-killing. In some campaigns, spirits sometimes escape the afterlife and return to the land of the living; the death-god\'s priests must hunt them down and capture them for return to their proper place.\nThe priests of this god are on good terms with the priests of Ancestors, Community, Darkness/Night, Disease, Justice/Revenge, Life-Death-Rebirth Cycle, and Time. Priests of this god are sometimes (at individual DM discretion) allies of the priests of the philosophy of Evil, but this is actually not common, regardless of how scary the god of Death might be. The priests of this god dislike the priests of Fertility and Healing, and (at the DM\'s discretion) Strength.}}'},
+ {name:'Shopkeeper',type:'warriorhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Shopkeeper}}{{subtitle=Warrior Class}}{{Min Abilities=Wis:[[15]], Int:[[12]]}}{{Race=Any}}{{Alignment=Any}}Specs=[Shopkeeper,WarriorHRClass,0H,Warrior]{{Hit Dice=1d10}}{{Section1=**Powers**}}{{Section2=None}}ClassData=[w:Fighter, align:any, hd:1d10, weaps:club, ac:leather|hide|padded, buy:(cost-(cost*(4d4)/100)), sell:(cost+(cost*(5+3d4)/100)), tobuy:treasure|gem|potion|armour|armor|shield|equipment]{{desc=Theshopkeeper will sell anything he has - for a price... They will buy any types of treasure to sell at a profit, useful potions, and armour but not weapons or other magic items. They tend to be more greedy than some other townsfolk, as they have to cover their overheads and everything is so expensive these days!}}'},
{name:'Trickster',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Wizard}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]]}}{{Alignment=Any}}{{Race=Human, Elf or Half-Elf}}{{Hit Dice=1d4}}Specs=[Trickster,WizardClass,0H,Wizard]{{Spells=Any}}ClassData=[w:Trickster, hd:1d4, race:human|elf|halfelf, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage\'s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage\'s ability to learn specialized spells is limited compared to the specialist\'s.\nMages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.}}'},
+ {name:'Wizards-Emporium-Storekeeper',type:'wizardhrclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Wizard\'s Emporium Storekeeper}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[14]], Wis:[[12]]}}{{Race=Any}}{{Alignment=Any}}Specs=[Wizards Emporium Storekeeper,WizardHRClass,0H,Wizard]{{Hit Dice=1d4}}{{Section1=**Powers**}}{{Section2=None}}ClassData=[w:Wizard, align:any, hd:1d4, weaps:club|stave|dagger, ac:none, buy:(cost-(cost*(3d10-10)/100)),sell:(cost+(cost*(4d10-14)/100)), nobuy:melee|ranged|ammo|armour|armor|shield|equipment,nosell:melee|ranged|ammo|armour|armor|shield|treasure]{{desc=The keeper of a wizard\'s emporium may or may not sell items of interest. Sometimes they might have items they don\'t understand or know what they are and you might pick up a bargain. Their pricing often seems somewhat erratic as a result, which is also the case when you sell something to them.}}'},
]},
- MI_DB_Armour: {bio:'Armour and Shields v7.01 26/01/2025
This Magic Item database holds definitions for Armour & Shields for the RPGMaster series APIs.',
- gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.14 14/01/2025 Added armour as disguises for rogue classes v6.13 26/12/2024 Mark items that shouldn\'t be randomly allocated as DMitems v6.12 22/12/2024 Review and improve the charge types of armours v6.10 22/03/2024 Updated qty: and rc: fields to make armour non-stackable v6.09 25/12/2023 Added all types of magical armourusing new features v6.08 01/11/2023 Added first MI using query:, Armor of Blending v6.07 14/10/2023 Added barding as a new armour type, and specified chain barding v6.06 06/06/2023 Added rogue armour tags to data v6.05 20/04/2023 Compressed database using %{...|...} syntax v6.04 15/04/2023 Updated charge status with new types v6.03 03/03/2023 Added Elven Chain Mail v6.02 15/11/2022 Fixed AC value of Field Plate v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 09/03/2022 Added saving throw data to MIs that affect saves v5.7 26/02/2022 Added in performance of armour vs. types of attack v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 29/10/2021 Encoded machine readable data to support API distribution of databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
+ MI_DB_Armour: {bio:'Armour and Shields v7.03 12/06/2025
This Magic Item database holds definitions for Armour & Shields for the RPGMaster series APIs.',
+ gmnotes:'Change Log: v7.03 12/06/2025 Added values in gp to all armour v7.02 06/05/2025 Updated items to work with new random treasure tables v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.14 14/01/2025 Added armour as disguises for rogue classes v6.13 26/12/2024 Mark items that shouldn\'t be randomly allocated as DMitems v6.12 22/12/2024 Review and improve the charge types of armours v6.10 22/03/2024 Updated qty: and rc: fields to make armour non-stackable v6.09 25/12/2023 Added all types of magical armourusing new features v6.08 01/11/2023 Added first MI using query:, Armor of Blending v6.07 14/10/2023 Added barding as a new armour type, and specified chain barding v6.06 06/06/2023 Added rogue armour tags to data v6.05 20/04/2023 Compressed database using %{...|...} syntax v6.04 15/04/2023 Updated charge status with new types v6.03 03/03/2023 Added Elven Chain Mail v6.02 15/11/2022 Fixed AC value of Field Plate v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 09/03/2022 Added saving throw data to MIs that affect saves v5.7 26/02/2022 Added in performance of armour vs. types of attack v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 29/10/2021 Encoded machine readable data to support API distribution of databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
root:'MI-DB',
api:'attk,magic',
type:'mi',
controlledby:'all',
avatar:'https://files.d20.io/images/141800/VLyMWsmneMt4n6OBOLYn6A/max.png?1344434416',
- version:7.01,
+ version:7.03,
db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'This is a blank slot in your Magic Item bag. Go search out some new Magic Items to fill it up!'},
- {name:'Ankheg-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Ankheg Armour}}{{subtitle=Armour}}Specs=[Ankheg,Armour,0H,Plate]{{}}ACData=[a:Ankheg,st:Plate,+:0,ac:0,sz:L,qty:1,wt:25,sp:0,rc:single-uncharged,loc:body,ppa:-70,msa:-60,hsa:-60,dna:-40,cwa:-80,rac:Ankheg]{{}}%{MI-DB|Armour-Info}{{GM Info=}}{{Armour=+0 non-magical, constructed like Full Plate}}{{AC=[[0]]\nNaturally 0, no metal}}{{desc=Armour made from the shell of an Ankheg. Exceptionally durable, very light, and naturally AC0. Its construction does not involve any metal components.}}'},
- {name:'Armor-of-Blending',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Armour}}{{name=of Blending}}{{subtitle=Magical Armour}}Specs=[Armor-of-Blending,Armour,0H,MagicItem,Suit-of-Armor]{{}}ACData=[a:Armor of Blending]{{}}%{MI-DB|Suit-of-Armor}{{AC=^^act#2^^+^^armourPlus#1^^ at all times, even when it appears like normal clothes}}{{desc=This appears to be a normal suit of ^^act#0^^, which has been determined by the GM from the random armour tables in the DMG). However, upon command (a command word can be assigned if the DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a *true seeing* spell will reveal the true nature of the armor when disguised.}}'},
- {name:'Armor-of-Command',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Command}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Command, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Area of Effect=[360 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|360|360|light|true) }}{{desc=This finely crafted plate mail radiates a powerful aura of magic.\nWhen worn, the armor bestows a dignified and commanding aura upon its owner. The wearer is treated as if he had a Charisma of 18 for all encounter reactions. Friendly troops within 360 feet of the user have their morale increased by +2 (show this using the *Area of Effect* button). Otherwise, the armor functions as plate mail +1. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal himself in any way and still have the effect function.}}'},
- {name:'Armor-of-Missile-Attraction',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}{{subtitle=Magical Armour}}Specs=[Armor-of-Missile-Attraction,Armour,0H,MagicItem,Suit-of-Armor]{{}}ACData=[a:Armor of Missile Attraction,rc:cursed,+M:-^^armourPlus#1^^]{{}}%{MI-DB|Suit-of-Armor}{{name=of Missile Attraction}}{{desc=This appears to be a normal suit of ^^act#0^^ (which has been determined by the GM from the random armor tables in the DMG). However, the armor is cursed and actually serves to attract missiles. The wearer is two or three times more likely to be selected as a random target of missiles than normal. In cases where each person is the target of a set number of missiles (most often in large combats), the wearer will have a greater number of missiles fired at him. Furthermore, the magical protection of the armor will automatically fail when calculated for missile attacks (see the *Attk Menu \\gt Check AC* dialog). The true nature of the armor will not reveal itself until the character is fired upon in earnest—simple experiments (throwing rocks, etc.) will not suffice.}}'},
- {name:'Armor-of-Rage',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Rage}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1,rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Rage, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Area of Effect=[360 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|360|360|dark|true) }}{{desc=This finely crafted plate mail radiates a powerful aura of magic.\nThis armor is identical in appearance to armor of command and functions as a suit of plate mail +1. However, when worn, the armor causes the character to suffer a -3 penalty to all encounter checks. All friendly troops within 360 feet have their morale lowered by -2 (show this using the *Area of Effect* button). The effect is not noticeable to the wearer or those affected (i.e., characters will not immediately notice that donning the armor is the cause of their problems).}}'},
+ {name:'Ankheg-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'600',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Ankheg Armour}}{{subtitle=Armour}}Specs=[Ankheg,Armour,0H,Plate]{{}}ACData=[a:Ankheg,st:Plate,+:0,ac:0,sz:L,qty:1,wt:25,sp:0,gp:600,rc:single-uncharged,loc:body,ppa:-70,msa:-60,hsa:-60,dna:-40,cwa:-80,rac:Ankheg]{{}}%{MI-DB|Armour-Info}{{GM Info=}}{{Armour=+0 non-magical, constructed like Full Plate}}{{AC=[[0]]\nNaturally 0, no metal}}{{desc=Armour made from the shell of an Ankheg. Exceptionally durable, very light, and naturally AC0. Its construction does not involve any metal components.}}'},
+ {name:'Armor-of-Blending',type:'armour',ct:'0',charge:'uncharged',cost:'(500+^^act#16^^+^^armourPlus#4^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Armour}}{{subtitle=Magical Armour}}Specs=[Armor-of-Blending,Armour,0H,MagicItem,Suit-of-Armor]{{}}ACData=[a:Armor of Blending,gp:(500+^^act#16^^+^^armourPlus#4^^)]{{}}%{MI-DB|Suit-of-Armor}{{name=of Blending ^^armourPlus#0^^}}{{AC=^^act#2^^^^armourPlus#0^^ at all times, even when it appears like normal clothes}}{{desc=This appears to be a normal suit of ^^act#0^^, which has been determined by the GM from the random armour tables in the DMG). However, upon command (a command word can be assigned if the DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a *true seeing* spell will reveal the true nature of the armor when disguised.}}'},
+ {name:'Armor-of-Command',type:'armour',ct:'0',charge:'single-uncharged',cost:'2100',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Command}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1,gp:2100]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Command, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Area of Effect=[360 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|360|360|light|true) }}{{desc=This finely crafted plate mail radiates a powerful aura of magic.\nWhen worn, the armor bestows a dignified and commanding aura upon its owner. The wearer is treated as if he had a Charisma of 18 for all encounter reactions. Friendly troops within 360 feet of the user have their morale increased by +2 (show this using the *Area of Effect* button). Otherwise, the armor functions as plate mail +1. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal himself in any way and still have the effect function.}}'},
+ {name:'Armor-of-Missile-Attraction',type:'armour',ct:'0',charge:'cursed',cost:'(^^act#16^^+^^armourPlus#4^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}{{subtitle=Magical Armour}}Specs=[Armor-of-Missile-Attraction,Armour,0H,MagicItem,Suit-of-Armor]{{}}ACData=[a:Armor of Missile Attraction,rc:cursed,+M:-^^armourPlus#1^^,gp:(^^act#16^^+^^armourPlus#4^^)]{{}}%{MI-DB|Suit-of-Armor}{{name=of Missile Attraction}}{{desc=This appears to be a normal suit of ^^act#0^^ (which has been determined by the GM from the random armor tables in the DMG). However, the armor is cursed and actually serves to attract missiles. The wearer is two or three times more likely to be selected as a random target of missiles than normal. In cases where each person is the target of a set number of missiles (most often in large combats), the wearer will have a greater number of missiles fired at him. Furthermore, the magical protection of the armor will automatically fail when calculated for missile attacks (see the *Attk Menu \\gt Check AC* dialog). The true nature of the armor will not reveal itself until the character is fired upon in earnest—simple experiments (throwing rocks, etc.) will not suffice.}}'},
+ {name:'Armor-of-Rage',type:'armour',ct:'0',charge:'cursed',cost:'1100',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Rage}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1,rc:cursed,gp:1100]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Rage, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Area of Effect=[360 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|360|360|dark|true) }}{{desc=This finely crafted plate mail radiates a powerful aura of magic.\nThis armor is identical in appearance to armor of command and functions as a suit of plate mail +1. However, when worn, the armor causes the character to suffer a -3 penalty to all encounter checks. All friendly troops within 360 feet have their morale lowered by -2 (show this using the *Area of Effect* button). The effect is not noticeable to the wearer or those affected (i.e., characters will not immediately notice that donning the armor is the cause of their problems).}}'},
{name:'Armour-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{Armour=}}Specs=[Armour-Info,Format,0H,Format]{{AC=}}ACData=[a:Armour Info,qty:1]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this armour will automatically hide as standard armour of its type when added to a container and by default will reveal manually (see Magic Help Handout about hiding and revealing items).}}{{Use=Equipping this armour by picking it up will include it in any assessment of the character\'s armour class. To exclude from consideration, place it in the character\'s backpack}}'},
- {name:'Armour-of-Resistance',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Armour of Resistance}}Specs=[Armour-of-Resistance,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Armour-of-Resistance,query:resistance=What damage type does this armour resist?|Slash%%+S/1|Pierce%%+P/2|Bludgeon%%+B/3|Missile%%+M/3$$armourPlus=What level of resistance?|+1%%4/2/1/1|+2%%5/3/2|+3%%6/4/3|+4%%7/5/4|+5%%8/6/5, ^^resistance#1^^:^^armourPlus#^^resistance#2^^^^]{{}}%{MI-DB|Field-Plate}{{}}%{MI-DB|Magical-Armour-Info}{{subtitle=Magical Armour}}{{Armour=Field Plate resistant to ^^resistance#0^^-type damage}}{{AC=[[2]]^^armourPlus#0^^\nagainst ^^resistance#0^^-type damage}}{{desc=This magical field plate provides magical resistance to ^^resistance#0^^-type damage only. Otherwise, it is a perfectly good suit of normal Field Plate.}}'},
- {name:'Armour-of-Resistance+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Field Plate Armour of Resistance+3}}{{subtitle=Magical Armour}}{{Armour=+3 selectively magical Field Plate}}Specs=[Armour-of-Resistance,Armour,0H,Plate]{{AC=[[2]][[0-3]]\nagainst Slashing damage}}ACData=[a:Armour-of-Resistance+3,t:Field-Plate, st:Plate,+S:3,+P:-2,+B:-3,+:3,ac:2,sz:L,qty:1,wt:60,sp:0,rc:single-uncharged,loc:body,rac:Field Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95,rla:0,lla:0]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This armour provides resistance to Slashing damage only.\nThis armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nFor each +1 bonus to armor, regardless of the type of armor, the wearer\'s Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.}}'},
- {name:'Armour-of-Vulnerability+-3',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Field Plate Armour of Vulnerability+/-3}}{{subtitle=Cursed Armour}}{{Armour=+/-3 selectively magical Field Plate}}Specs=[Armour-of-Vulnerability|Armour-of-Resistance,Armour,0H,Plate]{{AC=[[2]][[0-3]] better AC against Slashing damage\n+[[3]] worse AC against any other type}}ACData=[a:Armour-of-Vulnerability+-3,t:Field-Plate,st:Mail,+S:6,+P:-2,+B:-3,ac:2,sz:L,qty:1,wt:60,sp:0,rc:cursed,loc:body,rac:Field Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95,rla:0,lla:0]{{Speed=0}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=***Curse.*** This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).}}{{desc1=This armour provides resistance to Slashing damage only, but vulnerability to Piercing and Bludgeoning damage. \nThis armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nFor each +1 bonus to armor, regardless of the type of armor, the wearer\'s Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10}}'},
- {name:'Banded-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Banded Mail Armour}}Specs=[Banded Mail,Armour,0H,Mail]{{subtitle=Armour}}ACData=[a:Banded-Mail,t:Banded-Mail,st:Mail,+S:2,+P:0,+B:1,+:0,ac:4,sz:L,qty:1,wt:35,loc:body,rc:single-uncharged,rac:Banded Armor (Disguise),ppa:-50,ola:-20,rta:-20,msa:-60,hsa:-50,dna:-30,cwa:-90,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Banded Mail armour}}{{AC=[[4]] vs all attacks}}{{Looks Like=This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed.}}{{desc=Other than being a complete set of Banded Mail, this armour does not look particularly special}}'},
- {name:'Banded-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+1,+:1]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +1 armour}}{{AC=[[4]][[0-1]] vs all attacks}}{{desc=This is an exceptionally well fashioned set of banded mail, which looks better than your average armour}}'},
- {name:'Banded-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+2,+:2]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +2 armour}}{{AC=[[4]][[0-2]] vs all attacks}}{{desc=This is an exceptionally well fashioned set of banded mail, which looks much better than your average armour}}'},
- {name:'Banded-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+3,+:3]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +3 armour}}{{AC=[[4]][[0-3]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which gleams with a soft sheen}}'},
- {name:'Banded-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+4,+:4]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +4 armour}}{{AC=[[4]][[0-4]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which glows with a well-polished sheen}}'},
- {name:'Banded-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+5,+:5]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +5 armour}}{{AC=[[4]][[0-5]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which shines and gleams}}'},
- {name:'Banded-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Banded Mail Barding}}{{subtitle=Barding}}{{Barding=Banded Mail Barding for War Animals}}Specs=[Banded Mail Barding,Barding,1H,Barding]{{AC=Adds +4 improvement to natural AC of creature}}ACData=[a:Banded Mail Barding,t:Banded Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:4,+s:2,+b:1,sz:M,qty:1,wt:10,rc:single-uncharged,loc:body]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{Looks Like=This is similar to chain barding, but is reinforced with horizontal strips of metal. Officers and riders wealthy enough to afford this type of barding are usually the only persons who use it. Only the large war horses can bear its weight. It remains a hybrid form, and the frequency of its appearence depends on the technological level of the campaign. Such armor weighs 85 pounds. Not generally made for creatures other than Heavy War Horses.}}{{desc=This particular set of barding seems to be totally normal and ready to use}}'},
- {name:'Banded-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Banded Mail,Armour,0H,Mail,Cursed-Banded-Mail]{{}}ACData=[a:Cursed-Banded-Mail,rc:cursed]{{}}%{MI-DB|Cursed-Banded-Mail}{{}}'},
- {name:'Banded-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Banded Mail Disguise,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail-Disguise,st:disguise,rac:Banded Armor (Disguise)]{{}}%{MI-DB|Banded-Mail}{{name=(Disguise)}}'},
- {name:'Banded-Mail-Magical-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical }}ACData=[query:armourPlus=Magical plus?|0%%0/4|+1%%1/5|+2%%2/6|+3%%3/7|+4%%4/8|+5%%5/9,a:Banded Mail Barding^^armourPlus#1^^,+:^^armourPlus#2^^]{{}}Specs=[Banded Mail Barding,Barding,1H,Barding,Banded-Mail-Barding]{{}}%{MI-DB-Armour|Banded-Mail-Barding}{{subtitle=Magical Barding}}{{Barding=Magical Banded Mail Barding for War Animals}}{{AC=Adds +4 + a magical improvement to natural AC of creature}}{{desc=This particular set of barding seems somewhat special, though how is not exactly clear}}'},
- {name:'Body-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Body or Tower Shield}}{{subtitle=Shield}}{{Shield=1-handed body shield (also known as a tower shield) made of wood \\amp metal}}Specs=[Body Shield,Shield,1H,Shields]{{AC=+0, Body/Tower shield}}ACData=[a:Body Shield,t:Body-Shield,st:Shield,+:0,+M:1,sz:M,qty:1,wt:15,rc:single-uncharged,loc:left hand|right hand]{{Speed=[[0]]}}{{Size=Medium}}{{Immunity=None}}{{Saves=No effect}}{{desc=All shields improve a character\'s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human\'s small shield would have all the effects of a medium shield when used by a gnome.\nThe *body shield* is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.}}'},
- {name:'Bracers-AC2',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Bracers of Defense }}{{name=AC2}}{{subtitle=Magic Armour}}{{Armour=Magical armour composed of a pair of bracers}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item]{{AC=[[2]]}}ACData=[a:Bracers AC2,t:Magic-Bracers,st:Bracers,+:0,ac:2,sz:S,qty:1,wt:0,loc:wrists,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Small}}{{Immunity=None}}{{Saves=No effect}}{{desc=These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection. The Armor Class the bracers of defense bestow is determined by making a percentile roll and consulting the table}}'},
- {name:'Bracers-AC3',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC3,ac:3]{{}}%{MI-DB|Bracers-AC2}{{name=AC3}}{{AC=[[3]]}}'},
- {name:'Bracers-AC4',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC4,ac:4]{{}}%{MI-DB|Bracers-AC2}{{name=AC4}}{{AC=[[4]]}}'},
- {name:'Bracers-AC5',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC5,ac:5]{{}}%{MI-DB|Bracers-AC2}{{name=AC5}}{{AC=[[5]]}}'},
- {name:'Bracers-AC6',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC6,ac:6]{{}}%{MI-DB|Bracers-AC2}{{name=AC6}}{{AC=[[6]]}}'},
- {name:'Bracers-AC7',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC7,ac:7]{{}}%{MI-DB|Bracers-AC2}{{name=AC7}}{{AC=[[7]]}}'},
- {name:'Bracers-AC8',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC8,ac:8]{{}}%{MI-DB|Bracers-AC2}{{name=AC8}}{{AC=[[8]]}}'},
+ {name:'Armour-of-Resistance',type:'armour',ct:'0',charge:'single-uncharged',cost:'(2000+^^resistance#3^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Armour of Resistance}}Specs=[Armour-of-Resistance,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Armour-of-Resistance,query:resistance=What damage type does this armour resist?|Slash%%+S/1|Pierce%%+P/2|Bludgeon%%+B/3|Missile%%+M/3$$armourPlus=What level of resistance?|+1%%4/2/1/1/300|+2%%5/3/2600|+3%%6/4/3/900|+4%%7/5/4/1200|+5%%8/6/5/1800, ^^resistance#1^^:^^armourPlus#^^resistance#2^^^^,gp:(2000+^^resistance#3^^)]{{}}%{MI-DB|Field-Plate}{{}}%{MI-DB|Magical-Armour-Info}{{subtitle=Magical Armour}}{{Armour=Field Plate resistant to ^^resistance#0^^-type damage}}{{AC=[[2]]^^armourPlus#0^^\nagainst ^^resistance#0^^-type damage}}{{desc=This magical field plate provides magical resistance to ^^resistance#0^^-type damage only. Otherwise, it is a perfectly good suit of normal Field Plate.}}'},
+ {name:'Armour-of-Resistance+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'2900',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Field Plate Armour of Resistance+3}}{{subtitle=Magical Armour}}{{Armour=+3 selectively magical Field Plate}}Specs=[Armour-of-Resistance,Armour,0H,Plate]{{AC=[[2]][[0-3]]\nagainst Slashing damage}}ACData=[a:Armour-of-Resistance+3,t:Field-Plate, st:Plate,+S:3,+P:-2,+B:-3,+:3,ac:2,sz:L,qty:1,wt:60,sp:0,gp:2900,rc:single-uncharged,loc:body,rac:Field Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95,rla:0,lla:0]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This armour provides resistance to Slashing damage only.\nThis armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nFor each +1 bonus to armor, regardless of the type of armor, the wearer\'s Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.}}'},
+ {name:'Armour-of-Vulnerability+-3',type:'armour',ct:'0',charge:'cursed',cost:'2000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Field Plate Armour of Vulnerability+/-3}}{{subtitle=Cursed Armour}}{{Armour=+/-3 selectively magical Field Plate}}Specs=[Armour-of-Vulnerability|Armour-of-Resistance,Armour,0H,Plate]{{AC=[[2]][[0-3]] better AC against Slashing damage\n+[[3]] worse AC against any other type}}ACData=[a:Armour-of-Vulnerability+-3,t:Field-Plate,st:Mail,+S:6,+P:-2,+B:-3,ac:2,sz:L,qty:1,wt:60,sp:0,gp:2000,rc:cursed,loc:body,rac:Field Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95,rla:0,lla:0]{{Speed=0}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=***Curse.*** This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).}}{{desc1=This armour provides resistance to Slashing damage only, but vulnerability to Piercing and Bludgeoning damage. \nThis armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nFor each +1 bonus to armor, regardless of the type of armor, the wearer\'s Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10}}'},
+ {name:'Banded-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'200',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Banded Mail Armour}}Specs=[Banded Mail,Armour,0H,Mail]{{subtitle=Armour}}ACData=[a:Banded-Mail,t:Banded-Mail,st:Mail,+S:2,+P:0,+B:1,+:0,ac:4,sz:L,qty:1,gp:200,wt:35,loc:body,rc:single-uncharged,rac:Banded Armor (Disguise),ppa:-50,ola:-20,rta:-20,msa:-60,hsa:-50,dna:-30,cwa:-90,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Banded Mail armour}}{{AC=[[4]] vs all attacks}}{{Looks Like=This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed.}}{{desc=Other than being a complete set of Banded Mail, this armour does not look particularly special}}'},
+ {name:'Banded-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'700',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+1,+:1,gp:700]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +1 armour}}{{AC=[[4]][[0-1]] vs all attacks}}{{desc=This is an exceptionally well fashioned set of banded mail, which looks better than your average armour}}'},
+ {name:'Banded-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1200',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+2,+:2,gp:1200]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +2 armour}}{{AC=[[4]][[0-2]] vs all attacks}}{{desc=This is an exceptionally well fashioned set of banded mail, which looks much better than your average armour}}'},
+ {name:'Banded-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1700',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+3,+:3,gp:1700]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +3 armour}}{{AC=[[4]][[0-3]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which gleams with a soft sheen}}'},
+ {name:'Banded-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2200',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+4,+:4,gp:2200]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +4 armour}}{{AC=[[4]][[0-4]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which glows with a well-polished sheen}}'},
+ {name:'Banded-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3200',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+5,+:5,gp:3200]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +5 armour}}{{AC=[[4]][[0-5]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which shines and gleams}}'},
+ {name:'Banded-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'300',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Banded Mail Barding}}{{subtitle=Barding}}{{Barding=Banded Mail Barding for War Animals}}Specs=[Banded Mail Barding,Barding,1H,Barding]{{AC=Adds +4 improvement to natural AC of creature}}ACData=[a:Banded Mail Barding,t:Banded Mail Barding,gp:300,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:4,+s:2,+b:1,sz:M,qty:1,wt:60,rc:single-uncharged,loc:body]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{Looks Like=This is similar to chain barding, but is reinforced with horizontal strips of metal. Officers and riders wealthy enough to afford this type of barding are usually the only persons who use it. Only the large war horses can bear its weight. It remains a hybrid form, and the frequency of its appearence depends on the technological level of the campaign. Such armor weighs 85 pounds. Not generally made for creatures other than Heavy War Horses.}}{{desc=This particular set of barding seems to be totally normal and ready to use}}'},
+ {name:'Banded-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(200+^^armourPlus#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Banded Mail,Armour,0H,Mail,Cursed-Banded-Mail]{{}}ACData=[a:Cursed-Banded-Mail,rc:cursed]{{}}%{MI-DB|Cursed-Banded-Mail}{{}}'},
+ {name:'Banded-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'200',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Banded Mail Disguise,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail-Disguise,st:disguise,rac:Banded Armor (Disguise)]{{}}%{MI-DB|Banded-Mail}{{name=(Disguise)}}'},
+ {name:'Banded-Mail-Magical-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'(300+^^armourPlus#3^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical }}ACData=[query:armourPlus=Magical plus?|0%%0/4/0|+1%%1/5/500|+2%%2/6/1000|+3%%3/7/1500|+4%%4/8/2000|+5%%5/9/3000,a:Banded Mail Barding^^armourPlus#1^^,+:^^armourPlus#2^^,gp:(300+^^armourPlus#3^^)]{{}}Specs=[Banded Mail Barding,Barding,1H,Barding,Banded-Mail-Barding]{{}}%{MI-DB-Armour|Banded-Mail-Barding}{{subtitle=Magical Barding}}{{Barding=Magical Banded Mail Barding for War Animals}}{{AC=Adds +4 + a magical improvement to natural AC of creature}}{{desc=This particular set of barding seems somewhat special, though how is not exactly clear}}'},
+ {name:'Body-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'10',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Body or Tower Shield}}{{subtitle=Shield}}{{Shield=1-handed body shield (also known as a tower shield) made of wood \\amp metal}}Specs=[Body Shield,Shield,1H,Shields]{{AC=+0, Body/Tower shield}}ACData=[a:Body Shield,t:Body-Shield,st:Shield,+:0,+M:1,sz:M,qty:1,gp:10,wt:15,rc:single-uncharged,loc:left hand|right hand]{{Speed=[[0]]}}{{Size=Medium}}{{Immunity=None}}{{Saves=No effect}}{{desc=All shields improve a character\'s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human\'s small shield would have all the effects of a medium shield when used by a gnome.\nThe *body shield* is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.}}'},
+ {name:'Bracers-AC2',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'4000',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Bracers of Defense }}{{name=AC2}}{{subtitle=Magic Armour}}{{Armour=Magical armour composed of a pair of bracers}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item]{{AC=[[2]]}}ACData=[a:Bracers AC2,t:Magic-Bracers,st:Bracers,+:0,ac:2,sz:S,qty:1,gp:4000,wt:0,loc:wrists,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Small}}{{Immunity=None}}{{Saves=No effect}}{{desc=These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection. The Armor Class the bracers of defense bestow is determined by making a percentile roll and consulting the table}}'},
+ {name:'Bracers-AC3',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'3500',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC3,ac:3,gp:3500]{{}}%{MI-DB|Bracers-AC2}{{name=AC3}}{{AC=[[3]]}}'},
+ {name:'Bracers-AC4',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'3000',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC4,ac:4,gp:3000]{{}}%{MI-DB|Bracers-AC2}{{name=AC4}}{{AC=[[4]]}}'},
+ {name:'Bracers-AC5',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'2500',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC5,ac:5,gp:2500]{{}}%{MI-DB|Bracers-AC2}{{name=AC5}}{{AC=[[5]]}}'},
+ {name:'Bracers-AC6',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'2000',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC6,ac:6,gp:2000]{{}}%{MI-DB|Bracers-AC2}{{name=AC6}}{{AC=[[6]]}}'},
+ {name:'Bracers-AC7',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'1500',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC7,ac:7,gp:1500]{{}}%{MI-DB|Bracers-AC2}{{name=AC7}}{{AC=[[7]]}}'},
+ {name:'Bracers-AC8',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'1000',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC8,ac:8,gp:1000]{{}}%{MI-DB|Bracers-AC2}{{name=AC8}}{{AC=[[8]]}}'},
{name:'Bracers-of-Defencelessness',type:'totalac|miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Bracers of Defenselessness}}{{subtitle=Magic Armour}}Specs=[Bracers,TotalAC|Miscellaneous,0H,Magic Item]{{}}ACData=[a:Bracers of Defencelessness,t:Magic-Bracers,st:Bracers,+:0,ac:10,db:-1,svall:=0,rc:cursed,sz:S,qty:1,wt:0,rc:single-uncharged,loc:wrists]{{}}%{MI-DB|Armour-Info}{{Armour=Cursed magical armour composed of a pair of bracers}}{{AC=[[10]]}}{{Looks Like=These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection. The Armor Class the bracers of defense bestow is determined by making a percentile roll and consulting the table}}{{desc=These appear to be bracers of defense, and will actually serve as such until the wearer is attacked in anger by a dangerous enemy. At that moment, the bracers worsen Armor Class to 10 and negate any and all other magical protections and Dexterity bonuses. Bracers of defenselessness can be removed only by means of a *remove curse* spell.}}'},
- {name:'Brigandine+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+1,+:1]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Brigandine+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+2,+:2]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Brigandine+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+3,+:3]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this auit of armour}}'},
- {name:'Brigandine+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+4,+:4]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Brigandine+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+5,+:5]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Brigandine-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Brigandine Armour }}{{subtitle=Armour}}Specs=[Brigandine,Armour,0H,Brigandine]{{}}ACData=[a:Brigandine,st:Brigandine,t:Brigandine,+S:1,+P:1,+B:0,+:0,ac:6,sz:L,qty:1,wt:35,loc:body,rc:single-uncharged,rac:Brigandine Armor,ppa:-20,ola:-0,rta:-0,msa:-0,hsa:-0,dna:-10,cwa:-25,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Brigandine Armour}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where the metal plates must be spaced widely or left off.}}{{desc=Good, sturdy armour but nothing special}}'},
- {name:'Brigandine-Armour-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Brigandine,Armour,0H,Brigandine,Cursed-Brigandine-Armour]{{}}ACData=[a:Cursed Brigandine Armour^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Brigandine-Armour}'},
- {name:'Brigandine-Armour-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Brigandine Armour Disguise,Armour,0H,Brigandine,Brigandine Armour]{{}}ACData=[a:Brigandine Armour Disguise,st:Disguise,rac:Brigandine Armor (Thief Disguise)]{{}}%{MI-DB|Brigandine-Armour}{{name=(Thief Disguise)}}'},
- {name:'Brigandine-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Brigandine Barding}}{{subtitle=Barding}}{{Barding=Brigandine Barding for War Animals}}Specs=[Brigandine Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Brigandine Barding,t:Brigandine Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:1,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=A late period composite armor made from small metal plates sandwiched between layers of leather, brigandine is the most advanced barding that a typical village armorer can make. It is not as encumbering as the more restrictive scale, weighing 70 pounds for a war horse.}}'},
- {name:'Bronze-Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+1,+:1]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+1 magical plate mail made from bronze}}{{AC=[[4]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Bronze-Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+2,+:2]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+2 magical plate mail made from bronze}}{{AC=[[4]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Bronze-Plate+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+3,+:3]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+3 magical plate mail made from bronze}}{{AC=[[4]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Bronze-Plate+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+4,+:4]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+4 magical plate mail made from bronze}}{{AC=[[4]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Bronze-Plate+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+5,+:5]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+5 magical plate mail made from bronze}}{{AC=[[4]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Bronze-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Cursed-Bronze-Plate]{{}}ACData=[a:Cursed Bronze Plate^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Bronze-Plate}'},
- {name:'Bronze-Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Bronze Plate Mail }}{{subtitle=Armour}}Specs=[Bronze Plate Mail,Armour,0H,Mail]{{}}ACData=[a:Bronze Plate Mail,st:Mail,t:Bronze-Plate,+S:2,+P:0,+B:-2,ac:4,+:0,sz:L,qty:1,wt:45,loc:body,rc:single-uncharged,rac:Bronze Plate Mail (Disguise),ppa:-75,ola:-40,rta:-40,msa:-80,hsa:-75,dna:-50,cwa:-95,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Plate mail made from bronze}}{{AC=[[4]] against all attacks}}{{Looks Like=This is a plate mail armor - a combination of metal plates, chain mail or brigandine, leather and padding - made of softer bronze. It is easier and cheaper to make than steel armor, but it does not protect as well. A large breastplate and other metal plates cover areas of the body, but the other materials must protect the joints and movable parts of the body. It is not the full plate armor of the heavy knight of the Late Middle Ages and the Renaissance.}}{{desc=Good, sturdy armour but nothing special}}'},
- {name:'Bronze-Plate-Mail-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bronze Plate Mail Disguise,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate Mail Disguise,st:Disguise,rac:Bronze Plate Mail (Disguise)]{{}}%{MI-DB|Bronze-Plate-Mail}{{name=(Disguise)}}'},
- {name:'Buckler',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Buckler}}{{subtitle=Shield}}Specs=[Buckler,Shield,0H,Shields]{{}}ACData=[a:Buckler,t:Buckler,st:Shield,+:0,sz:S,wt:3,loc:left arm|right arm]{{}}%{MI-DB|Shield-Info}{{Shield=Hands-free shield for archers, made of metal}}{{AC=+0 Buckler, against 1 attack only}}{{Size=Small}}{{Looks Like=A* buckler (or target)* is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user\'s choice), improving the character\'s Armor Class by 1 against that attack.}}{{desc=This is a well made Buckler which fits well on the arm, but is nothing exceptional}}'},
- {name:'Buckler+1',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+1,+:1]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+1 Buckler, against 1 attack only}}{{desc=An exceptionally well made shield.}}'},
- {name:'Buckler+2',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+2,+:2]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+2 Buckler, against 1 attack only}}{{desc=An excellently crafted shield that seems to have a polished gleam}}'},
- {name:'Buckler+3',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+3,+:3]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+3 Buckler, against 1 attack only}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this shield}}'},
- {name:'Buckler+4',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+4,+:4]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+4 Buckler, against 1 attack only}}{{desc=This shield almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Buckler+5',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+5,+:5]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+5 Buckler, against 1 attack only}}{{desc=This unique shield gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Buckler-Cursed',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Buckler,Shield,0H,Shields,Cursed-Buckler]{{}}ACData=[a:Cursed Buckler^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Buckler}'},
- {name:'Chain-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Chain Barding}}{{subtitle=Barding}}{{Barding=Chain Mail Barding for War Dogs \\amp War Horses}}Specs=[Chain Barding,Barding,1H,Barding]{{AC=Adds +3 improvement to natural AC of creature}}ACData=[a:Chain Barding,t:Chain Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:3,+s:2,+b:-2,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This barding is the standard armor for medium war horses. However, smaller or larger versions can be made to fit anything from a *war dog* to a *war elephant*. It is put on in sections, with the main pieces being attached to the saddle or laid over the horse and buckled underneath. A heavy cloth or blanket is placed under the chain to prevent rubbing and abrasions from the barding, which would cause the horse to quickly become fatigued.\nOnly in the cooler climes can a horse wear such armor for long (the horse cannot move all day with the armor on; it must have sufficient rest and free grazing). Chain barding for a horse weighs approximately 70 pounds, for a war dog about 20 pounds, and for an elephant over 200 pounds.}}'},
- {name:'Chain-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Chain Mail }}{{subtitle=Armour}}Specs=[Chain Mail,Armour,0H,Mail]{{}}ACData=[a:Chain Mail,st:Mail,t:Chain-Mail,+S:2,+P:0,+B:-2,+:0,ac:5,sz:L,rc:single-uncharged,qty:1,wt:40,loc:body,rac:Chain Mail,ppa:-25,ola:-10,rta:-10,msa:-15,hsa:-15,dna:-5,cwa:-25,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Chain Mail}}{{AC=[[5]]\nvs all attacks}}{{Looks Like=This armor is made of interlocking metal rings.}}{{hide1=Chain mail is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.}}{{desc=Good, sturdy, well made chain but nothing special}}'},
- {name:'Chain-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+1,+:1]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+1 magical chain mail}}{{AC=[[5]][[0-1]] vs all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Chain-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+2,+:2]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+2 magical chain mail}}{{AC=[[5]][[0-2]] vs all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Chain-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+3,+:3]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+3 magical chain mail}}{{AC=[[5]][[0-3]] vs all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Chain-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+4,+:4]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+4 magical chain mail}}{{AC=[[5]][[0-4]] vs all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Chain-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+5,+:5]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+5 magical chain mail}}{{AC=[[5]][[0-5]] vs all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Chain-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Chain Mail,Armour,0H,Mail,Cursed-Chain-Mail]{{}}ACData=[a:Cursed Chain Mail^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Chain-Mail}'},
- {name:'Chain-Mail-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Chain Mail Disguise,Armour,0H,Mail,Chain Mail]{{}}ACData=[a:Chain Mail Disguise,st:Disguise,rac:Chain Mail (Thief Disguise)]{{}}%{MI-DB|Chain-Mail}{{name=(Thief Disguise)}}'},
- {name:'Cursed-Banded-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= (cursed)}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Cursed-Banded-Mail,query:armourPlus=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourPlus#1^^,rc:cursed]{{}}%{MI-DB|Banded-Mail}{{subtitle=Cursed Magical Armour}}{{Armour=Cursed Banded Mail armour}}{{AC=[[4]] -? vs all attacks}}{{desc=While this looks like any other suit of banded mail, there is something not quite right about it...}}'},
- {name:'Cursed-Brigandine-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Cursed Brigandine Armour^^armourCurse#0^^,query:armourCurse=How severe a curse?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Cursed Magical Armour}}{{Armour=Cursed Brigandine Armour}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Brigandine Armour, there is something not quite right about it...}}'},
- {name:'Cursed-Bronze-Plate',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Cursed Bronze Plate^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed plate mail made from bronze}}{{AC=[[4]]-? against all attacks}}{{desc=While this looks like any other suit of Bronze Plate Mail Armour, there is something not quite right about it...}}'},
- {name:'Cursed-Buckler',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Cursed Buckler^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=Cursed Buckler}}{{desc=While this looks like any other Buckler, there is something not quite right about it...}}'},
- {name:'Cursed-Chain-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Chain Mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Cursed Chain Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Chain-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed chain mail}}{{AC=[[5]]-? against all attacks}}{{desc=While this looks like any other suit of Chain Mail Armour, there is something not quite right about it...}}'},
- {name:'Cursed-Field-Plate',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Field-Plate}{{subtitle=Cursed Armour}}{{Armour=Cursed Field plate}}{{AC=[[3]]-? against all attacks}}{{desc=While this looks like any other suit of Field Plate, there is something not quite right about it...}}'},
- {name:'Cursed-Full-Plate',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Cursed Full Plate^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Full-Plate}{{subtitle=Cursed Armour}}{{Armour=Cursed Full Plate}}{{AC=[[1]]-? against all attacks}}{{desc=While this looks like any other suit of Field Plate, there is something not quite right about it...}}'},
- {name:'Cursed-Hide-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Cursed Hide Armour^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Hide-Armour}{{subtitle=Cursed Armour}}{{Armour=Cursed Hide Armour}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Hide Armour, there is something not quite right about it...}}'},
- {name:'Cursed-Leather-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Cursed Leather^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Leather}{{subtitle=Cursed Armour}}{{Armour=Cursed leather armour}}{{AC=[[8]]-? against all attacks}}{{desc=While this looks like any other suit of Leather Armour, there is something not quite right about it...}}'},
- {name:'Cursed-Padded-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Cursed Padded Armour^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Padded-Armour}{{subtitle=Cursed Armour}}{{Armour=Cursed Padded armour}}{{AC=[[8]]-? against all attacks}}{{desc=While this looks like any other suit of Leather Armour, there is something not quite right about it...}}'},
- {name:'Cursed-Plate-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Cursed Plate Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Plate Mail}}{{AC=[[3]]-? against all attacks}}{{desc=While this looks like any other suit of Plate Mail, there is something not quite right about it...}}'},
- {name:'Cursed-Ring-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Cursed Ring Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Ring-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Ring Mail}}{{AC=[[7]]-? against all attacks}}{{desc=While this looks like any other suit of Plate Mail, there is something not quite right about it...}}'},
- {name:'Cursed-Scale-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Cursed Scale Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Scale-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Scale Mail}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Scale Mail, there is something not quite right about it...}}'},
- {name:'Cursed-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Cursed Medium Shield^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed Cursed Medium Shield made of wood \\amp metal}}{{AC=+[[1]]-? against all attacks from the front}}{{desc=While this looks like any other medium shield, there is something not quite right about it...}}'},
- {name:'Cursed-Small-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Cursed Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Cursed Small Shield^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Small-Shield}{{prefix=Cursed }}{{subtitle=Cursed Shield}}{{Shield=1-handed Cused Small Shield made of wood \\amp metal}}{{AC=+[[1]]-? against only 2 attacks from the front}}'},
- {name:'Cursed-Splint-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Cursed Splint Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Splint-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Splint Mail}}{{AC=[[4]]-? vs all attacks}}{{desc=While this looks like any other suit of Splint Mail, there is something not quite right about it...}}'},
- {name:'Cursed-Studded-Leather',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Cursed Studded Leather^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Studded-Leather}{{subtitle=Cursed Armour}}{{Armour=Cursed studded leather armour}}{{AC=[[7]]-? against all attacks}}{{desc=While this looks like any other suit of Studded Leather armour, there is something not quite right about it...}}'},
- {name:'Cursed-Tower-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Tower Shield,Shield,1H,Shields,Tower-Shield]{{}}ACData=[a:Cursed Tower Shield^^armourCurse#0^^,query:armourCurse=How cursed is this shield?|-0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5$$missileAdj=What additional adjustment vs. missiles?|+1%%1|-5%%-5|-4%%-4|-3%%-3|-2%%-2|-1%%-1|0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourCurse#1^^,+M:^^missileAdj#1^^,rc:cursed]{{}}%{MI-DB|Tower-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourCurse#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+1^^armourCurse#0^^ vs. melee attks,\n+1^^armourCurse#0^^ ^^missileAdj#0^^ vs. missiles,\nTower/Body shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. But there is definately something odd about the runes...}}'},
- {name:'Cursed-Wooden-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed}}Specs=[Wooden Shield,Shield,1H,Shields,Wooden-Shield]{{}}ACData=[a:Cursed Medium Wooden Shield^^armourPlus#0^^,,query:armourPlus=How cursed is this shield?|-0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourPlus#1^^,rc:cursed]{{}}%{MI-DB|Wooden-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Cursed Shield}}{{Shield=1-handed cursed medium shield made of wood only}}{{AC=+1^^armourPlus#0^^, Medium wooden shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. But there is definately something odd about the runes...}}'},
- {name:'Dented-Plate-Mail',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Dented Plate Mail}}{{subtitle=Armour}}{{Armour=Plate mail made from steel, which has suffered a heavy beating, but remains servicable}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{AC=[[3]] against all attacks}}ACData=[a:Plate Mail,st:Mail,t:Plate-Mail,+S:2,+P:0,+B:-1,ac:3,+:0,sz:L,wt:50]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nThis particular suit is somewhat dented from the fierce beating its original owner suffered. This has not affected its standard armour class, but does make it worse against slashing and bludgeoning damage by 1 point each.}}'},
- {name:'Elven-Chain+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+1,+:1]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +1}}{{AC=[[4]] vs all attacks}}'},
- {name:'Elven-Chain+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+2,+:2]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +2}}{{AC=[[5]][[0-2]] vs all attacks}}'},
- {name:'Elven-Chain+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+3,+:3]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +3}}{{AC=[[5]][[0-3]] vs all attacks}}'},
- {name:'Elven-Chain+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+4,+:4]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +4}}{{AC=[[5]][[0-4]] vs all attacks}}'},
- {name:'Elven-Chain+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+5,+:5]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +5}}{{AC=[[5]][[0-5]] vs all attacks}}'},
- {name:'Elven-Chain-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Elven }}Specs=[Elven Chain Mail,Armour,0H,Mail,Chain Mail]{{}}ACData=[a:Elven Chain Mail,rac:Elven Chain Mail,ppa:-20,ola:-5,rta:-5,msa:-10,hsa:-10,dna:-5,cwa:-20,rla:0,lla:0]{{}}%{MI-DB|Chain-Mail}{{Armour=Elven Chain Mail}}{{desc=This armor is made of interlocking metal rings of *mithral*, created by master elven smiths. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows, though this is thinner than with normal chain. The links yield easily to blows, absorbing some of the shock. It is so light it can be worn all day with no problems, and even under other clothes to hide it. Thieves, Bards \\amp Elven spell casters can all wear Elven Chain without impacting their activities.}}'},
- {name:'Field-Plate',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Field Plate }}{{subtitle=Armour}}Specs=[Field Plate,Armour,0H,Plate]{{}}ACData=[a:Field Plate,st:Plate,t:Field-Plate,+S:3,+P:1,+B:0,ac:2,+:0,sz:L,qty:1,wt:60,loc:body,rc:single-uncharged,rac:Field Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95]{{}}%{MI-DB|Armour-Info}{{Armour=Field plate}}{{AC=[[3]] against all attacks}}{{Looks Like=This is the most common version of full plate armor, consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off. Each suit of field plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling\'s armor).}}{{desc=This suit of armour is a good, sturdy, well made set of field plate but nothing special}}'},
- {name:'Field-Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+1,+:1]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +1}}{{AC=[[3]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Field-Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+2,+:2]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +2}}{{AC=[[3]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Field-Plate+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+3,+:3]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +3}}{{AC=[[3]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Field-Plate+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+4,+:4]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +4}}{{AC=[[3]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Field-Plate+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+5,+:5]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +5}}{{AC=[[3]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Field-Plate-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Field Plate Barding}}{{subtitle=Barding}}{{Barding=Field Plate Barding for War Animals}}Specs=[Field Plate Barding,Barding,1H,Barding]{{AC=Adds +6 improvement to natural AC of creature}}ACData=[a:Field Plate Barding,t:Field Plate Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:6,+s:3,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Field plate barding is the heaviest barding normally used in battle. It is rare even in late period campaigns, and should be restricted to nobles, high officers, and unusual individuals. The construction of field plate barding requires a master armorer. The barding must be constructed and fitted to a particular horse. Field plate barding weighs 90 pounds.\n**Half Field Plate:** This gives the equivalent of field plate protection to the front of the horse only. This configuration is never encountered, except perhaps as ceremonial armor. It weighs 70 pounds.}}'},
- {name:'Field-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field-Plate,Armour,0H,Plate,Cursed-Field-Plate]{{}}ACData=[a:Cursed Field Plate^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Field-Plate}'},
- {name:'Field-Plate-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate Disguise,Armour,0H,Plate,Field Plate]{{}}ACData=[a:Field Plate Disguise,st:Disguise,rac:Field Plate (Disguise)]{{}}%{MI-DB|Field-Plate}{{name=(Disguise)}}'},
- {name:'Full-Plate',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Full-Plate Armour }}{{subtitle=Armour}}Specs=[Full Plate,Armour,0H,Plate]{{}}ACData=[a:Full Plate,st:Plate,t:Full-Plate,+S:4,+P:3,+B:0,+:0,ac:1,sz:L,qty:1,wt:70,loc:body,rc:single-uncharged,rac:Full Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95]{{}}%{MI-DB|Armour-Info}{{Armour=Full Plate}}{{AC=[[1]]\nagainst all attacks}}{{Looks Like=This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. *Due to these factors, it tends to be used more for parades and triumphs than actual combat.*}}{{desc=This suit of armour is a good, sturdy, well made set of Full Plate but nothing special (other than being Full Plate!)}}'},
- {name:'Full-Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+1,+:1]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+1 magical Full Plate}}{{AC=[[1]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Full-Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+2,+:2]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+2 magical Full Plate}}{{AC=[[1]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Full-Plate+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+3,+:3]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+3 magical Full Plate}}{{AC=[[1]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Full-Plate+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+4,+:4]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+4 magical Full Plate}}{{AC=[[1]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Full-Plate+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+5,+:5]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+5 magical Full Plate}}{{AC=[[1]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Full-Plate-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Full Plate Barding}}{{subtitle=Barding}}{{Barding=Full Plate Barding for War Animals}}Specs=[Full Plate Barding,Barding,1H,Barding]{{AC=Adds +7 improvement to natural AC of creature}}ACData=[a:Full Plate Barding,t:Full Plate Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:7,+s:4,+p:3,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Full plate barding, like full plate armor, is the highest achievement of the best armorers. It is available only in late period campaigns and will be very rare at the best of times; only the most advanced and richest kingdoms can master the techniques of its construction. The services of a master armorer are required. Full plate barding weighs 90 pounds.\n**Half Full Plate:** This gives the equivalent of full plate protection to the front of the horse only. Again, this barding, if encountered, is almost certain to be ceremonial armor. It weighs 70 pounds.}}'},
- {name:'Full-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Full Plate,Armour,0H,Plate,Cursed-Full-Plate]{{}}ACData=[a:Cursed Full Plate^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Full-Plate}'},
- {name:'Full-Plate-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Full Plate Disguise,Armour,0H,Plate,Full Plate]{{}}ACData=[a:Full Plate Disguise,st:Disguise,rac:Full Plate (Disguise)]{{}}%{MI-DB|Full-Plate}{{name=(Disguise)}}'},
- {name:'Helm-of-Languages',type:'helm',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm of Comprehending Languages \\amp Reading Magic}}{{subtitle=Magic Item}}Specs=[Helm,Helm,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm of Languages,sp:0,qty:1,rc:single-uncharged,loc:head]{{Size=Medium}}{{Immunity=None}}{{desc=Appearing as a normal helmet, a helmet of comprehending languages and reading magic enables its wearer to understand 90% of strange tongues and writings and 80% of magical writings. (Note that these percentage figures apply to whether all or none of the speaking/writing or inscription is understandable. Understanding does not necessarily imply spell use.) This device is equal to a normal helmet of the type accompanying Armor Class 5.}}'},
- {name:'Helm-of-Underwater-Action',type:'helm',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm of Underwater Action}}{{subtitle=Magic Item}}Specs=[Helm,Helm,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm of Underwater Action,sp:0,qty:1,rc:single-uncharged,loc:head]{{Size=Medium}}{{Immunity=None}}{{desc=When this helm is viewed, it is indistinguishable from a normal helmet. However, detection reveals it to be magical, and the possessor is able to see and breathe underwater. Visual properties of the helm are activated when small lenses are drawn across the device from compartments on either side. These allow the wearer to see five times farther than water and light conditions allow for normal human vision. (Note that weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer\'s head, and maintains it until the command word is spoken again. Thus, the wearer can breathe freely.}}'},
- {name:'Hide-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Hide Armour}}{{subtitle=Armour}}Specs=[Hide,Armour,0H,Hide]{{}}ACData=[a:Hide,st:Hide,t:Hide,+S:0,+P:-2,+B:0,+:0,ac:6,sz:L,qty:1,wt:30,loc:body,rc:single-uncharged,rac:Hide Armor,ppa:-30,ola:-10,rta:-10,msa:-20,hsa:-20,dna:-10,cwa:-30]{{}}%{MI-DB|Armour-Info}{{Armour=Hide Armour}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This is armor prepared from the extremely thick hide of a creature (such as an elephant) or from multiple layers of regular leather. It is stiff and hard to move in.}}{{desc=This suit of armour is a good, sturdy, well made set of Full Plate but nothing special}}'},
- {name:'Hide-Armour+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+1,+:1]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Hide-Armour+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+2,+:2]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Hide-Armour+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+3,+:3]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Hide-Armour+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+4,+:4]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Hide-Armour+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+5,+:5]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Hide-Armour-Cursed',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Cursed Hide Armour^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Hide-Armour}'},
- {name:'Hide-Armour-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Hide-Armour-Disguise,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour Disguise,st:Disguise,rac:Hide Armor (Thief Disguise)]{{}}%{MI-DB|Hide-Armour}{{name=(Thief Disguise)}}'},
+ {name:'Brigandine+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'650',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+1,+:1,gp:650]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Brigandine+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1150',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+2,+:2,gp:1150]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Brigandine+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1650',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+3,+:3,gp:1650]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this auit of armour}}'},
+ {name:'Brigandine+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2150',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+4,+:4,gp:2150]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Brigandine+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3150',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+5,+:5,gp:3150]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Brigandine-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'150',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Brigandine Armour }}{{subtitle=Armour}}Specs=[Brigandine,Armour,0H,Brigandine]{{}}ACData=[a:Brigandine,st:Brigandine,t:Brigandine,+S:1,+P:1,+B:0,+:0,ac:6,sz:L,qty:1,gp:150,wt:35,loc:body,rc:single-uncharged,rac:Brigandine Armor,ppa:-20,ola:-0,rta:-0,msa:-0,hsa:-0,dna:-10,cwa:-25,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Brigandine Armour}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where the metal plates must be spaced widely or left off.}}{{desc=Good, sturdy armour but nothing special}}'},
+ {name:'Brigandine-Armour-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(120+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Brigandine,Armour,0H,Brigandine,Cursed-Brigandine-Armour]{{}}ACData=[a:Cursed Brigandine Armour^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Brigandine-Armour}'},
+ {name:'Brigandine-Armour-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'150',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Brigandine Armour Disguise,Armour,0H,Brigandine,Brigandine Armour]{{}}ACData=[a:Brigandine Armour Disguise,st:Disguise,rac:Brigandine Armor (Thief Disguise)]{{}}%{MI-DB|Brigandine-Armour}{{name=(Thief Disguise)}}'},
+ {name:'Brigandine-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'500',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Brigandine Barding}}{{subtitle=Barding}}{{Barding=Brigandine Barding for War Animals}}Specs=[Brigandine Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Brigandine Barding,t:Brigandine Barding,gp:500,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:1,+p:1,sz:M,qty:1,wt:45,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=A late period composite armor made from small metal plates sandwiched between layers of leather, brigandine is the most advanced barding that a typical village armorer can make. It is not as encumbering as the more restrictive scale, weighing 70 pounds for a war horse.}}'},
+ {name:'Bronze-Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'900',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+1,+:1,gp:900]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+1 magical plate mail made from bronze}}{{AC=[[4]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Bronze-Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1400',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+2,+:2,gp:1400]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+2 magical plate mail made from bronze}}{{AC=[[4]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Bronze-Plate+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1900',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+3,+:3,gp:1900]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+3 magical plate mail made from bronze}}{{AC=[[4]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Bronze-Plate+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2400',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+4,+:4,gp:2400]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+4 magical plate mail made from bronze}}{{AC=[[4]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Bronze-Plate+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3400',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+5,+:5,gp:3400]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+5 magical plate mail made from bronze}}{{AC=[[4]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Bronze-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(400+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Cursed-Bronze-Plate]{{}}ACData=[a:Cursed Bronze Plate^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Bronze-Plate}'},
+ {name:'Bronze-Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'400',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Bronze Plate Mail }}{{subtitle=Armour}}Specs=[Bronze Plate Mail,Armour,0H,Mail]{{}}ACData=[a:Bronze Plate Mail,st:Mail,t:Bronze-Plate,+S:2,+P:0,+B:-2,ac:4,+:0,sz:L,qty:1,gp:400,wt:45,loc:body,rc:single-uncharged,rac:Bronze Plate Mail (Disguise),ppa:-75,ola:-40,rta:-40,msa:-80,hsa:-75,dna:-50,cwa:-95,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Plate mail made from bronze}}{{AC=[[4]] against all attacks}}{{Looks Like=This is a plate mail armor - a combination of metal plates, chain mail or brigandine, leather and padding - made of softer bronze. It is easier and cheaper to make than steel armor, but it does not protect as well. A large breastplate and other metal plates cover areas of the body, but the other materials must protect the joints and movable parts of the body. It is not the full plate armor of the heavy knight of the Late Middle Ages and the Renaissance.}}{{desc=Good, sturdy armour but nothing special}}'},
+ {name:'Bronze-Plate-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'400',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bronze Plate Mail Disguise,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate Mail Disguise,st:Disguise,rac:Bronze Plate Mail (Disguise)]{{}}%{MI-DB|Bronze-Plate-Mail}{{name=(Disguise)}}'},
+ {name:'Buckler',type:'shield|melee',ct:'1',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Buckler}}{{subtitle=Shield}}Specs=[Buckler,Shield|Melee,0H,Shields]{{}}ACData=[a:Buckler,t:Buckler,st:Shield,+:0,sz:S,gp:1,wt:3,loc:left arm|right arm]{{}}ToHitData=[w:Shield Punch, sp:1, r:3, ty:B]{{}}DmgData=[w:Shield Punch, sm:1d3, l:1d3]{{}}%{MI-DB|Shield-Info}{{Shield=Hands-free shield for archers, made of metal}}{{AC=+0 Buckler, against 1 attack only}}{{Size=Small}}{{Looks Like=A* buckler (or target)* is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user\'s choice), improving the character\'s Armor Class by 1 against that attack.}}{{desc=This is a well made Buckler which fits well on the arm, but is nothing exceptional}}'},
+ {name:'Buckler+1',type:'shield',ct:'1',charge:'uncharged',cost:'301',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+1,+:1,gp:301]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+1 Buckler, against 1 attack only}}{{desc=An exceptionally well made shield.}}'},
+ {name:'Buckler+2',type:'shield',ct:'1',charge:'uncharged',cost:'601',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+2,+:2,gp:601]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+2 Buckler, against 1 attack only}}{{desc=An excellently crafted shield that seems to have a polished gleam}}'},
+ {name:'Buckler+3',type:'shield',ct:'1',charge:'uncharged',cost:'901',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+3,+:3,gp:901]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+3 Buckler, against 1 attack only}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this shield}}'},
+ {name:'Buckler+4',type:'shield',ct:'1',charge:'uncharged',cost:'1201',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+4,+:4,gp:1201]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+4 Buckler, against 1 attack only}}{{desc=This shield almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Buckler+5',type:'shield',ct:'1',charge:'uncharged',cost:'1801',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+5,+:5,gp:1801]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+5 Buckler, against 1 attack only}}{{desc=This unique shield gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Buckler-Cursed',type:'shield',ct:'1',charge:'cursed',cost:'(1+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Buckler,Shield,0H,Shields,Cursed-Buckler]{{}}ACData=[a:Cursed Buckler^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Buckler}'},
+ {name:'Chain-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'500',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Chain Barding}}{{subtitle=Barding}}{{Barding=Chain Mail Barding for War Dogs \\amp War Horses}}Specs=[Chain Barding,Barding,1H,Barding]{{AC=Adds +3 improvement to natural AC of creature}}ACData=[a:Chain Barding,t:Chain Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:3,+s:2,+b:-2,sz:M,qty:1,gp:500,wt:70,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This barding is the standard armor for medium war horses. However, smaller or larger versions can be made to fit anything from a *war dog* to a *war elephant*. It is put on in sections, with the main pieces being attached to the saddle or laid over the horse and buckled underneath. A heavy cloth or blanket is placed under the chain to prevent rubbing and abrasions from the barding, which would cause the horse to quickly become fatigued.\nOnly in the cooler climes can a horse wear such armor for long (the horse cannot move all day with the armor on; it must have sufficient rest and free grazing). Chain barding for a horse weighs approximately 70 pounds, for a war dog about 20 pounds, and for an elephant over 200 pounds.}}'},
+ {name:'Chain-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'75',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Chain Mail }}{{subtitle=Armour}}Specs=[Chain Mail,Armour,0H,Mail]{{}}ACData=[a:Chain Mail,st:Mail,t:Chain-Mail,+S:2,+P:0,+B:-2,+:0,ac:5,sz:L,rc:single-uncharged,qty:1,gp:75,wt:40,loc:body,rac:Chain Mail,ppa:-25,ola:-10,rta:-10,msa:-15,hsa:-15,dna:-5,cwa:-25,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Chain Mail}}{{AC=[[5]]\nvs all attacks}}{{Looks Like=This armor is made of interlocking metal rings.}}{{hide1=Chain mail is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.}}{{desc=Good, sturdy, well made chain but nothing special}}'},
+ {name:'Chain-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'575',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+1,+:1,gp:575]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+1 magical chain mail}}{{AC=[[5]][[0-1]] vs all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Chain-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1075',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+2,+:2,gp:1075]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+2 magical chain mail}}{{AC=[[5]][[0-2]] vs all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Chain-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1575',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+3,+:3,gp:1575]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+3 magical chain mail}}{{AC=[[5]][[0-3]] vs all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Chain-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2075',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+4,+:4,gp:2075]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+4 magical chain mail}}{{AC=[[5]][[0-4]] vs all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Chain-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3075',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+5,+:5,gp:3075]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+5 magical chain mail}}{{AC=[[5]][[0-5]] vs all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Chain-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(75+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Chain Mail,Armour,0H,Mail,Cursed-Chain-Mail]{{}}ACData=[a:Cursed Chain Mail^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Chain-Mail}'},
+ {name:'Chain-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'100',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Chain Mail Disguise,Armour,0H,Mail,Chain Mail]{{}}ACData=[a:Chain Mail Disguise,st:Disguise,gp:100,rac:Chain Mail (Thief Disguise)]{{}}%{MI-DB|Chain-Mail}{{name=(Thief Disguise)}}'},
+ {name:'Cursed-Banded-Mail',type:'armour',ct:'0',charge:'cursed',cost:'(200+^^armourPlus#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{name= (cursed)}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Cursed-Banded-Mail,gp:(200+^^armourPlus#2^^),query:armourPlus=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourPlus#1^^,rc:cursed]{{}}%{MI-DB|Banded-Mail}{{subtitle=Cursed Magical Armour}}{{Armour=Cursed Banded Mail armour}}{{AC=[[4]] -? vs all attacks}}{{desc=While this looks like any other suit of banded mail, there is something not quite right about it...}}'},
+ {name:'Cursed-Brigandine-Armour',type:'armour',ct:'0',charge:'cursed',cost:'(120+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Cursed Brigandine Armour^^armourCurse#0^^,gp:(120+^^armourCurse#2^^),query:armourCurse=How severe a curse?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Cursed Magical Armour}}{{Armour=Cursed Brigandine Armour}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Brigandine Armour, there is something not quite right about it...}}'},
+ {name:'Cursed-Bronze-Plate',type:'armour',ct:'0',charge:'cursed',cost:'(400+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Cursed Bronze Plate^^armourCurse#0^^,gp:(400+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed plate mail made from bronze}}{{AC=[[4]]-? against all attacks}}{{desc=While this looks like any other suit of Bronze Plate Mail Armour, there is something not quite right about it...}}'},
+ {name:'Cursed-Buckler',type:'shield',ct:'1',charge:'cursed',cost:'(1+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Cursed Buckler^^armourCurse#0^^,gp:(1+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/250|-2%%-2/500|-3%%-3/750|-4%%-4/1000|-5%%-5/1500,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=Cursed Buckler}}{{desc=While this looks like any other Buckler, there is something not quite right about it...}}'},
+ {name:'Cursed-Chain-Mail',type:'armour',ct:'0',charge:'cursed',cost:'(75+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Chain Mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Cursed Chain Mail^^armourCurse#0^^,gp:(75+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Chain-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed chain mail}}{{AC=[[5]]-? against all attacks}}{{desc=While this looks like any other suit of Chain Mail Armour, there is something not quite right about it...}}'},
+ {name:'Cursed-Field-Plate',type:'armour',ct:'0',charge:'cursed',cost:'(2000+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate^^armourCurse#0^^,gp:(2000+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Field-Plate}{{subtitle=Cursed Armour}}{{Armour=Cursed Field plate}}{{AC=[[3]]-? against all attacks}}{{desc=While this looks like any other suit of Field Plate, there is something not quite right about it...}}'},
+ {name:'Cursed-Full-Plate',type:'armour',ct:'0',charge:'cursed',cost:'((4000+(1000*1d7))+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Cursed Full Plate^^armourCurse#0^^,gp:((4000+(1000*1d7))+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Full-Plate}{{subtitle=Cursed Armour}}{{Armour=Cursed Full Plate}}{{AC=[[1]]-? against all attacks}}{{desc=While this looks like any other suit of Field Plate, there is something not quite right about it...}}'},
+ {name:'Cursed-Hide-Armour',type:'armour',ct:'0',charge:'cursed',cost:'(15+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Cursed Hide Armour^^armourCurse#0^^,gp:(15+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Hide-Armour}{{subtitle=Cursed Armour}}{{Armour=Cursed Hide Armour}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Hide Armour, there is something not quite right about it...}}'},
+ {name:'Cursed-Leather-Armour',type:'armour',ct:'0',charge:'cursed',cost:'(5+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Cursed Leather^^armourCurse#0^^,gp:(5+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Leather}{{subtitle=Cursed Armour}}{{Armour=Cursed leather armour}}{{AC=[[8]]-? against all attacks}}{{desc=While this looks like any other suit of Leather Armour, there is something not quite right about it...}}'},
+ {name:'Cursed-Padded-Armour',type:'armour',ct:'0',charge:'cursed',cost:'(4+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Cursed Padded Armour^^armourCurse#0^^,gp:(4+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Padded-Armour}{{subtitle=Cursed Armour}}{{Armour=Cursed Padded armour}}{{AC=[[8]]-? against all attacks}}{{desc=While this looks like any other suit of Leather Armour, there is something not quite right about it...}}'},
+ {name:'Cursed-Plate-Mail',type:'armour',ct:'0',charge:'cursed',cost:'(600+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Cursed Plate Mail^^armourCurse#0^^,gp:(600+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Plate Mail}}{{AC=[[3]]-? against all attacks}}{{desc=While this looks like any other suit of Plate Mail, there is something not quite right about it...}}'},
+ {name:'Cursed-Ring-Mail',type:'armour',ct:'0',charge:'cursed',cost:'(100+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Cursed Ring Mail^^armourCurse#0^^,gp:(100+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Ring-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Ring Mail}}{{AC=[[7]]-? against all attacks}}{{desc=While this looks like any other suit of Plate Mail, there is something not quite right about it...}}'},
+ {name:'Cursed-Scale-Mail',type:'armour',ct:'0',charge:'cursed',cost:'(120+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Cursed Scale Mail^^armourCurse#0^^,gp:(120+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Scale-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Scale Mail}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Scale Mail, there is something not quite right about it...}}'},
+ {name:'Cursed-Shield',type:'shield',ct:'3',charge:'cursed',cost:'(7+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Cursed Medium Shield^^armourCurse#0^^,gp:(7+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/300|-2%%-2/600|-3%%-3/950|-4%%-4/1200|-5%%-5/1600,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed Cursed Medium Shield made of wood \\amp metal}}{{AC=+[[1]]-? against all attacks from the front}}{{desc=While this looks like any other medium shield, there is something not quite right about it...}}'},
+ {name:'Cursed-Small-Shield',type:'shield',ct:'0',charge:'cursed',cost:'(3+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Cursed Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Cursed Small Shield^^armourCurse#0^^,gp:(3+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Small-Shield}{{prefix=Cursed }}{{subtitle=Cursed Shield}}{{Shield=1-handed Cused Small Shield made of wood \\amp metal}}{{AC=+[[1]]-? against only 2 attacks from the front}}'},
+ {name:'Cursed-Splint-Mail',type:'armour',ct:'0',charge:'cursed',cost:'(80+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Cursed Splint Mail^^armourCurse#0^^,gp:(80+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Splint-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Splint Mail}}{{AC=[[4]]-? vs all attacks}}{{desc=While this looks like any other suit of Splint Mail, there is something not quite right about it...}}'},
+ {name:'Cursed-Studded-Leather',type:'armour',ct:'0',charge:'cursed',cost:'(20+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Cursed Studded Leather^^armourCurse#0^^,gp:(20+^^armourCurse#2^^),query:armourCurse=How badly cursed?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Studded-Leather}{{subtitle=Cursed Armour}}{{Armour=Cursed studded leather armour}}{{AC=[[7]]-? against all attacks}}{{desc=While this looks like any other suit of Studded Leather armour, there is something not quite right about it...}}'},
+ {name:'Cursed-Tower-Shield',type:'shield',ct:'0',charge:'cursed',cost:'(10+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Tower Shield,Shield,1H,Shields,Tower-Shield]{{}}ACData=[a:Cursed Tower Shield^^armourCurse#0^^,gp:(10+^^armourCurse#2^^),query:armourCurse=How cursed is this shield?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800$$missileAdj=What additional adjustment vs. missiles?|+1%%1|-5%%-5|-4%%-4|-3%%-3|-2%%-2|-1%%-1|0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourCurse#1^^,+M:^^missileAdj#1^^,rc:cursed]{{}}%{MI-DB|Tower-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourCurse#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+1^^armourCurse#0^^ vs. melee attks,\n+1^^armourCurse#0^^ ^^missileAdj#0^^ vs. missiles,\nTower/Body shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. But there is definately something odd about the runes...}}'},
+ {name:'Cursed-Wooden-Shield',type:'shield',ct:'2',charge:'cursed',cost:'(5+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed}}Specs=[Wooden Shield,Shield,1H,Shields,Wooden-Shield]{{}}ACData=[a:Cursed Medium Wooden Shield^^armourPlus#0^^,gp:(5+^^armourCurse#2^^),query:armourPlus=How cursed is this shield?|0%%0/0|-1%%-1/400|-2%%-2/800|-3%%-3/1150|-4%%-4/1500|-5%%-5/1800,+:^^armourPlus#1^^,rc:cursed]{{}}%{MI-DB|Wooden-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Cursed Shield}}{{Shield=1-handed cursed medium shield made of wood only}}{{AC=+1^^armourPlus#0^^, Medium wooden shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. But there is definately something odd about the runes...}}'},
+ {name:'Dented-Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'300',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Dented Plate Mail}}{{subtitle=Armour}}{{Armour=Plate mail made from steel, which has suffered a heavy beating, but remains servicable}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{AC=[[3]] against all attacks}}ACData=[a:Plate Mail,st:Mail,t:Plate-Mail,+S:2,+P:0,+B:-1,ac:3,+:0,sz:L,gp:300,wt:50]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nThis particular suit is somewhat dented from the fierce beating its original owner suffered. This has not affected its standard armour class, but does make it worse against slashing and bludgeoning damage by 1 point each.}}'},
+ {name:'Elven-Chain+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'1575',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+1,+:1,gp:1575]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +1}}{{AC=[[4]] vs all attacks}}'},
+ {name:'Elven-Chain+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'2075',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+2,+:2,gp:2075]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +2}}{{AC=[[5]][[0-2]] vs all attacks}}'},
+ {name:'Elven-Chain+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'2575',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+3,+:3,gp:2575]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +3}}{{AC=[[5]][[0-3]] vs all attacks}}'},
+ {name:'Elven-Chain+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'3075',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+4,+:4,gp:3075]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +4}}{{AC=[[5]][[0-4]] vs all attacks}}'},
+ {name:'Elven-Chain+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'4075',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+5,+:5,gp:4075]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +5}}{{AC=[[5]][[0-5]] vs all attacks}}'},
+ {name:'Elven-Chain-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'1075',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Elven }}Specs=[Elven Chain Mail,Armour,0H,Mail,Chain Mail]{{}}ACData=[a:Elven Chain Mail,rac:Elven Chain Mail,ppa:-20,ola:-5,rta:-5,msa:-10,hsa:-10,dna:-5,cwa:-20,rla:0,lla:0,gp:1075]{{}}%{MI-DB|Chain-Mail}{{Armour=Elven Chain Mail}}{{desc=This armor is made of interlocking metal rings of *mithral*, created by master elven smiths. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows, though this is thinner than with normal chain. The links yield easily to blows, absorbing some of the shock. It is so light it can be worn all day with no problems, and even under other clothes to hide it. Thieves, Bards \\amp Elven spell casters can all wear Elven Chain without impacting their activities.}}'},
+ {name:'Field-Plate',type:'armour',ct:'0',charge:'single-uncharged',cost:'2000',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Field Plate }}{{subtitle=Armour}}Specs=[Field Plate,Armour,0H,Plate]{{}}ACData=[a:Field Plate,st:Plate,t:Field-Plate,+S:3,+P:1,+B:0,ac:2,+:0,sz:L,qty:1,gp:2000,wt:60,loc:body,rc:single-uncharged,rac:Field Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95]{{}}%{MI-DB|Armour-Info}{{Armour=Field plate}}{{AC=[[3]] against all attacks}}{{Looks Like=This is the most common version of full plate armor, consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off. Each suit of field plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling\'s armor).}}{{desc=This suit of armour is a good, sturdy, well made set of field plate but nothing special}}'},
+ {name:'Field-Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'2500',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+1,+:1,gp:2500]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +1}}{{AC=[[3]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Field-Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'3000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+2,+:2,gp:3000]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +2}}{{AC=[[3]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Field-Plate+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'3500',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+3,+:3,gp:3500]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +3}}{{AC=[[3]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Field-Plate+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'4000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+4,+:4,gp:4000]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +4}}{{AC=[[3]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Field-Plate+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+5,+:5,gp:5000]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +5}}{{AC=[[3]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Field-Plate-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'1000',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Field Plate Barding}}{{subtitle=Barding}}{{Barding=Field Plate Barding for War Animals}}Specs=[Field Plate Barding,Barding,1H,Barding]{{AC=Adds +6 improvement to natural AC of creature}}ACData=[a:Field Plate Barding,t:Field Plate Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:6,+s:3,+p:1,sz:M,qty:1,gp:1000,wt:80,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Field plate barding is the heaviest barding normally used in battle. It is rare even in late period campaigns, and should be restricted to nobles, high officers, and unusual individuals. The construction of field plate barding requires a master armorer. The barding must be constructed and fitted to a particular horse. Field plate barding weighs 90 pounds.\n**Half Field Plate:** This gives the equivalent of field plate protection to the front of the horse only. This configuration is never encountered, except perhaps as ceremonial armor. It weighs 70 pounds.}}'},
+ {name:'Field-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(2000+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field-Plate,Armour,0H,Plate,Cursed-Field-Plate]{{}}ACData=[a:Cursed Field Plate^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Field-Plate}'},
+ {name:'Field-Plate-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'2000',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate Disguise,Armour,0H,Plate,Field Plate]{{}}ACData=[a:Field Plate Disguise,st:Disguise,rac:Field Plate (Disguise)]{{}}%{MI-DB|Field-Plate}{{name=(Disguise)}}'},
+ {name:'Full-Plate',type:'armour',ct:'0',charge:'single-uncharged',cost:'(3000+(1000*1d7))',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Full-Plate Armour }}{{subtitle=Armour}}Specs=[Full Plate,Armour,0H,Plate]{{}}ACData=[a:Full Plate,st:Plate,t:Full-Plate,+S:4,+P:3,+B:0,+:0,ac:1,sz:L,qty:1,gp:(3000+(1000*1d7)),wt:70,loc:body,rc:single-uncharged,rac:Full Plate (Disguise),ppa:-95,ola:-80,rta:-80,msa:-95,hsa:-95,dna:-70,cwa:-95]{{}}%{MI-DB|Armour-Info}{{Armour=Full Plate}}{{AC=[[1]]\nagainst all attacks}}{{Looks Like=This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. *Due to these factors, it tends to be used more for parades and triumphs than actual combat.*}}{{desc=This suit of armour is a good, sturdy, well made set of Full Plate but nothing special (other than being Full Plate!)}}'},
+ {name:'Full-Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'(3500+(1000*1d7))',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+1,+:1,gp:(3500+(1000*1d7))]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+1 magical Full Plate}}{{AC=[[1]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Full-Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'(4000+(1000*1d7))',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+2,+:2,gp:(4000+(1000*1d7))]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+2 magical Full Plate}}{{AC=[[1]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Full-Plate+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'(4500+(1000*1d7))',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+3,+:3,gp:(4500+(1000*1d7))]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+3 magical Full Plate}}{{AC=[[1]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Full-Plate+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'(5000+(1000*1d7))',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+4,+:4,gp:(5000+(1000*1d7))]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+4 magical Full Plate}}{{AC=[[1]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Full-Plate+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'(6000+(1000*1d7))',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+5,+:5,gp:(6000+(1000*1d7))]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+5 magical Full Plate}}{{AC=[[1]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Full-Plate-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'2000',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Full Plate Barding}}{{subtitle=Barding}}{{Barding=Full Plate Barding for War Animals}}Specs=[Full Plate Barding,Barding,1H,Barding]{{AC=Adds +7 improvement to natural AC of creature}}ACData=[a:Full Plate Barding,t:Full Plate Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:7,+s:4,+p:3,sz:M,qty:1,gp:2000,wt:85,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Full plate barding, like full plate armor, is the highest achievement of the best armorers. It is available only in late period campaigns and will be very rare at the best of times; only the most advanced and richest kingdoms can master the techniques of its construction. The services of a master armorer are required. Full plate barding weighs 90 pounds.\n**Half Full Plate:** This gives the equivalent of full plate protection to the front of the horse only. Again, this barding, if encountered, is almost certain to be ceremonial armor. It weighs 70 pounds.}}'},
+ {name:'Full-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'((4000+(1000*1d7))+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Full Plate,Armour,0H,Plate,Cursed-Full-Plate]{{}}ACData=[a:Cursed Full Plate^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Full-Plate}'},
+ {name:'Full-Plate-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'(3000+(1000*1d7))',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Full Plate Disguise,Armour,0H,Plate,Full Plate]{{}}ACData=[a:Full Plate Disguise,st:Disguise,rac:Full Plate (Disguise)]{{}}%{MI-DB|Full-Plate}{{name=(Disguise)}}'},
+ {name:'Helm-of-Languages',type:'helm|miscellaneous',ct:'0',charge:'single-uncharged',cost:'1000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm of Comprehending Languages \\amp Reading Magic}}{{subtitle=Magic Item}}Specs=[Helm,Helm|Miscellaneous,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm of Languages,sp:0,qty:1,rc:single-uncharged,loc:head,gp:1000]{{Size=Medium}}{{Immunity=None}}{{desc=Appearing as a normal helmet, a helmet of comprehending languages and reading magic enables its wearer to understand 90% of strange tongues and writings and 80% of magical writings. (Note that these percentage figures apply to whether all or none of the speaking/writing or inscription is understandable. Understanding does not necessarily imply spell use.) This device is equal to a normal helmet of the type accompanying Armor Class 5.}}'},
+ {name:'Helm-of-Underwater-Action',type:'helm|miscellaneous',ct:'0',charge:'single-uncharged',cost:'1000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm of Underwater Action}}{{subtitle=Magic Item}}Specs=[Helm,Helm|Miscellaneous,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm of Underwater Action,sp:0,qty:1,rc:single-uncharged,loc:head,gp:1000]{{Size=Medium}}{{Immunity=None}}{{desc=When this helm is viewed, it is indistinguishable from a normal helmet. However, detection reveals it to be magical, and the possessor is able to see and breathe underwater. Visual properties of the helm are activated when small lenses are drawn across the device from compartments on either side. These allow the wearer to see five times farther than water and light conditions allow for normal human vision. (Note that weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer\'s head, and maintains it until the command word is spoken again. Thus, the wearer can breathe freely.}}'},
+ {name:'Hide-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'15',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Hide Armour}}{{subtitle=Armour}}Specs=[Hide,Armour,0H,Hide]{{}}ACData=[a:Hide,st:Hide,t:Hide,+S:0,+P:-2,+B:0,+:0,ac:6,sz:L,qty:1,gp:15,wt:30,loc:body,rc:single-uncharged,rac:Hide Armor,ppa:-30,ola:-10,rta:-10,msa:-20,hsa:-20,dna:-10,cwa:-30]{{}}%{MI-DB|Armour-Info}{{Armour=Hide Armour}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This is armor prepared from the extremely thick hide of a creature (such as an elephant) or from multiple layers of regular leather. It is stiff and hard to move in.}}{{desc=This suit of armour is a good, sturdy, well made set of Full Plate but nothing special}}'},
+ {name:'Hide-Armour+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'515',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+1,+:1,gp:515]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Hide-Armour+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1015',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+2,+:2,gp:1015]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Hide-Armour+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1515',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+3,+:3,gp:1515]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Hide-Armour+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2015',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+4,+:4,gp:2015]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Hide-Armour+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3015',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+5,+:5,gp:3015]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Hide-Armour-Cursed',type:'armour',ct:'0',charge:'single-uncharged',cost:'15',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Cursed Hide Armour^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Hide-Armour}'},
+ {name:'Hide-Armour-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'15',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Hide-Armour-Disguise,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour Disguise,st:Disguise,rac:Hide Armor (Thief Disguise)]{{}}%{MI-DB|Hide-Armour}{{name=(Thief Disguise)}}'},
{name:'Indirect',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{'},
- {name:'Large-Shield+1+4-vs-Missiles',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1 +4 vs Missiles}}Specs=[Large Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Large Shield+1+4,+:1,+M:4]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Large Shield, +4 vs all missiles, made of wood \\amp some metal}}{{AC=+[[1]]+[[1]] against all attacks from the front and +[[4]] vs all missiles}}{{Looks Like=A *large shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a large shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a large shield with a +1 bonus vs. melee attacks, but it is four times more effective against hand-hurled and mechanically propelled missiles of all sorts. More importantly, the shield has a [20% chance](!\\amp#13;\\amp#47;r 1d100cs\\gt81) (roll high) of negating *magic missile* attacks (from a frontal position).}}'},
- {name:'Leather',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Armour}}{{subtitle=Armour}}Specs=[Leather,Armour,0H,Leather]{{}}ACData=[a:Leather,st:Leather,t:Leather,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,qty:1,wt:15,loc:body,rc:single-uncharged,rac:Leather Armor]{{}}%{MI-DB|Armour-Info}{{Armour=Leather armour}}{{AC=[[8]]\nagainst all attacks}}{{Looks Like=This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.}}{{desc=This suit of armour is a good, sturdy, well made set of Leather Armour but nothing special}}'},
- {name:'Leather+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+1,+:1]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+1 magical leather armour}}{{AC=[[8]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Leather+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+2,+:2]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+2 magical leather armour}}{{AC=[[8]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Leather+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+3,+:3]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+3 magical leather armour}}{{AC=[[8]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Leather+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+4,+:4]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+4 magical leather armour}}{{AC=[[8]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Leather+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+5,+:5]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+5 magical leather armour}}{{AC=[[8]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Leather-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather]{{}}%{MI-DB|Leather}'},
- {name:'Leather-Armour-Cursed',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Leather-Armour}'},
- {name:'Leather-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Barding}}{{subtitle=Barding}}{{Barding=Leather Barding for War Dogs, War Horses and other War Animals}}Specs=[Leather Barding,Barding,1H,Barding]{{AC=Adds +1 improvement to natural AC of creature}}ACData=[a:Leather Barding,t:Leather Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:1,+p:-2,sz:M,qty:1,wt:10,rc:single-uncharged,loc:body]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This barding is the most common type of light barding. Leather barding has most of the characteristics of the leather armor worn by warriors. Among humans, leather barding is used primarily by irregular horsemen and occasional bands of nomads, whose mounts are usually smaller and able to carry less weight than the specially bred mounts of civilized lands. Leather barding weighs 60 pounds.\nHalflings and elves tend to use leather on their light mounts. Halfling barding is usually decorated with colorful beads and bits of shells.\nAlthough dwarves and gnomes generally don\'t use barding, they will occasionally make leather barding to protect pack mules and similar animals.\nHumanoids, if they use barding on their mounts at all, often make use of this type.\nLeather barding can also be made for pets like *war dogs*, which is smaller \\amp lighter (about 10 lbs for war dogs)}}'},
+ {name:'Large-Shield+1+4-vs-Missiles',type:'shield',ct:'3',charge:'single-uncharged',cost:'400',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1 +4 vs Missiles}}Specs=[Large Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Large Shield+1+4,+:1,+M:4,gp:400]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Large Shield, +4 vs all missiles, made of wood \\amp some metal}}{{AC=+[[1]]+[[1]] against all attacks from the front and +[[4]] vs all missiles}}{{Looks Like=A *large shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a large shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a large shield with a +1 bonus vs. melee attacks, but it is four times more effective against hand-hurled and mechanically propelled missiles of all sorts. More importantly, the shield has a [20% chance](!\\amp#13;\\amp#47;r 1d100cs\\gt81) (roll high) of negating *magic missile* attacks (from a frontal position).}}'},
+ {name:'Leather',type:'armour',ct:'0',charge:'single-uncharged',cost:'5',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Armour}}{{subtitle=Armour}}Specs=[Leather,Armour,0H,Leather]{{}}ACData=[a:Leather,st:Leather,t:Leather,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,qty:1,gp:5,wt:15,loc:body,rc:single-uncharged,rac:Leather Armor]{{}}%{MI-DB|Armour-Info}{{Armour=Leather armour}}{{AC=[[8]]\nagainst all attacks}}{{Looks Like=This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.}}{{desc=This suit of armour is a good, sturdy, well made set of Leather Armour but nothing special}}'},
+ {name:'Leather+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'505',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+1,+:1,gp:505]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+1 magical leather armour}}{{AC=[[8]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Leather+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1005',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+2,+:2,gp:1005]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+2 magical leather armour}}{{AC=[[8]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Leather+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1505',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+3,+:3,gp:1505]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+3 magical leather armour}}{{AC=[[8]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Leather+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2005',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+4,+:4,gp:2005]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+4 magical leather armour}}{{AC=[[8]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Leather+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3005',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+5,+:5,gp:3005]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+5 magical leather armour}}{{AC=[[8]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Leather-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'5',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather]{{}}%{MI-DB|Leather}'},
+ {name:'Leather-Armour-Cursed',type:'armour',ct:'0',charge:'single-uncharged',cost:'5',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Leather-Armour}'},
+ {name:'Leather-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'150',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Barding}}{{subtitle=Barding}}{{Barding=Leather Barding for War Dogs, War Horses and other War Animals}}Specs=[Leather Barding,Barding,1H,Barding]{{AC=Adds +1 improvement to natural AC of creature}}ACData=[a:Leather Barding,t:Leather Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:1,+p:-2,sz:M,qty:1,gp:150,wt:60,rc:single-uncharged,loc:body]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This barding is the most common type of light barding. Leather barding has most of the characteristics of the leather armor worn by warriors. Among humans, leather barding is used primarily by irregular horsemen and occasional bands of nomads, whose mounts are usually smaller and able to carry less weight than the specially bred mounts of civilized lands. Leather barding weighs 60 pounds.\nHalflings and elves tend to use leather on their light mounts. Halfling barding is usually decorated with colorful beads and bits of shells.\nAlthough dwarves and gnomes generally don\'t use barding, they will occasionally make leather barding to protect pack mules and similar animals.\nHumanoids, if they use barding on their mounts at all, often make use of this type.\nLeather barding can also be made for pets like *war dogs*, which is smaller \\amp lighter (about 10 lbs for war dogs)}}'},
{name:'Magical-Armour',type:'dmitem',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Magical Armour}}{{subtitle=Magical Armour}}Specs=[Magical Armour,DMitem,0H,Armour]{{Speed=[[0]]}}ACData=[w:Magical Armour,qty:1,rc:single-uncharged,loc:body]{{Size=Large}}{{Immunity=Unknown}}{{Resistance=+? on AC}}{{Saves=Unknown effect}}{{desc=This armour appears especially well made, and seems to glow somewhat if in a darkened area. Check with the DM as to what type of materials it seems to be made of}}'},
{name:'Magical-Armour-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Armour Info,Format,0H,Format]{{}}ACData=[a:Armour Info]{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this armour will also automatically hide as a standard suit of armour of its type when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.}}'},
{name:'Magical-Shield',type:'dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Magical Shield}}{{subtitle=Magical Armour}}{{Shield=+? on AC}}Specs=[Magical Shield,DMitem,1H,Shields]{{AC=AC [[0-1]] -?}}ACData=[a:Magical Shield,st:Shield,+:0,sz:M,qty:1,wt:10,loc:left hand|right hand]{{Speed=[[0]]}}{{Size=Medium (even if small)}}{{Immunity=Unknown}}{{Saves=Unknown effect}}{{desc=This shield seems to be exceptionally finely crafted, and gleams with hidden power. Check with the DM about its size and material components}}'},
{name:'Magical-Shield-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Shield Info,Format,0H,Format]{{}}ACData=[a:Shield Info]{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this shield will also automatically hide as a standard shield of its type when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.}}'},
- {name:'Magical-Tower-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical }}Specs=[Tower Shield,Shield,1H,Shields,Tower-Shield]{{}}ACData=[a:Tower Shield^^armourPlus#0^^,query:armourPlus=How magical is this shield?|+0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5$$missilePlus=What additional plus vs. missiles?|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourPlus#1^^,+M:^^missilePlus#1^^]{{}}%{MI-DB|Tower-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+1^^armourPlus#0^^ vs. melee attks,\n+1^^armourPlus#0^^ ^^missilePlus#0^^ vs. missiles,\nTower/Body shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'},
- {name:'Magical-Wooden-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical}}Specs=[Wooden Shield,Shield,1H,Shields,Wooden-Shield]{{}}ACData=[a:Medium Wooden Shield^^armourPlus#0^^,,query:armourPlus=How magical is this shield?|+0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourPlus#1^^]{{}}%{MI-DB|Wooden-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed medium shield made of wood only}}{{AC=+1^^armourPlus#0^^, Medium wooden shield}}{{desc=This medium wooden shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'},
- {name:'Magical-plate+0',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Magical Plate +0}}{{subtitle=Magical Armour}}{{Armour=+0 magical armour (so resizes itself to fit}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{AC=[[1]]\nagainst all attacks}}ACData=[a:Magical Plate+0,st:Plate,t:Full-Plate,+S:4,+P:3,+B:0,+:0,ac:1,sz:L,qty:1,wt:70,loc:body,rc:single-uncharged,rac:Full Plate (Disguise)]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Resistance=+[[0]] on AC}}{{Saves=No effect}}{{desc=This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. *Due to these factors, it tends to be used more for parades and triumphs than actual combat.*}}'},
- {name:'Normal-Helm',type:'helm',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm}}{{subtitle=Armour}}Specs=[Helm,Helm,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm,sp:0,qty:1,rc:single-uncharged,loc:head]{{Size=Medium}}{{Immunity=None}}{{desc=This appears to be a normal helm, all be it of fine quality. Perhaps there is more to it than meets the eye?}}'},
- {name:'Padded-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Padded Armour }}{{subtitle=Armour}}Specs=[Padded Armour,Armour,0H,Padded]{{}}ACData=[a:Padded Armour,st:Padded,t:Padded,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,qty:1,wt:10,loc:body,rc:single-uncharged,rac:Padded Armor,ppa:-30,ola:-10,rta:-10,msa:-20,hsa:-20,dna:-10,cwa:-30]{{}}%{MI-DB|Armour-Info}{{Armour=Padded armour}}{{AC=[[8]]\nagainst all attacks}}{{Looks Like=This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas.}}{{desc=This suit of armour is a good, sturdy, well made set of Leather Armour but nothing special}}'},
- {name:'Padded-Armour+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+1,+:1]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +1}}{{AC=[[8]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Padded-Armour+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+2,+:2]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +2}}{{AC=[[8]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Padded-Armour+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+3,+:3]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +3}}{{AC=[[8]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Padded-Armour+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+4,+:4]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +4}}{{AC=[[8]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Padded-Armour+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+5,+:5]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +5}}{{AC=[[8]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Padded-Armour-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Padded Armour,Armour,0H,Padded,Cursed-Padded-Armour]{{}}ACData=[a:Cursed Padded Armour^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Padded-Armour}'},
- {name:'Padded-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Barding}}{{subtitle=Barding}}{{Barding=Leather Barding for War Dogs, War Horses and other War Animals}}Specs=[Leather Barding,Barding,1H,Barding]{{AC=Adds +1 improvement to natural AC of creature}}ACData=[a:Leather Barding,t:Leather Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:1,+p:-2,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This style of quilted barding has only minor protective value, giving the mount an AC bonus of 1. In the standard AD\\ampD® game campaign, padded barding is functionally the same as leather barding and weighs 60 pounds. Padded barding tends to wear out rapidly with use.\nHalflings and elves occasionally use this type of armor on their ponies and light horses.}}'},
- {name:'Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+1]{{}}ACData=[a:Field Plate+1]{{}}%{MI-DB|Field-Plate+1}'},
- {name:'Plate+1+3-vs-Breath',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+1]{{}}ACData=[a:Field Plate+1+3 vs Breath Weapons,svbre:+3]{{}}%{MI-DB|Field-Plate+1}{{name=+1, +3 vs Breath Weapons}}{{Armour=Magical Field plate +1, +3 vs Breath Weapons}}{{AC=[[3]][[0-3]] vs Breath Weapons, and [[3]][[0-1]] against all other attacks}}{{Saves=+3 vs. Breath Weapons}}'},
- {name:'Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+2]{{}}ACData=[a:Field Plate+2]{{}}%{MI-DB|Field-Plate+2}'},
- {name:'Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Plate Mail }}{{subtitle=Armour}}Specs=[Plate Mail,Armour,0H,Mail]{{}}ACData=[a:Plate Mail,st:Mail,t:Plate-Mail,+S:3,+P:0,+B:0,ac:3,+:0,sz:L,qty:1,wt:50,loc:body,rc:single-uncharged,rac:Plate Mail (Disguise),ppa:-75,ola:-40,rta:-40,msa:-80,hsa:-75,dna:-50,cwa:-95,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Plate mail made from steel}}{{AC=[[3]] against all attacks}}{{Looks Like=This armor is a combination of chain or brigandine with metal plates covering vital areas.}}{{hide2==The chain or brigandine with metal plates include cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.}}{{desc=This suit of armour is a good, sturdy, well made set of Plate Mail but nothing special}}'},
- {name:'Plate-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +1}}{{AC=[[3]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Plate-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+2,+:2]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +2}}{{AC=[[3]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Plate-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+3,+:3]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +3}}{{AC=[[3]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Plate-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+4,+:4]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +4}}{{AC=[[3]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Plate-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+5,+:5]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +5}}{{AC=[[3]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Plate-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Plate Mail Barding}}{{subtitle=Barding}}{{Barding=Plate Mail Barding for War Animals}}Specs=[Plate Mail Barding,Barding,1H,Barding]{{AC=Adds +5 improvement to natural AC of creature}}ACData=[a:Plate Mail Barding,t:Plate Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:5,+s:3,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This type of barding corresponds to plate mail, and is the standard protection for a fully armored war horse. Only heavy war horses can bear the weight of this armor and still fight effectively.\nThis barding includes the chanfron that covers the head, the cuello that guards the neck and mane, the poitrel that covers the forward chest and quarters, the flanchards that protect the side quarters and flanks, and the crupper that defends the rear.\nThis barding is made of chain mail and small steel plates linked together and hinged with articulated joints. Over this metal and chain rests a thick padded or quilted cloth equipped with metal studs. The complete set weighs about 85 pounds. This is extremely fatiguing to the mount, and usually such armor is put on the horse only when battle is imminent.\nPlate barding is used almost exclusively by human heavy cavalry. Elf lords may also have plate armor for their mounts.\nOnly in very rare instances will an orc, goblin, hobgoblin, or other humanoid have access to such armor. In such cases, usually only the commander or chieftain of the tribe owns such barding, and then only if allied to a ruler or wizard with the ability to construct such armor.\n**Half plate:** This gives the horse plate barding protection to its front. It weighs 65 pounds.}}'},
- {name:'Plate-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Cursed-Plate-Mail]{{}}ACData=[a:Cursed Plate Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Plate-Mail}'},
- {name:'Plate-Mail-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail Disguise,Armour,0H,Mail,Plate Mail]{{}}ACData=[a:Plate Mail Disguise,st:Disguise,rac:Plate Mail (Disguise)]{{}}%{MI-DB|Plate-Mail}{{name=(Disguise)}}'},
- {name:'Plate-Mail-of-Etherealness+2',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+2,+:2,qty:5,max:5,rc:change-last,to:Plate-Mail+1]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+2}}{{AC=[[3]][[0-2]] against all attacks}}'},
- {name:'Plate-Mail-of-Etherealness+3',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+3,+:3,qty:5,max:10,rc:change-last,to:Plate-Mail-of-Etherealness+2]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+4}}{{AC=[[3]][[0-3]] against all attacks}}'},
- {name:'Plate-Mail-of-Etherealness+4',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+4,+:4,qty:5,max:15,rc:change-last,to:Plate-Mail-of-Etherealness+3]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+4}}{{AC=[[3]][[0-4]] against all attacks}}'},
- {name:'Plate-Mail-of-Etherealness+5',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Etherealness}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+5,+:5,qty:5,max:20,rc:change-last,to:Plate-Mail-of-Etherealness+4]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+5}}{{AC=[[3]][[0-5]] against all attacks}}{{Use=To become ethereal, press *Use MI* action button \\amp select this armour, then press [Become Ethereal](!rounds --target caster|@{selected|token_id}|Ethereal Armour|99|0|You and all non-living possessions are ethereal|half-haze) to mark token as ethereal}}{{desc=This is seemingly normal *plate mail +5*, but if a command word is spoken, the suit enables its wearer and all nonliving items he wears and carries to become ethereal, as if *oil of etherealness* had been used. While in the ethereal state the wearer cannot attack material creatures. A *phase door* spell will negate the ethereal state and prevent the armor from functioning for one day.\nThere are 20 charges placed upon *plate mail of etherealness*. Once used, these cannot be replaced or recharged. Furthermore, every five uses reduces the bonus of the armor by one: If five charges are used to become ethereal, the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted.}}'},
- {name:'Plate-Mail-of-Fear',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Fear}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Fear,+:1,qty:2d23,rc:change-last,to:Plate-Mail+1]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Fear, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Use=To radiate *fear* press *Use MI* action button \\amp select this armour, then press [Radiate Fear](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|magic|true|@{selected|token_id}|area|Fear Armour|1+1d4|-1|@{selected|character_name} frightens you! Flee in panic!|screaming) to mark tokens in the area as *feared*}}{{desc=This armor functions as normal *plate mail +1*. However, it is imbued with 2d23 *fear* charges. Upon uttering the command, a charge is spent and the wearer radiates a 30-foot aura of fear. All creatures (except the one wearing the armor) must *save vs. spell* or flee in panic for 1d4+1 rounds. When all charges are spent, the armor functions as normal *plate mail +1*. It cannot be recharged.}}'},
- {name:'Plate-Mail-of-Vulnerability',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Vulnerability}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail^^armourCurse#0^^,query:armourCurse=How cursed is this armour?|-2%%+1|-3%%+2|-4%%+3,+:^^armourCurse#0^^,t:Plate-Mail^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Plate Mail of Vulnerability, that acts as Plate Mail^^armourCurse#0^^}}{{AC=[[3]] worse by ^^armourCurse#0^^ against all attacks}}{{desc=This appears to every test to be magical *plate mail ^^armourCurse#1^^, but it is actually *cursed plate mail ^^armourCurse#0^^. The armor\'s great vulnerability will not be apparent until an enemy successfully strikes a blow in anger with desire and intent to kill the wearer. The armor will fall to pieces whenever an opponent strikes the wearer with an unmodified attack roll of 20 (do this manually).}}'},
- {name:'Ring-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Ring Mail}}{{subtitle=Armour}}Specs=[Ring Mail,Armour,0H,Mail]{{}}ACData=[a:Ring Mail,st:Mail,t:Ring-Mail,+S:1,+P:1,+B:0,+:0,ac:7,sz:L,qty:1,wt:30,loc:body,rc:single-uncharged,rac:Ring Mail,ppa:-25,ola:-0,rta:-0,msa:-30,hsa:-40,dna:-10,cwa:-25,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Ring Mail}}{{AC=[[7]]\nagainst all attacks}}{{Looks Like=This armor is an early (and less effective) form of chain mail in which metal rings are sewn directly to a leather backing instead of being interlaced. (Historians still debate whether this armor ever existed.)}}{{desc=This suit of armour is a good, sturdy, well made set of Ring Mail but nothing special}}'},
- {name:'Ring-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+1,+:1]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+1}}{{AC=[[7]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Ring-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+2,+:2]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+2}}{{AC=[[7]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Ring-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+3,+:3]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+3}}{{AC=[[7]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Ring-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+4,+:4]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+4}}{{AC=[[7]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Ring-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+5,+:5]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+5}}{{AC=[[7]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Ring-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Ring Mail Barding}}{{subtitle=Barding}}{{Barding=Ring Mail Barding for War Animals}}Specs=[Ring Mail Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Ring Mail Barding,t:Ring Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:1,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This early form of barding is made of metal rings sewn onto a heavy cloth or leather backing. It is heavier than standard scale barding, and in most campaigns will be used only by those who can\'t get anything better. (In fact, whether a barding like ring barding actually existed is open to question; it may have been too heavy for the horses of the time.) Ring barding weighs 80 pounds when made for a war horse.}}'},
- {name:'Ring-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Ring Mail,Armour,0H,Mail,Cursed-Ring-Mail]{{}}ACData=[a:Cursed Ring Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Ring-Mail}'},
- {name:'Ring-Mail-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Ring Mail Disguise,Armour,0H,Mail,Ring Mail]{{}}ACData=[a:Ring Mail Disguise,st:Disguise,rac:Ring Mail (Thief Disguise)]{{}}%{MI-DB|Ring-Mail}{{name=(Thief Disguise)}}'},
- {name:'Scale-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Scale Barding}}{{subtitle=Barding}}{{Barding=Scale Barding for War Animals}}Specs=[Scale Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Scale Barding,t:Scale Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Scale barding is an early form of medium protection barding, generally superceded by chain in more advanced regions. It is most common in Dark Ages, eastern, or frontier settings, where it will still be somewhat less common than chain barding in a western medieval setting. Full scale barding weighs 75 pounds for a war horse.}}'},
- {name:'Scale-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Scale Mail}}{{subtitle=Armour}}Specs=[Scale Mail,Armour,0H,Mail]{{}}ACData=[a:Scale Mail,st:Mail,t:Scale-Mail,+S:0,+P:1,+B:0,+:0,ac:6,sz:L,qty:1,wt:40,loc:body,rc:single-uncharged,rac:Scale Mail,ppa:-25,ola:-0,rta:-0,msa:-0,hsa:-0,dna:-15,cwa:-40]{{}}%{MI-DB|Armour-Info}{{Armour=Scale Mail}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.}}{{desc=This suit of armour is a good, sturdy, well made set of Scale Mail but nothing special}}'},
- {name:'Scale-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+1,+:1]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Scale-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+2,+:2]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Scale-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+3,+:3]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Scale-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+4,+:4]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Scale-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+5,+:5]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Scale-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Scale Mail,Armour,0H,Mail,Cursed-Scale-Mail]{{}}ACData=[a:Cursed Scale Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Scale-Mail}'},
- {name:'Scale-Mail-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Scale Mail Disguise,Armour,0H,Mail,Scale Mail]{{}}ACData=[a:Scale Mail Disguise,st:Disguise,rac:Scale Mail (Thief Disguise)]{{}}%{MI-DB|Scale-Mail}{{name=(Thief Disguise}}'},
- {name:'Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Medium }}{{title=Shield}}{{subtitle=Shield}}Specs=[Medium Shield,Shield,1H,Shields]{{}}ACData=[a:Medium Shield,t:Medium-Shield,st:Shield,+:0,sz:M,qty:1,wt:10,rc:single-uncharged,loc:left hand|right hand]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed medium shield made of wood and some metal}}{{AC=+0, Medium shield}}{{Looks Like=A round or "shield shaped" barrier made of wood and metal about 2ft to 3ft diameter}}{{hide1=A *medium shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a medium shield of reasonable quality, but nothing out of the ordinary}}'},
- {name:'Shield+1',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+1,+:1]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Medium Shield made of wood \\amp some metal}}{{AC=+[[1]]+[[1]] against all attacks from the front}}{{desc=An exceptionally well made medium wooden shield.}}'},
- {name:'Shield+2',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+2,+:2]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +2 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[2]] against all attacks from the front}}{{desc=An excellently crafted shield that seems to have the polished gleam of well buffed wood}}'},
- {name:'Shield+3',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+3,+:3]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +3 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[3]] against all attacks from the front}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this shield}}'},
- {name:'Shield+4',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+4,+:4]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +4 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[4]] against all attacks from the front}}{{desc=This shield almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Shield+5',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+5,+:5]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +5 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[5]] against all attacks from the front}}{{desc=This unique shield gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Shield-Cursed',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}Specs=[Cursed Medium Shield,Shield,1H,Shields,Cursed Shield]{{}}ACData=[a:Cursed Medium Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Shield}'},
- {name:'Shield-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{Shield=}}Specs=[Shield Info,Format,0H,Format]{{AC=}}ACData=[a:Shield Info]{{Speed=[[0]]}}{{Size=Medium}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this shield will automatically hide as a standard shield of its type when added to a container and by default will reveal manually (see Magic Help Handout about hiding and revealing items).}}{{Use=Equipping this shield by picking it up and taking it in-hand using *Change Weapon* will include it in any assessment of the character\'s armour class.}}{{hide2=To exclude from consideration, just use *Change Weapon* to equip something else (or nothing).\nAll shields improve a character\'s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human\'s small shield would have all the effects of a medium shield when used by a gnome.}}'},
- {name:'Shield-Large+1+4-vs-Missiles',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Large Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Large Shield+1+4]{{}}%{MI-DB|Large-Shield+1+4-vs-Missiles}'},
- {name:'Shield-minus-1-Missile-Attractor',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= -1, Missile Attractor}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medum Shield-1,+:-1,rc:cursed]{{}}%{MI-DB|Shield}{{subtitle=Cursed Shield}}{{Shield=1-handed -1 Cursed Medium Shield, missile attractor, made of wood \\amp some metal}}{{AC=+[[1]]-[[1]] against all attacks from the front}}{{desc=This not only makes the bearer equivalent to a shieldless person, it also attracts missiles of all types to itself: It doubles or triples the bearer\'s chances of being selected by random die rolling according to the size of the party he is with. This cursed shield is not distinguishable from a useful magical shield.}}'},
- {name:'Small-Shield',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}Specs=[Small Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Small Shield,t:Small-Shield,st:Shield,sz:S,wt:4,loc:left hand|right hand]{{}}%{MI-DB|Shield}{{prefix=Small }}{{Shield=1-handed small shield made of wood and some metal}}{{AC=+0, Small shield}}{{Looks Like=A *small shield* is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user\'s choice.}}{{desc=This is a small shield of reasonable quality, but nothing out of the ordinary}}'},
- {name:'Small-Shield+1',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+1,+:1]{{}}%{MI-DB|Small-Shield}{{name= +1}}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[1]] against only 2 attacks from the front}}'},
- {name:'Small-Shield+2',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+2,+:2]{{}}%{MI-DB|Small-Shield}{{name= +2}}{{subtitle=Magical Shield}}{{Shield=1-handed +2 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[2]] against only 2 attacks from the front}}'},
- {name:'Small-Shield+3',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+3,+:3]{{}}%{MI-DB|Small-Shield}{{name= +3}}{{subtitle=Magical Shield}}{{Shield=1-handed +3 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[3]] against only 2 attacks from the front}}'},
- {name:'Small-Shield+4',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+4,+:4]{{}}%{MI-DB|Small-Shield}{{name= +4}}{{subtitle=Magical Shield}}{{Shield=1-handed +4 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[4]] against only 2 attacks from the front}}'},
- {name:'Small-Shield+5',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+5,+:5]{{}}%{MI-DB|Small-Shield}{{name= +5}}{{subtitle=Magical Shield}}{{Shield=1-handed +5 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[5]] against only 2 attacks from the front}}'},
- {name:'Small-Shield-Cursed',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Cursed Small Shield,Shield,1H,Shields,Cursed-Small-Shield]{{}}ACData=[a:Cursed Small Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Small-Shield}'},
- {name:'Small-metal-shield+1',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Metal Shield,Shield,1H,Shields]{{}}ACData=[a:Small Metal Shield+1,t:Small-Shield,st:Shield,+:1,sz:S,qty:1,wt:5,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Small-Shield}{{title=Small Metal Shield+1 made of metal \\amp some wood}}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Small Metal Shield}}{{AC=+[[1]] against only 2 attacks from the front}}'},
- {name:'Small-wood-shield+1',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Wooden Shield,Shield,1H,Shields]{{}}ACData=[a:Small Wooden Shield+1,t:Small-Shield,st:Shield,+:1,sz:S,qty:1,wt:5,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Small-Shield}{{title=Small Wooden Shield+1 made of wood only}}{{subtitle=Magical Wooden Shield}}{{Shield=1-handed +1 Small Wooden Shield}}{{AC=+[[1]] against only 2 attacks from the front}}'},
- {name:'Splint-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Splint Mail}}{{subtitle=Armour}}Specs=[Splint Mail,Armour,0H,Mail]{{}}ACData=[a:Splint Mail,st:Mail,t:Splint-Mail,+S:0,+P:1,+B:2,+:0,ac:4,sz:L,qty:1,wt:40,loc:body,rc:single-uncharged,rac:Splint Mail (Disguise),ppa:-40,ola:-15,rta:-25,msa:-40,hsa:-30,dna:-25,cwa:-50,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Splint Mail}}{{AC=[[4]]\nvs all attacks}}{{Looks Like=The existence of this armor has been questioned. It is claimed that the armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail.}}{{desc=This suit of armour is a good, sturdy, well made set of Splint Mail but nothing special}}'},
- {name:'Splint-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+1,+:1]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+1}}{{AC=[[4]][[0-1]] vs all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Splint-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+2,+:2]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+2}}{{AC=[[4]][[0-2]] vs all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Splint-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+3,+:3]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+3}}{{AC=[[4]][[0-3]] vs all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Splint-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+4,+:4]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+4}}{{AC=[[4]][[0-4]] vs all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Splint-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+5,+:5]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+5}}{{AC=[[4]][[0-5]] vs all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Splint-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Splint Mail Barding}}{{subtitle=Barding}}{{Barding=Splint Mail Barding for War Animals}}Specs=[Splint Mail Barding,Barding,1H,Barding]{{AC=Adds +4 improvement to natural AC of creature}}ACData=[a:Splint Mail Barding,t:Splint Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:4,+p:1,+b:2,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Splint barding is similar to banded barding. The main difference is that the strips of metal are vertical instead of horizontal. The weight and protective value are the same at 85 pounds for heavy war horses}}'},
- {name:'Splint-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Splint Mail,Armour,0H,Mail,Cursed-Splint-Mail]{{}}ACData=[a:Cursed Splint Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Splint-Mail}'},
- {name:'Splint-Mail-Disguise',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Splint Mail Disguise,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Splint Mail Disguise,st:Disguise,rac:Splint Mail (Disguise)]{{}}%{MI-DB|Splint-Mail}{{name=(Disguise)}}'},
- {name:'Studded-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Studded Leather Barding}}{{subtitle=Barding}}{{Barding=Studded Leather Barding for War Animals}}Specs=[Studded Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Studded Barding,t:Studded Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:2,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This early barding is made of layers of soft leather, reinforced with many small metal studs intended to turn aside slashes. In all important respects, it is equal to ring barding and weighs 80 pounds.\nHumanoids tend to use studded leather barding. In some instances, the studs are long and filed to sharp points. The damage-causing ability of these short spikes is questionable, but they certainly add to the ferocious appearance of a mount.}}'},
- {name:'Studded-Leather',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Studded Leather Armour}}{{subtitle=Armour}}Specs=[Studded Leather,Armour,0H,Leather]{{}}ACData=[a:Studded Leather,st:Studded-Leather,t:Studded-Leather,+S:2,+P:1,+B:0,+:0,ac:7,sz:L,qty:1,wt:25,loc:body,rc:single-uncharged,rac:Studded Leather,ppa:-30,ola:-10,rta:-10,msa:-20,hsa:-20,dna:-10,cwa:-30]{{}}%{MI-DB|Armour-Info}{{Armour=Studded leather armour}}{{AC=[[7]]\nagainst all attacks}}{{Looks Like=This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater.}}{{desc=This suit of armour is a good, sturdy, well made set of Studded Leather, but nothing special}}'},
- {name:'Studded-Leather+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+1,+:1]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+1 magical studded leather armour}}{{AC=[[7]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
- {name:'Studded-Leather+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+2,+:2]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+2 magical studded leather armour}}{{AC=[[7]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
- {name:'Studded-Leather+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+3,+:3]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+3 magical studded leather armour}}{{AC=[[7]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
- {name:'Studded-Leather+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+4,+:4]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+4 magical studded leather armour}}{{AC=[[7]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
- {name:'Studded-Leather+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+5,+:5]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+5 magical studded leather armour}}{{AC=[[7]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
- {name:'Studded-Leather-Cursed',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Cursed Studded Leather^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Studded-Leather}'},
- {name:'Suit-of-Armor',type:'armour|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Armor}}{{name=^^armourPlus#2^^}}{{subtitle=Armor}}Specs=[Armor,Armour|dmitem,0H,MagicItem]{{}}ACData=[a:Suit of ^^act#0^^ ^^armourPlus#0^^, query:act=What type of armour?|Banded Mail%%Mail/4/2/0/1/Banded Armor (Disguise)/-50/-20/-20/-60/-50/-30/-90/0/0|Brigandine%%Brigandine/6/1/1/0/Brigandine Armor/-20/0/0/0/0/-10/-25/0/0|Bronze Plate Mail%%Mail/4/2/0/-2/Bronze Plate Mail (Disguise)/-75/-40/-40/-80/-75/-50/-95/0/0|Chain Mail%%Mail/5/2/0/-2/Chain Mail/-25/0/0/0/0/-10/-25/0/0|Field Plate%%Plate/2/3/1/0/Field Plate (Disguise)/-95/-80/-80/-95/-95/-70/-95/0/0|Full Plate%%Plate/1/4/3/0/Full Plate (Disguise)/-95/-80/-80/-95/-95/-70/-95/0/0|Leather%%Leather/8/0/-2/0/Leather Armor/0/0/0/0/0/0/0/0/0|Plate Mail%%Mail/3/3/0/0/Plate Mail (Disguise)/-75/-40/-40/-80/-75/-50/-95/0/0|Ring Mail%%Mail/7/1/1/0/Ring Mail/-25/0/0/-30/-40/-10/-25/0/0|Scale Mail%%Mail/6/0/1/0/Scale Mail/-25/0/0/0/0/-15/-40/0/0|Splint Mail%%Mail/4/0/1/2/Splint Mail (Disguise)/-40/-15/-25/-40/-30/-25/-50/0/0|Studded Leather%%Leather/7/2/1/0/Studded Leather/-30/-10/-10/-20/-20/-10/-30/0/0$$armourPlus=What magical plus?|0%%0//single-uncharged|-5%%-5/-5/cursed|-4%%-4/-4/cursed|-3%%-3/-3/cursed|-2%%-2/-2/cursed|-1%%-1/-1/cursed|0%%0//single-uncharged|+1%%1/+1/single-uncharged|+2%%2/+2/single-uncharged|+3%%3/+3/single-uncharged|+4%%4/single-uncharged/+4|+5%%5/+5/single-uncharged, qty:1, st:^^act#1^^,t:^^act#0^^,+S:^^act#3^^,+P:^^act#4^^,+B:^^act#5^^,+:^^armourPlus#1^^,ac:^^act#2^^,rc:^^armourPlus#3^^,sz:L,wt:40,loc:body,rac:^^act#6^^,ppa:^^act#7^^,ola:^^act#8^^,rta:^^act#9^^,msa:^^act#10^^,hsa:^^act#11^^,dna:^^act#12^^,cwa:^^act#13^^,rla:^^act#14^^,lla:^^act#15^^]{{}}%{MI-DB|Armour-Info}{{}}%{MI-DB|Magical-Armour-Info}{{Armour=This suit is ^^act#0^^}}{{AC=^^act#2^^+^^armourPlus#1^^ at all times}}{{Looks Like=A normal suit of ^^act#0^^.}}{{desc=This appears to be a normal suit of ^^act#0^^, which has been determined by the GM from the random armour tables in the DMG). Well made, but nothing special}}'},
- {name:'Tower-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Tower or Body Shield}}{{subtitle=Shield}}Specs=[Tower Shield,Shield,1H,Shields]{{}}ACData=[a:Tower Shield,t:Body-Shield,st:Shield,+:0,+M:1,sz:M,qty:1,wt:15,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+0, Tower/Body shield}}{{Looks Like=A massive shield reaching nearly from chin to toe.}}{{hide1=It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.}}{{desc=This is a tower shield of reasonable quality, but nothing out of the ordinary}}'},
- {name:'Tower-Shield-Cursed',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Tower Shield,Shield,1H,Shields,Cursed-Tower-Shield]{{}}ACData=[a:Cursed Tower Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Tower-Shield}'},
- {name:'Tower-Shield-Magical',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Tower Shield,Shield,1H,Shields,Magical-Tower-Shield]{{}}ACData=[a:Tower Shield^^armourPlus#0^^]{{}}%{MI-DB|Magical-Tower-Shield}'},
+ {name:'Magical-Tower-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'(10+^^armourPlus#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical }}Specs=[Tower Shield,Shield,1H,Shields,Tower-Shield]{{}}ACData=[a:Tower Shield^^armourPlus#0^^,query:armourPlus=How magical is this shield?|+0%%0/0|+1%%1/500|+2%%2/1000|+3%%3/1500|+4%%4/2000|+5%%5/3000$$missilePlus=What additional plus vs. missiles?|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourPlus#1^^,+M:^^missilePlus#1^^,gp:(10+^^armourPlus#2^^)]{{}}%{MI-DB|Tower-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+1^^armourPlus#0^^ vs. melee attks,\n+1^^armourPlus#0^^ ^^missilePlus#0^^ vs. missiles,\nTower/Body shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'},
+ {name:'Magical-Wooden-Shield',type:'shield|melee',ct:'2',charge:'single-uncharged',cost:'(5+^^armourPlus#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical}}Specs=[Wooden Shield,Shield|Melee,1H,Shields,Wooden-Shield]{{}}ACData=[a:Medium Wooden Shield^^armourPlus#0^^,,query:armourPlus=How magical is this shield?|+0%%0/0|+1%%1/500|+2%%2/1000|+3%%3/1500|+4%%4/2000|+5%%5/3000,+:^^armourPlus#1^^,gp:(5+^^armourPlus#2^^)]{{}}%{MI-DB|Wooden-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed medium shield made of wood only}}{{AC=+1^^armourPlus#0^^, Medium wooden shield}}{{desc=This medium wooden shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'},
+ {name:'Magical-plate+0',type:'armour',ct:'0',charge:'single-uncharged',cost:'2250',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Magical Plate +0}}{{subtitle=Magical Armour}}{{Armour=+0 magical armour (so resizes itself to fit}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{AC=[[1]]\nagainst all attacks}}ACData=[a:Magical Plate+0,st:Plate,t:Full-Plate,+S:4,+P:3,+B:0,+:0,ac:1,sz:L,qty:1,gp:2250,wt:70,loc:body,rc:single-uncharged,rac:Full Plate (Disguise)]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Resistance=+[[0]] on AC}}{{Saves=No effect}}{{desc=This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. *Due to these factors, it tends to be used more for parades and triumphs than actual combat.*}}'},
+ {name:'Normal-Helm',type:'helm',ct:'0',charge:'single-uncharged',cost:'30',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm}}{{subtitle=Armour}}Specs=[Helm,Helm,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm,sp:0,qty:1,rc:single-uncharged,loc:head,gp:30,wt:10]{{Size=Medium}}{{Immunity=None}}{{desc=This appears to be a normal helm, all be it of fine quality. Perhaps there is more to it than meets the eye?}}'},
+ {name:'Padded-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'4',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Padded Armour }}{{subtitle=Armour}}Specs=[Padded Armour,Armour,0H,Padded]{{}}ACData=[a:Padded Armour,st:Padded,t:Padded,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,qty:1,gp:4,wt:10,loc:body,rc:single-uncharged,rac:Padded Armor,ppa:-30,ola:-10,rta:-10,msa:-20,hsa:-20,dna:-10,cwa:-30]{{}}%{MI-DB|Armour-Info}{{Armour=Padded armour}}{{AC=[[8]]\nagainst all attacks}}{{Looks Like=This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas.}}{{desc=This suit of armour is a good, sturdy, well made set of Leather Armour but nothing special}}'},
+ {name:'Padded-Armour+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'504',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+1,+:1,gp:504]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +1}}{{AC=[[8]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Padded-Armour+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1004',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+2,+:2,gp:1004]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +2}}{{AC=[[8]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Padded-Armour+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1504',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+3,+:3,gp:1504]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +3}}{{AC=[[8]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Padded-Armour+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2004',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+4,+:4,gp:2004]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +4}}{{AC=[[8]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Padded-Armour+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3004',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+5,+:5,gp:3004]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +5}}{{AC=[[8]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Padded-Armour-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(4+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Padded Armour,Armour,0H,Padded,Cursed-Padded-Armour]{{}}ACData=[a:Cursed Padded Armour^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Padded-Armour}'},
+ {name:'Padded-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'100',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Barding}}{{subtitle=Barding}}{{Barding=Leather Barding for War Dogs, War Horses and other War Animals}}Specs=[Leather Barding,Barding,1H,Barding]{{AC=Adds +1 improvement to natural AC of creature}}ACData=[a:Leather Barding,t:Leather Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:1,+p:-2,sz:M,qty:1,gp:100,wt:25,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This style of quilted barding has only minor protective value, giving the mount an AC bonus of 1. In the standard AD\\ampD® game campaign, padded barding is functionally the same as leather barding and weighs 60 pounds. Padded barding tends to wear out rapidly with use.\nHalflings and elves occasionally use this type of armor on their ponies and light horses.}}'},
+ {name:'Plate+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'2500',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+1]{{}}ACData=[a:Field Plate+1]{{}}%{MI-DB|Field-Plate+1}'},
+ {name:'Plate+1+3-vs-Breath',type:'armour',ct:'0',charge:'single-uncharged',cost:'2500',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+1]{{}}ACData=[a:Field Plate+1+3 vs Breath Weapons,svbre:+3]{{}}%{MI-DB|Field-Plate+1}{{name=+1, +3 vs Breath Weapons,gp:1600}}{{Armour=Magical Field plate +1, +3 vs Breath Weapons}}{{AC=[[3]][[0-3]] vs Breath Weapons, and [[3]][[0-1]] against all other attacks}}{{Saves=+3 vs. Breath Weapons}}'},
+ {name:'Plate+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'3000',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+2]{{}}ACData=[a:Field Plate+2]{{}}%{MI-DB|Field-Plate+2}'},
+ {name:'Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'600',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Plate Mail }}{{subtitle=Armour}}Specs=[Plate Mail,Armour,0H,Mail]{{}}ACData=[a:Plate Mail,st:Mail,t:Plate-Mail,+S:3,+P:0,+B:0,ac:3,+:0,sz:L,qty:1,gp:600,wt:50,loc:body,rc:single-uncharged,rac:Plate Mail (Disguise),ppa:-75,ola:-40,rta:-40,msa:-80,hsa:-75,dna:-50,cwa:-95,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Plate mail made from steel}}{{AC=[[3]] against all attacks}}{{Looks Like=This armor is a combination of chain or brigandine with metal plates covering vital areas.}}{{hide2==The chain or brigandine with metal plates include cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.}}{{desc=This suit of armour is a good, sturdy, well made set of Plate Mail but nothing special}}'},
+ {name:'Plate-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'1100',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1,gp:1100]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +1}}{{AC=[[3]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Plate-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1600',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+2,+:2,gp:1600]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +2}}{{AC=[[3]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Plate-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'2100',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+3,+:3,gp:2100]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +3}}{{AC=[[3]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Plate-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2600',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+4,+:4,gp:2600]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +4}}{{AC=[[3]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Plate-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3600',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+5,+:5,gp:3600]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +5}}{{AC=[[3]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Plate-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'1000',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Plate Mail Barding}}{{subtitle=Barding}}{{Barding=Plate Mail Barding for War Animals}}Specs=[Plate Mail Barding,Barding,1H,Barding]{{AC=Adds +5 improvement to natural AC of creature}}ACData=[a:Plate Mail Barding,t:Plate Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:5,+s:3,sz:M,qty:1,gp:1000,wt:75,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This type of barding corresponds to plate mail, and is the standard protection for a fully armored war horse. Only heavy war horses can bear the weight of this armor and still fight effectively.\nThis barding includes the chanfron that covers the head, the cuello that guards the neck and mane, the poitrel that covers the forward chest and quarters, the flanchards that protect the side quarters and flanks, and the crupper that defends the rear.\nThis barding is made of chain mail and small steel plates linked together and hinged with articulated joints. Over this metal and chain rests a thick padded or quilted cloth equipped with metal studs. The complete set weighs about 85 pounds. This is extremely fatiguing to the mount, and usually such armor is put on the horse only when battle is imminent.\nPlate barding is used almost exclusively by human heavy cavalry. Elf lords may also have plate armor for their mounts.\nOnly in very rare instances will an orc, goblin, hobgoblin, or other humanoid have access to such armor. In such cases, usually only the commander or chieftain of the tribe owns such barding, and then only if allied to a ruler or wizard with the ability to construct such armor.\n**Half plate:** This gives the horse plate barding protection to its front. It weighs 65 pounds.}}'},
+ {name:'Plate-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(600+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Cursed-Plate-Mail]{{}}ACData=[a:Cursed Plate Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Plate-Mail}'},
+ {name:'Plate-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'600',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail Disguise,Armour,0H,Mail,Plate Mail]{{}}ACData=[a:Plate Mail Disguise,st:Disguise,rac:Plate Mail (Disguise)]{{}}%{MI-DB|Plate-Mail}{{name=(Disguise)}}'},
+ {name:'Plate-Mail-of-Etherealness+2',type:'armour',ct:'0',charge:'change-last',cost:'5000',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+2,+:2,qty:5,gp:5000,max:5,rc:change-last,to:Plate-Mail+1]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+2}}{{AC=[[3]][[0-2]] against all attacks}}'},
+ {name:'Plate-Mail-of-Etherealness+3',type:'armour',ct:'0',charge:'change-last',cost:'5500',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+3,+:3,qty:5,max:10,rc:change-last,gp:5500,to:Plate-Mail-of-Etherealness+2]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+4}}{{AC=[[3]][[0-3]] against all attacks}}'},
+ {name:'Plate-Mail-of-Etherealness+4',type:'armour',ct:'0',charge:'change-last',cost:'6000',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+4,+:4,qty:5,gp:6000,max:15,rc:change-last,to:Plate-Mail-of-Etherealness+3]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+4}}{{AC=[[3]][[0-4]] against all attacks}}'},
+ {name:'Plate-Mail-of-Etherealness+5',type:'armour',ct:'0',charge:'change-last',cost:'7000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Etherealness}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+5,+:5,qty:5,gp:7000,max:20,rc:change-last,to:Plate-Mail-of-Etherealness+4]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+5}}{{AC=[[3]][[0-5]] against all attacks}}{{Use=To become ethereal, press *Use MI* action button \\amp select this armour, then press [Become Ethereal](!rounds --target caster|@{selected|token_id}|Ethereal Armour|99|0|You and all non-living possessions are ethereal|half-haze) to mark token as ethereal}}{{desc=This is seemingly normal *plate mail +5*, but if a command word is spoken, the suit enables its wearer and all nonliving items he wears and carries to become ethereal, as if *oil of etherealness* had been used. While in the ethereal state the wearer cannot attack material creatures. A *phase door* spell will negate the ethereal state and prevent the armor from functioning for one day.\nThere are 20 charges placed upon *plate mail of etherealness*. Once used, these cannot be replaced or recharged. Furthermore, every five uses reduces the bonus of the armor by one: If five charges are used to become ethereal, the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted.}}'},
+ {name:'Plate-Mail-of-Fear',type:'armour',ct:'0',charge:'change-last',cost:'4000',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Fear}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Fear,+:1,qty:2d23,rc:change-last,gp:4000,to:Plate-Mail+1]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Fear, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Use=To radiate *fear* press *Use MI* action button \\amp select this armour, then press [Radiate Fear](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|magic|true|@{selected|token_id}|area|Fear Armour|1+1d4|-1|@{selected|character_name} frightens you! Flee in panic!|screaming) to mark tokens in the area as *feared*}}{{desc=This armor functions as normal *plate mail +1*. However, it is imbued with 2d23 *fear* charges. Upon uttering the command, a charge is spent and the wearer radiates a 30-foot aura of fear. All creatures (except the one wearing the armor) must *save vs. spell* or flee in panic for 1d4+1 rounds. When all charges are spent, the armor functions as normal *plate mail +1*. It cannot be recharged.}}'},
+ {name:'Plate-Mail-of-Vulnerability',type:'armour',ct:'0',charge:'cursed',cost:'(400+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Vulnerability}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail^^armourCurse#0^^,query:armourCurse=How cursed is this armour?|-2%%+1/350|-3%%+2/700|-4%%+3/1050,+:^^armourCurse#0^^,t:Plate-Mail^^armourCurse#1^^,gp:(400+^^armourCurse#2^^),rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Plate Mail of Vulnerability, that acts as Plate Mail^^armourCurse#0^^}}{{AC=[[3]] worse by ^^armourCurse#0^^ against all attacks}}{{desc=This appears to every test to be magical *plate mail ^^armourCurse#1^^, but it is actually *cursed plate mail ^^armourCurse#0^^. The armor\'s great vulnerability will not be apparent until an enemy successfully strikes a blow in anger with desire and intent to kill the wearer. The armor will fall to pieces whenever an opponent strikes the wearer with an unmodified attack roll of 20 (do this manually).}}'},
+ {name:'Ring-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'100',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Ring Mail}}{{subtitle=Armour}}Specs=[Ring Mail,Armour,0H,Mail]{{}}ACData=[a:Ring Mail,st:Mail,t:Ring-Mail,+S:1,+P:1,+B:0,+:0,ac:7,sz:L,qty:1,gp:100,wt:30,loc:body,rc:single-uncharged,rac:Ring Mail,ppa:-25,ola:-0,rta:-0,msa:-30,hsa:-40,dna:-10,cwa:-25,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Ring Mail}}{{AC=[[7]]\nagainst all attacks}}{{Looks Like=This armor is an early (and less effective) form of chain mail in which metal rings are sewn directly to a leather backing instead of being interlaced. (Historians still debate whether this armor ever existed.)}}{{desc=This suit of armour is a good, sturdy, well made set of Ring Mail but nothing special}}'},
+ {name:'Ring-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'600',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+1,+:1,gp:600]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+1}}{{AC=[[7]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Ring-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1100',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+2,+:2,gp:1100]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+2}}{{AC=[[7]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Ring-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1600',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+3,+:3,gp:1600]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+3}}{{AC=[[7]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Ring-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2100',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+4,+:4,gp:2100]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+4}}{{AC=[[7]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Ring-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3100',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+5,+:5,gp:3100]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+5}}{{AC=[[7]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Ring-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'500',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Ring Mail Barding}}{{subtitle=Barding}}{{Barding=Ring Mail Barding for War Animals}}Specs=[Ring Mail Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Ring Mail Barding,t:Ring Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:1,+p:1,sz:M,qty:1,gp:500,wt:70,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This early form of barding is made of metal rings sewn onto a heavy cloth or leather backing. It is heavier than standard scale barding, and in most campaigns will be used only by those who can\'t get anything better. (In fact, whether a barding like ring barding actually existed is open to question; it may have been too heavy for the horses of the time.) Ring barding weighs 80 pounds when made for a war horse.}}'},
+ {name:'Ring-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(100+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Ring Mail,Armour,0H,Mail,Cursed-Ring-Mail]{{}}ACData=[a:Cursed Ring Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Ring-Mail}'},
+ {name:'Ring-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'100',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Ring Mail Disguise,Armour,0H,Mail,Ring Mail]{{}}ACData=[a:Ring Mail Disguise,st:Disguise,rac:Ring Mail (Thief Disguise)]{{}}%{MI-DB|Ring-Mail}{{name=(Thief Disguise)}}'},
+ {name:'Scale-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'1000',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Scale Barding}}{{subtitle=Barding}}{{Barding=Scale Barding for War Animals}}Specs=[Scale Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Scale Barding,t:Scale Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+p:1,sz:M,qty:1,gp:1000,wt:75,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Scale barding is an early form of medium protection barding, generally superceded by chain in more advanced regions. It is most common in Dark Ages, eastern, or frontier settings, where it will still be somewhat less common than chain barding in a western medieval setting. Full scale barding weighs 75 pounds for a war horse.}}'},
+ {name:'Scale-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'120',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Scale Mail}}{{subtitle=Armour}}Specs=[Scale Mail,Armour,0H,Mail]{{}}ACData=[a:Scale Mail,st:Mail,t:Scale-Mail,+S:0,+P:1,+B:0,+:0,ac:6,sz:L,qty:1,gp:120,wt:40,loc:body,rc:single-uncharged,rac:Scale Mail,ppa:-25,ola:-0,rta:-0,msa:-0,hsa:-0,dna:-15,cwa:-40]{{}}%{MI-DB|Armour-Info}{{Armour=Scale Mail}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.}}{{desc=This suit of armour is a good, sturdy, well made set of Scale Mail but nothing special}}'},
+ {name:'Scale-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'620',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+1,+:1,gp:620]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Scale-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1120',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+2,+:2,gp:1120]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Scale-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1620',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+3,+:3,gp:1620]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Scale-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2120',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+4,+:4,gp:2120]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Scale-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3120',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+5,+:5,gp:3120]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Scale-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(120+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Scale Mail,Armour,0H,Mail,Cursed-Scale-Mail]{{}}ACData=[a:Cursed Scale Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Scale-Mail}'},
+ {name:'Scale-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'120',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Scale Mail Disguise,Armour,0H,Mail,Scale Mail]{{}}ACData=[a:Scale Mail Disguise,st:Disguise,rac:Scale Mail (Thief Disguise)]{{}}%{MI-DB|Scale-Mail}{{name=(Thief Disguise}}'},
+ {name:'Shield',type:'shield|melee',ct:'3',charge:'single-uncharged',cost:'7',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Medium }}{{title=Shield}}{{subtitle=Shield}}Specs=[Medium Shield,Shield|Melee,1H,Shields]{{}}ACData=[a:Medium Shield,t:Medium-Shield,st:Shield,+:0,sz:M,qty:1,gp:7,wt:10,rc:single-uncharged,loc:left hand|right hand]{{}}ToHitData=[w:Shield Punch, sp:3, r:5, ty:B]{{}}DmgData=[w:Shield Punch, sm:1d3, l:1d3]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed medium shield made of wood and some metal}}{{AC=+0, Medium shield}}{{Looks Like=A round or "shield shaped" barrier made of wood and metal about 2ft to 3ft diameter}}{{hide1=A *medium shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a medium shield of reasonable quality, but nothing out of the ordinary}}'},
+ {name:'Shield+1',type:'shield|melee',ct:'3',charge:'single-uncharged',cost:'507',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Medium Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+1,+:1,gp:507]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Medium Shield made of wood \\amp some metal}}{{AC=+[[1]]+[[1]] against all attacks from the front}}{{desc=An exceptionally well made medium wooden shield.}}'},
+ {name:'Shield+2',type:'shield|melee',ct:'3',charge:'single-uncharged',cost:'1007',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Medium Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+2,+:2,gp:1007]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +2 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[2]] against all attacks from the front}}{{desc=An excellently crafted shield that seems to have the polished gleam of well buffed wood}}'},
+ {name:'Shield+3',type:'shield|melee',ct:'3',charge:'single-uncharged',cost:'1507',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Medium Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+3,+:3,gp:1507]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +3 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[3]] against all attacks from the front}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this shield}}'},
+ {name:'Shield+4',type:'shield|melee',ct:'3',charge:'single-uncharged',cost:'2007',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Medium Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+4,+:4,gp:2007]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +4 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[4]] against all attacks from the front}}{{desc=This shield almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Shield+5',type:'shield|melee',ct:'3',charge:'single-uncharged',cost:'3007',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Medium Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+5,+:5,gp:3007]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +5 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[5]] against all attacks from the front}}{{desc=This unique shield gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Shield-Cursed',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}Specs=[Cursed Medium Shield,Shield|Melee,1H,Shields,Cursed Shield]{{}}ACData=[a:Cursed Medium Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Shield}'},
+ {name:'Shield-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{Shield=}}Specs=[Shield Info,Format,0H,Format]{{AC=}}ACData=[a:Shield Info]{{Speed=[[0]]}}{{Size=Medium}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this shield will automatically hide as a standard shield of its type when added to a container and by default will reveal manually (see Magic Help Handout about hiding and revealing items).}}{{Use=Equipping this shield by picking it up and taking it in-hand using *Change Weapon* will include it in any assessment of the character\'s armour class.}}{{hide2=To exclude from consideration, just use *Change Weapon* to equip something else (or nothing).\nAll shields improve a character\'s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human\'s small shield would have all the effects of a medium shield when used by a gnome.}}{{hide3=Medium shields and smaller can be used to perform a *Shield Punch* for 1d3 damage. If you *Specialise* in the *Weapon and Shield Fighting Style* you gain one extra attack per round **which can only be used for a shield punch** (two-weapon penalties apply). If you have *Mastery* in *Weapon and Shield Fighting Style*, Two-Weapon penalties are reduced when punching with the shield}}'},
+ {name:'Shield-Large+1+4-vs-Missiles',type:'shield',ct:'3',charge:'single-uncharged',cost:'400',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Large Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Large Shield+1+4,gp:400]{{}}%{MI-DB|Large-Shield+1+4-vs-Missiles}'},
+ {name:'Shield-minus-1-Missile-Attractor',type:'shield|melee',ct:'3',charge:'cursed',cost:'350',body:'\\amp{template:'+fields.armourTemplate+'}{{name= -1, Missile Attractor}}Specs=[Medium Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Medum Shield-1,+:-1,rc:cursed,gp:350]{{}}ToHitData=[w:Shield Punch, sp:3, r:5, ty:B]{{}}DmgData=[w:Shield Punch, sm:1d3, l:1d3]{{}}%{MI-DB|Shield}{{subtitle=Cursed Shield}}{{Shield=1-handed -1 Cursed Medium Shield, missile attractor, made of wood \\amp some metal}}{{AC=+[[1]]-[[1]] against all attacks from the front}}{{desc=This not only makes the bearer equivalent to a shieldless person, it also attracts missiles of all types to itself: It doubles or triples the bearer\'s chances of being selected by random die rolling according to the size of the party he is with. This cursed shield is not distinguishable from a useful magical shield.}}'},
+ {name:'Small-Shield',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}Specs=[Small Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Small Shield,t:Small-Shield,st:Shield,sz:S,gp:3,wt:4,loc:left hand|right hand]{{}}ToHitData=[w:Shield Punch, sp:2, r:5, ty:B]{{}}DmgData=[w:Shield Punch, sm:1d3, l:1d3]{{}}%{MI-DB|Shield}{{prefix=Small }}{{Shield=1-handed small shield made of wood and some metal}}{{AC=+0, Small shield}}{{Looks Like=A *small shield* is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user\'s choice.}}{{desc=This is a small shield of reasonable quality, but nothing out of the ordinary}}'},
+ {name:'Small-Shield+1',type:'shield|melee',ct:'0',charge:'uncharged',cost:'503',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield|Melee,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+1,+:1,gp:503]{{}}%{MI-DB|Small-Shield}{{name= +1}}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[1]] against only 2 attacks from the front}}'},
+ {name:'Small-Shield+2',type:'shield|melee',ct:'0',charge:'uncharged',cost:'1003',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield|Melee,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+2,+:2,gp:1003]{{}}%{MI-DB|Small-Shield}{{name= +2}}{{subtitle=Magical Shield}}{{Shield=1-handed +2 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[2]] against only 2 attacks from the front}}'},
+ {name:'Small-Shield+3',type:'shield|melee',ct:'0',charge:'uncharged',cost:'1503',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield|Melee,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+3,+:3,gp:1503]{{}}%{MI-DB|Small-Shield}{{name= +3}}{{subtitle=Magical Shield}}{{Shield=1-handed +3 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[3]] against only 2 attacks from the front}}'},
+ {name:'Small-Shield+4',type:'shield|melee',ct:'0',charge:'uncharged',cost:'2003',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield|Melee,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+4,+:4,gp:2003]{{}}%{MI-DB|Small-Shield}{{name= +4}}{{subtitle=Magical Shield}}{{Shield=1-handed +4 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[4]] against only 2 attacks from the front}}'},
+ {name:'Small-Shield+5',type:'shield|melee',ct:'0',charge:'uncharged',cost:'3003',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield|Melee,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+5,+:5,gp:3003]{{}}%{MI-DB|Small-Shield}{{name= +5}}{{subtitle=Magical Shield}}{{Shield=1-handed +5 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[5]] against only 2 attacks from the front}}'},
+ {name:'Small-Shield-Cursed',type:'shield|melee',ct:'0',charge:'cursed',cost:'(3+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Cursed Small Shield,Shield|Melee,1H,Shields,Cursed-Small-Shield]{{}}ACData=[a:Cursed Small Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Small-Shield}'},
+ {name:'Small-metal-shield+1',type:'shield|melee',ct:'3',charge:'single-uncharged',cost:'505',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Metal Shield,Shield|Melee,1H,Shields,Shield]{{}}ACData=[a:Small Metal Shield+1,t:Small-Shield,st:Shield,+:1,sz:S,qty:1,gp:505,wt:5,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Small-Shield}{{title=Small Metal Shield+1 made of metal \\amp some wood}}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Small Metal Shield}}{{AC=+[[1]] against only 2 attacks from the front}}'},
+ {name:'Small-wood-shield+1',type:'shield|melee',ct:'2',charge:'single-uncharged',cost:'503',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Wooden Shield,Shield|Melee,1H,Shields,Wooden-Shield]{{}}ACData=[a:Small Wooden Shield+1,t:Small-Shield,st:Shield,+:1,sz:S,qty:1,gp:503,wt:5,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Small-Shield}{{title=Small Wooden Shield+1 made of wood only}}{{subtitle=Magical Wooden Shield}}{{Shield=1-handed +1 Small Wooden Shield}}{{AC=+[[1]] against only 2 attacks from the front}}'},
+ {name:'Splint-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'80',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Splint Mail}}{{subtitle=Armour}}Specs=[Splint Mail,Armour,0H,Mail]{{}}ACData=[a:Splint Mail,st:Mail,t:Splint-Mail,+S:0,+P:1,+B:2,+:0,ac:4,sz:L,qty:1,gp:80,wt:40,loc:body,rc:single-uncharged,rac:Splint Mail (Disguise),ppa:-40,ola:-15,rta:-25,msa:-40,hsa:-30,dna:-25,cwa:-50,rla:0,lla:0]{{}}%{MI-DB|Armour-Info}{{Armour=Splint Mail}}{{AC=[[4]]\nvs all attacks}}{{Looks Like=The existence of this armor has been questioned. It is claimed that the armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail.}}{{desc=This suit of armour is a good, sturdy, well made set of Splint Mail but nothing special}}'},
+ {name:'Splint-Mail+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'580',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+1,+:1,gp:580]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+1}}{{AC=[[4]][[0-1]] vs all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Splint-Mail+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1080',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+2,+:2,gp:1080]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+2}}{{AC=[[4]][[0-2]] vs all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Splint-Mail+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1580',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+3,+:3,gp:1580]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+3}}{{AC=[[4]][[0-3]] vs all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Splint-Mail+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'80',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+4,+:4,2080]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+4}}{{AC=[[4]][[0-4]] vs all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Splint-Mail+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3080',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+5,+:5,gp:3080]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+5}}{{AC=[[4]][[0-5]] vs all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Splint-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'600',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Splint Mail Barding}}{{subtitle=Barding}}{{Barding=Splint Mail Barding for War Animals}}Specs=[Splint Mail Barding,Barding,1H,Barding]{{AC=Adds +4 improvement to natural AC of creature}}ACData=[a:Splint Mail Barding,t:Splint Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:4,+p:1,+b:2,sz:M,qty:1,gp:600,wt:75,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Splint barding is similar to banded barding. The main difference is that the strips of metal are vertical instead of horizontal. The weight and protective value are the same at 85 pounds for heavy war horses}}'},
+ {name:'Splint-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'(80+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Splint Mail,Armour,0H,Mail,Cursed-Splint-Mail]{{}}ACData=[a:Cursed Splint Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Splint-Mail}'},
+ {name:'Splint-Mail-Disguise',type:'armour',ct:'0',charge:'single-uncharged',cost:'120',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Splint Mail Disguise,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Splint Mail Disguise,st:Disguise,rac:Splint Mail (Disguise)]{{}}%{MI-DB|Splint-Mail}{{name=(Disguise)}}'},
+ {name:'Studded-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'300',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Studded Leather Barding}}{{subtitle=Barding}}{{Barding=Studded Leather Barding for War Animals}}Specs=[Studded Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Studded Barding,t:Studded Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:2,+p:1,sz:M,qty:1,gp:300,wt:75,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This early barding is made of layers of soft leather, reinforced with many small metal studs intended to turn aside slashes. In all important respects, it is equal to ring barding and weighs 80 pounds.\nHumanoids tend to use studded leather barding. In some instances, the studs are long and filed to sharp points. The damage-causing ability of these short spikes is questionable, but they certainly add to the ferocious appearance of a mount.}}'},
+ {name:'Studded-Leather',type:'armour',ct:'0',charge:'single-uncharged',cost:'20',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Studded Leather Armour}}{{subtitle=Armour}}Specs=[Studded Leather,Armour,0H,Leather]{{}}ACData=[a:Studded Leather,st:Studded-Leather,t:Studded-Leather,+S:2,+P:1,+B:0,+:0,ac:7,sz:L,qty:1,gp:20,wt:25,loc:body,rc:single-uncharged,rac:Studded Leather,ppa:-30,ola:-10,rta:-10,msa:-20,hsa:-20,dna:-10,cwa:-30]{{}}%{MI-DB|Armour-Info}{{Armour=Studded leather armour}}{{AC=[[7]]\nagainst all attacks}}{{Looks Like=This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater.}}{{desc=This suit of armour is a good, sturdy, well made set of Studded Leather, but nothing special}}'},
+ {name:'Studded-Leather+1',type:'armour',ct:'0',charge:'single-uncharged',cost:'520',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+1,+:1,gp:520]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+1 magical studded leather armour}}{{AC=[[7]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'},
+ {name:'Studded-Leather+2',type:'armour',ct:'0',charge:'single-uncharged',cost:'1020',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+2,+:2,gp:1020]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+2 magical studded leather armour}}{{AC=[[7]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'},
+ {name:'Studded-Leather+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'1520',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+3,+:3,gp:1520]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+3 magical studded leather armour}}{{AC=[[7]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'},
+ {name:'Studded-Leather+4',type:'armour',ct:'0',charge:'single-uncharged',cost:'2020',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+4,+:4,gp:2020]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+4 magical studded leather armour}}{{AC=[[7]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'},
+ {name:'Studded-Leather+5',type:'armour',ct:'0',charge:'single-uncharged',cost:'3020',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+5,+:5,gp:3020]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+5 magical studded leather armour}}{{AC=[[7]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'},
+ {name:'Studded-Leather-Cursed',type:'armour',ct:'0',charge:'single-uncharged',cost:'20',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Cursed Studded Leather^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Studded-Leather}'},
+ {name:'Suit-of-Armor',type:'armour|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Armor}}{{name=^^armourPlus#2^^}}{{subtitle=Armor}}Specs=[Armor,Armour|dmitem,0H,MagicItem]{{}}ACData=[a:Suit of ^^act#0^^ ^^armourPlus#0^^, query:act=What type of armour?|Banded Mail%%Mail/4/2/0/1/Banded Armor (Disguise)/-50/-20/-20/-60/-50/-30/-90/0/0/200|Brigandine%%Brigandine/6/1/1/0/Brigandine Armor/-20/0/0/0/0/-10/-25/0/0/120|Bronze Plate Mail%%Mail/4/2/0/-2/Bronze Plate Mail (Disguise)/-75/-40/-40/-80/-75/-50/-95/0/0400|Chain Mail%%Mail/5/2/0/-2/Chain Mail/-25/0/0/0/0/-10/-25/0/075|Field Plate%%Plate/2/3/1/0/Field Plate (Disguise)/-95/-80/-80/-95/-95/-70/-95/0/0/2000|Full Plate%%Plate/1/4/3/0/Full Plate (Disguise)/-95/-80/-80/-95/-95/-70/-95/0/0/(3000+(1000*(1d4+1d3)))|Leather%%Leather/8/0/-2/0/Leather Armor/0/0/0/0/0/0/0/0/0/5|Plate Mail%%Mail/3/3/0/0/Plate Mail (Disguise)/-75/-40/-40/-80/-75/-50/-95/0/0/600|Ring Mail%%Mail/7/1/1/0/Ring Mail/-25/0/0/-30/-40/-10/-25/0/0/100|Scale Mail%%Mail/6/0/1/0/Scale Mail/-25/0/0/0/0/-15/-40/0/0/120|Splint Mail%%Mail/4/0/1/2/Splint Mail (Disguise)/-40/-15/-25/-40/-30/-25/-50/0/0/80|Studded Leather%%Leather/7/2/1/0/Studded Leather/-30/-10/-10/-20/-20/-10/-30/0/0/20$$armourPlus=What magical plus?|0%%0//single-uncharged/0|-5%%-5/-5/cursed/0|-4%%-4/-4/cursed/0|-3%%-3/-3/cursed/0|-2%%-2/-2/cursed/0|-1%%-1/-1/cursed/0|0%%0//single-uncharged/0|+1%%1/+1/single-uncharged/500|+2%%2/+2/single-uncharged/1000|+3%%3/+3/single-uncharged/1500|+4%%4/+4/single-uncharged/2000|+5%%5/+5/single-uncharged/3000, qty:1, st:^^act#1^^,t:^^act#0^^,+S:^^act#3^^,+P:^^act#4^^,+B:^^act#5^^,+:^^armourPlus#1^^,ac:^^act#2^^,rc:^^armourPlus#3^^,sz:L,wt:40,loc:body,rac:^^act#6^^,ppa:^^act#7^^,ola:^^act#8^^,rta:^^act#9^^,msa:^^act#10^^,hsa:^^act#11^^,dna:^^act#12^^,cwa:^^act#13^^,rla:^^act#14^^,lla:^^act#15^^]{{}}%{MI-DB|Armour-Info}{{}}%{MI-DB|Magical-Armour-Info}{{Armour=This suit is ^^act#0^^}}{{AC=^^act#2^^+^^armourPlus#1^^ at all times}}{{Looks Like=A normal suit of ^^act#0^^.}}{{desc=This appears to be a normal suit of ^^act#0^^, which has been determined by the GM from the random armour tables in the DMG). Well made, but nothing special}}'},
+ {name:'Tower-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'10',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Tower or Body Shield}}{{subtitle=Shield}}Specs=[Tower Shield,Shield,1H,Shields]{{}}ACData=[a:Tower Shield,t:Body-Shield,st:Shield,+:0,+M:1,sz:M,qty:1,gp:10,wt:15,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+0, Tower/Body shield}}{{Looks Like=A massive shield reaching nearly from chin to toe.}}{{hide1=It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.}}{{desc=This is a tower shield of reasonable quality, but nothing out of the ordinary}}'},
+ {name:'Tower-Shield-Cursed',type:'shield',ct:'0',charge:'cursed',cost:'(10+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Tower Shield,Shield,1H,Shields,Cursed-Tower-Shield]{{}}ACData=[a:Cursed Tower Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Tower-Shield}'},
+ {name:'Tower-Shield-Magical',type:'shield',ct:'0',charge:'single-uncharged',cost:'(10+^^armourPlus#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Tower Shield,Shield,1H,Shields,Magical-Tower-Shield]{{}}ACData=[a:Tower Shield^^armourPlus#0^^]{{}}%{MI-DB|Magical-Tower-Shield}'},
{name:'Unknown-Armour',type:'dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Magical Armour}}{{subtitle=Magical Armour}}Specs=[Magical Armour,DMitem,0H,Armour]{{Speed=[[0]]}}ACData=[w:Magical Armour,qty:1,loc:body]{{Size=Large}}{{Immunity=Unknown}}{{Resistance=+? on AC}}{{Saves=Unknown effect}}{{desc=This armour appears especially well made, and seems to glow somewhat if in a darkened area. Check with the DM as to what type of materials it seems to be made of}}'},
{name:'Unknown-Bracers',type:'dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Bracers}}{{subtitle=Bracers}}{{Armour=Unknown Bracers}}Specs=[Unknown Bracers,DMitem,0H,Bracers]{{save=Unknown}}ACData=[a:Unknown Bracers,st:Bracers,t:Magical-Bracers,+:0,sz:S,qty:1,wt:1,loc:wrists]{{desc=The powers of these bracers are unknown. In fact, are they magical bracers at all, or just of fine quality and just treasure?}}'},
- {name:'Wooden-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Medium Wooden Shield}}{{subtitle=Shield}}Specs=[Wooden Shield,Shield,1H,Shields]{{}}ACData=[a:Medium Wooden Shield,st:Shield,t:Medium-Shield,+:0,sz:M,qty:1,wt:10,rc:single-uncharged,loc:left hand|right hand]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed medium shield made of wood only}}{{AC=+0, Medium shield}}{{Looks Like=The *medium shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a medium wooden shield of reasonable quality, but nothing out of the ordinary. As it is only made of wood, it can be used by druids and other characters who are unable to use metal objects}}'},
- {name:'Wooden-Shield-Cursed',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Wooden Shield,Shield,1H,Shields,Cursed-Wooden-Shield]{{}}ACData=[a:Cursed Wooden Shield^^armourPlus#0^^]{{}}%{MI-DB|Cursed-Wooden-Shield}'},
- {name:'Wooden-Shield-Magical',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Wooden Shield,Shield,1H,Shields,Magical-Wooden-Shield]{{}}ACData=[a:Medium Wooden Shield^^armourPlus#0^^]{{}}%{MI-DB|Magical-Wooden-Shield}'},
+ {name:'Wooden-Shield',type:'shield|melee',ct:'2',charge:'single-uncharged',cost:'5',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Medium Wooden Shield}}{{subtitle=Shield}}Specs=[Wooden Shield,Shield|Melee,1H,Shields]{{}}ACData=[a:Medium Wooden Shield,st:Shield,t:Medium-Shield,+:0,sz:M,qty:1,gp:5,wt:10,rc:single-uncharged,loc:left hand|right hand]{{}}ToHitData=[w:Shield Punch, sp:2, r:5, ty:B]{{}}DmgData=[w:Shield Punch, sm:1d3, l:1d3]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed medium shield made of wood only}}{{AC=+0, Medium shield}}{{Looks Like=The *medium shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a medium wooden shield of reasonable quality, but nothing out of the ordinary. As it is only made of wood, it can be used by druids and other characters who are unable to use metal objects}}'},
+ {name:'Wooden-Shield-Cursed',type:'shield|melee',ct:'2',charge:'cursed',cost:'(5+^^armourCurse#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Wooden Shield,Shield|Melee,1H,Shields,Cursed-Wooden-Shield]{{}}ACData=[a:Cursed Wooden Shield^^armourPlus#0^^]{{}}%{MI-DB|Cursed-Wooden-Shield}'},
+ {name:'Wooden-Shield-Magical',type:'shield|melee',ct:'2',charge:'single-uncharged',cost:'(5+^^armourPlus#2^^)',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Wooden Shield,Shield|Melee,1H,Shields,Magical-Wooden-Shield]{{}}ACData=[a:Medium Wooden Shield^^armourPlus#0^^]{{}}%{MI-DB|Magical-Wooden-Shield}'},
]},
MI_DB_Weapons:{bio:'Weapons Database v7.01 26/01/2025
This is a blank stub database to ensure any extracted weapons database is deleted in preference to the new split db',
gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases',
@@ -2242,539 +2350,566 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
version:7.01,
db:[
]},
- MI_DB_Weapons_StdPlus:{bio:'Weapons Database v7.01 26/01/2025
This sheet holds definitions of standard weapons and their magical variants that can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
- gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.28 22/12/2024 Fixed the speed and charge type of multiple weapons v6.27 22/03/2024 De-duped type: fields v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions v6.19 31/01/2023 Added Axe of Hurling and other new weapons v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook v6.17 16/12/2022 Added weapons used by creatures in the creatures database v6.16 11/12/2022 Fixed spell/power storing weapons v6.14-5 03/12/2022 Added more weapons including Flindbars v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions. v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.04 31/05/2022 Refixed various errors that had crept back in v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave v6.01 01/05/2022 Various minor fixes v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies v5.8 04/02/2022 Added Scimitar+3 v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency. v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife v5.5 05/11/2021 Split the Ammo and Weapons databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
+ MI_DB_Weapons_StdPlus:{bio:'Weapons Database v7.03 04/07/2025
This sheet holds definitions of standard weapons and their magical variants that can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
+ gmnotes:'Change Log: v7.03 04/07/2025 Added values to each item v7.02 10/06/2025 Updated polearm entries and added magical polearms v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.28 22/12/2024 Fixed the speed and charge type of multiple weapons v6.27 22/03/2024 De-duped type: fields v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions v6.19 31/01/2023 Added Axe of Hurling and other new weapons v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook v6.17 16/12/2022 Added weapons used by creatures in the creatures database v6.16 11/12/2022 Fixed spell/power storing weapons v6.14-5 03/12/2022 Added more weapons including Flindbars v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions. v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.04 31/05/2022 Refixed various errors that had crept back in v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave v6.01 01/05/2022 Various minor fixes v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies v5.8 04/02/2022 Added Scimitar+3 v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency. v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife v5.5 05/11/2021 Split the Ammo and Weapons databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
root:'MI-DB',
api:'attk,magic',
type:'mi',
controlledby:'all',
avatar:'https://files.d20.io/images/52530/max.png?1340359343',
- version:7.01,
- db:[{name:'Awl-Pike',type:'melee',ct:'13',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Awl Pike}}Specs=[Awl Pike,Melee,2H,Polearm]{{subtitle=Polearm}}ToHitData=[w:Awl Pike,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:12-20,sp:13,ara:-1|0|0|0|0|0|0|-1|-2,rc:uncharged]{{}}%{MI-DB-Weapons-StdPlus|Weapon-Info}{{Speed=[[13]]}}Speed=[13,uncharged]{{Size=Large}}{{Weapon=2-handed melee polearm}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per 2 rounds + specialisation \\amp level, Piercing}}{{Damage=SM:1d6, L:1d12, + Str Bonus}}DmgData=[w:Awl Pike,sb:1,+:0,SM:1d6,L:1d12]{{Looks Like=Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head.}}{{desc=This is a normal Awl Pike, a type of Polearm. The point is sharp and keen, but nothing special. However, it still does double damage when set to receive a charge.}}{{hide1= It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.}}'},
- {name:'Awl-Pike+Magical',type:'melee',ct:'13',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Awl Pike,Melee,2H,Polearm,Awl-Pike]{{}}WeapData=[w:Awl-Pike,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Awl Pike^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Awl Pike^^weaponMagic#0^^,sb:1,+:^^weaponMagic#1^^,SM:1d6,L:1d12]{{}}%{MI-DB-Weapons-StdPlus|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}{{subtitle=^^weaponMagic#2^^ Polearm}}{{Speed=[[13]]}}Speed=[13,uncharged]{{Size=Large}}{{Weapon=^^weaponMagic#2^^ 2-handed melee polearm}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Attacks=1 per 2 rounds + specialisation \\amp level, Piercing}}{{Damage=SM:1d6^^weaponMagic#0^^, L:1d12^^weaponMagic#0^^, + Str Bonus}}{{Looks Like=Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head.}}{{hide1=It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.}}{{desc=This is an Awl Pike, a type of Polearm. The point is sharp and keen, and there might even be something special about it. It does double damage when set to receive a charge.}}'},
- {name:'Ballista',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Ballista}}{{subtitle=Crossbow}}{{Speed=[[10]]}}{{Size=Huge}}{{Weapon=4-handed ranged crossbow}}Specs=[Ballista,Ranged,4H,Crossbow]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Ballista,sb:0,db:1,+:0,n:1/2,ch:19,cm:2,sz:H,ty:P,sp:10]{{Attacks=1 per 2 rounds + level \\amp specialisation, Piercing}}{{desc=This is a ballista, somewhat like a very heavy crossbow, huge and requires four hands (two people) to operate. Made of good quality wood and various metals, it is somewhat difficult to reload, and is nothing special}}'},
- {name:'Bardiche',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bardiche}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Bardiche,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Bardiche,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:S,r:5-8,sp:9,ara:-2|-1|0|0|1|1|2|2|3,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0, SM:1d6, L:1d12, + Str Bonus}}DmgData=[w:Awl Pike,sb:1,+:0,SM:1d6,L:1d12]{{desc=This is a normal Bardiche, a type of Polearm. The point is sharp and keen, but nothing special.}}{{hide1=One of the simplest of polearms, the bardiche is an elongated battle axe. A large curving axe-head is mounted on the end of a shaft 5 to 8 feet long. It probably grew out of common peasant tools and was popular with them. One relative disadvantage is that the bardiche required more space to wield than a pike or a spear.}}'},
- {name:'Bastard-Sword',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Bastard Sword}}Specs=[Bastard-sword, Melee, 1H, Long-blade],[Bastard-sword, Melee, 2H, Long-blade]{{}}WeapData=[w:Bastard-Sword,st:Bastard-Sword]{{}}ToHitData=[w:Bastard-Sword, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:6,ara:-2|-1|0|0|0|0|0|+1|+2,rc:uncharged],[w:Bastard-Sword 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8,ara:0|0|1|1|1|1|1|1|0]{{}}DmgData=[w:Bastard-Sword,sb:1,+:0,SM:1d8,L:1d12],[w:Bastard-Sword 2H,sb:1,+:0,SM:2d4,L:2d8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=1H [[6]], 2H [[8]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}{{To-hit=+0 + Str Bonus}}{{Damage=1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Looks Like=This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one- or two-handed.}}{{hide1=Use the speed factor and damage appropriate to the grip. If it is used two-handed, your character cannot employ a shield.}}{{desc=This is a normal Bastard Sword. The blade is sharp and keen, but nothing out of the ordinary.}}'},
- {name:'Bastard-Sword+1',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+1, +:1],[w:Bastard Sword 2H+1, +:1]{{}}DmgData=[w:Bastard Sword+1,+:1],[w:Bastard Sword 2H+1,+:1]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str Bonus}}{{Damage=+1, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'},
- {name:'Bastard-Sword+2',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+2, +:2],[w:Bastard Sword 2H+2, +:2]{{}}DmgData=[w:Bastard Sword+2,+:2],[w:Bastard Sword 2H+2,+:2]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str Bonus}}{{Damage=+2, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'},
- {name:'Bastard-Sword+3',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+3, +:3],[w:Bastard Sword 2H+3, +:3]{{}}DmgData=[w:Bastard Sword+3,+:3],[w:Bastard Sword 2H+3,+:3]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str Bonus}}{{Damage=+3, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'},
- {name:'Bastard-Sword+4',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+4, +:4],[w:Bastard Sword 2H+4, +:4]{{}}DmgData=[w:Bastard Sword+4,+:4],[w:Bastard Sword 2H+4,+:4]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str Bonus}}{{Damage=+4, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'},
- {name:'Bastard-Sword-Cursed',type:'melee',ct:'6',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Bastard-sword,Melee,1H,Long-blade,Cursed-Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Cursed-Bastard-Sword]{{}}%{MI-DB|Cursed-Bastard-Sword}'},
- {name:'Battle-Axe',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Battle Axe}}Specs=[Battle-Axe,Melee,1H,Axe],[Battle-Axe,Melee,2H,Axe]{{}}WeapData=[st:Battle-Axe]{{}}ToHitData=[w:Battle Axe,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,ara:-3|-2|-1|-1|0|0|1|1|2,rc:uncharged]{{}}DmgData=[w:Battle Axe,sb:1,+:0,SM:1d8,L:1d12]{{}}%{MI-DB|Weapon-Info}{{subtitle=Axe}}{{Speed=[[7]]}}{{Weapon=1-handed Melee axe}}{{To-hit=+0 + str bonus}}{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0, SM:1d8, L:1d12 + str bonus}}{{Looks Like=A stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end.}}{{hide1=Battle axes are also called broad axes.\nThe battle axe is a footman\'s weapon, giving these soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, a battle axe is a one-handed weapon (but can be wielded two-handed for no advantage).}}{{desc=A standard Battle Axe of good quality, but nothing special}}'},
- {name:'Battle-Axe+1',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+1,+:1]{{}}DmgData=[w:Battle Axe+1,+:1]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus}}{{Damage=+1, SM:1d8, L:1d12 + Str Bonus}}{{desc=A standard Battle Axe of fine quality, good enough to be enchanted to be a +1 magical weapon}}'},
- {name:'Battle-Axe+2',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+2,+:2]{{}}DmgData=[w:Battle Axe+2,+:2]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus}}{{Damage=+2, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of excellent quality, good enough to be enchanted to be a +2 magical weapon}}'},
- {name:'Battle-Axe+3',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+3,+:3]{{}}DmgData=[w:Battle Axe+3,+:3]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus}}{{Damage=+3, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of exceptional quality with a gleaming blade, good enough to be enchanted to be a +3 magical weapon}}'},
- {name:'Battle-Axe+4',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+4,+:4]{{}}DmgData=[w:Battle Axe+4,+:4]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus}}{{Damage=+4, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of fantastic quality with a shining blade and an edge that glints, good enough to be enchanted to be a +4 magical weapon}}'},
- {name:'Battle-Axe-Cursed',type:'melee',ct:'7',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Battle-Axe,Melee,1H,Axe,Cursed-Battle-Axe],[Battle-Axe,Melee,2H,Axe,Cursed-Battle-Axe]{{}}%{MI-DB|Cursed-Battle-Axe}'},
- {name:'Bec-de-Corbin',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bec de Corbin}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee pole arm}}Specs=[bec de corbin,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Bec de Corbin,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8,sp:9,ara:2|2|2|0|0|0|0|0|-1,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing \\amp Bludgeoning}}{{Damage=+0+str bonus, SM:1d8, L:1d6}}DmgData=[w:Bec de Corbin,sb:1,+:0,SM:1d8,L:1d6]{{desc=This is a normal Bec de Corbin, a type of polearm. the point is sharp and keen, but nothing special.}}{{hide1=This was a highly specialized weapon of the upper classes during the late middle ages and the early renaissance. It is an early can-opener designed specifically to deal with plate armor. the pick or beak is made to punch through plate, while the hammer side can be used to give a stiff blow. the end is fitted with a short blade for dealing with unarmored or helpless foes. The weapon is about eight feet long. Since the weapon relies on impact, a great deal of swinging space is needed.}}'},
- {name:'Belaying-Pin',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Belaying Pin}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[4]]}}{{Size=Small}}{{Weapon=1-handed melee club}}Specs=[Belaying Pin,Melee,1H,Clubs]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Belaying Pin,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:4,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d3, L:1d3}}DmgData=[w:Belaying Pin,sb:1,+:0,SM:1d3,L:1d3]{{desc=A short rod of wood or metal. It\'s inserted in a hole bored through a ship\'s rail, and ship\'s ropes are made fast (tied) to it. It can be yanked free and used in a fight. Anyone who loses a weapon or starts out without one ends up with a belaying pin in their hand.}}'},
- {name:'Bill-guisarme',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bill-guisarme}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee pole arm}}Specs=[Bill-guisarme,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Bill-guisarme,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:7-8,sp:10,ara:0|0|0|0|0|0|1|0|0,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing \\amp Slashing}}{{Damage=+0+Str Bonus, SM:2d4, L:1d10}}DmgData=[w:Bill-guisarme,sb:1,+:0,SM:2d4,L:1d10]{{desc=This is a normal Bill-guisarme, a type of Polearm. The point is sharp and keen, but nothing special.}}{{hide1=A particularly bizarre-looking combination weapon, the bill-guisarme is an outgrowth of the common bill hook. Mounted on a seven- to eight-foot-long pole, it has a combination of a heavy cleaver blade, a jutting back spike, and a hook or spike on the end. Thus, it can be used in several different ways. Like most polearms, it requires lots of room to use.}}'},
- {name:'Blowgun',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Blowgun}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed ranged blowgun}}Specs=[Blowgun,Ranged,1H,Blowgun]{{To-hit=+0 +Dex Bonus}}ToHitData=[w:Blowgun,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:M,ty:P,sp:5,rc:uncharged]{{Attacks=2 per round + specialisation \\amp level, Piercing}}{{desc=This is a normal blowgun. The tube is clean and smooth, but nothing special.}}'},
- {name:'Bo-stick',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bo stick}}{{subtitle=Staff}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Quarterstaff,Melee,2H,Staff]{{To-hit=+0 + Str bonus}}ToHitData=[w:Bo stick,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,ara:-9|-7|-5|-3|-1|0|1|0|3]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Bo stick,sb:1,+:0,SM:1d6,L:1d4]{{desc=A good, hardwood staff that is well balanced but nothing out of the ordinary. Unlike a quarterstaff, not iron-shod so does less damage vs. large, but shares the same proficiency.}}'},
- {name:'Bolas',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bolas}}{{subtitle=Bolas}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=1-handed ranged bolas}}Specs=[Bolas,ranged,1H,Bolas]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Bolas,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:b,sp:8,msg:If doing a *Called Shot* must declair intended outcome before attack]{{Attacks=1 per round, doing 1d8 damage}}AmmoData=[w:Bolas,t:Bolas,sb:1,+:0,SM:1d3,L:1d2,cmd:!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Bolas Entanglement|99|0|Entangled until successful strength check|fishing-net,msg:Wraps around target taking 1 full round and a Strength check to free themselves]{{Range=S:30, M:60, L:90}}RangeData=[st:bolas,r:3/6/9]{{Looks Like=Three balls attached to ropes or cords about a yard in length; the other ends of the cords are tied together in a knot.}}{{desc= The wielder of the bolas whirls them by the knot and throws them at a target; if they hit, they wrap around the target, with the balls smashing painfully into the target as they connect.}}{{hide1=Once they have wrapped themselves around a target, it takes the victim one full round and a successful ability check vs. Strength to get them free. (If the character fails his Strength check, he does not get the bolas free this round.)\nThis weapon does only a little damage, but it is especially useful if you are using the Hit Locations rules from the *Combat Rules* chapter}}'},
- {name:'Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Broadsword}}Specs=[Broad sword,Melee,1H,Long-blade],[Broad sword,Melee,1H,Long-blade]{{}}ToHitData=[w:Broadsword,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,ara:-3|-2|-1|0|0|1|1|1|2,rc:uncharged,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:5]{{}}DmgData=[w:Broadsword,sb:1,+:0,SM:2d4,L:1+1d6],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handled melee long blade}}{{To-hit=+0 + Str Bonus}}{{Attack=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0 + Str Bonus, \nvs. SM:2d4, L:1+1d6}}{{Looks Like=A medium-sized blade designed for slashing.}}{{hide1=Any medium-sized blade designed for slashing can be called a broadsword. In ancient times, the best blades fall into this category; by the Middle Ages, this describes a civilian\'s sword or a court blade. Later broadswords were built with basket hilts, which give the weapon user a +1 bonus on any block attempts.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
- {name:'Broadsword-Magical',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Broad sword,Melee,1H,Long-blade,Magical-Broadsword],[Broad sword,Melee,1H,Long-blade,Magical-Broadsword]{{}}%{MI-DB|Magical-Broadsword}'},
- {name:'Cestus',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cestus}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee glove}}Specs=[Cestus|Innate,Melee,1H,Punch]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Cestus,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d3}}DmgData=[w:Cestus,sb:1,+:0,SM:1d4,L:1d3]{{desc=A glovelike weapon, studded with sharp spikes and edges on the back of the glove and across the knuckles. Cestus, because it is simply a bonus to punching-type attacks, does not require weapon proficiency; anyone can use cesti with no proficiency penalty. Therefore, Specialization with Cestus costs only weapon proficiency slot.}}'},
- {name:'Chain',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Chain}}{{subtitle=Melee Weapon}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=2-handed melee chain}}Specs=[Chain,Ranged,2H,Chain]{{To-hit=+0 + Str bonus}}ToHitData=[w:Chain,sb:1,dx:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,sp:5,wt:4,msg:Especially useful for called shots; parry; disarm; pull/trip; dismounting riders; snag rider\'s head]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4+1, L:1d4, + Str bonus}}AmmoData=[w:Chain,t:Chain,sb:1,+:0,SM:1+1d4,L:1d4,ru:1,rc:uncharged]{{Range=S:5, M:10, L:20}}RangeData=[t:Chain,+:0,r:=5/10/20]{{desc=A 6ft or 10ft length of chain with weights at both ends. In combat, it\'s whirled very fast, the weighted end inflicting the damage on the target.\nThe chain combines some of the useful traits of melee weapons and the lasso. You can attack with it for normal Called Shots, Disarm, Parry, and Strike/Thrust maneuvers. Additionally, you can perform three of the lasso\'s five special functions: Pull/Trip by striking at a target\'s legs, Dismount a Rider, and Snag a Rider\'s Head.}}'},
- {name:'Club',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Club}}Specs=[Club,Melee,1H,Clubs],[Club,Melee,2H,Clubs]{{}}WeapData=[w:Club,st:Club]{{}}ToHitData=[w:Club,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,ara:-5|-4|-3|-2|-1|-1|0|0|1,rc:uncharged]{{}}DmgData=[w:Club,sb:1,+:0,SM:1d6,L:1d3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bludgeoning Weapon}}{{Speed=[[4]]}}{{Weapon=1-handed melee club}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d6, L:1d3}}{{Looks Like=Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club\'s widespread use.}}{{desc=This is a good but ordinary club. The wood is hard and heavy, but somewhat dull with smears of something brown.}}'},
- {name:'Club+1',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+1,+:1]{{}}DmgData=[w:Club+1,+:1]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus}}{{Damage=+1 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and heavy with a silvery sheen, and is a +[[1]] magical weapon at all times.}}'},
- {name:'Club+2',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+2,+:2]{{}}DmgData=[w:Club+2,+:2]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus}}{{Damage=+2 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and a good weight which gleams, and is a +[[2]] magical weapon at all times.}}'},
- {name:'Club+3',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+3,+:3]{{}}DmgData=[w:Club+3,+:3]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus}}{{Damage=+3 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and shines, and has an excellent balance, and is a +[[3]] magical weapon at all times.}}'},
- {name:'Club+4',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+4,+:4]{{}}DmgData=[w:Club+4,+:4]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus}}{{Damage=+4 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and light, shining with a local aura, and is a +[[4]] magical weapon at all times.}}'},
+ version:7.03,
+ db:[{name:'Awl-Pike',type:'melee',ct:'13',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Awl Pike}}Specs=[Awl Pike,Melee,2H,Polearm]{{subtitle=Polearm}}ToHitData=[w:Awl Pike,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:12-20,sp:13,ara:-1|0|0|0|0|0|0|-1|-2,rc:uncharged]{{}}WeapData=[w:Awl-Pike,gp:5,wt:12]{{}}%{MI-DB-Weapons-StdPlus|Weapon-Info}{{Speed=[[13]]}}Speed=[13,uncharged]{{Size=Large}}{{Weapon=2-handed melee polearm}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per 2 rounds + specialisation \\amp level, Piercing}}{{Damage=SM:1d6, L:1d12, + Str Bonus}}DmgData=[w:Awl Pike,sb:1,+:0,SM:1d6,L:1d12]{{Looks Like=Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head.}}{{desc=This is a normal Awl Pike, a type of Polearm. The point is sharp and keen, but nothing special. However, it still does double damage when set to receive a charge.}}{{hide1= It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.}}'},
+ {name:'Awl-Pike+Magical',type:'melee',ct:'13',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Awl Pike,Melee,2H,Polearm,Awl-Pike]{{}}WeapData=[w:Awl-Pike,query:weaponMagic,rc:^^weaponMagic#2^^,gp:(5+^^weaponMagic#3^^)]{{}}ToHitData=[w:Awl Pike^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Awl Pike^^weaponMagic#0^^,sb:1,+:^^weaponMagic#1^^,SM:1d6,L:1d12]{{}}%{MI-DB-Weapons-StdPlus|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}{{subtitle=^^weaponMagic#2^^ Polearm}}{{Speed=[[13]]}}Speed=[13,uncharged]{{Size=Large}}{{Weapon=^^weaponMagic#2^^ 2-handed melee polearm}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Attacks=1 per 2 rounds + specialisation \\amp level, Piercing}}{{Damage=SM:1d6^^weaponMagic#0^^, L:1d12^^weaponMagic#0^^, + Str Bonus}}{{Looks Like=Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head.}}{{hide1=It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.}}{{desc=This is an Awl Pike, a type of Polearm. The point is sharp and keen, and there might even be something special about it. It does double damage when set to receive a charge.}}'},
+ {name:'Ballista',type:'ranged',ct:'10',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Ballista}}{{subtitle=Crossbow}}{{Speed=[[10]]}}{{Size=Huge}}{{Weapon=4-handed ranged crossbow}}Specs=[Ballista,Ranged,4H,Crossbow]{{}}WeapData=[w:Medium Ballista,gp:300,wt:200]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Ballista,sb:0,db:1,+:0,n:1/2,ch:19,cm:2,sz:H,ty:P,sp:10]{{Attacks=1 per 2 rounds + level \\amp specialisation, Piercing}}{{desc=This is a ballista, somewhat like a very heavy crossbow, huge and requires four hands (two people) to operate. Made of good quality wood and various metals, it is somewhat difficult to reload, and is nothing special}}'},
+ {name:'Bardiche',type:'melee',ct:'9',charge:'uncharged',cost:'7',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Bardiche}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Bardiche,Melee,2H,Polearm]{{}}WeapData=[w:Bardiche,gp:7,wt:12]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Bardiche,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:S,r:5-8,sp:9,ara:-2|-1|0|0|1|1|2|2|3,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0, SM:1d6, L:1d12, + Str Bonus}}DmgData=[w:Awl Pike,sb:1,+:0,SM:1d6,L:1d12]{{desc=This is a normal Bardiche, a type of Polearm. The point is sharp and keen, but nothing special.}}{{hide1=One of the simplest of polearms, the bardiche is an elongated battle axe. A large curving axe-head is mounted on the end of a shaft 5 to 8 feet long. It probably grew out of common peasant tools and was popular with them. One relative disadvantage is that the bardiche required more space to wield than a pike or a spear.}}'},
+ {name:'Bastard-Sword',type:'melee',ct:'6',charge:'uncharged',cost:'25',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Bastard Sword}}Specs=[Bastard-sword, Melee, 1H, Long-blade],[Bastard-sword, Melee, 2H, Long-blade]{{}}WeapData=[w:Bastard-Sword,st:Bastard-Sword,gp:25,wt:10]{{}}ToHitData=[w:Bastard-Sword, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:6,ara:-2|-1|0|0|0|0|0|+1|+2,rc:uncharged],[w:Bastard-Sword 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8,ara:0|0|1|1|1|1|1|1|0]{{}}DmgData=[w:Bastard-Sword,sb:1,+:0,SM:1d8,L:1d12],[w:Bastard-Sword 2H,sb:1,+:0,SM:2d4,L:2d8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=1H [[6]], 2H [[8]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}{{To-hit=+0 + Str Bonus}}{{Damage=1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Looks Like=This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one- or two-handed.}}{{hide1=Use the speed factor and damage appropriate to the grip. If it is used two-handed, your character cannot employ a shield.}}{{desc=This is a normal Bastard Sword. The blade is sharp and keen, but nothing out of the ordinary.}}'},
+ {name:'Bastard-Sword+1',type:'melee',ct:'6',charge:'uncharged',cost:'525',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[gp:525]{{}}ToHitData=[w:Bastard Sword+1, +:1],[w:Bastard Sword 2H+1, +:1]{{}}DmgData=[w:Bastard Sword+1,+:1],[w:Bastard Sword 2H+1,+:1]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str Bonus}}{{Damage=+1, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'},
+ {name:'Bastard-Sword+2',type:'melee',ct:'6',charge:'uncharged',cost:'1025',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[gp:1025]{{}}ToHitData=[w:Bastard Sword+2, +:2],[w:Bastard Sword 2H+2, +:2]{{}}DmgData=[w:Bastard Sword+2,+:2],[w:Bastard Sword 2H+2,+:2]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str Bonus}}{{Damage=+2, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'},
+ {name:'Bastard-Sword+3',type:'melee',ct:'6',charge:'uncharged',cost:'1525',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[gp:1525]{{}}ToHitData=[w:Bastard Sword+3, +:3],[w:Bastard Sword 2H+3, +:3]{{}}DmgData=[w:Bastard Sword+3,+:3],[w:Bastard Sword 2H+3,+:3]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str Bonus}}{{Damage=+3, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'},
+ {name:'Bastard-Sword+4',type:'melee',ct:'6',charge:'uncharged',cost:'2025',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[gp:2025]{{}}ToHitData=[w:Bastard Sword+4, +:4],[w:Bastard Sword 2H+4, +:4]{{}}DmgData=[w:Bastard Sword+4,+:4],[w:Bastard Sword 2H+4,+:4]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str Bonus}}{{Damage=+4, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'},
+ {name:'Bastard-Sword-Cursed',type:'melee',ct:'6',charge:'cursed',cost:'(25+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Bastard-sword,Melee,1H,Long-blade,Cursed-Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Cursed-Bastard-Sword]{{}}%{MI-DB|Cursed-Bastard-Sword}'},
+ {name:'Battle-Axe',type:'melee',ct:'7',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Battle Axe}}Specs=[Battle-Axe,Melee,1H,Axe],[Battle-Axe,Melee,2H,Axe]{{}}WeapData=[st:Battle-Axe,gp:5,wt:7]{{}}ToHitData=[w:Battle Axe,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,ara:-3|-2|-1|-1|0|0|1|1|2,rc:uncharged]{{}}DmgData=[w:Battle Axe,sb:1,+:0,SM:1d8,L:1d12]{{}}%{MI-DB|Weapon-Info}{{subtitle=Axe}}{{Speed=[[7]]}}{{Weapon=1-handed Melee axe}}{{To-hit=+0 + str bonus}}{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0, SM:1d8, L:1d12 + str bonus}}{{Looks Like=A stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end.}}{{hide1=Battle axes are also called broad axes.\nThe battle axe is a footman\'s weapon, giving these soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, a battle axe is a one-handed weapon (but can be wielded two-handed for no advantage).}}{{desc=A standard Battle Axe of good quality, but nothing special}}'},
+ {name:'Battle-Axe+1',type:'melee',ct:'7',charge:'uncharged',cost:'505',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}WeapData=[gp:505]{{}}ToHitData=[w:Battle Axe+1,+:1]{{}}DmgData=[w:Battle Axe+1,+:1]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus}}{{Damage=+1, SM:1d8, L:1d12 + Str Bonus}}{{desc=A standard Battle Axe of fine quality, good enough to be enchanted to be a +1 magical weapon}}'},
+ {name:'Battle-Axe+2',type:'melee',ct:'7',charge:'uncharged',cost:'1005',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}WeapData=[gp:1005]{{}}ToHitData=[w:Battle Axe+2,+:2]{{}}DmgData=[w:Battle Axe+2,+:2]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus}}{{Damage=+2, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of excellent quality, good enough to be enchanted to be a +2 magical weapon}}'},
+ {name:'Battle-Axe+3',type:'melee',ct:'7',charge:'uncharged',cost:'1505',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}WeapData=[gp:1505]{{}}ToHitData=[w:Battle Axe+3,+:3]{{}}DmgData=[w:Battle Axe+3,+:3]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus}}{{Damage=+3, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of exceptional quality with a gleaming blade, good enough to be enchanted to be a +3 magical weapon}}'},
+ {name:'Battle-Axe+4',type:'melee',ct:'7',charge:'uncharged',cost:'2005',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}WeapData=[gp:2005]{{}}ToHitData=[w:Battle Axe+4,+:4]{{}}DmgData=[w:Battle Axe+4,+:4]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus}}{{Damage=+4, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of fantastic quality with a shining blade and an edge that glints, good enough to be enchanted to be a +4 magical weapon}}'},
+ {name:'Battle-Axe-Cursed',type:'melee',ct:'7',charge:'cursed',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Battle-Axe,Melee,1H,Axe,Cursed-Battle-Axe],[Battle-Axe,Melee,2H,Axe,Cursed-Battle-Axe]{{}}%{MI-DB|Cursed-Battle-Axe}'},
+ {name:'Bec-de-Corbin',type:'melee',ct:'9',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Bec de Corbin}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee pole arm}}Specs=[bec de corbin,melee,2H,polearm]{{}}WeapData=[w:Bec-de-Corbin,gp:8,wt:10]{{To-Hit=+0 + str bonus}}ToHitData=[w:Bec de Corbin,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8,sp:9,ara:2|2|2|0|0|0|0|0|-1,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing \\amp Bludgeoning}}{{Damage=+0+str bonus, SM:1d8, L:1d6}}DmgData=[w:Bec de Corbin,sb:1,+:0,SM:1d8,L:1d6]{{desc=This is a normal Bec de Corbin, a type of polearm. the point is sharp and keen, but nothing special.}}{{hide1=This was a highly specialized weapon of the upper classes during the late middle ages and the early renaissance. It is an early can-opener designed specifically to deal with plate armor. the pick or beak is made to punch through plate, while the hammer side can be used to give a stiff blow. the end is fitted with a short blade for dealing with unarmored or helpless foes. The weapon is about eight feet long. Since the weapon relies on impact, a great deal of swinging space is needed.}}'},
+ {name:'Belaying-Pin',type:'melee',ct:'4',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Belaying Pin}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[4]]}}{{Size=Small}}{{Weapon=1-handed melee club}}Specs=[Belaying Pin,Melee,1H,Clubs]{{}}WeapData=[w:Belaying Pin,gp:0.02,wt:2]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Belaying Pin,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:4,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d3, L:1d3}}DmgData=[w:Belaying Pin,sb:1,+:0,SM:1d3,L:1d3]{{desc=A short rod of wood or metal. It\'s inserted in a hole bored through a ship\'s rail, and ship\'s ropes are made fast (tied) to it. It can be yanked free and used in a fight. Anyone who loses a weapon or starts out without one ends up with a belaying pin in their hand.}}'},
+ {name:'Bill-guisarme',type:'melee',ct:'10',charge:'uncharged',cost:'7',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Bill-guisarme}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee pole arm}}Specs=[Bill-guisarme,Melee,2H,Polearm]{{}}WeapData=[w:Bill-Guisarme,gp:7,wt:15]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Bill-guisarme,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:7-8,sp:10,ara:0|0|0|0|0|0|1|0|0,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing \\amp Slashing}}{{Damage=+0+Str Bonus, SM:2d4, L:1d10}}DmgData=[w:Bill-guisarme,sb:1,+:0,SM:2d4,L:1d10]{{desc=This is a normal Bill-guisarme, a type of Polearm. The point is sharp and keen, but nothing special.}}{{hide1=A particularly bizarre-looking combination weapon, the bill-guisarme is an outgrowth of the common bill hook. Mounted on a seven- to eight-foot-long pole, it has a combination of a heavy cleaver blade, a jutting back spike, and a hook or spike on the end. Thus, it can be used in several different ways. Like most polearms, it requires lots of room to use.}}'},
+ {name:'Blowgun',type:'ranged',ct:'5',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Blowgun}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed ranged blowgun}}Specs=[Blowgun,Ranged,1H,Blowgun]{{}}WeapData=[w:Blowgun,gp:5,wt:2]{{To-hit=+0 +Dex Bonus}}ToHitData=[w:Blowgun,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:M,ty:P,sp:5,rc:uncharged]{{Attacks=2 per round + specialisation \\amp level, Piercing}}{{desc=This is a normal blowgun. The tube is clean and smooth, but nothing special.}}'},
+ {name:'Bo-stick',type:'melee',ct:'4',charge:'uncharged',cost:'0.04',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bo stick}}{{subtitle=Staff}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Quarterstaff,Melee,2H,Staff]{{}}WeapData=[w:Bo stick,gp:0.04,wt:4]{{To-hit=+0 + Str bonus}}ToHitData=[w:Bo stick,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,ara:-9|-7|-5|-3|-1|0|1|0|3]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Bo stick,sb:1,+:0,SM:1d6,L:1d4]{{desc=A good, hardwood staff that is well balanced but nothing out of the ordinary. Unlike a quarterstaff, not iron-shod so does less damage vs. large, but shares the same proficiency.}}'},
+ {name:'Bolas',type:'ranged',ct:'8',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bolas}}{{subtitle=Bolas}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=1-handed ranged bolas}}Specs=[Bolas,ranged,1H,Bolas]{{}}WeapData=[w:Bolas,gp:0.5,wt:2]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Bolas,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:b,sp:8,msg:If doing a *Called Shot* must declair intended outcome before attack]{{Attacks=1 per round, doing 1d8 damage}}AmmoData=[w:Bolas,t:Bolas,sb:1,+:0,SM:1d3,L:1d2,cmd:!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Bolas Entanglement|99|0|Entangled until successful strength check|fishing-net,msg:Wraps around target taking 1 full round and a Strength check to free themselves]{{Range=S:30, M:60, L:90}}RangeData=[st:bolas,r:3/6/9]{{Looks Like=Three balls attached to ropes or cords about a yard in length; the other ends of the cords are tied together in a knot.}}{{desc= The wielder of the bolas whirls them by the knot and throws them at a target; if they hit, they wrap around the target, with the balls smashing painfully into the target as they connect.}}{{hide1=Once they have wrapped themselves around a target, it takes the victim one full round and a successful ability check vs. Strength to get them free. (If the character fails his Strength check, he does not get the bolas free this round.)\nThis weapon does only a little damage, but it is especially useful if you are using the Hit Locations rules from the *Combat Rules* chapter}}'},
+ {name:'Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Broadsword}}Specs=[Broad sword,Melee,1H,Long-blade],[Broad sword,Melee,1H,Long-blade]{{}}WeapData=[w:Broadsword,gp:10,wt:4]{{}}ToHitData=[w:Broadsword,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,ara:-3|-2|-1|0|0|1|1|1|2,rc:uncharged,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:5]{{}}DmgData=[w:Broadsword,sb:1,+:0,SM:2d4,L:1+1d6],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handled melee long blade}}{{To-hit=+0 + Str Bonus}}{{Attack=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0 + Str Bonus, \nvs. SM:2d4, L:1+1d6}}{{Looks Like=A medium-sized blade designed for slashing.}}{{hide1=Any medium-sized blade designed for slashing can be called a broadsword. In ancient times, the best blades fall into this category; by the Middle Ages, this describes a civilian\'s sword or a court blade. Later broadswords were built with basket hilts, which give the weapon user a +1 bonus on any block attempts.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Broadsword-Magical',type:'melee',ct:'5',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Broad sword,Melee,1H,Long-blade,Magical-Broadsword],[Broad sword,Melee,1H,Long-blade,Magical-Broadsword]{{}}%{MI-DB|Magical-Broadsword}'},
+ {name:'Cestus',type:'melee',ct:'2',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cestus}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee glove}}Specs=[Cestus|Innate,Melee,1H,Punch]{{}}WeapData=[w:Cestus,gp:1,wt:2]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Cestus,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d3}}DmgData=[w:Cestus,sb:1,+:0,SM:1d4,L:1d3]{{desc=A glovelike weapon, studded with sharp spikes and edges on the back of the glove and across the knuckles. Cestus, because it is simply a bonus to punching-type attacks, does not require weapon proficiency; anyone can use cesti with no proficiency penalty. Therefore, Specialization with Cestus costs only weapon proficiency slot.}}'},
+ {name:'Chain',type:'ranged',ct:'5',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Chain}}{{subtitle=Melee Weapon}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=2-handed melee chain}}Specs=[Chain,Ranged,2H,Chain]{{}}WeapData=[w:Chain,gp:0.5,wt:3]{{To-hit=+0 + Str bonus}}ToHitData=[w:Chain,sb:1,dx:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,sp:5,msg:Especially useful for called shots; parry; disarm; pull/trip; dismounting riders; snag rider\'s head]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4+1, L:1d4, + Str bonus}}AmmoData=[w:Chain,t:Chain,sb:1,+:0,SM:1+1d4,L:1d4,ru:1,rc:uncharged]{{Range=S:5, M:10, L:20}}RangeData=[t:Chain,+:0,r:=5/10/20]{{desc=A 6ft or 10ft length of chain with weights at both ends. In combat, it\'s whirled very fast, the weighted end inflicting the damage on the target.\nThe chain combines some of the useful traits of melee weapons and the lasso. You can attack with it for normal Called Shots, Disarm, Parry, and Strike/Thrust maneuvers. Additionally, you can perform three of the lasso\'s five special functions: Pull/Trip by striking at a target\'s legs, Dismount a Rider, and Snag a Rider\'s Head.}}'},
+ {name:'Club',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Club}}Specs=[Club,Melee,1H,Clubs],[Club,Melee,2H,Clubs]{{}}WeapData=[w:Club,st:Club,gp:0,wt:3]{{}}ToHitData=[w:Club,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,ara:-5|-4|-3|-2|-1|-1|0|0|1,rc:uncharged]{{}}DmgData=[w:Club,sb:1,+:0,SM:1d6,L:1d3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bludgeoning Weapon}}{{Speed=[[4]]}}{{Weapon=1-handed melee club}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d6, L:1d3}}{{Looks Like=Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club\'s widespread use.}}{{desc=This is a good but ordinary club. The wood is hard and heavy, but somewhat dull with smears of something brown.}}'},
+ {name:'Club+1',type:'melee',ct:'4',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}WeapData=[gp:500]{{}}ToHitData=[w:Club+1,+:1]{{}}DmgData=[w:Club+1,+:1]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus}}{{Damage=+1 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and heavy with a silvery sheen, and is a +[[1]] magical weapon at all times.}}'},
+ {name:'Club+2',type:'melee',ct:'4',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}WeapData=[gp:1000]{{}}ToHitData=[w:Club+2,+:2]{{}}DmgData=[w:Club+2,+:2]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus}}{{Damage=+2 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and a good weight which gleams, and is a +[[2]] magical weapon at all times.}}'},
+ {name:'Club+3',type:'melee',ct:'4',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}WeapData=[gp:1500]{{}}ToHitData=[w:Club+3,+:3]{{}}DmgData=[w:Club+3,+:3]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus}}{{Damage=+3 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and shines, and has an excellent balance, and is a +[[3]] magical weapon at all times.}}'},
+ {name:'Club+4',type:'melee',ct:'4',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}WeapData=[gp:2000]{{}}ToHitData=[w:Club+4,+:4]{{}}DmgData=[w:Club+4,+:4]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus}}{{Damage=+4 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and light, shining with a local aura, and is a +[[4]] magical weapon at all times.}}'},
{name:'Club-Cursed',type:'melee',ct:'4',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Club,Melee,1H,Clubs,Cursed-Club],[Club,Melee,2H,Clubs,Cursed-Club]{{}}%{MI-DB|Cursed-Club}'},
- {name:'Composite-Longbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Composite Longbow}}Specs=[Composite-Longbow,Ranged,2H,Bow]{{}}ToHitData=[w:Composite Longbow,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:7,ara:-2|-1|0|0|1|2|2|3|3,rc:uncharged]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed ranged bow}}{{To-hit=+0 + any ammo, Dex and Str bonuses}}{{Attacks=2 per round regardless of level or specialisation}}{{Looks Like=If a bow is made from laminated horn, wood, bone, or any other materials, it is a composite bow. Composite long bows are usually only found in eastern campaigns. They can be fired from horseback if they have been specially built for it, at twice the normal cost.\nComposite long bows fire any kind of arrow.}}{{desc=This is a composite longbow. The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but nothing special}}'},
- {name:'Composite-Longbow+1',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow]{{}}ToHitData=[w:Composite Longbow+1,+:1,r:+0/+2/+2/+2]{{}}%{MI-DB|Composite-Longbow}{{subtitle=Magic Bow}}{{To-hit=+1 + any ammo, Dex \\amp Str bonuses}}{{desc=This is a magical longbow. The limbs are strong enough to add strength bonuses, and increase Short, Medium and Long range for each type of ammunition by 20 (PB remains at 30). Any bow string that is strung immediately seems like fine silver, and is a delight to draw. It is a magical weapon at all times, which counts even if using normal arrows.}}'},
- {name:'Composite-Longbow+2',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}ToHitData=[w:Composite Longbow+2,+:2]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+2 + any ammo, Dex \\amp Str bonuses}}'},
- {name:'Composite-Longbow+3',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}ToHitData=[w:Composite Longbow+3,+:3]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+3 + any ammo, Dex \\amp Str bonuses}}'},
- {name:'Composite-Longbow+4',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}ToHitData=[w:Composite Longbow+4,+:4]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+4 + any ammo, Dex \\amp Str bonuses}}'},
- {name:'Composite-Longbow-Cursed',type:'ranged',ct:'7',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Composite-Longbow,Ranged,2H,Bow,Cursed-Composite-Longbow]{{}}%{MI-DB|Cursed-Composite-Longbow}'},
- {name:'Composite-Shortbow',type:'ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Composite Shortbow}}Specs=[Composite-Shortbow,Ranged,2H,Bow]{{}}ToHitData=[w:Composite Shortbow,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,ara:-3|-3|-1|0|1|2|2|2|3,rc:uncharged]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}{{To-hit=+0 + any ammo, Dex \\amp Str bonuses}}{{Attacks=2 per round regardless of level or specialisation}}{{Looks Like=If a bow is made from laminated horn, wood, bone, or any other materials, it is a composite bow. Composite short bows are the favorite of horse archers everywhere. They can fire flight arrows or stone arrows.}}{{desc=This is a composite shortbow (otherwise known as a Recurve Bow). The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but nothing special}}'},
- {name:'Composite-Shortbow+Magical',type:'ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Composite-Shortbow,Ranged,2H,Bow,Magical-Composite-Shortbow]{{}}%{MI-DB|Magical-Composite-Shortbow}'},
- {name:'Cursed-Bastard-Sword',type:'melee',ct:'6',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[w:Bastard Sword^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Bastard Sword^^weaponCurse#0^^, +:^^weaponCurse#1^^],[w:Bastard Sword 2H^^weaponCurse#0^^, +:^^weaponCurse#1^^]{{}}DmgData=[w:Bastard Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Bastard Sword 2H^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Bastard-Sword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This appears to be a normal sword. The blade is sharp and keen, but there is definately something odd about it.}}'},
- {name:'Cursed-Battle-Axe',type:'melee',ct:'7',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}WeapData=[w:Battle Axe^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Battle Axe^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Battle Axe^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Battle-Axe}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^, SM:1d8, L:1d12 + Str Bonus}}{{desc=What appears to be a standard Battle Axe of reasonable quality with a gleaming blade, but there is something not quite right about it}}'},
- {name:'Cursed-Club',type:'melee',ct:'4',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}WeapData=[w:Club^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Club^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}DmgData=[w:Club^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Club}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^ + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This appears to be an ordinary club. The wood is hard and heavy, but there is something not quite right about it.}}'},
- {name:'Cursed-Composite-Longbow',type:'ranged',ct:'7',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow]{{}}WeapData=[w:Composite-Longbow,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Composite Longbow^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}%{MI-DB|Composite-Longbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Bow}}{{Weapon=2-handed cursed ranged bow}}{{To-hit=^^weaponCurse#0^^ + any ammo, Dex and Str bonuses}}{{desc=This is a composite longbow. The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but something does not seem quite right}}'},
- {name:'Cursed-Dagger',type:'melee|ranged',ct:'2',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Club^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Dagger^^weaponCurse#0^^,+:0]{{}}DmgData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^],[]{{}}AmmoData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Dagger}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus (and Dex if thrown)}}{{Damage=^^weaponCurse#0^^, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=^^weaponCurse#0^^, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=What looks like a standard dagger, perhaps of a higher quality than average, but there is something odd about it}}'},
- {name:'Cursed-Dart',type:'ranged',ct:'2',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}WeapData=[w:Dart^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Dart^^weaponCurse#0^^,+:0]{{}}AmmoData=[w:Dart^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:Dart,+:^^weaponCurse#1^^]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=^^weaponCurse#0^^, + Str \\amp Dex bonuses}}{{Ammo=^^weaponCurse#0^^, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A well made dart, but does not seem to be balanced as well as it should be}}'},
- {name:'Cursed-Longsword',type:'melee',ct:'5',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#1^^}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[w:Longsword,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}ToHitData=[w:Longsword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Longsword^^weaponCurse#0^^,+:^^weaponCurse#0^^]{{}}%{MI-DB|Longsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a fine sword. The blade is sharp and keen, but there is something wrong with it.}}'},
- {name:'Cursed-Morningstar',type:'melee',ct:'7',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}WeapData=[w:Morningstar,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}ToHitData=[w:Morning Star^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Morning Star^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Morningstar}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a special Morning Star, but perhaps not in a useful way. The iron top has very sharp spikes that seem a little hazy.}}'},
- {name:'Cursed-Quarterstaff',type:'melee',ct:'4',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[w:Quarterstaff,query:weaponCurse,+:^^weaponCurse#1^^,rc:cursed]{{}}ToHitData=[w:Quarterstaff^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Quarterstaff^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Quarterstaff}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Staff}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d6, L:1d6, + Str bonus}}{{desc=A special wooden quarterstaff that looks a bit strange for a quarterstaff - perhaps slightly bent or made of wood that is not as hard as it should be.}}'},
- {name:'Cursed-Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[w:Scimitar,query:weaponCurse,+:^^weaponCurse#1^^,rc:^^weaponCurse#2^^]{{}}ToHitData=[w:Scimitar^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Hilt Punch^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Scimitar^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Hilt Punch^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Scimitar}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is an odd magical sword. The blade looks sharp and shimmers making it difficult to inspect properly.}}'},
- {name:'Cursed-Shortsword',type:'melee',ct:'3',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}WeapData=[w:Shortsword,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}ToHitData=[w:Shortsword^^weaponCurse#0^^,+:^^weaponCurse#1^^.rc:Cursed]{{}}DmgData=[w:Shortsword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Shortsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a magical sword. The blade is sharp and keen, but seems to evade close inspection - your gaze just seems to slip past...}}'},
- {name:'Cursed-Throwing-Dagger',type:'melee|ranged',ct:'2',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed Throwing }}{{name= +0/^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:cursed]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger^^weaponCurse#0^^,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:Dagger,+:^^weaponCurse#1^^]{{}}%{MI-DB|Dagger}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=+0, ^^weaponCurse#0^^ when thrown, + Str \\amp Dex bonus}}{{Ammo=^^weaponCurse#0^^, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a well balanced throwing dagger, but something makes it ^^weaponCurse#0^^ to hit and for damage when thrown (though it has no issues if used in the hand)}}'},
- {name:'Cursed-Two-Handed-Sword',type:'melee',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed }}{{name= ^^weaponCurse#0^^}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:cursed]{{}}ToHitData=[w:Two-Handed-Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Two-Handed-Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Two-Handed-Sword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a magical sword but perhaps not of a good sort.}}'},
- {name:'Cutlass',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cutlass}}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Cutlass,melee,1H,short-blade],[Cutlass,melee,1H,short-blade]{{To-Hit=+0 + str bonus}}ToHitData=[w:Cutlass,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Cutlass Punch,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d8, + str bonus}}DmgData=[w:Cutlass,sb:1,+:0,SM:1d6,L:1d8],[w:Cutlass Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=A short, heavy sword, sharp along only one edge, with a heavy basket hilt (a protective cup) around the hilt to protect the hand.\nThe cutlass\' basket hilt provides the following benefits: it gives the wielder a +1 to attack rolls with the Parry maneuver; and it works just the same as an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade. (See the Player\'s Handbook, pages 97-98. metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects. Note: An enchanted cutlass, say a cutlass +1, does not confer the +1 to attack rolls and damage with these basket-hilt punches: only with blade attacks.)\nIn a campaign with pirates, cutlasses are common and readily available in any port community; they are much less common inland.}}'},
- {name:'Dagger',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Dagger}}Specs=[Dagger,Melee,1H,Short-blade],[Dagger,Ranged,1H,Throwing-blade]{{}}WeapData=[st:Dagger]{{}}ToHitData=[w:Dagger,sb:1,+:0,n:2,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,ara:-3|-3|-2|-2|0|0|1|1|3,rc:uncharged],[w:Dagger,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:S,ty:P,sp:2,ara:-3|-3|-2|-2|0|0|1|1|3,rc:uncharged]{{}}DmgData=[w:Dagger,sb:1,+:0,SM:1d4,L:1d3],[ ]{{}}AmmoData=[w:Dagger,t:Dagger,st:Dagger,sb:1,+:0,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee or ranged short-bladed}}{{To-hit=+0 + Str Bonus (and Dex if thrown)}}{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Damage=+0, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+0, vs. SM:1d4, L:1d3 + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A pointed, usually double-edged blade less than 2ft long}}{{hide1=Not a knife, which has a single edge and is a bit shorter than the dagger. Daggers with steel blades became necessary in order to penetrate armor. Although knights carried daggers, they were considered a weapon of last resort.}}{{desc=A standard Dagger of good quality, but otherwise ordinary}}'},
- {name:'Dagger+1',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+1,+:1],[w:Dagger+1,+:0]{{}}DmgData=[w:Dagger+1,+:1],[]{{}}AmmoData=[w:Dagger+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus (and Dex if thrown)}}{{Damage=+1, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+1, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A standard Dagger of fine quality, good enough to be enchanted to be a +1 magical weapon}}'},
- {name:'Dagger+2',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0]{{}}DmgData=[w:Dagger+2,+:2],[]{{}}AmmoData=[w:Dagger+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Damage=+2, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A dagger of exceptional quality, good enough to be enchanted to be a +2 magical weapon}}'},
- {name:'Dagger+3',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+3,+:3],[w:Dagger+3,+:0]{{}}DmgData=[w:Dagger+3,+:3],[]{{}}AmmoData=[w:Dagger+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus (and Dex if thrown)}}{{Damage=+3, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+3, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=An exquisite dagger of exceptional quality, made of prized materials which have been enchanted to be a +3 magical weapon}}'},
- {name:'Dagger+4',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+4,+:4],[w:Dagger+4,+:0]{{}}DmgData=[w:Dagger+4,+:4],[]{{}}AmmoData=[w:Dagger+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus (and Dex if thrown)}}{{Damage=+4, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+4, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A fantastical dagger of exceptional quality, engraved with swirling designs, made of priceless materials which have been enchanted to be a +4 magical weapon}}'},
- {name:'Dagger-Bone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Bone}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Bone Dagger],[w:Bone Dagger]{{}}DmgData=[w:Bone Dagger,msg:Shatters 2 in every 6 hits],[ ]{{}}AmmoData=[w:Bone Dagger,msg:Shatters 2 in every 6 hits]{{}}RangeData=[t:Dagger]{{}}%{MI-DB|Dagger}{{Looks Like=The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.\nBone daggers are made from the bones of large animals such as reindeer and bison, with one end sharpened and the handle carved to resemble the animal from which the bones came. Such daggers are relatively fragile, and stone replaced bone when early man discovered how to work with stone.}}{{desc=A Dagger with a bone blade. This is fragile and will shatter 2 times in every 6 hits}}'},
- {name:'Dagger-Cursed',type:'melee|ranged',ct:'2',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Cursed-Dagger],[Dagger,Ranged,1H,Throwing-blade,Cursed-Dagger]{{}}%{MI-DB|Cursed-Dagger}'},
- {name:'Dagger-Stone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Stone Dagger],[w:Stone Dagger]{{}}DmgData=[w:Stone Dagger,msg:Shatters 1 in every 6 hits],[ ]{{}}AmmoData=[w:Stone Dagger,msg:Shatters 1 in every 6 hits]{{}}RangeData=[t:Dagger]{{}}%{MI-DB|Dagger}{{Looks Like=The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.\nStone daggers are more difficult to make due to the composition of stone. Most stone daggers are made of flint, a hard stone that can be worked easily. The flint is chipped until the proper shape is achieved, usually that of a broad leaf, then it is sometimes lashed to a wooden handle. This sort of stone dagger has a major weak point: the place where the blade is attached to the handle. Primitive tribes know that the best stone dagger is made from a single piece of stone with the dagger\'s handle consisting of a straight section of stone. The handle is then wrapped in hide for a good grip. The average stone dagger measures 12 inches long.}}{{desc=A Dagger made of stone. This is fragile and will shatter 1 time in every 6 hits}}'},
- {name:'Daikyu',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Daikyu}}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=Ranged 2-handed bow}}Specs=[Daikyu,Ranged,2H,Bow]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Daikyu,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:7]{{Attacks=Piercing, 2 per round}}{{desc=The daikyu is the great samurai longbow. It\'s 7\' long (hence its size designation of L). Its hand-grip is not in the center of the weapon; it\'s located closer to the bottom, so the daikyu can be fired from horseback and from kneeling positions.\nThe daikyu is not exported from eastern nations. However, it is a simple task, if you are in such a nation, to commission the making of one. A western bowyer would have to have studied in the east to make one.}}'},
- {name:'Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Dart}}Specs=[Dart,Ranged,1H,Dart]{{}}ToHitData=[w:Dart,sb:1,db:1,+:0,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,ara:-5|-4|-3|-2|-1|0|1|0|1,rc:uncharged]{{}}AmmoData=[w:Dart,t:Dart,st:Dart,sb:1,+:0,SM:1d3,L:1d2,]{{}}RangeData=[t:Dart,+:0,r:1/2/4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}{{To-hit=+0, + Str \\amp Dex bonuses}}{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}{{Range=S:10, M:20, L:40}}{{Looks Like=The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Darts are known to exist among advanced caveman tribes. These darts are usually small, wooden shafts fitted with a head of bone or stone. In modern cultures, darts have leaf or arrow-shaped heads and stabilizers on the shaft\'s butt end, much like miniature arrows. Many cultures use darts for sport, hunting, and warfare on land and sea. Lizard men use barbed darts.}}{{desc=A standard Dart of good quality, but otherwise ordinary}}'},
- {name:'Dart+1',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+1]{{}}AmmoData=[w:Dart+1,+:1]{{}}RangeData=[t:Dart,+:1]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+1, + Str \\amp Dex bonuses}}{{Ammo=+1, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of excellent quality, with a very sharp tip. A +3 weapon at all times}}'},
- {name:'Dart+2',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+2]{{}}AmmoData=[w:Dart+2,+:2]{{}}RangeData=[t:Dart,+:2]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+2, + Str \\amp Dex bonuses}}{{Ammo=+2, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of very fine quality, with a sparkling tip. A +2 weapon at all times}}'},
- {name:'Dart+3',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+3]{{}}AmmoData=[w:Dart+3,+:3]{{}}RangeData=[t:Dart,+:3]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+3, + Str \\amp Dex bonuses}}{{Ammo=+3, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of exceptionally fine quality, with a sparkling tip and glowing flight feathers of many colours. A +3 weapon at all times}}'},
- {name:'Dart+4',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+4]{{}}AmmoData=[w:Dart+4,+:4]{{}}RangeData=[t:Dart,+:4]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+4, + Str \\amp Dex bonuses}}{{Ammo=+4, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of amazing quality, with a sparkling tip, tiny magical runes along its shaft, and flight feathers of birds of legend. A +4 weapon at all times}}'},
- {name:'Dart-Cursed',type:'ranged',ct:'2',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dart,Ranged,1H,Dart,Cursed-Dart]{{}}%{MI-DB|Cursed-Dart}'},
- {name:'Drusus',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Drusus}}{{subtitle=Gladius Short-Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[drusus|short-sword,melee,1H,short-blade],[drusus|short-sword,melee,1H,short-blade]{{To-Hit=+0 + str bonus}}ToHitData=[w:Sharpened Drusus,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3,msg:Must have been sharpened previous night by a *blacksmith armourer* or *weaponsmith* for 30 minutes. +1 to hit is due to sharpness. Is not a magical weapon and loses +1 if not sharpened. Permanently loses +1 and becomes ordinary *Gladius* if exposed to high heat (e.g. smith\'s forge or dragon breath)],[w:Blunt Drusus,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3,msg:Unless exposed to high heat can get sharpened at end of day for 30 minutes by *blacksmith armourer* or *weaponsmith*.]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1+1d6, L:1+1d8, + str bonus}}DmgData=[w:Sharpened Drusus,sb:1,+:0,SM:1+1d6,L:1+1d8],[w:Blunt Drusus,sb:1,+:0,SM:1d6,L:1d8]{{desc=The Drusus is a Gladius (short sword) of Exceptional quality. It looks just like an ordinary gladius; only by testing the sharpness of the blade can someone tell the difference. The Drusus has been forged so that the metal is better-tempered and holds an edge better, and then sharpened until it has a razor-like edge. Because of this, it does +1 damage and confers a non-magical +1 to attack rolls over the normal gladius.\nThe Drusus also has a disadvantage. In order to keep its keen edge, it must be regularly sharpened with a lot more attention and time than an ordinary weapon requires. After any day in which the Drusus has been fought with (even one attack!), someone with the Blacksmithing, Armorer, or Weaponsmithing secondary or nonweapon proficiency, must sharpen the blade for half an hour ... or, on the next day, it will act as an ordinary short sword (losing its to-hit and damage bonus) until it is so sharpened.\nExposure to high heat (a smith\'s forge, dragon\'s breath, lava, etc.) will ruin the temper on a Drusus, turning it into an ordinary short sword and forever destroying its bonus on attack and damage rolls.}}'},
- {name:'Fauchard',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Fauchard}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Fauchard,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:8,ara:-2|-2|-1|-1|0|0|0|-1|-1,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, piercing \\amp Slashing}}{{Damage=+0, vs. SM:1d6, l:1d8, + str bonus}}DmgData=[w:fauchard,sb:1,+:0,SM:1d6,L:1d8]{{desc=This is a normal Fauchard, a type of polearm. The point is sharp and keen, but nothing special.\nAn outgrowth of the sickle and scythe, the Fauchard is a long, inward curving blade mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into this weapon of war.}}'},
- {name:'Fauchard-Fork',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Fauchard-Fork}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Fauchard-Fork,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:8,ara:-1|-1|-1|0|0|0|1|0|1,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs. SM:1d8, L1d10, + Str bonus}}DmgData=[w:Fauchard-Fork,sb:1,+:0,SM:1d8,L:1d10]{{desc=This is a normal Fauchard-Fork, a type of Polearm. The blade is sharp and keen, but nothing special.\nThis is an attempted improvement on the fauchard, adding a long spike or fork to the back of the blade. Supposedly this improves the thrusting ability of the weapon. It is still an inefficient weapon.}}'},
- {name:'Flail+1',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Footmans Flail,Melee,1H,Flails,Footmans-flail]{{}}ToHitData=[w:Footmans Flail+1,+:1]{{}}DmgData=[w:Footmans Flail+1,+:1]{{}}%{MI-DB|Footmans-Flail}{{To-hit=+1 + Str Bonus}}{{Damage=+1 vs. SM:1d6+1, L:2d4 + Str bonus}}{{desc=A Footman\'s Flail of very good quality, which has shiny chain, very supple and strong leather, and has a slight silvery glow about it. At all times, it is a +[[1]] weapon}}'},
- {name:'Flanged-Footmans-Mace',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Flanged}}Specs=[Footmans Mace,Melee,2H,Clubs,Footmans-Mace]{{}}WeapData=[w:Flanged-Footmans-Mace]{{}}ToHitData=[w:Flanged Footmans Mace]{{}}DmgData=[w:Flanged Footmans Mace]{{}}%{MI-DB|Footmans-Mace}{{Weapon=2-handed melee club}}{{Looks Like=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nFootman\'s maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs. As time went by, flanged heads similar to the horsemen\'s mace were used instead. This mace is a two-handed weapon.}}{{desc=This is a 2-handed Flanged Footman\'s Mace, somewhat like a Horseman\'s Mace. The business end is extra hard, but nothing special.}}'},
+ {name:'Composite-Longbow',type:'ranged',ct:'7',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Composite Longbow}}Specs=[Composite-Longbow,Ranged,2H,Bow]{{}}WeapData=[w:Composite Longbow,gp:100,wt:3]{{}}ToHitData=[w:Composite Longbow,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:7,ara:-2|-1|0|0|1|2|2|3|3,rc:uncharged]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed ranged bow}}{{To-hit=+0 + any ammo, Dex and Str bonuses}}{{Attacks=2 per round regardless of level or specialisation}}{{Looks Like=If a bow is made from laminated horn, wood, bone, or any other materials, it is a composite bow. Composite long bows are usually only found in eastern campaigns. They can be fired from horseback if they have been specially built for it, at twice the normal cost.\nComposite long bows fire any kind of arrow.}}{{desc=This is a composite longbow. The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but nothing special}}'},
+ {name:'Composite-Longbow+1',type:'ranged',ct:'7',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow]{{}}WeapData=[gp:600]{{}}ToHitData=[w:Composite Longbow+1,+:1,r:+0/+2/+2/+2]{{}}%{MI-DB|Composite-Longbow}{{subtitle=Magic Bow}}{{To-hit=+1 + any ammo, Dex \\amp Str bonuses}}{{desc=This is a magical longbow. The limbs are strong enough to add strength bonuses, and increase Short, Medium and Long range for each type of ammunition by 20 (PB remains at 30). Any bow string that is strung immediately seems like fine silver, and is a delight to draw. It is a magical weapon at all times, which counts even if using normal arrows.}}'},
+ {name:'Composite-Longbow+2',type:'ranged',ct:'7',charge:'uncharged',cost:'1100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}WeapData=[gp:1100]{{}}ToHitData=[w:Composite Longbow+2,+:2]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+2 + any ammo, Dex \\amp Str bonuses}}'},
+ {name:'Composite-Longbow+3',type:'ranged',ct:'7',charge:'uncharged',cost:'1600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}WeapData=[gp:1600]{{}}ToHitData=[w:Composite Longbow+3,+:3]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+3 + any ammo, Dex \\amp Str bonuses}}'},
+ {name:'Composite-Longbow+4',type:'ranged',ct:'7',charge:'uncharged',cost:'2100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}WeapData=[gp:2100]{{}}ToHitData=[w:Composite Longbow+4,+:4]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+4 + any ammo, Dex \\amp Str bonuses}}'},
+ {name:'Composite-Longbow-Cursed',type:'ranged',ct:'7',charge:'cursed',cost:'(100+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Composite-Longbow,Ranged,2H,Bow,Cursed-Composite-Longbow]{{}}%{MI-DB|Cursed-Composite-Longbow}'},
+ {name:'Composite-Shortbow',type:'ranged',ct:'6',charge:'uncharged',cost:'75',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Composite Shortbow}}Specs=[Composite-Shortbow,Ranged,2H,Bow]{{}}WeapData=[w:Composite Shortbow,gp:75,wt:2]{{}}ToHitData=[w:Composite Shortbow,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,ara:-3|-3|-1|0|1|2|2|2|3,rc:uncharged]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}{{To-hit=+0 + any ammo, Dex \\amp Str bonuses}}{{Attacks=2 per round regardless of level or specialisation}}{{Looks Like=If a bow is made from laminated horn, wood, bone, or any other materials, it is a composite bow. Composite short bows are the favorite of horse archers everywhere. They can fire flight arrows or stone arrows.}}{{desc=This is a composite shortbow (otherwise known as a Recurve Bow). The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but nothing special}}'},
+ {name:'Composite-Shortbow+Magical',type:'ranged',ct:'6',charge:'uncharged',cost:'(75+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Composite-Shortbow,Ranged,2H,Bow,Magical-Composite-Shortbow]{{}}%{MI-DB|Magical-Composite-Shortbow}'},
+ {name:'Cursed-Bastard-Sword',type:'melee',ct:'6',charge:'cursed',cost:'(25+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[w:Bastard Sword^^weaponCurse#0^^,query:weaponCurse,gp:(25+^^weaponCurse#3^^),rc:cursed]{{}}ToHitData=[w:Bastard Sword^^weaponCurse#0^^, +:^^weaponCurse#1^^],[w:Bastard Sword 2H^^weaponCurse#0^^, +:^^weaponCurse#1^^]{{}}DmgData=[w:Bastard Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Bastard Sword 2H^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Bastard-Sword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This appears to be a normal sword. The blade is sharp and keen, but there is definately something odd about it.}}'},
+ {name:'Cursed-Battle-Axe',type:'melee',ct:'7',charge:'cursed',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}WeapData=[w:Battle Axe^^weaponCurse#0^^,query:weaponCurse,gp:(5+^^weaponCurse#3^^),rc:cursed]{{}}ToHitData=[w:Battle Axe^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Battle Axe^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Battle-Axe}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^, SM:1d8, L:1d12 + Str Bonus}}{{desc=What appears to be a standard Battle Axe of reasonable quality with a gleaming blade, but there is something not quite right about it}}'},
+ {name:'Cursed-Club',type:'melee',ct:'4',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}WeapData=[w:Club^^weaponCurse#0^^,query:weaponCurse,gp:^^weaponCurse#3^^,rc:cursed]{{}}ToHitData=[w:Club^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}DmgData=[w:Club^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Club}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^ + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This appears to be an ordinary club. The wood is hard and heavy, but there is something not quite right about it.}}'},
+ {name:'Cursed-Composite-Longbow',type:'ranged',ct:'7',charge:'cursed',cost:'(100+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow]{{}}WeapData=[w:Composite-Longbow,query:weaponCurse,gp:(100+^^weaponCurse#3^^),rc:cursed]{{}}ToHitData=[w:Composite Longbow^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}%{MI-DB|Composite-Longbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Bow}}{{Weapon=2-handed cursed ranged bow}}{{To-hit=^^weaponCurse#0^^ + any ammo, Dex and Str bonuses}}{{desc=This is a composite longbow. The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but something does not seem quite right}}'},
+ {name:'Cursed-Dagger',type:'melee|ranged',ct:'2',charge:'cursed',cost:'(2+(250*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Club^^weaponCurse#0^^,query:weaponCurse,gp:(2+(250*^^weaponCurse#1^^)),rc:cursed]{{}}ToHitData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Dagger^^weaponCurse#0^^,+:0]{{}}DmgData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^],[]{{}}AmmoData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Dagger}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus (and Dex if thrown)}}{{Damage=^^weaponCurse#0^^, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=^^weaponCurse#0^^, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=What looks like a standard dagger, perhaps of a higher quality than average, but there is something odd about it}}'},
+ {name:'Cursed-Dart',type:'ranged',ct:'2',charge:'cursed',cost:'(0.5+(200*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}WeapData=[w:Dart^^weaponCurse#0^^,query:weaponCurse,gp:(0.5+(200*^^weaponCurse#1^^)),rc:cursed]{{}}ToHitData=[w:Dart^^weaponCurse#0^^,+:0]{{}}AmmoData=[w:Dart^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:Dart,+:^^weaponCurse#1^^]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=^^weaponCurse#0^^, + Str \\amp Dex bonuses}}{{Ammo=^^weaponCurse#0^^, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A well made dart, but does not seem to be balanced as well as it should be}}'},
+ {name:'Cursed-Longsword',type:'melee',ct:'5',charge:'Cursed',cost:'(15+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#1^^}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[w:Longsword,query:weaponCurse,+:^^weaponCurse#1^^,gp:(15+^^weaponCurse#3^^),rc:Cursed]{{}}ToHitData=[w:Longsword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Longsword^^weaponCurse#0^^,+:^^weaponCurse#0^^]{{}}%{MI-DB|Longsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a fine sword. The blade is sharp and keen, but there is something wrong with it.}}'},
+ {name:'Cursed-Morningstar',type:'melee',ct:'7',charge:'Cursed',cost:'(9+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}WeapData=[w:Morningstar,query:weaponCurse,+:^^weaponCurse#1^^,gp:(9+^^weaponCurse#3^^),rc:Cursed]{{}}ToHitData=[w:Morning Star^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Morning Star^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Morningstar}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a special Morning Star, but perhaps not in a useful way. The iron top has very sharp spikes that seem a little hazy.}}'},
+ {name:'Cursed-Quarterstaff',type:'melee',ct:'4',charge:'cursed',cost:'(250*)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[w:Quarterstaff,query:weaponCurse,+:^^weaponCurse#1^^,gp:(250*^^weaponCurse#1^^),rc:cursed]{{}}ToHitData=[w:Quarterstaff^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Quarterstaff^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Quarterstaff}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Staff}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d6, L:1d6, + Str bonus}}{{desc=A special wooden quarterstaff that looks a bit strange for a quarterstaff - perhaps slightly bent or made of wood that is not as hard as it should be.}}'},
+ {name:'Cursed-Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'(14+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[w:Scimitar,query:weaponCurse,+:^^weaponCurse#1^^,gp:(14+^^weaponCurse#3^^),rc:^^weaponCurse#2^^]{{}}ToHitData=[w:Scimitar^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Hilt Punch^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Scimitar^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Hilt Punch^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Scimitar}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is an odd magical sword. The blade looks sharp and shimmers making it difficult to inspect properly.}}'},
+ {name:'Cursed-Shortsword',type:'melee',ct:'3',charge:'Cursed',cost:'(8.5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}WeapData=[w:Shortsword,query:weaponCurse,+:^^weaponCurse#1^^,gp:(8.5+^^weaponCurse#3^^),rc:Cursed]{{}}ToHitData=[w:Shortsword^^weaponCurse#0^^,+:^^weaponCurse#1^^.rc:Cursed]{{}}DmgData=[w:Shortsword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Shortsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a magical sword. The blade is sharp and keen, but seems to evade close inspection - your gaze just seems to slip past...}}'},
+ {name:'Cursed-Throwing-Dagger',type:'melee|ranged',ct:'2',charge:'cursed',cost:'(4+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed Throwing }}{{name= +0/^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,gp:(4+^^weaponCurse#3^^),rc:cursed]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger^^weaponCurse#0^^,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:Dagger,+:^^weaponCurse#1^^]{{}}%{MI-DB|Dagger}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=+0, ^^weaponCurse#0^^ when thrown, + Str \\amp Dex bonus}}{{Ammo=^^weaponCurse#0^^, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a well balanced throwing dagger, but something makes it ^^weaponCurse#0^^ to hit and for damage when thrown (though it has no issues if used in the hand)}}'},
+ {name:'Cursed-Two-Handed-Sword',type:'melee',ct:'10',charge:'cursed',cost:'(45+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed }}{{name= ^^weaponCurse#0^^}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,gp:(45+^^weaponCurse#3^^),rc:cursed]{{}}ToHitData=[w:Two-Handed-Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Two-Handed-Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Two-Handed-Sword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a magical sword but perhaps not of a good sort.}}'},
+ {name:'Cutlass',type:'melee',ct:'5',charge:'uncharged',cost:'12',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cutlass}}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Cutlass,melee,1H,short-blade],[Cutlass,melee,1H,short-blade]{{}}WeapData=[w:Cutlass,gp:12,wt:4]{{To-Hit=+0 + str bonus}}ToHitData=[w:Cutlass,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Cutlass Punch,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d8, + str bonus}}DmgData=[w:Cutlass,sb:1,+:0,SM:1d6,L:1d8],[w:Cutlass Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=A short, heavy sword, sharp along only one edge, with a heavy basket hilt (a protective cup) around the hilt to protect the hand.\nThe cutlass\' basket hilt provides the following benefits: it gives the wielder a +1 to attack rolls with the Parry maneuver; and it works just the same as an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade. (See the Player\'s Handbook, pages 97-98. metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects. Note: An enchanted cutlass, say a cutlass +1, does not confer the +1 to attack rolls and damage with these basket-hilt punches: only with blade attacks.)\nIn a campaign with pirates, cutlasses are common and readily available in any port community; they are much less common inland.}}'},
+ {name:'Dagger',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Dagger}}Specs=[Dagger,Melee,1H,Short-blade],[Dagger,Ranged,1H,Throwing-blade]{{}}WeapData=[st:Dagger,gp:2,wt:1]{{}}ToHitData=[w:Dagger,sb:1,+:0,n:2,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,ara:-3|-3|-2|-2|0|0|1|1|3,rc:uncharged],[w:Dagger,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:S,ty:P,sp:2,ara:-3|-3|-2|-2|0|0|1|1|3,rc:uncharged]{{}}DmgData=[w:Dagger,sb:1,+:0,SM:1d4,L:1d3],[ ]{{}}AmmoData=[w:Dagger,t:Dagger,st:Dagger,sb:1,+:0,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee or ranged short-bladed}}{{To-hit=+0 + Str Bonus (and Dex if thrown)}}{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Damage=+0, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+0, vs. SM:1d4, L:1d3 + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A pointed, usually double-edged blade less than 2ft long}}{{hide1=Not a knife, which has a single edge and is a bit shorter than the dagger. Daggers with steel blades became necessary in order to penetrate armor. Although knights carried daggers, they were considered a weapon of last resort.}}{{desc=A standard Dagger of good quality, but otherwise ordinary}}'},
+ {name:'Dagger+1',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'302',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:302]{{}}ToHitData=[w:Dagger+1,+:1],[w:Dagger+1,+:0]{{}}DmgData=[w:Dagger+1,+:1],[]{{}}AmmoData=[w:Dagger+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus (and Dex if thrown)}}{{Damage=+1, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+1, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A standard Dagger of fine quality, good enough to be enchanted to be a +1 magical weapon}}'},
+ {name:'Dagger+2',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'602',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:602]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0]{{}}DmgData=[w:Dagger+2,+:2],[]{{}}AmmoData=[w:Dagger+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Damage=+2, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A dagger of exceptional quality, good enough to be enchanted to be a +2 magical weapon}}'},
+ {name:'Dagger+3',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'902',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:902]{{}}ToHitData=[w:Dagger+3,+:3],[w:Dagger+3,+:0]{{}}DmgData=[w:Dagger+3,+:3],[]{{}}AmmoData=[w:Dagger+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus (and Dex if thrown)}}{{Damage=+3, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+3, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=An exquisite dagger of exceptional quality, made of prized materials which have been enchanted to be a +3 magical weapon}}'},
+ {name:'Dagger+4',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'1202',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:1202]{{}}ToHitData=[w:Dagger+4,+:4],[w:Dagger+4,+:0]{{}}DmgData=[w:Dagger+4,+:4],[]{{}}AmmoData=[w:Dagger+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus (and Dex if thrown)}}{{Damage=+4, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+4, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A fantastical dagger of exceptional quality, engraved with swirling designs, made of priceless materials which have been enchanted to be a +4 magical weapon}}'},
+ {name:'Dagger-Bone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Bone}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Bone Dagger,gp:0.1,wt:1]{{}}ToHitData=[w:Bone Dagger],[w:Bone Dagger]{{}}DmgData=[w:Bone Dagger,msg:Shatters 2 in every 6 hits],[ ]{{}}AmmoData=[w:Bone Dagger,msg:Shatters 2 in every 6 hits]{{}}RangeData=[t:Dagger]{{}}%{MI-DB|Dagger}{{Looks Like=The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.\nBone daggers are made from the bones of large animals such as reindeer and bison, with one end sharpened and the handle carved to resemble the animal from which the bones came. Such daggers are relatively fragile, and stone replaced bone when early man discovered how to work with stone.}}{{desc=A Dagger with a bone blade. This is fragile and will shatter 2 times in every 6 hits}}'},
+ {name:'Dagger-Cursed',type:'melee|ranged',ct:'2',charge:'cursed',cost:'(2+(250*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Cursed-Dagger],[Dagger,Ranged,1H,Throwing-blade,Cursed-Dagger]{{}}%{MI-DB|Cursed-Dagger}'},
+ {name:'Dagger-Stone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Stone Dagger,gp:0.2,wt:1]{{}}ToHitData=[w:Stone Dagger],[w:Stone Dagger]{{}}DmgData=[w:Stone Dagger,msg:Shatters 1 in every 6 hits],[ ]{{}}AmmoData=[w:Stone Dagger,msg:Shatters 1 in every 6 hits]{{}}RangeData=[t:Dagger]{{}}%{MI-DB|Dagger}{{Looks Like=The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.\nStone daggers are more difficult to make due to the composition of stone. Most stone daggers are made of flint, a hard stone that can be worked easily. The flint is chipped until the proper shape is achieved, usually that of a broad leaf, then it is sometimes lashed to a wooden handle. This sort of stone dagger has a major weak point: the place where the blade is attached to the handle. Primitive tribes know that the best stone dagger is made from a single piece of stone with the dagger\'s handle consisting of a straight section of stone. The handle is then wrapped in hide for a good grip. The average stone dagger measures 12 inches long.}}{{desc=A Dagger made of stone. This is fragile and will shatter 1 time in every 6 hits}}'},
+ {name:'Daikyu',type:'ranged',ct:'7',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Daikyu}}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=Ranged 2-handed bow}}Specs=[Daikyu,Ranged,2H,Bow]{{}}WeapData=[w:Daikyu,gp:100,wt:3]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Daikyu,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:7]{{Attacks=Piercing, 2 per round}}{{desc=The daikyu is the great samurai longbow. It\'s 7\' long (hence its size designation of L). Its hand-grip is not in the center of the weapon; it\'s located closer to the bottom, so the daikyu can be fired from horseback and from kneeling positions.\nThe daikyu is not exported from eastern nations. However, it is a simple task, if you are in such a nation, to commission the making of one. A western bowyer would have to have studied in the east to make one.}}'},
+ {name:'Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Dart}}Specs=[Dart,Ranged,1H,Dart]{{}}WeapData=[w:Dart,gp:0.5,wt:0.5]{{}}ToHitData=[w:Dart,sb:1,db:1,+:0,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,ara:-5|-4|-3|-2|-1|0|1|0|1,rc:uncharged]{{}}AmmoData=[w:Dart,t:Dart,st:Dart,sb:1,+:0,SM:1d3,L:1d2,]{{}}RangeData=[t:Dart,+:0,r:1/2/4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}{{To-hit=+0, + Str \\amp Dex bonuses}}{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}{{Range=S:10, M:20, L:40}}{{Looks Like=The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Darts are known to exist among advanced caveman tribes. These darts are usually small, wooden shafts fitted with a head of bone or stone. In modern cultures, darts have leaf or arrow-shaped heads and stabilizers on the shaft\'s butt end, much like miniature arrows. Many cultures use darts for sport, hunting, and warfare on land and sea. Lizard men use barbed darts.}}{{desc=A standard Dart of good quality, but otherwise ordinary}}'},
+ {name:'Dart+1',type:'ranged',ct:'2',charge:'uncharged',cost:'200.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}WeapData=[w:Dart+1,gp:200.5]{{}}ToHitData=[w:Dart+1]{{}}AmmoData=[w:Dart+1,+:1]{{}}RangeData=[t:Dart,+:1]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+1, + Str \\amp Dex bonuses}}{{Ammo=+1, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of excellent quality, with a very sharp tip. A +3 weapon at all times}}'},
+ {name:'Dart+2',type:'ranged',ct:'2',charge:'uncharged',cost:'400.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}WeapData=[gp:400.5]{{}}ToHitData=[w:Dart+2]{{}}AmmoData=[w:Dart+2,+:2]{{}}RangeData=[t:Dart,+:2]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+2, + Str \\amp Dex bonuses}}{{Ammo=+2, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of very fine quality, with a sparkling tip. A +2 weapon at all times}}'},
+ {name:'Dart+3',type:'ranged',ct:'2',charge:'uncharged',cost:'600.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}WeapData=[gp:600.5]{{}}ToHitData=[w:Dart+3]{{}}AmmoData=[w:Dart+3,+:3]{{}}RangeData=[t:Dart,+:3]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+3, + Str \\amp Dex bonuses}}{{Ammo=+3, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of exceptionally fine quality, with a sparkling tip and glowing flight feathers of many colours. A +3 weapon at all times}}'},
+ {name:'Dart+4',type:'ranged',ct:'2',charge:'uncharged',cost:'800.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}WeapData=[gp:800.5]{{}}ToHitData=[w:Dart+4]{{}}AmmoData=[w:Dart+4,+:4]{{}}RangeData=[t:Dart,+:4]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+4, + Str \\amp Dex bonuses}}{{Ammo=+4, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of amazing quality, with a sparkling tip, tiny magical runes along its shaft, and flight feathers of birds of legend. A +4 weapon at all times}}'},
+ {name:'Dart-Cursed',type:'ranged',ct:'2',charge:'cursed',cost:'(0.5+(200*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dart,Ranged,1H,Dart,Cursed-Dart]{{}}%{MI-DB|Cursed-Dart}'},
+ {name:'Drusus',type:'melee',ct:'3',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Drusus}}{{subtitle=Gladius Short-Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[drusus|short-sword,melee,1H,short-blade],[drusus|short-sword,melee,1H,short-blade]{{}}WeapData=[w:Drusus,gp:50,wt:3]{{To-Hit=+0 + str bonus}}ToHitData=[w:Sharpened Drusus,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3,msg:Must have been sharpened previous night by a *blacksmith armourer* or *weaponsmith* for 30 minutes. +1 to hit is due to sharpness. Is not a magical weapon and loses +1 if not sharpened. Permanently loses +1 and becomes ordinary *Gladius* if exposed to high heat (e.g. smith\'s forge or dragon breath)],[w:Blunt Drusus,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3,msg:Unless exposed to high heat can get sharpened at end of day for 30 minutes by *blacksmith armourer* or *weaponsmith*.]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1+1d6, L:1+1d8, + str bonus}}DmgData=[w:Sharpened Drusus,sb:1,+:0,SM:1+1d6,L:1+1d8],[w:Blunt Drusus,sb:1,+:0,SM:1d6,L:1d8]{{desc=The Drusus is a Gladius (short sword) of Exceptional quality. It looks just like an ordinary gladius; only by testing the sharpness of the blade can someone tell the difference. The Drusus has been forged so that the metal is better-tempered and holds an edge better, and then sharpened until it has a razor-like edge. Because of this, it does +1 damage and confers a non-magical +1 to attack rolls over the normal gladius.\nThe Drusus also has a disadvantage. In order to keep its keen edge, it must be regularly sharpened with a lot more attention and time than an ordinary weapon requires. After any day in which the Drusus has been fought with (even one attack!), someone with the Blacksmithing, Armorer, or Weaponsmithing secondary or nonweapon proficiency, must sharpen the blade for half an hour ... or, on the next day, it will act as an ordinary short sword (losing its to-hit and damage bonus) until it is so sharpened.\nExposure to high heat (a smith\'s forge, dragon\'s breath, lava, etc.) will ruin the temper on a Drusus, turning it into an ordinary short sword and forever destroying its bonus on attack and damage rolls.}}'},
+ {name:'Fauchard',type:'melee',ct:'8',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Fauchard}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,melee,2H,polearm]{{}}WeapData=[w:Fauchard,gp:5,wt:7]{{To-Hit=+0 + str bonus}}ToHitData=[w:Fauchard,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:8,ara:-2|-2|-1|-1|0|0|0|-1|-1,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, piercing \\amp Slashing}}{{Damage=+0, vs. SM:1d6, l:1d8, + str bonus}}DmgData=[w:fauchard,sb:1,+:0,SM:1d6,L:1d8]{{desc=This is a normal Fauchard, a type of polearm. The point is sharp and keen, but nothing special.}}{{hide1=An outgrowth of the sickle and scythe, the Fauchard is a long, inward curving blade mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into this weapon of war.}}'},
+ {name:'Fauchard-Fork',type:'melee',ct:'8',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Fauchard-Fork}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,Melee,2H,Polearm]{{}}WeapData=[w:Fauchard Fork,gp:8,wt:9]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Fauchard-Fork,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:8,ara:-1|-1|-1|0|0|0|1|0|1,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs. SM:1d8, L1d10, + Str bonus}}DmgData=[w:Fauchard-Fork,sb:1,+:0,SM:1d8,L:1d10]{{desc=This is a normal Fauchard-Fork, a type of Polearm. The blade is sharp and keen, but nothing special.}}{{hide1=This is an attempted improvement on the fauchard, adding a long spike or fork to the back of the blade. Supposedly this improves the thrusting ability of the weapon. It is still an inefficient weapon.}}'},
+ {name:'Flail+1',type:'melee',ct:'7',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Footmans Flail,Melee,1H,Flails,Footmans-flail]{{}}WeapData=[w:Footmans Flail+1,gp:15,wt:15]{{}}ToHitData=[w:Footmans Flail+1,+:1]{{}}DmgData=[w:Footmans Flail+1,+:1]{{}}%{MI-DB|Footmans-Flail}{{To-hit=+1 + Str Bonus}}{{Damage=+1 vs. SM:1d6+1, L:2d4 + Str bonus}}{{desc=A Footman\'s Flail of very good quality, which has shiny chain, very supple and strong leather, and has a slight silvery glow about it. At all times, it is a +[[1]] weapon}}'},
+ {name:'Flanged-Footmans-Mace',type:'melee',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Flanged}}Specs=[Footmans Mace,Melee,2H,Clubs,Footmans-Mace]{{}}WeapData=[w:Flanged-Footmans-Mace,gp:10,wt:10]{{}}ToHitData=[w:Flanged Footmans Mace]{{}}DmgData=[w:Flanged Footmans Mace]{{}}%{MI-DB|Footmans-Mace}{{Weapon=2-handed melee club}}{{Looks Like=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nFootman\'s maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs. As time went by, flanged heads similar to the horsemen\'s mace were used instead. This mace is a two-handed weapon.}}{{desc=This is a 2-handed Flanged Footman\'s Mace, somewhat like a Horseman\'s Mace. The business end is extra hard, but nothing special.}}'},
{name:'Flindbar',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Flindbar}}{{subtitle=Flail}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee flail}}Specs=[Flindbar,Melee,2H,Flails]{{To-hit=+0 + Str bonus}}ToHitData=[w:Flindbar,sb:1,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=2 per round + level \\amp specialisation}}{{Damage=+0 vs SM:1d4, L:1d4}}DmgData=[w:Flindbar,sb:1,+:0,SM:1d4,L:1d4,msg:Opponent must Save vs. Wand or have their weapon entangled in the chain and torn from their grasp by the flindbar]{{desc=This is a normal Flindbar, thought to be a type of flail. A flindbar is a pair of chain-linked iron bars which are spun at great speed. The chain is somewhat rusty (but sturdy) and the bars dull, and the flindbar is nothing special.}}'},
- {name:'Footmans-Flail-Magical',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Footmans Flail,Melee,1H,Flails,Magical-Footmans-flail]{{}}%{MI-DB|Magical-Footmans-Flail}'},
- {name:'Footmans-Mace-Flanged',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Footmans Mace,Melee,2H,Clubs,Flanged-Footmans-Mace]{{}}%{MI-DB|Flanged-Footmans-Mace}'},
+ {name:'Footmans-Flail-Magical',type:'melee',ct:'7',charge:'uncharged',cost:'(15+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Footmans Flail,Melee,1H,Flails,Magical-Footmans-flail]{{}}%{MI-DB|Magical-Footmans-Flail}'},
+ {name:'Footmans-Mace-Flanged',type:'melee',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Footmans Mace,Melee,2H,Clubs,Flanged-Footmans-Mace]{{}}%{MI-DB|Flanged-Footmans-Mace}'},
{name:'Footmans-Mace-Magical',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Footmans Mace,Melee,1H,Clubs,Magical-Footmans-Mace]{{}}%{MI-DB|Magical-Footmans-Mace}'},
{name:'Footmans-Pick-Magical',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Footmans Pick,Melee,1H,Clubs,Magical-Footmans-Pick]{{}}%{MI-DB|Magical-Footmans-Pick}'},
- {name:'Footmans-flail',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s flail}}Specs=[footmans flail,melee,1H,flails],[footmans flail,melee,2H,flails]{{}}WeapData=[st:Flail]{{}}ToHitData=[w:Footmans flail,sb:1,+:0,ara:2|2|1|2|1|1|1|1|-1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Footmans flail,sb:1,+:0,SM:1+1d6,L:2d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Flail}}{{Speed=[[7]]}}{{Size=medium}}{{Weapon=1-handed melee flail}}{{To-Hit=+0, + str bonus}}{{Attacks=1 per round, + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:2d4, + str bonus}}{{Looks Like=The footman\'s flail is a sturdy wooden handle approximately four foot in length attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link.}}{{desc=A standard footman\'s flail of good quality, but nothing special}}'},
- {name:'Footmans-mace',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s Mace}}Specs=[Footmans Mace,Melee,1H,Clubs]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Footmans Mace,sb:1,+:0,ara:1|1|0|0|0|0|0|1|-1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Footmans Mace,sb:1,+:0,SM:1+1d6,L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Mace}}{{Speed=[[7]]}}{{Weapon=1-handed melee club}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:1d6, + Str bonus}}{{Looks Like=A club with a stone or iron head}}{{hide1=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nFootman\'s maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs.}}{{desc=This is a normal Footman\'s Mace. The business end is extra hard, but nothing special.}}'},
- {name:'Footmans-pick',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s Pick}}Specs=[Footmans Pick,Melee,1H,Picks],[Footmans Pick,Melee,2H,Picks]{{}}WeapData=[st:Pick]{{}}ToHitData=[w:Footmans Pick,sb:1,+:0,ara:2|2|1|1|0|-1|-1|-1|0,n:1,ch:20,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:7]{{}}DmgData=[w:Footmans Pick,sb:1,+:0,SM:1+1d6,L:2d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Pick}}{{Speed=[[7]]}}{{Weapon=1-handed melee pick}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round, + level \\amp specialisation, Piercing}}{{Damage=+0, vs. SM:1d6+1, L:2d4, + Str bonus}}{{Looks Like=The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. The footman\'s version of this weapon has a longer haft (up to 5\'), enabling it to be wielded with two hands. The weapon weighs about six pounds and can be swung with great penetrating force.}}{{desc=This is a normal Footman\'s Pick. The business end is wickedly pointed, but nothing special.}}'},
- {name:'Gaff',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Gaff}}{{subtitle=Hook}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee hook}}Specs=[Gaff,Melee,1H,Hooks]{{To-hit=+0 + Str bonus}}ToHitData=[w:Gaff,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:4,sp:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4, L:1d3, + Str bonus}}DmgData=[w:Gaff,sb:1,+:0,SM:1d4,L:1d3]{{desc=The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.\nA successful hit with the Gaff or Hook will grapple the target as well as doing damage. A Dexterity check next round escapes without additional damage, a Strength check -3 escapes with damage.\nThe gaff consists of a metal hook with a wooden or metal crossbar at the base. A onehanded tool, the hook protrudes from between the middle and ring fingers. Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.}}'},
- {name:'Glaive',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Glaive}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[glaive,melee,2H,polearm]{{To-Hit=+0, + str bonus}}ToHitData=[w:Glaive,sb:1,+:0,ara:-1|-1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:S,r:8-10,sp:8]{{Attacks=1 per round, + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d10, + str bonus}}DmgData=[w:Glaive,sb:1,+:0,SM:1d6,L:1d10]{{desc=This is a normal Glaive, a type of polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage against charging creatures of large or greater size**.\nOne of the most basic polearms, the glaive is a single-edged blade mounted on an eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe.}}'},
- {name:'Glaive-guisarme',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Glaive-guisarme}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Glaive,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Glaive-guisarme,sb:1,+:0,ara:-1|-1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:8-10,sp:9]{{Attacks=1 per round, + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:2d4, L:2d6 + Str bonus}}DmgData=[w:Glaive-guisarme,sb:1,+:0,SM:2d4,L:2d6]{{desc=This is a normal Glaive-guisarme, a type of Polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage against charging creatures of Large or greater size**.\nAnother combination weapon, this one takes the basic glaive and adds a spike or hook to the back of the blade. In theory, this increases the usefulness of the weapon although its actual application is somewhat questionable.}}'},
- {name:'Great-Axe',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Great Axe}}{{subtitle=Axe}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee axe}}Specs=[Great Axe,Melee,2H,Axe]{{To-hit=+0 + Str bonus}}ToHitData=[w:Great Axe,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs. SM:1d10, L:2d8, + Str bonus}}DmgData=[w:Great Axe,sb:1,+:0,SM:1d10,L:2d8]{{desc=This is an impressive Great Axe. The blade is sharp and keen, but nothing special.}}'},
- {name:'Great-Axe+1',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Great Axe+1}}{{subtitle=Axe}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee axe}}Specs=[Great Axe,Melee,2H,Axe]{{To-hit=+1 + Str bonus}}ToHitData=[w:Great Axe+1,sb:1,+:1,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d10, L:2d8, + Str bonus}}DmgData=[w:Great Axe+1,sb:1,+:1,SM:1d10,L:2d8]{{desc=This is an impressive Great Axe. The blade is sharp and keen, and gleams with an impossibly sharp edge.}}'},
- {name:'Greatsword',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Greatsword}}{{subtitle=Sword}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee great-blade}}Specs=[Greatsword, Melee, 2H, Great-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Greatsword,Str Bonus sb:1,Attk +:0,AR Adjust ara:2|2|2|2|3|3|3|1|0,No per round n:1,Crit hit ch:20,Crit Miss cm:1,Size sz:M,Type ty:S,Range r:6,Speed sp:9]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:2d6, L:2d10, + Str bonus}}DmgData=[w:Greatsword,Str Bonus sb:1,Dmg +:0,Dmg SM:2d6,Dmg L:2d10]{{{Looks Like=The blade on the two-handed sword is a long, double-edged blade. The blade point may be sharp or rounded. The hilt has straight or slightly curved quillons. The pommel may be faceted, triangular, or pear shaped, though whatever the shape, it tends to get larger toward the top, as a counterbalancing measure. An average two-handed sword measures five to six feet in length.}}{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
- {name:'Guisarme',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Guisarme}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Guisarme,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Guisarme,sb:1,+:0,ara:-2|-2|-1|-1|0|0|0|-1|-1,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:8]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d4, L:1d8, + Str bonus}}DmgData=[w:Guisarme,sb:1,+:0,SM:2d4,L:1d8]{{desc=This is a normal Guisarme, a type of Polearm. The blade is sharp and keen, but nothing special.\nThought to have derived from a pruning hook, this is an elaborately curved heavy blade. While convenient and handy, it is not very effective.}}'},
- {name:'Guisarme-voulge',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Guisarme-voulge}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[guisarme,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Guisarme-voulge,sb:1,+:0,ara:-1|-1|0|1|1|1|0|0|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:8,sp:10]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:2d4, L:2d4, + str bonus}}DmgData=[w:Guisarme-voulge,sb:1,+:0,SM:2d4,L:2d4]{{desc=This is a normal Guisarme-voulge a type of polearm. The blade is sharp and keen, but nothing special.\nThis weapon has a modified axe blade mounted on an eight-foot long shaft. The end of the blade tapers to a point for thrusting and a back spike is fitted for punching through armor. Sometimes this spike is replaced by a sharpened hook for dismounting riders.}}'},
- {name:'Halberd',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Halberd}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Halberd,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Halberd,sb:1,+:0,ara:1|1|1|2|2|2|1|1|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:5-8,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:1d10, L:2d6, + Str bonus}}DmgData=[w:Halberd,sb:1,+:0,SM:1d10,L:2d6]{{desc=This is a normal Halberd, a type of Polearm. The blade is sharp and keen, but nothing special.\nAfter the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat.}}'},
- {name:'Hand-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Hand Axe}}Specs=[Hand Axe,Melee,1H,Axe],[Hand Axe,Ranged,1H,Axe]{{}}ToHitData=[w:Hand Axe,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4],[w:Hand Axe,sb:1,db:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:M,ty:S,r:1/2/3,sp:4]{{}}DmgData=[w:Hand Axe,sb:1,+:0,SM:1d6,L:1d4],[]{{}}AmmoData=[w:Hand Axe,t:Hand Axe,st:Hand Axe,sb:1,+:0,SM:1d6,L:1d4]{{}}RangeData=[t:Hand Axe,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Axe}}{{Speed=[[4]]}}{{Weapon=1-handed melee or thrown axe}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=+0, + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=The hand or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on top.}}{{desc=This is a normal Hand- or Throwing-Axe. The blade is sharp and it is well balanced, but nothing special.}}'},
- {name:'Hand-Axe+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Hand Axe,Melee,1H,Axe,Hand-Axe],[Hand Axe,Ranged,1H,Axe,Hand-Axe]{{}}ToHitData=[w:Hand Axe+1,+:1],[w:Hand Axe+1,+:0]{{}}DmgData=[w:Hand Axe+1,+:1],[]{{}}AmmoData=[w:Hand Axe+1,t:Hand Axe+1,sb:1,+:1,SM:1d6,L:1d4]{{}}RangeData=[t:Hand Axe+1,+:1]{{}}%{MI-DB|Hand-Axe}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=+1, + Str bonus}}{{desc=This is a fine quality Hand- or Throwing-Axe. The blade is ultra sharp and it is well balanced, and the weapon glows slightly in the dark.}}'},
- {name:'Hand-Axe-Magical',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Magical Hand Axe,Melee,1H,Axe,Magical-Hand-Axe],[Magical Hand Axe,Ranged,1H,Axe,Magical-Hand-Axe]{{}}%{MI-DB|Magical-Hand-Axe}'},
- {name:'Hand-Crossbow',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Hand Crossbow}}Specs=[Hand Crossbow,Ranged,1H,Crossbow]{{}}ToHitData=[w:Hand Crossbow,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,sp:5]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed ranged crossbow}}{{To-hit=+0 + Dex bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Looks Like=This deadly little bow is a pistol-sized weapon made with a steel tiller.}}{{hide1=It is more easily concealed than the light crossbow and its use is considered unethical in civilized society. Hand crossbows have a reloading mechanism built into the tiller.}}{{desc=This is a hand crossbow, small enough to use in 1 hand, with a magazine of 10 quarrels requiring reloading. Made of good quality wood and various metals, it is portable and easy to hold, but it is nothing special}}'},
- {name:'Hand-Crossbow-Magical',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Hand Crossbow,Ranged,1H,Crossbow,Magical-Hand-Crossbow]{{}}%{MI-DB|Magical-Hand-Crossbow}'},
- {name:'Harpoon',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Harpoon}}{{subtitle=Spear}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed melee or thrown weapon}}Specs=[Harpoon,Melee,1H,Spears],[Harpoon,Ranged,1H,Throwing-Spears]{{To-hit=+0, + Dex (if thrown) \\amp Str bonuses}}ToHitData=[w:Harpoon,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:5,sp:7],[w:Harpoon,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7]{{Attacks=1 per round, + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d6, + Str bonus}}DmgData=[w:Harpoon,sb:1,+:0,SM:2d4,L:2d6],[]{{Ammo=+0, vs SM:2d4, L:2d6 + Str bonus}}AmmoData=[w:Harpoon,t:Harpoon,st:Spear,sb:1,+:0,SM:2d4,L:2d6]{{Range=S:10, M:20, L:30}}RangeData=[t:Harpoon,+:0,r:1/2/3]{{desc=This is a normal Harpoon. The point is extra sharp and it is well balanced, but nothing special.}}'},
- {name:'Heavy-Crossbow',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Heavy Crossbow}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow]{{}}ToHitData=[w:Heavy Crossbow,sb:0,db:1,+:0,ara:-1|0|1|2|3|3|4|4|4,n:1/2,ch:20,cm:1,sz:M,ty:P,sp:10]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed ranged crossbow}}{{To-hit=+0 + Dex bonus}}{{Attacks=1 per 2 rounds + level \\amp specialisation, Piercing}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels.}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'},
- {name:'Heavy-Crossbow-Magical',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Magical-Heavy-Crossbow]{{}}{{}}%{MI-DB|Magical-Heavy-Crossbow}'},
- {name:'Heavy-Horse-Lance',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Heavy Horse Lance}}{{subtitle=Lance}}{{Speed=[[8]]}}{{Size=Huge}}{{Weapon=1-handed mounted melee lance}}Specs=[Lance,Melee,1H,Lances]{{To-hit=+0, + Str bonus (Heavy War Horse only)}}ToHitData=[w:Heavy Horse Lance,sb:1,+:0,ara:3|3|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:8]{{Attacks=1 per round (unless jousting), Piercing}}{{Damage=+0, vs SM:1d8+1, L:3d6, + Str bonus (Heavy War Horse only)}}DmgData=[w:Heavy Horse Lance,sb:1,+:0,SM:1+1d8,L:3d6]{{desc=This is a normal lance for use with a heavy war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'},
- {name:'Hook',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hook}}{{subtitle=Hook}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee hook}}Specs=[Hook,Melee,1H,Hooks]{{To-hit=+0, + Str bonus}}ToHitData=[w:Hook,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:4,sp:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0 vs SM:1d4, L:1d3, + Str bonus}}DmgData=[w:Hook,sb:1,+:0,SM:1d4,L:1d3]{{desc=The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.\nA successful hit with the Gaff or Hook will grapple the target as well as doing damage. A Dexterity check next round escapes without additional damage, a Strength check -3 escapes with damage.\nThe gaff consists of a metal hook with a wooden or metal crossbar at the base. A onehanded tool, the hook protrudes from between the middle and ring fingers. Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.}}'},
- {name:'Hook-Fauchard',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hook Fauchard}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Hook Fauchard,sb:1,+:0,ara:-2|-2|-1|-1|0|0|0|-1|-1,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:9]{{Attacks=1 per round, + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:1d4, L:1d4, + Str bonus}}DmgData=[w:Hook Fauchard,sb:1,+:0,SM:1d4,L:1d4]{{desc=This is a normal Hook Fauchard, a type of Polearm. The blade is sharp and keen, but nothing special.\nThis combination weapon is another attempted improvement to the fauchard. A back hook is fitted to the back of the blade, supposedly to dismount horsemen. Like the fauchard, this is not a tremendously successful weapon.}}'},
- {name:'Hooked-Net',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Hooked Net}}{{subtitle=Thrown weapon}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=1-handed ranged net}}Specs=[Net,Ranged,1H,Net]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Hooked Net,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:10,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM or L:1d4+2}}AmmoData=[w:Hooked Net,t:Hooked Net,st:Net,sb:1,+:0,SM:2+1d4,L:2+1d4,msg:On a successful hit damage is done and the \\lbraktarget is restrained\\rbrak\\lpar!rounds --target single|^^tid^^|\\amp#64;{target|Who was targeted?|token_id}|Trapped in hooked net|99|0|Need to perform a strength check at -2 or remain entrapped|fishing-net\\rpar]{{Range=S:10, M:20, L:30}}RangeData=[t:Hooked Net,+:0,r:1/2/3]{{desc=A net with many sharp hooks, both does damage and restrains the target. A creature can use its action to make a Strength check at a penalty of -2 to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 8) frees the target without harming it and destroys the net.}}'},
- {name:'Horsemans-Flail',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Flail}}Specs=[Horsemans Flail,Melee,1H,Flails],[Horsemans Flail,Melee,2H,Flails]{{}}WeapData=[st:Flail]{{}}ToHitData=[w:Horsemans Flail,sb:1,+:0,ara:0|0|0|0|0|1|1|1|0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:6]{{}}DmgData=[w:Horsemans Flail,sb:1,+:0,SM:1+1d4,L:1+1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Flail}}{{Speed=[[6]]}}{{Weapon=1-handed mounted melee flail}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d4+1, L:1d4+1, + Str bonus}}{{Looks Like=The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The horseman\'s version of the flail has a two-foot-long handle. The horseman already has a good positional advantage, sitting atop a horse, and consequently does not need the greater reach afforded by the long handle of the footman\'s flail. This is a one-handed weapon (but can be used 2-handed for no advantage.}}{{desc=This is a normal Horseman\'s Flail. The business end is made of vicious steel chain and thick leather, but is nothing special.}}'},
- {name:'Horsemans-Flail-Magical',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Flail,Melee,1H,Flails,Magical-Horsemans-Flail],[Horsemans Flail,Melee,2H,Flails,Magical-Horsemans-Flail]{{}}%{MI-DB|Magical-Horsemans-Flail}'},
- {name:'Horsemans-Mace',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Mace}}Specs=[Horsemans Mace,Melee,1H,Clubs],[Horsemans Mace,Melee,2H,Clubs]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Horsemans Mace, sb:1, +:0,ara:1|1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:M, ty:B,r:5, sp:6]{{}}DmgData=[w:Horsemans Mace,sb:1,+:0,SM:1d6,L:1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Club}}{{Speed=[[6]]}}{{Weapon=1-handed mounted melee club}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level + specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}{{Looks Like=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nThe first horseman\'s maces were a wooden handle, about 18 inches long, with a leather wrist strap at the bottom of the handle so the weapon would not be dropped, and a metal head. As time progressed, knights preferred to have maces made entirely of metal.}}{{desc=This is a normal Horseman\'s Mace. The business end is hardened wood and steel, but is nothing special.}}'},
- {name:'Horsemans-Mace-Magical',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Mace,Melee,1H,Clubs,Magical-Horsemans-Mace],[Horsemans Mace,Melee,2H,Clubs,Magical-Horsemans-Mace]{{}}%{MI-DB|Magical-Horsemans-Mace}'},
- {name:'Horsemans-Pick',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Pick}}Specs=[Horsemans Pick,Melee,1H,Picks],[Horsemans Pick,Melee,2H,Picks]{{}}WeapData=[st:Pick]{{}}ToHitData=[w:Horsemans Pick,sb:1,+:0,ara:1|1|1|1|0|0|-1|-1|-1,n:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5, sp:6]{{}}DmgData=[w:Horsemans Pick,sb:1,+:0,SM:1+1d4,L:1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Pick}}{{Speed=[[5]]}}{{Weapon=1-handed mounted melee pick}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d4+1, L:1d4}}{{Looks Like=The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. The horseman\'s pick is lighter than the footman\'s version (about 4 pounds) and has a shortened haft (about two feet), making it easier to wield from horseback.}}{{desc=This is a normal Horseman\'s Pick. The business end is hard and sharp, but is nothing special.}}'},
- {name:'Horsemans-Pick-Magical',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Pick,Melee,1H,Picks,Magical-Horsemans-Pick],[Horsemans Pick,Melee,2H,Picks,Magical-Horsemans-Pick]{{}}%{MI-DB|Magical-Horsemans-Pick}'},
- {name:'Javelin',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Javelin}}Specs=[Javelin,Melee,1H,Spears],[Javelin,Melee,2H,Spears],[Javelin,Ranged,1H,Throwing-Spears]{{}}WeapData=[st:Javelin]{{}}ToHitData=[w:Javelin,sb:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:4],[w:Javelin 2H,sb:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:4],[w:Javelin,sb:1,db:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,sp:4]{{}}DmgData=[w:Javelin,sb:1,+:0,SM:1d4,L:1d4],[w:Javelin 2H,sb:1,+:0,SM:1d6,L:1d6,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Javelin,t:Javelin,st:Spear,sb:1,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-or 2-handed melee or thrown spear}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}}{{Ammo=+0, vs SM:1d4, L:1d4 + Str bonus}}{{Range=PB:20 S:20 M:40 L:60}}{{Looks Like=A light spear, suitable for melee or missile combat, usable either on horseback or on foot.}}{{hide1=Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles.}}{{desc=This is a normal Javelin. It is light and has a sharp point, but is nothing special.}}'},
- {name:'Javelin-Magical',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Javelin,Melee,1H,Spears,Magical-Javelin],[Javelin,Melee,2H,Spears,Magical-Javelin],[Javelin,Ranged,1H,Throwing-Spears,Magical-Javelin]{{}}%{MI-DB|Magical-Javelin}'},
- {name:'Javelin-Stone',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}ToHitData=[w:Stone Javelin],[w:Stone Javelin 2H],[w:Stone Javelin]{{}}DmgData=[w:Stone Javelin,msg:Will shatter 1 time in 6],[w:Stone Javelin 2H,msg:Will shatter 1 time in 6],[]{{}}AmmoData=[w:Stone Javelin,t:Stone Javelin,msg:Will shatter 1 time in 6]{{}}RangeData=[t:Stone Javelin]{{}}%{MI-DB|Javelin}{{Looks Like=Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot. Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. This javelin appears to be made from a staligmite or staligtite, or some other pointed stone artefact.}}{{desc=This is a primative Javelin, made of stone. It is fragile and will break on hitting anything 1 time in 6.}}'},
- {name:'Jousting-Lance',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Jousting Lance}}{{subtitle=Lance}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Jousting Lance,Melee,1H,Lances]{{To-hit=+0 + Str bonus (when mounted only)}}ToHitData=[w:Jousting Lance,sb:1,+:0,ara:3|3|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:8]{{Attacks=1 per round + level \\amp specialisation (while mounted \\amp except when Jousting), Piercing}}{{Damage=+0, vs SM:1d3-1, L:1, + Str bonus}}DmgData=[w:Jousting Lance,sb:1,+:0,SM:0-1+1d3,L:0-1+1d2]{{desc=This is a normal lance for use with a heavy war horse or charger trained in the competition of jousting. The point is well hardened but blunted to reduce damage in the competition, and the shaft in good condition, but nothing special.}}'},
- {name:'Katana',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Katana}}{{subtitle=Samurai Sword}}{{Speed=1H [[4]], 2H [[4]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}Specs=[Katana, Melee, 1H, Long-blade],[Katana, Melee, 2H, Long-blade]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Katana, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:5,sp:4,rc:uncharged],[w:Katana 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:5,sp:4]{{Attacks=1 per round + specialisation \\amp level, Slashing \\amp Piercing}}{{Damage=1-handed SM:1d10 L:1d12, 2-handed SM:2d6 L:2d6}}DmgData=[w:Katana,sb:1,+:0,SM:1d10,L:1d12],[w:Katana 2H,sb:1,+:0,SM:2d6,L:2d6]{{desc=The katana is the samurai\'s sword. It\'s a medium-length, slightly curved blade with no quillions (only a small, circular guard) and a hilt suitable for one-handed and two-handed use. The blade is sharpened only along one edge and at the tip, but it is sharpened to a razor\'s edge.\nKatanas are very personal; a samurai is dishonored if he loses his, and so very few are lost. This means that it is very hard to get one in the west, other than by taking it from its owner—a difficult task. In the east, a character might be willing to commission one from a weaponsmith, for the listed price . . . if he gets a good reaction roll from the NPC. (An ordinary weaponsmith could not make one. The blade-making technique requires study in the east and the learning of a specialized individual weaponsmithing nonweapon proficiency.)\nAlso, a hero who does a favor or performs a mission for an eastern lord might be awarded a matched set of katana and wakizashi, if he\'s very lucky; this would be a high honor.}}'},
- {name:'Khopesh',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Khopesh}}Specs=[Khopesh,Melee,1H,Medium-blade]{{}}ToHitData=[w:Khopesh,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{}}DmgData=w:Khopesh,sb:1,+:0,vs SM:2d4,vs L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=1-handed melee medium-length blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d4, L:1d6, + Str bonus}}{{Looks Like=This is an Egyptian weapon. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1.5 feet. This makes the khopesh both heavy and unwieldy, difficult to employ properly, and slow to recover, particularly after a badly missed blow. Its sickle-like portion can snag an opponent or an opposing weapon.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
- {name:'Khopesh-Magical',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Khopesh,Melee,1H,Medium-blade,Magical-Khopesh]{{}}{{}}%{MI-DB|Magical-Khopesh}'},
- {name:'Knife',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Knife}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade],[Knife,Ranged,1H,Throwing-blade]{{}}ToHitData=[w:Knife,sb:1,+:0,ara:-3|-3|-2|-2|0|0|1|1|3,n:2,ch:20,cm:1,sz:S,ty:SP,r:5,sp:2],[w:Knife,sb:1,db:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:2,ch:20,cm:1,sz:S,ty:P,sp:2]{{}}DmgData=[w:Knife,sb:1,+:0,SM:1d3,L:1d2],[ ]{{}}AmmoData=[w:Knife,t:Knife,st:Knife,sb:1,+:0,SM:1d3,L:1d2]{{}}RangeData=[t:Knife,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Blade}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee fencing-blade or short-blade, or ranged throwing-blade}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=2 per round + level \\amp specialisation, Slashing \\amp Piercing}}{{Damage=+0, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d3, L:1d2 + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A knife consists of a single-edged, pointed blade with a handle mounted asymmetrically, with a single straight edge or slightly curved blade. The curvature is often accentuated near the point.}}{{desc=A standard Knife of good quality, versatile in combat, but otherwise ordinary}}'},
- {name:'Knife-Bone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Bone}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}ToHitData=[w:Bone Knife],[w:Bone Knife]{{}}DmgData=[w:Bone Knife,SM:1d2,L:1d2,msg:Shatters 2 times in 6],[ ]{{}}AmmoData=[w:Bone Knife,t:Bone Knife,st:Knife,SM:1d2,L:1d2,msg:Shatters 2 times in 6]{{}}RangeData=[t:Bone Knife]{{}}%{MI-DB|Knife}{{Damage=+0, vs SM: 1d2, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d2, L:1d2 + Str bonus}}{{desc=A Knife with a bone blade, versatile in combat, but will break on striking 2 in 6 times}}'},
- {name:'Knife-Magical',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Magical-Knife],[Knife,Ranged,1H,Throwing-blade,Magical-Knife]{{}}%{MI-DB|Magical-Knife}'},
- {name:'Knife-Stone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}ToHitData=[w:Stone Knife],[w:Stone Knife]{{}}DmgData=[w:Stone Knife,SM:1d2,L:1d2,msg:Shatters 1 time in 6],[ ]{{}}AmmoData=[w:Stone Knife,t:Stone Knife,st:Knife,SM:1d2,L:1d2,msg:Shatters 1 time in 6]{{}}RangeData=[t:Stone Knife]{{}}%{MI-DB|Knife}{{Damage=+0, vs SM: 1d2, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d2, L:1d2 + Str bonus}}{{desc=A Knife made of stone, will break on striking 1 in 6 times}}'},
- {name:'Lasso',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Lasso}}{{subtitle=Entangling Weapon}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed ranged lasso}}Specs=[Lasso,ranged,2H,Lasso]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Lasso,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:SPB,sp:10,msg:You must decide what you are trying to achieve with the lasso and agree it with the DM *before* doing the attack.]{{Attacks=1 per round + spec \\amp level, doing variable amounts of damage}}AmmoData=[w:Lasso,t:Lasso,sb:1,+:0,SM:1d3,L:1d2,ru:1,msg:Successful attack results in multiple different outcomes. See *The Complete Fighter\'s Handbook* description of a lasso]{{Range=S:10, M:20, L:30}}RangeData=[t:Lasso,r:1/2/3]{{desc=The lasso, or lariat, is a length of rope with a loop at the end; the wielder holds the slack in his off-hand, twirls the lasso in his other hand, and hurls the loop at his target. On a successful hit, the lariat settles over the target, giving the wielder the chance to dismount him, pull him to the ground, trip him, etc.\nIn other words, when you attack someone with a lasso, you must declare what you\'re trying to accomplish with the attack.}}'},
- {name:'Light-Ballista',type:'ranged',ct:'30',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Light Ballista}}{{subtitle=Siege Weapon}}{{Speed=[[30]]}}{{Size=Huge}}{{Weapon=2-handed ranged siege weapon}}Specs=[Light Ballista,Ranged,2H,Ballista]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Light Ballista,sb:0,db:0,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:30]{{Attacks=1 per 3 rounds, Piercing}}{{desc=A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.}}'},
- {name:'Light-Catapult',type:'ranged',ct:'50',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Light Catapult}}{{subtitle=Siege Weapon}}{{Speed=[[50]]}}{{Size=Huge}}{{Weapon=4-handed ranged siege weapon}}Specs=[Light Catapult,Ranged,4H,Catapult]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Light Catapult,sb:0,db:0,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:50]{{Attacks=1 per 5 rounds, Piercing}}{{desc=This engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing arm and is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air. Tension provides the catapult\'s power.\nCatapults usually fire large stones, but they can be loaded with almost anything: small stones, chains, dead animals, or anything else small enough to fit in the sling or cup and not so heavy that it overloads the lever. Large objects inflict the damage listed on the table. Masses of small objects can inflict an extra die of damage against most creatures but are useless against structures and any creature with a natural Armor Class of 0 or better (including characters with an Armor Class of 0 before shield or Dexterity modifiers).\nA light catapult with a full crew can target Huge creatures.\nA light or medium catapult can change facing 45 degrees during the End-of-Round step of any round when it fires.}}'},
- {name:'Light-Crossbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[Light Crossbow,Ranged,2H,Crossbow]{{}}ToHitData=[w:Light Crossbow,sb:0,db:1,+:0,ara:-2|-1|0|0|1|2|3|3|3,n:1,ch:20,cm:1,sz:M,ty:P,sp:7]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged crossbow}}{{To-Hit=+0 + dex bonus only}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels. The light (or one-foot) crossbow is made with a steel tiller and is quite rugged. It may be easily concealed beneath flowing garments such as cloaks or robes. It is frowned upon by the more lawful, civilized cities.}}{{desc=This is a light crossbow. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'},
- {name:'Light-Crossbow-Magical',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Magical-Light-Crossbow]{{}}%{MI-DB|Magical-Light-Crossbow}'},
- {name:'Light-Horse-Lance',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Lance}}{{prefix=Light Horse}}{{subtitle=Lance}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Lance,Melee,1H,Lances]{{To-hit=+0 + Str bonus}}ToHitData=[w:Light Horse Lance,sb:1,+:0,ara:-2|-2|-1|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:6]{{Attacks=1 per round when mounted (except if jousting)}}{{Damage=+0, vs SM:1d6, L:1d8, + Str bonus (when mounted)}}DmgData=[w:Light Horse Lance,sb:1,+:0,SM:1d6,L:1d8]{{desc=This is a normal lance for use with a light war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'},
- {name:'Long-Spear',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,1H,spears,spear-long],[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}%{MI-DB|Spear-Long}'},
- {name:'Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longbow}}Specs=[longbow,ranged,2H,bow]{{}}ToHitData=[w:Longbow,sb:0,db:1,+:0,ara:-1|0|0|1|2|3|3|3|3,n:2,n:2,ch:20,cm:1,sz:L,ty:P,sp:8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=Ranged 2-handed bow}}{{To-Hit=+0 + dex bonus}}{{Attacks=Piercing, 2 per round}}{{Looks Like=Bows are long, slender rods (also called staves) made of wood with a string of animal tendon or plant fiber. the staff is about as high as the archer, usually 6 to 6 1/2 feet. It has better range than the short bow, and can fire both flight and sheaf arrows.}}{{desc=This is a normal longbow. The wood is polished, the string taut, but nothing special.}}'},
- {name:'Longbow-Magical',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[longbow,ranged,2H,bow,Magical-Longbow]{{}}%{MI-DB|Magical-Longbow}'},
- {name:'Longsword',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longsword}}Specs=[Longsword,Melee,1H,Long-blade],[Longsword,Melee,2H,Long-blade]{{}}ToHitData=[name w:Longsword,strength bonus sb:1,magic+:0,AR Adjustment ara:-2|-1|0|0|0|0|0|1|2, attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:S, range r:5,speed sp:5]{{}}DmgData=[name w:Longsword,strength bonus sb:1,magic+:0,vs SM:1d8,vs L:1d12]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d8, L:1d12, + Str bonus}}{{Looks Like=Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing. Their length ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. There is no single version of the long sword; the design and length vary from culture to culture.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
- {name:'Longsword+1',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+1,+:1]{{}}DmgData=[w:Longsword+1,+:1]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'},
- {name:'Longsword+2',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+2,+:2]{{}}DmgData=[w:Longsword+2,+:2]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'},
- {name:'Longsword+3',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+3,+:3]{{}}DmgData=[w:Longsword+3,+:3]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'},
- {name:'Longsword+4',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+4,+:4]{{}}DmgData=[w:Longsword+4,+:4]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'},
- {name:'Longsword-Cursed',type:'melee',ct:'5',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Longsword,Melee,1H,Long-blade,Cursed-Longsword],[Longsword,Melee,2H,Long-blade,Cursed-Longsword]{{}}%{MI-DB|Cursed-Longsword}'},
- {name:'Lucern-Hammer',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Lucern Hammer}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm],[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Lucern Hammer,sb:1,+:0,ara:1|1|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8-10,sp:9],[w:Lucern Hammer set vs charge,sb:1,+:0,ara:1|1|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8-10,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6 (if set vs charge SM:4d4, L:2d6) + Str bonus}}DmgData=[w:Lucern Hammer,sb:1,+:0,SM:2d4,L:1d6],[w:Lucern Hammer vs charge,sb:1,+:0,SM:4d4,L:2d6]{{desc=This is a normal Lucern Hammer, a type of Polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nThis weapon is similar to the bec de corbin. Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. Like the bec de corbin, its main purpose is to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry.}}'},
- {name:'Magical-Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Broad sword,Melee,1H,Long-blade,Broadsword],[Broad sword,Melee,1H,Long-blade,Broadsword]{{}}WeapData=[w:Magical-Broadsword,query:weaponMagic]{{}}ToHitData=[w:Broadsword^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Hilt Punch,+:^^weaponMagic#1^^]{{}}DmgData=[w:Broadsword^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch,,+:^^weaponMagic#1^^]{{}}%{MI-DB|Broadsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Sword}}{{Weapon=1-handled ^^weaponMagic#2^^ melee long blade}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^ + Str Bonus, \nvs. SM:2d4, L:1+1d6}}{{desc=This is a fine sword. Its blade looks extra sharp and it could be a magical blade of some sort.}}'},
- {name:'Magical-Composite-Shortbow',type:'ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponPlus#2^^}}{{name=^^weaponPlus#0^^}}Specs=[Composite-Shortbow,Ranged,2H,Bow,Composite-Shortbow]{{}}WeapData=[st:Composite-Shortbow,query:weaponMagic,re:^^weaponMagic#2^^]{{}}ToHitData=[w:Composite Shortbow^^weaponMagic#0^^,sb:1,db:1,+:^^weaponMagic#1^^,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,rc:^^weaponMagic#2^^]{{}}%{MI-DB|Composite-Shortbow}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponPlus#0^^ + any ammo, Dex \\amp Str bonuses}}{{desc=This is a composite shortbow (otherwise known as a Recurve Bow). The limbs are laminations of the finest materials, which make it exceptionally strong and flexible. Perhaps it is something special?}}'},
- {name:'Magical-Footmans-Flail',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Footmans Flail,Melee,1H,Flails,Footmans-flail]{{}}WeapData=[w:Footmans-Flail,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Footmans-Flail}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^ vs. SM:1d6+1, L:2d4 + Str bonus}}{{desc=A Footman\'s Flail of very good quality, which has shiny chain, very supple and strong leather, and has a slight silvery glow about it. At all times, it is a ^^weaponMagic#0^^ weapon}}'},
- {name:'Magical-Footmans-Mace',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Footmans Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[w:Footmans-Mace,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Mace}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6+1, L:1d6, + Str bonus}}{{desc=This is a magical Footman\'s Mace. The business end is extra hard and may shine when in the dark. But perhaps there is something odd about this mace.}}'},
- {name:'Magical-Footmans-Pick',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponPlus#0^^}}Specs=[Footmans Pick,Melee,1H,Clubs,Footmans-Pick]{{}}WeapData=[w:Footmans-Pick,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Pick}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vsSM:1d6+1, L:2d4, + Str bonus}}{{desc=This is a magical Footman\'s Pick. The business end is extra sharp and may shine when in the dark. But perhaps there is something odd about this pick.}}'},
- {name:'Magical-Hand-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Magical Hand Axe,Melee,1H,Axe,Hand-Axe],[Magical Hand Axe,Ranged,1H,Axe,Hand-Axe]{{}}WeapData=[w:Hand Axe,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Hand Axe^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hand Axe^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Hand Axe^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Hand Axe^^weaponMagic#0^^,t:Magical Hand Axe,+:^^weaponMagic#1^^,SM:1d6,L:1d4]{{}}RangeData=[t:Magical Hand Axe,+:^^weaponMagic#1^^]{{}}%{MI-DB|Hand-Axe}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, + Str bonus}}{{desc=This is a fine quality Hand- or Throwing-Axe. The blade is ultra sharp and it is well balanced, and the weapon glows slightly in the dark. However, there might be something odd about it?}}'},
- {name:'Magical-Hand-Crossbow',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Hand Crossbow,Ranged,1H,Crossbow,Hand-Crossbow]{{}}WeapData=[w:Hand Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Hand Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Hand-Crossbow}{{Weapon=^^weaponMagic#2^^ 1-handed ranged crossbow}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=This is a hand crossbow, small enough to use in 1 hand, with a magazine of 10 quarrels requiring reloading. Made of good quality wood and various metals, it is portable and easy to hold. It fits the hand like a glove... or is that a manicle?}}'},
- {name:'Magical-Heavy-Crossbow',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}{{}}WeapData=[w:Heavy Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Heavy Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=^^weaponMagic#2^^ Crossbow}}{{Weapon=^^weaponMagic#2^^ 2-handed ranged crossbow}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, perhaps less so or more so than you expect}}'},
- {name:'Magical-Horsemans-Flail',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Flail,Melee,1H,Flails,Horsemans-Flail],[Horsemans Flail,Melee,2H,Flails,Horsemans-Flail]{{}}WeapData=[w:Horsemans Flail,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Flail}{{subtitle=^^weaponMagic#2^^ Flail}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee flail}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4+1, + Str bonus}}{{desc=This is an exceptional Horseman\'s Flail. The business end is made of vicious steel chain and thick leather, and there are runes engraved on the handle.}}'},
- {name:'Magical-Horsemans-Mace',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Mace,Melee,1H,Clubs,Horsemans-Mace],[Horsemans Mace,Melee,2H,Clubs,Horsemans-Mace]{{}}WeapData=[w:Horsemans Mace,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Mace^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Mace}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Club}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee club}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{desc=This is an exceptional Horseman\'s Mace. The business end is highly polished wood and sparkling steel. It might be something special.}}'},
- {name:'Magical-Horsemans-Pick',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Pick,Melee,1H,Picks,Horsemans-Pick],[Horsemans Pick,Melee,2H,Picks,Horsemans-Pick]{{}}WeapData=[w:Horsemans Pick,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Pick}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Pick}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee pick}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4}}{{desc=This is an exceptional Horseman\'s Pick. The business end is hard and sharp. It may well be something special.}}'},
- {name:'Magical-Javelin',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[w:Javelin,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Javelin}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1-or 2-handed ^^weaponMagic#2^^ melee or thrown spear}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4 + Str bonus}}{{desc=This is an exceptional Javelin. It is light and has a sharp point, and might be special in some way or other.}}'},
- {name:'Magical-Khopesh',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Khopesh,Melee,1H,Medium-blade,Khopesh]{{}}WeapData=[w:Khopesh,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Khopesh^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Khopesh^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Khopesh}{{}}%{MI-DB|Magical-Weapon-Plus}{{subtitle=^^weaponMagic#2^^ Sword}}{{Weapon=1-handed ^^weaponMagic#2^^ melee medium-length blade}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:1d6, + Str bonus}}{{desc=This is an exceptional sword. The blade is sharp and keen, and may be something special.}}'},
- {name:'Magical-Knife',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[w:Knife,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Knife^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Knife^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Knife^^weaponMagic#0^^,+:^^weaponMagic#1^^],[ ]{{}}AmmoData=[w:Knife^^weaponMagic#0^^,t:Knife,st:Knife,+:^^weaponMagic#1^^]{{}}RangeData=[t:Knife,+:^^weaponMagic#1^^]{{}}%{MI-DB|Knife}{{subtitle=^^weaponMagic#2^^ Blade}}{{Weapon=1-handed ^^weaponMagic#0^^ melee fencing-blade or short-blade, or ranged throwing-blade}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d3, L:1d2 + Str bonus}}{{desc=A Knife of exceptional quality, versatile in combat, and perhaps something out of the ordinary}}'},
- {name:'Magical-Light-Crossbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[light crossbow,ranged,2H,crossbow,Light-Crossbow]{{}}WeapData=[w:Light Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Light Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Light-Crossbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Crossbow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ^^weaponMagic#2^^ ranged crossbow}}{{To-Hit=^^weaponMagic#0^^ + dex bonus only}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels. The light (or one-foot) crossbow is made with a steel tiller and is quite rugged. It may be easily concealed beneath flowing garments such as cloaks or robes. It is frowned upon by the more lawful, civilized cities.}}{{desc=This is a light crossbow. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'},
- {name:'Magical-Long-Spear',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}%{MI-DB|Spear-Long-Magical}'},
- {name:'Magical-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#1^^}}Specs=[longbow,ranged,2H,bow,Longbow]{{}}WeapData=[w:Longbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Longbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Longbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Bow}}{{Weapon=Ranged 2-handed ^^weaponMagic#2^^ bow}}{{To-Hit=^^weaponMagic#0^^ + dex bonus}}{{desc=This is a fine longbow. The wood is polished with a inner gleam, the string might even be silver or magical spider\'s web, and possibly something special.}}'},
- {name:'Magical-Quarterstaff',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}%{MI-DB|Quarterstaff-Magical}'},
- {name:'Magical-Sabre',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Sabre,Melee,1H,Fencing-blade,Sabre],[Sabre,Melee,1H,Fencing-blade,Sabre]{{}}WeapData=[w:Sabre,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Sabre^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Sabre^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Sabre}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Sword}}{{Weapon=1-handed ^^weaponMagic#2^^ melee fencing-blade}}{{To-hit=^^weaponMagic#0^^ no bonuses}}{{Damage=^^weaponMagic#0^^, vs SM:1d6+1, L:1d8+1, or punch + str bonus}}{{desc=This is a special Sabre, made with a steel blade inlaid or alloyed with some interesting materials. It is something special, but how special is uncertain}}'},
- {name:'Magical-Shortbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Shortbow,ranged,2H,Bow]{{}}WeapData=[st:Shortbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Shortbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Shortbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Bow}}{{Weapon=2-handed ^^weaponMagic#2^^ ranged bow}}{{To-Hit=^^weaponMagic#1^^ + dex bonus}}{{desc=This is an exceptional shortbow. The wood is highly polished and covered in inked runes, the string taut and gleams and sparkles, but is there anything odd about it?}}'},
- {name:'Magical-Sling',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Sling,Ranged,1H,Slings,Sling],[Sling,Ranged,2H,Slings,Sling]{{}}WeapData=[st:Sling,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Sling^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Sling^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}%{MI-DB|Sling}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Ranged Weapon}}{{Weapon=1- or 2-handed ^^weaponMagic#2^^ ranged sling}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=A fine sling, made of some magical beast\'s skin - though does which beast matter? Can be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'},
- {name:'Magical-Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[spear,melee,1H,spears,spear],[spear,melee,2H,spears,spear],[spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[st:Spear, query:weaponMagic, +:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Spear^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^],[w:Spear 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Spear}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1- or 2-handed melee or thrown ^^weaponMagic#2^^ spear}}{{To-Hit=^^weaponMagic#0^^ + str \\amp dex bonuses}}{{Damage=^^weaponMagic#0^^ 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=^^weaponMagic#0^^ vs SM:1d6, l:1d8, + str bonus}}{{desc=This is an exceptional spear. The point looks sharp and it is well balanced, but you can\'t decipher the runes enscribed on its shaft.}}'},
- {name:'Magical-Stone',type:'innate-ranged',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Magical Stone (spell)}}{{subtitle=Thrown or slung ammo}}{{Speed=[[1]] if thrown\nor as per sling}}{{Size=Tiny}}{{Weapon=1-handed ranged stone, usable as sling ammo}}Specs=[Magical Stone,Innate-Ranged,1H,Magical Stone]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Magical Stone,sb:0,db:1,+:0,n:3,ch:20,cm:1,sz:T,ty:B,sp:1,rc:recharging]{{Ammo=+0, no bonuses, but acts as if +1 ammo}}AmmoData=[w:Magical Stone,st:Magical Stone,+:0,SM:1d4,L:1d4],[w:Magical Stone vs Undead,st:Magical Stone,+:0,SM:2d4,L:2d4],[w:Magical Sling Stone,st:Sling,+:0,SM:1d4,L:1d4],[w:Magical Sling Stone vs Undead,st:Sling,+:0,SM:2d4,L:2d4]{{Range=30yds or as sling stone}}RangeData=[t:Magical Stone,+:0,r:9],[t:Magical Stone vs Undead,+:0,r:30],[t:sling,+:0,r:2/3/6/12]{{desc=A magically endowed stone made magical by the *Magical Stone* spell, which is +0, but hits creatures that need at least a +1 weapon. Can be thrown with range 30yds, or used as ammo for a sling.}}'},
- {name:'Magical-Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident]{{}}WeapData=[st:Trident,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Trident}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1 or 2-handed ^^weaponMagic#2^^ melee or thrown spear}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d6+1, L:3d4, + Str bonus}}{{desc=This trident is of good quality, but the runes on its staff are somewhat odd.}}'},
- {name:'Magical-Warhammer',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs,Warhammer]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Warhammer^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Warhammer}{{subtitle=^^weaponMagic#2^^ Hammer/Club}}{{Weapon=1-handed ^^weaponMagic#2^^ melee or thrown club}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4, + Str bonus}}{{desc=This is a special warhammer. The head solid and gleams with inner energy. However, the runes on the head face are unfamiliar.}}'},
+ {name:'Footmans-flail',type:'melee',ct:'7',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s flail}}Specs=[footmans flail,melee,1H,flails],[footmans flail,melee,2H,flails]{{}}WeapData=[st:Flail,gp:15,wt:15]{{}}ToHitData=[w:Footmans flail,sb:1,+:0,ara:2|2|1|2|1|1|1|1|-1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Footmans flail,sb:1,+:0,SM:1+1d6,L:2d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Flail}}{{Speed=[[7]]}}{{Size=medium}}{{Weapon=1-handed melee flail}}{{To-Hit=+0, + str bonus}}{{Attacks=1 per round, + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:2d4, + str bonus}}{{Looks Like=The footman\'s flail is a sturdy wooden handle approximately four foot in length attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link.}}{{desc=A standard footman\'s flail of good quality, but nothing special}}'},
+ {name:'Footmans-mace',type:'melee',ct:'7',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s Mace}}Specs=[Footmans Mace,Melee,1H,Clubs]{{}}WeapData=[st:Mace,gp:8,wt:10]{{}}ToHitData=[w:Footmans Mace,sb:1,+:0,ara:1|1|0|0|0|0|0|1|-1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Footmans Mace,sb:1,+:0,SM:1+1d6,L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Mace}}{{Speed=[[7]]}}{{Weapon=1-handed melee club}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:1d6, + Str bonus}}{{Looks Like=A club with a stone or iron head}}{{hide1=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nFootman\'s maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs.}}{{desc=This is a normal Footman\'s Mace. The business end is extra hard, but nothing special.}}'},
+ {name:'Footmans-pick',type:'melee',ct:'7',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s Pick}}Specs=[Footmans Pick,Melee,1H,Picks],[Footmans Pick,Melee,2H,Picks]{{}}WeapData=[st:Pick,gp:8,wt:6]{{}}ToHitData=[w:Footmans Pick,sb:1,+:0,ara:2|2|1|1|0|-1|-1|-1|0,n:1,ch:20,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:7]{{}}DmgData=[w:Footmans Pick,sb:1,+:0,SM:1+1d6,L:2d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Pick}}{{Speed=[[7]]}}{{Weapon=1-handed melee pick}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round, + level \\amp specialisation, Piercing}}{{Damage=+0, vs. SM:1d6+1, L:2d4, + Str bonus}}{{Looks Like=The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. The footman\'s version of this weapon has a longer haft (up to 5\'), enabling it to be wielded with two hands. The weapon weighs about six pounds and can be swung with great penetrating force.}}{{desc=This is a normal Footman\'s Pick. The business end is wickedly pointed, but nothing special.}}'},
+ {name:'Gaff',type:'melee',ct:'2',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Gaff}}{{subtitle=Hook}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee hook}}Specs=[Gaff,Melee,1H,Hooks]{{}}WeapData=[w:Gaff,gp:0.05,wt:2]{{To-hit=+0 + Str bonus}}ToHitData=[w:Gaff,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:4,sp:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4, L:1d3, + Str bonus}}DmgData=[w:Gaff,sb:1,+:0,SM:1d4,L:1d3]{{desc=The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.\nA successful hit with the Gaff or Hook will grapple the target as well as doing damage. A Dexterity check next round escapes without additional damage, a Strength check -3 escapes with damage.\nThe gaff consists of a metal hook with a wooden or metal crossbar at the base. A onehanded tool, the hook protrudes from between the middle and ring fingers. Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.}}'},
+ {name:'Glaive',type:'melee',ct:'8',charge:'uncharged',cost:'6',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Glaive}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[glaive,melee,2H,polearm]{{}}WeapData=[w:Glaive,gp:6,wt:8]{{To-Hit=+0, + str bonus}}ToHitData=[w:Glaive,sb:1,+:0,ara:-1|-1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:S,r:8-10,sp:8]{{Attacks=1 per round, + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d10, + str bonus}}DmgData=[w:Glaive,sb:1,+:0,SM:1d6,L:1d10]{{desc=This is a normal Glaive, a type of polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage against charging creatures of large or greater size**.}}{{hide1=One of the most basic polearms, the glaive is a single-edged blade mounted on an eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe.}}'},
+ {name:'Glaive-guisarme',type:'melee',ct:'9',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Glaive-guisarme}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Glaive,Melee,2H,Polearm]{{}}WeapData=[w:Glaive-guisarme,gp:10,wt:10]{{To-hit=+0 + Str bonus}}ToHitData=[w:Glaive-guisarme,sb:1,+:0,ara:-1|-1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:8-10,sp:9]{{Attacks=1 per round, + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:2d4, L:2d6 + Str bonus}}DmgData=[w:Glaive-guisarme,sb:1,+:0,SM:2d4,L:2d6]{{desc=This is a normal Glaive-guisarme, a type of Polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage against charging creatures of Large or greater size**.}}{{hide1=Another combination weapon, this one takes the basic glaive and adds a spike or hook to the back of the blade. In theory, this increases the usefulness of the weapon although its actual application is somewhat questionable.}}'},
+ {name:'Great-Axe',type:'melee',ct:'9',charge:'uncharged',cost:'75',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Great Axe}}{{subtitle=Axe}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee axe}}Specs=[Great Axe,Melee,2H,Axe]{{}}WeapData=[w:Great Axe,gp:75,wt:18]{{To-hit=+0 + Str bonus}}ToHitData=[w:Great Axe,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs. SM:1d10, L:2d8, + Str bonus}}DmgData=[w:Great Axe,sb:1,+:0,SM:1d10,L:2d8]{{desc=This is an impressive Great Axe. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Great-Axe+1',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Great Axe+1}}{{subtitle=Axe}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee axe}}Specs=[Great Axe,Melee,2H,Axe]{{}}WeapData[gp:675]{{To-hit=+1 + Str bonus}}ToHitData=[w:Great Axe+1,sb:1,+:1,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d10, L:2d8, + Str bonus}}DmgData=[w:Great Axe+1,sb:1,+:1,SM:1d10,L:2d8]{{desc=This is an impressive Great Axe. The blade is sharp and keen, and gleams with an impossibly sharp edge.}}'},
+ {name:'Greatsword',type:'melee',ct:'9',charge:'uncharged',cost:'150',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Greatsword}}{{subtitle=Sword}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee great-blade}}Specs=[Greatsword, Melee, 2H, Great-blade]{{}}WeapData=[w:Greatsword,gp:150,wt:18]{{To-hit=+0 + Str bonus}}ToHitData=[w:Greatsword,Str Bonus sb:1,Attk +:0,AR Adjust ara:2|2|2|2|3|3|3|1|0,No per round n:1,Crit hit ch:20,Crit Miss cm:1,Size sz:M,Type ty:S,Range r:6,Speed sp:9]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:2d6, L:2d10, + Str bonus}}DmgData=[w:Greatsword,Str Bonus sb:1,Dmg +:0,Dmg SM:2d6,Dmg L:2d10]{{{Looks Like=The blade on the two-handed sword is a long, double-edged blade. The blade point may be sharp or rounded. The hilt has straight or slightly curved quillons. The pommel may be faceted, triangular, or pear shaped, though whatever the shape, it tends to get larger toward the top, as a counterbalancing measure. An average two-handed sword measures five to six feet in length.}}{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Guisarme',type:'melee',ct:'8',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Guisarme}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Guisarme,Melee,2H,Polearm]{{}}WeapData=[w:Guisarme,gp:5,wt:8]{{To-hit=+0 + Str bonus}}ToHitData=[w:Guisarme,sb:1,+:0,ara:-2|-2|-1|-1|0|0|0|-1|-1,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:8]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d4, L:1d8, + Str bonus}}DmgData=[w:Guisarme,sb:1,+:0,SM:2d4,L:1d8]{{desc=This is a normal Guisarme, a type of Polearm. The blade is sharp and keen, but nothing special.\nThought to have derived from a pruning hook, this is an elaborately curved heavy blade. While convenient and handy, it is not very effective.}}'},
+ {name:'Guisarme-voulge',type:'melee',ct:'10',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Guisarme-voulge}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[guisarme,melee,2H,polearm]{{}}WeapData=[w:Guisarme-voulge,gp:8,wt:15]{{To-Hit=+0 + str bonus}}ToHitData=[w:Guisarme-voulge,sb:1,+:0,ara:-1|-1|0|1|1|1|0|0|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:8,sp:10]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:2d4, L:2d4, + str bonus}}DmgData=[w:Guisarme-voulge,sb:1,+:0,SM:2d4,L:2d4]{{desc=This is a normal Guisarme-voulge a type of polearm. The blade is sharp and keen, but nothing special.}}{{hide1=This weapon has a modified axe blade mounted on an eight-foot long shaft. The end of the blade tapers to a point for thrusting and a back spike is fitted for punching through armor. Sometimes this spike is replaced by a sharpened hook for dismounting riders.}}'},
+ {name:'Halberd',type:'melee',ct:'9',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Halberd}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Halberd,Melee,2H,Polearm]{{}}WeapData=[w:Halberd,gp:10,wt:15]{{To-hit=+0 + Str bonus}}ToHitData=[w:Halberd,sb:1,+:0,ara:1|1|1|2|2|2|1|1|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:5-8,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:1d10, L:2d6, + Str bonus}}DmgData=[w:Halberd,sb:1,+:0,SM:1d10,L:2d6]{{desc=This is a normal Halberd, a type of Polearm. The blade is sharp and keen, but nothing special.}}{{hide1=After the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat.}}'},
+ {name:'Hand-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Hand Axe}}Specs=[Hand Axe,Melee,1H,Axe],[Hand Axe,Ranged,1H,Axe]{{}}WeapData=[w:Hand Axe,gp:1,wt:5]{{}}ToHitData=[w:Hand Axe,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4],[w:Hand Axe,sb:1,db:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:M,ty:S,r:1/2/3,sp:4]{{}}DmgData=[w:Hand Axe,sb:1,+:0,SM:1d6,L:1d4],[]{{}}AmmoData=[w:Hand Axe,t:Hand Axe,st:Hand Axe,sb:1,+:0,SM:1d6,L:1d4]{{}}RangeData=[t:Hand Axe,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Axe}}{{Speed=[[4]]}}{{Weapon=1-handed melee or thrown axe}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=+0, + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=The hand or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on top.}}{{desc=This is a normal Hand- or Throwing-Axe. The blade is sharp and it is well balanced, but nothing special.}}'},
+ {name:'Hand-Axe+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'451',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Hand Axe,Melee,1H,Axe,Hand-Axe],[Hand Axe,Ranged,1H,Axe,Hand-Axe]{{}}WeapData=[gp:451]{{}}ToHitData=[w:Hand Axe+1,+:1],[w:Hand Axe+1,+:0]{{}}DmgData=[w:Hand Axe+1,+:1],[]{{}}AmmoData=[w:Hand Axe+1,t:Hand Axe+1,sb:1,+:1,SM:1d6,L:1d4]{{}}RangeData=[t:Hand Axe+1,+:1]{{}}%{MI-DB|Hand-Axe}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=+1, + Str bonus}}{{desc=This is a fine quality Hand- or Throwing-Axe. The blade is ultra sharp and it is well balanced, and the weapon glows slightly in the dark.}}'},
+ {name:'Hand-Axe-Magical',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'(1+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Hand Axe,Melee,1H,Axe,Magical-Hand-Axe],[Hand Axe,Ranged,1H,Axe,Magical-Hand-Axe]{{}}%{MI-DB|Magical-Hand-Axe}'},
+ {name:'Hand-Crossbow',type:'ranged',ct:'5',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Hand Crossbow}}Specs=[Hand Crossbow,Ranged,1H,Crossbow]{{}}WeapData=[w:Hand Crossbow,gp:300,wt:3]{{}}ToHitData=[w:Hand Crossbow,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,sp:5]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed ranged crossbow}}{{To-hit=+0 + Dex bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Looks Like=This deadly little bow is a pistol-sized weapon made with a steel tiller.}}{{hide1=It is more easily concealed than the light crossbow and its use is considered unethical in civilized society. Hand crossbows have a reloading mechanism built into the tiller.}}{{desc=This is a hand crossbow, small enough to use in 1 hand, with a magazine of 10 quarrels requiring reloading. Made of good quality wood and various metals, it is portable and easy to hold, but it is nothing special}}'},
+ {name:'Hand-Crossbow-Magical',type:'ranged',ct:'5',charge:'uncharged',cost:'(300+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Hand Crossbow,Ranged,1H,Crossbow,Magical-Hand-Crossbow]{{}}%{MI-DB|Magical-Hand-Crossbow}'},
+ {name:'Harpoon',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'20',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Harpoon}}{{subtitle=Spear}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed melee or thrown weapon}}Specs=[Harpoon,Melee,1H,Spears],[Harpoon,Ranged,1H,Throwing-Spears]{{}}WeapData=[w:Harpoon,gp:20,wt:6]{{To-hit=+0, + Dex (if thrown) \\amp Str bonuses}}ToHitData=[w:Harpoon,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:5,sp:7],[w:Harpoon,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7]{{Attacks=1 per round, + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d6, + Str bonus}}DmgData=[w:Harpoon,sb:1,+:0,SM:2d4,L:2d6],[]{{Ammo=+0, vs SM:2d4, L:2d6 + Str bonus}}AmmoData=[w:Harpoon,t:Harpoon,st:Spear,sb:1,+:0,SM:2d4,L:2d6]{{Range=S:10, M:20, L:30}}RangeData=[t:Harpoon,+:0,r:1/2/3]{{desc=This is a normal Harpoon. The point is extra sharp and it is well balanced, but nothing special.}}'},
+ {name:'Heavy-Crossbow',type:'ranged',ct:'10',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Heavy Crossbow}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow]{{}}WeapData=[w:Heavy Crossbow,gp:50,wt:14]{{}}ToHitData=[w:Heavy Crossbow,sb:0,db:1,+:0,ara:-1|0|1|2|3|3|4|4|4,n:1/2,ch:20,cm:1,sz:M,ty:P,sp:10]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed ranged crossbow}}{{To-hit=+0 + Dex bonus}}{{Attacks=1 per 2 rounds + level \\amp specialisation, Piercing}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels.}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'},
+ {name:'Heavy-Crossbow-Magical',type:'ranged',ct:'10',charge:'uncharged',cost:'(50+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Magical-Heavy-Crossbow]{{}}{{}}%{MI-DB|Magical-Heavy-Crossbow}'},
+ {name:'Heavy-Horse-Lance',type:'melee',ct:'8',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Heavy Horse}}{{title=Lance}}{{subtitle=Lance}}{{Speed=[[8]]}}{{Size=Huge}}{{Weapon=1-handed mounted melee lance}}Specs=[Heavy-Horse-Lance,Melee,1H,Lances]{{}}WeapData=[w:Heavy Horse Lance,gp:15,wt:15]{{To-hit=+0, + Str bonus (Heavy War Horse only)}}ToHitData=[w:Heavy Horse Lance,sb:1,+:0,ara:3|3|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:8]{{Attacks=1 per round (unless jousting), Piercing}}{{Damage=+0, vs SM:1d8+1, L:3d6, + Str bonus (Heavy War Horse only)}}DmgData=[w:Heavy Horse Lance,sb:1,+:0,SM:1+1d8,L:3d6]{{desc=This is a normal lance for use with a heavy war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'},
+ {name:'Hook',type:'melee',ct:'2',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hook}}{{subtitle=Hook}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee hook}}Specs=[Hook,Melee,1H,Hooks]{{}}WeapData=[w:Hook,gp:0.05,wt:2]{{To-hit=+0, + Str bonus}}ToHitData=[w:Hook,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:4,sp:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0 vs SM:1d4, L:1d3, + Str bonus}}DmgData=[w:Hook,sb:1,+:0,SM:1d4,L:1d3]{{desc=The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.\nA successful hit with the Gaff or Hook will grapple the target as well as doing damage. A Dexterity check next round escapes without additional damage, a Strength check -3 escapes with damage.\nThe gaff consists of a metal hook with a wooden or metal crossbar at the base. A onehanded tool, the hook protrudes from between the middle and ring fingers. Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.}}'},
+ {name:'Hook-Fauchard',type:'melee',ct:'9',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Hook Fauchard}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,Melee,2H,Polearm]{{}}WeapData=[w:Hook Fauchard,gp:10,wt:8]{{To-hit=+0 + Str bonus}}ToHitData=[w:Hook Fauchard,sb:1,+:0,ara:-2|-2|-1|-1|0|0|0|-1|-1,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:9]{{Attacks=1 per round, + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:1d4, L:1d4, + Str bonus}}DmgData=[w:Hook Fauchard,sb:1,+:0,SM:1d4,L:1d4]{{desc=This is a normal Hook Fauchard, a type of Polearm. The blade is sharp and keen, but nothing special.}}{{hide1=This combination weapon is another attempted improvement to the fauchard. A back hook is fitted to the back of the blade, supposedly to dismount horsemen. Like the fauchard, this is not a tremendously successful weapon.}}'},
+ {name:'Hooked-Net',type:'ranged',ct:'10',charge:'uncharged',cost:'7',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Hooked Net}}{{subtitle=Thrown weapon}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=1-handed ranged net}}Specs=[Net,Ranged,1H,Net]{{}}WeapData=[w:Hooked Net,gp:7,wt:12]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Hooked Net,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:10,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM or L:1d4+2}}AmmoData=[w:Hooked Net,t:Hooked Net,st:Net,sb:1,+:0,SM:2+1d4,L:2+1d4,msg:On a successful hit damage is done and the \\lbraktarget is restrained\\rbrak\\lpar!rounds --target single|^^tid^^|\\amp#64;{target|Who was targeted?|token_id}|Trapped in hooked net|99|0|Need to perform a strength check at -2 or remain entrapped|fishing-net\\rpar]{{Range=S:10, M:20, L:30}}RangeData=[t:Hooked Net,+:0,r:1/2/3]{{desc=A net with many sharp hooks, both does damage and restrains the target. A creature can use its action to make a Strength check at a penalty of -2 to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 8) frees the target without harming it and destroys the net.}}'},
+ {name:'Horsemans-Flail',type:'melee',ct:'6',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Flail}}Specs=[Horsemans Flail,Melee,1H,Flails],[Horsemans Flail,Melee,2H,Flails]{{}}WeapData=[st:Flail,gp:8,wt:5]{{}}ToHitData=[w:Horsemans Flail,sb:1,+:0,ara:0|0|0|0|0|1|1|1|0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:6]{{}}DmgData=[w:Horsemans Flail,sb:1,+:0,SM:1+1d4,L:1+1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Flail}}{{Speed=[[6]]}}{{Weapon=1-handed mounted melee flail}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d4+1, L:1d4+1, + Str bonus}}{{Looks Like=The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The horseman\'s version of the flail has a two-foot-long handle. The horseman already has a good positional advantage, sitting atop a horse, and consequently does not need the greater reach afforded by the long handle of the footman\'s flail. This is a one-handed weapon (but can be used 2-handed for no advantage.}}{{desc=This is a normal Horseman\'s Flail. The business end is made of vicious steel chain and thick leather, but is nothing special.}}'},
+ {name:'Horsemans-Flail-Magical',type:'melee',ct:'6',charge:'uncharged',cost:'(8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Flail,Melee,1H,Flails,Magical-Horsemans-Flail],[Horsemans Flail,Melee,2H,Flails,Magical-Horsemans-Flail]{{}}%{MI-DB|Magical-Horsemans-Flail}'},
+ {name:'Horsemans-Mace',type:'melee',ct:'6',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Mace}}Specs=[Horsemans Mace,Melee,1H,Clubs],[Horsemans Mace,Melee,2H,Clubs]{{}}WeapData=[st:Mace,gp:5,wt:6]{{}}ToHitData=[w:Horsemans Mace, sb:1, +:0,ara:1|1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:M, ty:B,r:5, sp:6]{{}}DmgData=[w:Horsemans Mace,sb:1,+:0,SM:1d6,L:1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Club}}{{Speed=[[6]]}}{{Weapon=1-handed mounted melee club}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level + specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}{{Looks Like=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nThe first horseman\'s maces were a wooden handle, about 18 inches long, with a leather wrist strap at the bottom of the handle so the weapon would not be dropped, and a metal head. As time progressed, knights preferred to have maces made entirely of metal.}}{{desc=This is a normal Horseman\'s Mace. The business end is hardened wood and steel, but is nothing special.}}'},
+ {name:'Horsemans-Mace-Magical',type:'melee',ct:'6',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Mace,Melee,1H,Clubs,Magical-Horsemans-Mace],[Horsemans Mace,Melee,2H,Clubs,Magical-Horsemans-Mace]{{}}%{MI-DB|Magical-Horsemans-Mace}'},
+ {name:'Horsemans-Pick',type:'melee',ct:'6',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Pick}}Specs=[Horsemans Pick,Melee,1H,Picks],[Horsemans Pick,Melee,2H,Picks]{{}}WeapData=[st:Pick,gp:8,wt:6]{{}}ToHitData=[w:Horsemans Pick,sb:1,+:0,ara:1|1|1|1|0|0|-1|-1|-1,n:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5, sp:6]{{}}DmgData=[w:Horsemans Pick,sb:1,+:0,SM:1+1d4,L:1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Pick}}{{Speed=[[5]]}}{{Weapon=1-handed mounted melee pick}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d4+1, L:1d4}}{{Looks Like=The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. The horseman\'s pick is lighter than the footman\'s version (about 4 pounds) and has a shortened haft (about two feet), making it easier to wield from horseback.}}{{desc=This is a normal Horseman\'s Pick. The business end is hard and sharp, but is nothing special.}}'},
+ {name:'Horsemans-Pick-Magical',type:'melee',ct:'6',charge:'uncharged',cost:'(7+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Pick,Melee,1H,Picks,Magical-Horsemans-Pick],[Horsemans Pick,Melee,2H,Picks,Magical-Horsemans-Pick]{{}}%{MI-DB|Magical-Horsemans-Pick}'},
+ {name:'Javelin',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Javelin}}Specs=[Javelin,Melee,1H,Spears],[Javelin,Melee,2H,Spears],[Javelin,Ranged,1H,Throwing-Spears]{{}}WeapData=[st:Javelin,gp:5,wt:2]{{}}ToHitData=[w:Javelin,sb:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:4],[w:Javelin 2H,sb:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:4],[w:Javelin,sb:1,db:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,sp:4]{{}}DmgData=[w:Javelin,sb:1,+:0,SM:1d4,L:1d4],[w:Javelin 2H,sb:1,+:0,SM:1d6,L:1d6,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Javelin,t:Javelin,st:Spear,sb:1,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-or 2-handed melee or thrown spear}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}}{{Ammo=+0, vs SM:1d4, L:1d4 + Str bonus}}{{Range=PB:20 S:20 M:40 L:60}}{{Looks Like=A light spear, suitable for melee or missile combat, usable either on horseback or on foot.}}{{hide1=Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles.}}{{desc=This is a normal Javelin. It is light and has a sharp point, but is nothing special.}}'},
+ {name:'Innate',type:'melee|hide',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Innate}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1- or 2-handed melee innate ability}}Specs=[Innate,Melee|Hide,1H,Innate]{{}}WeapData=[slots:0|1|1]{{}}'},
+ {name:'Javelin-Magical',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'(7+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Javelin,Melee,1H,Spears,Magical-Javelin],[Javelin,Melee,2H,Spears,Magical-Javelin],[Javelin,Ranged,1H,Throwing-Spears,Magical-Javelin]{{}}%{MI-DB|Magical-Javelin}'},
+ {name:'Javelin-Stone',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[w:Drusus,gp:0.05,wt:2]{{}}ToHitData=[w:Stone Javelin],[w:Stone Javelin 2H],[w:Stone Javelin]{{}}DmgData=[w:Stone Javelin,msg:Will shatter 1 time in 6],[w:Stone Javelin 2H,msg:Will shatter 1 time in 6],[]{{}}AmmoData=[w:Stone Javelin,t:Stone Javelin,msg:Will shatter 1 time in 6]{{}}RangeData=[t:Stone Javelin]{{}}%{MI-DB|Javelin}{{Looks Like=Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot. Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. This javelin appears to be made from a staligmite or staligtite, or some other pointed stone artefact.}}{{desc=This is a primative Javelin, made of stone. It is fragile and will break on hitting anything 1 time in 6.}}'},
+ {name:'Jousting-Lance',type:'melee',ct:'8',charge:'uncharged',cost:'20',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Jousting Lance}}{{subtitle=Lance}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Jousting Lance,Melee,1H,Lances]{{}}WeapData=[w:Jousting Lance,gp:20,wt:20]{{To-hit=+0 + Str bonus (when mounted only)}}ToHitData=[w:Jousting Lance,sb:1,+:0,ara:3|3|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:8]{{Attacks=1 per round + level \\amp specialisation (while mounted \\amp except when Jousting), Piercing}}{{Damage=+0, vs SM:1d3-1, L:1, + Str bonus}}DmgData=[w:Jousting Lance,sb:1,+:0,SM:0-1+1d3,L:0-1+1d2]{{desc=This is a normal lance for use with a heavy war horse or charger trained in the competition of jousting. The point is well hardened but blunted to reduce damage in the competition, and the shaft in good condition, but nothing special.}}'},
+ {name:'Katana',type:'melee',ct:'4',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Katana}}{{subtitle=Samurai Sword}}{{Speed=1H [[4]], 2H [[4]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}Specs=[Katana, Melee, 1H, Long-blade],[Katana, Melee, 2H, Long-blade]{{}}WeapData=[w:Katana,gp:100,wt:6]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Katana, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:5,sp:4,rc:uncharged],[w:Katana 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:5,sp:4]{{Attacks=1 per round + specialisation \\amp level, Slashing \\amp Piercing}}{{Damage=1-handed SM:1d10 L:1d12, 2-handed SM:2d6 L:2d6}}DmgData=[w:Katana,sb:1,+:0,SM:1d10,L:1d12],[w:Katana 2H,sb:1,+:0,SM:2d6,L:2d6]{{desc=The katana is the samurai\'s sword. It\'s a medium-length, slightly curved blade with no quillions (only a small, circular guard) and a hilt suitable for one-handed and two-handed use. The blade is sharpened only along one edge and at the tip, but it is sharpened to a razor\'s edge.\nKatanas are very personal; a samurai is dishonored if he loses his, and so very few are lost. This means that it is very hard to get one in the west, other than by taking it from its owner—a difficult task. In the east, a character might be willing to commission one from a weaponsmith, for the listed price . . . if he gets a good reaction roll from the NPC. (An ordinary weaponsmith could not make one. The blade-making technique requires study in the east and the learning of a specialized individual weaponsmithing nonweapon proficiency.)\nAlso, a hero who does a favor or performs a mission for an eastern lord might be awarded a matched set of katana and wakizashi, if he\'s very lucky; this would be a high honor.}}'},
+ {name:'Khopesh',type:'melee',ct:'9',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Khopesh}}Specs=[Khopesh,Melee,1H,Medium-blade]{{}}WeapData=[w:Khopesh,gp:10,wt:7]{{}}ToHitData=[w:Khopesh,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{}}DmgData=w:Khopesh,sb:1,+:0,vs SM:2d4,vs L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=1-handed melee medium-length blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d4, L:1d6, + Str bonus}}{{Looks Like=This is an Egyptian weapon. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1.5 feet. This makes the khopesh both heavy and unwieldy, difficult to employ properly, and slow to recover, particularly after a badly missed blow. Its sickle-like portion can snag an opponent or an opposing weapon.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Khopesh-Magical',type:'melee',ct:'9',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Khopesh,Melee,1H,Medium-blade,Magical-Khopesh]{{}}{{}}%{MI-DB|Magical-Khopesh}'},
+ {name:'Knife',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Knife}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade],[Knife,Ranged,1H,Throwing-blade]{{}}WeapData=[w:Drusus,gp:0.5,wt:0.5]{{}}ToHitData=[w:Knife,sb:1,+:0,ara:-3|-3|-2|-2|0|0|1|1|3,n:2,ch:20,cm:1,sz:S,ty:SP,r:5,sp:2],[w:Knife,sb:1,db:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:2,ch:20,cm:1,sz:S,ty:P,sp:2]{{}}DmgData=[w:Knife,sb:1,+:0,SM:1d3,L:1d2],[ ]{{}}AmmoData=[w:Knife,t:Knife,st:Knife,sb:1,+:0,SM:1d3,L:1d2]{{}}RangeData=[t:Knife,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Blade}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee fencing-blade or short-blade, or ranged throwing-blade}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=2 per round + level \\amp specialisation, Slashing \\amp Piercing}}{{Damage=+0, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d3, L:1d2 + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A knife consists of a single-edged, pointed blade with a handle mounted asymmetrically, with a single straight edge or slightly curved blade. The curvature is often accentuated near the point.}}{{desc=A standard Knife of good quality, versatile in combat, but otherwise ordinary}}'},
+ {name:'Knife-Bone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0.03',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Bone}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[w:Bone Knife,gp:0.03,wt:0.5]{{}}ToHitData=[w:Bone Knife],[w:Bone Knife]{{}}DmgData=[w:Bone Knife,SM:1d2,L:1d2,msg:Shatters 2 times in 6],[ ]{{}}AmmoData=[w:Bone Knife,t:Bone Knife,st:Knife,SM:1d2,L:1d2,msg:Shatters 2 times in 6]{{}}RangeData=[t:Bone Knife]{{}}%{MI-DB|Knife}{{Damage=+0, vs SM: 1d2, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d2, L:1d2 + Str bonus}}{{desc=A Knife with a bone blade, versatile in combat, but will break on striking 2 in 6 times}}'},
+ {name:'Knife-Magical',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'(0.5+(200*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Magical-Knife],[Knife,Ranged,1H,Throwing-blade,Magical-Knife]{{}}%{MI-DB|Magical-Knife}'},
+ {name:'Knife-Stone',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[w:Stone Knife,gp:0.05,wt:0.5]{{}}ToHitData=[w:Stone Knife],[w:Stone Knife]{{}}DmgData=[w:Stone Knife,SM:1d2,L:1d2,msg:Shatters 1 time in 6],[ ]{{}}AmmoData=[w:Stone Knife,t:Stone Knife,st:Knife,SM:1d2,L:1d2,msg:Shatters 1 time in 6]{{}}RangeData=[t:Stone Knife]{{}}%{MI-DB|Knife}{{Damage=+0, vs SM: 1d2, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d2, L:1d2 + Str bonus}}{{desc=A Knife made of stone, will break on striking 1 in 6 times}}'},
+ {name:'Lasso',type:'ranged',ct:'10',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Lasso}}{{subtitle=Entangling Weapon}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed ranged lasso}}Specs=[Lasso,ranged,2H,Lasso]{{}}WeapData=[w:Lasso,gp:0.5,wt:3]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Lasso,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:SPB,sp:10,msg:You must decide what you are trying to achieve with the lasso and agree it with the DM *before* doing the attack.]{{Attacks=1 per round + spec \\amp level, doing variable amounts of damage}}AmmoData=[w:Lasso,t:Lasso,sb:1,+:0,SM:1d3,L:1d2,ru:1,msg:Successful attack results in multiple different outcomes. See *The Complete Fighter\'s Handbook* description of a lasso]{{Range=S:10, M:20, L:30}}RangeData=[t:Lasso,r:1/2/3]{{desc=The lasso, or lariat, is a length of rope with a loop at the end; the wielder holds the slack in his off-hand, twirls the lasso in his other hand, and hurls the loop at his target. On a successful hit, the lariat settles over the target, giving the wielder the chance to dismount him, pull him to the ground, trip him, etc.\nIn other words, when you attack someone with a lasso, you must declare what you\'re trying to accomplish with the attack.}}'},
+ {name:'Light-Ballista',type:'ranged',ct:'30',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Light Ballista}}{{subtitle=Siege Weapon}}{{Speed=[[30]]}}{{Size=Huge}}{{Weapon=2-handed ranged siege weapon}}Specs=[Light Ballista,Ranged,2H,Ballista]{{}}WeapData=[w:Light Ballista,gp:200,wt:100]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Light Ballista,sb:0,db:0,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:30]{{Attacks=1 per 3 rounds, Piercing}}{{desc=A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.}}'},
+ {name:'Light-Catapult',type:'ranged',ct:'50',charge:'uncharged',cost:'250',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Light Catapult}}{{subtitle=Siege Weapon}}{{Speed=[[50]]}}{{Size=Huge}}{{Weapon=4-handed ranged siege weapon}}Specs=[Light Catapult,Ranged,4H,Catapult]{{}}WeapData=[w:Light Catapult,gp:250,wt:200]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Light Catapult,sb:0,db:0,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:50]{{Attacks=1 per 5 rounds, Piercing}}{{desc=This engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing arm and is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air. Tension provides the catapult\'s power.\nCatapults usually fire large stones, but they can be loaded with almost anything: small stones, chains, dead animals, or anything else small enough to fit in the sling or cup and not so heavy that it overloads the lever. Large objects inflict the damage listed on the table. Masses of small objects can inflict an extra die of damage against most creatures but are useless against structures and any creature with a natural Armor Class of 0 or better (including characters with an Armor Class of 0 before shield or Dexterity modifiers).\nA light catapult with a full crew can target Huge creatures.\nA light or medium catapult can change facing 45 degrees during the End-of-Round step of any round when it fires.}}'},
+ {name:'Light-Crossbow',type:'ranged',ct:'7',charge:'uncharged',cost:'35',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[Light Crossbow,Ranged,2H,Crossbow]{{}}WeapData=[w:Light Crossbow,gp:35,wt:7]{{}}ToHitData=[w:Light Crossbow,sb:0,db:1,+:0,ara:-2|-1|0|0|1|2|3|3|3,n:1,ch:20,cm:1,sz:M,ty:P,sp:7]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged crossbow}}{{To-Hit=+0 + dex bonus only}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels. The light (or one-foot) crossbow is made with a steel tiller and is quite rugged. It may be easily concealed beneath flowing garments such as cloaks or robes. It is frowned upon by the more lawful, civilized cities.}}{{desc=This is a light crossbow. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'},
+ {name:'Light-Crossbow-Magical',type:'ranged',ct:'7',charge:'uncharged',cost:'(35+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Magical-Light-Crossbow]{{}}%{MI-DB|Magical-Light-Crossbow}'},
+ {name:'Light-Horse-Lance',type:'melee',ct:'6',charge:'uncharged',cost:'6',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Lance}}{{prefix=Light Horse}}{{subtitle=Lance}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Light-Horse-Lance,Melee,1H,Lances]{{}}WeapData=[w:Light Horse Lance,gp:6,wt:5]{{To-hit=+0 + Str bonus}}ToHitData=[w:Light Horse Lance,sb:1,+:0,ara:-2|-2|-1|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:6]{{Attacks=1 per round when mounted (except if jousting)}}{{Damage=+0, vs SM:1d6, L:1d8, + Str bonus (when mounted)}}DmgData=[w:Light Horse Lance,sb:1,+:0,SM:1d6,L:1d8]{{desc=This is a normal lance for use with a light war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'},
+ {name:'Long-Spear',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,1H,spears,spear-long],[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}%{MI-DB|Spear-Long}'},
+ {name:'Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'75',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longbow}}Specs=[longbow,ranged,2H,bow]{{}}WeapData=[w:Longbow,gp:75,wt:3]{{}}ToHitData=[w:Longbow,sb:0,db:1,+:0,ara:-1|0|0|1|2|3|3|3|3,n:2,n:2,ch:20,cm:1,sz:L,ty:P,sp:8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=Ranged 2-handed bow}}{{To-Hit=+0 + dex bonus}}{{Attacks=Piercing, 2 per round}}{{Looks Like=Bows are long, slender rods (also called staves) made of wood with a string of animal tendon or plant fiber. the staff is about as high as the archer, usually 6 to 6 1/2 feet. It has better range than the short bow, and can fire both flight and sheaf arrows.}}{{desc=This is a normal longbow. The wood is polished, the string taut, but nothing special.}}'},
+ {name:'Longbow-Magical',type:'ranged',ct:'8',charge:'uncharged',cost:'(75+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[longbow,ranged,2H,bow,Magical-Longbow]{{}}%{MI-DB|Magical-Longbow}'},
+ {name:'Longsword',type:'melee',ct:'5',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longsword}}Specs=[Longsword,Melee,1H,Long-blade],[Longsword,Melee,2H,Long-blade]{{}}WeapData=[w:Longsword,gp:15,wt:4]{{}}ToHitData=[name w:Longsword,strength bonus sb:1,magic+:0,AR Adjustment ara:-2|-1|0|0|0|0|0|1|2, attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:S, range r:5,speed sp:5]{{}}DmgData=[name w:Longsword,strength bonus sb:1,magic+:0,vs SM:1d8,vs L:1d12]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d8, L:1d12, + Str bonus}}{{Looks Like=Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing. Their length ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. There is no single version of the long sword; the design and length vary from culture to culture.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Longsword+1',type:'melee',ct:'5',charge:'uncharged',cost:'515',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[w:Longsword+1,gp:515]{{}}ToHitData=[w:Longsword+1,+:1]{{}}DmgData=[w:Longsword+1,+:1]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'},
+ {name:'Longsword+2',type:'melee',ct:'5',charge:'uncharged',cost:'1015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[w:Longsword+2,gp:1015]{{}}ToHitData=[w:Longsword+2,+:2]{{}}DmgData=[w:Longsword+2,+:2]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'},
+ {name:'Longsword+3',type:'melee',ct:'5',charge:'uncharged',cost:'1515',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[w:Longsword+3,gp:1515]{{}}ToHitData=[w:Longsword+3,+:3]{{}}DmgData=[w:Longsword+3,+:3]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'},
+ {name:'Longsword+4',type:'melee',ct:'5',charge:'uncharged',cost:'2015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[w:Longsword+4,gp:2015]{{}}ToHitData=[w:Longsword+4,+:4]{{}}DmgData=[w:Longsword+4,+:4]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'},
+ {name:'Longsword-Cursed',type:'melee',ct:'5',charge:'Cursed',cost:'(15+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Longsword,Melee,1H,Long-blade,Cursed-Longsword],[Longsword,Melee,2H,Long-blade,Cursed-Longsword]{{}}%{MI-DB|Cursed-Longsword}'},
+ {name:'Lucern-Hammer',type:'melee',ct:'9',charge:'uncharged',cost:'7',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Lucern Hammer}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm],[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm]{{}}WeapData=[w:Lucern Hammer,gp:7,wt:15]{{To-hit=+0 + Str bonus}}ToHitData=[w:Lucern Hammer,sb:1,+:0,ara:1|1|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8-10,sp:9],[w:Lucern Hammer set vs charge,sb:1,+:0,ara:1|1|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8-10,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6 (if set vs charge SM:4d4, L:2d6) + Str bonus}}DmgData=[w:Lucern Hammer,sb:1,+:0,SM:2d4,L:1d6],[w:Lucern Hammer vs charge,sb:1,+:0,SM:4d4,L:2d6]{{desc=This is a normal Lucern Hammer, a type of Polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**}}{{hide1=This weapon is similar to the bec de corbin. Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. Like the bec de corbin, its main purpose is to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry.}}'},
+ {name:'Magical-Awl-Pike',type:'melee',ct:'13',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Awl-Pike,Melee,2H,Polearm,Awl-Pike+Magical]{{}}%{MI-DB|Awl-Pike+Magical}'},
+ {name:'Magical-Bardiche',type:'melee',ct:'9',charge:'uncharged',cost:'(7+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Bardiche,Melee,2H,Polearm,Bardiche]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(7+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Bardiche^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Awl Pike^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Bardiche}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^, SM:1d6, L:1d12, + Str Bonus}}{{desc=This is a good Bardiche, a type of Polearm. The point is very sharp and keen.}}'},
+ {name:'Magical-Bec-de-Corbin',type:'melee',ct:'9',charge:'uncharged',cost:'(8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[bec de corbin,melee,2H,polearm,bec-de-corbin]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(8+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Bec de Corbin^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Bec de Corbin^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Bec-de-Corbin}{{To-Hit=^^weaponMagic#0^^ + str bonus}}{{Damage=+0+str bonus, SM:1d8, L:1d6}}{{desc=This is an exeptional Bec de Corbin, a type of polearm. the point is very sharp and keen.}}'},
+ {name:'Magical-Bill-Guisarme',type:'melee',ct:'10',charge:'uncharged',cost:'(7+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Bill-guisarme,Melee,2H,Polearm,Bill-guisarme]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(7+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Bill-guisarme^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Bill-guisarme^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Bill-guisarme}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^+Str Bonus, SM:2d4, L:1d10}}{{desc=This is a good Bill-guisarme, a type of Polearm. The point is exeptionally sharp and keen.}}'},
+ {name:'Magical-Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Broad sword,Melee,1H,Long-blade,Broadsword],[Broad sword,Melee,1H,Long-blade,Broadsword]{{}}WeapData=[w:Magical-Broadsword,query:weaponMagic,gp:(10+^^weaponMagic#3^^)]{{}}ToHitData=[w:Broadsword^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Hilt Punch,+:^^weaponMagic#1^^]{{}}DmgData=[w:Broadsword^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch,,+:^^weaponMagic#1^^]{{}}%{MI-DB|Broadsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Sword}}{{Weapon=1-handled ^^weaponMagic#2^^ melee long blade}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^ + Str Bonus, \nvs. SM:2d4, L:1+1d6}}{{desc=This is a fine sword. Its blade looks extra sharp and it could be a magical blade of some sort.}}'},
+ {name:'Magical-Composite-Shortbow',type:'ranged',ct:'6',charge:'uncharged',cost:'(75+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponPlus#2^^}}{{name=^^weaponPlus#0^^}}Specs=[Composite-Shortbow,Ranged,2H,Bow,Composite-Shortbow]{{}}WeapData=[st:Composite-Shortbow,query:weaponMagic,gp:(75+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Composite Shortbow^^weaponMagic#0^^,sb:1,db:1,+:^^weaponMagic#1^^,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,rc:^^weaponMagic#2^^]{{}}%{MI-DB|Composite-Shortbow}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponPlus#0^^ + any ammo, Dex \\amp Str bonuses}}{{desc=This is a composite shortbow (otherwise known as a Recurve Bow). The limbs are laminations of the finest materials, which make it exceptionally strong and flexible. Perhaps it is something special?}}'},
+ {name:'Magical-Fauchard',type:'melee',ct:'0',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Fauchard,melee,2H,polearm,Fauhard]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(5+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Fauchard^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:fauchard^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Fauchard}{{To-Hit=^^weaponMagic#0^^ + str bonus}}{{Damage=^^weaponMagic#0^^, vs. SM:1d6, l:1d8, + str bonus}}{{desc=This is a good Fauchard, a type of polearm. The point is very sharp and keen.}}'},
+ {name:'Magical-Fauchard-Fork',type:'melee',ct:'0',charge:'uncharged',cost:'(8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Fauchard,Melee,2H,Polearm,Fauhard-Fork]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(8+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Fauchard-Fork^^weaponMagic#0^^,+:^^weaponMagic#0^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Fauchard-Fork^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Fauchard-Fork}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^, vs. SM:1d8, L1d10, + Str bonus}}{{desc=This is a very fine Fauchard-Fork, a type of Polearm. The blade is quite sharp and keen.}}'},
+ {name:'Magical-Footmans-Flail',type:'melee',ct:'7',charge:'uncharged',cost:'(15+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Footmans Flail,Melee,1H,Flails,Footmans-flail]{{}}WeapData=[w:Footmans-Flail,query:weaponMagic,gp:(15+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Footmans-Flail}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^ vs. SM:1d6+1, L:2d4 + Str bonus}}{{desc=A Footman\'s Flail of very good quality, which has shiny chain, very supple and strong leather, and has a slight silvery glow about it. At all times, it is a ^^weaponMagic#0^^ weapon}}'},
+ {name:'Magical-Footmans-Mace',type:'melee',ct:'7',charge:'uncharged',cost:'(8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Footmans Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[w:Footmans-Mace,query:weaponMagic,gp:(8+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Mace}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6+1, L:1d6, + Str bonus}}{{desc=This is a magical Footman\'s Mace. The business end is extra hard and may shine when in the dark. But perhaps there is something odd about this mace.}}'},
+ {name:'Magical-Footmans-Pick',type:'melee',ct:'7',charge:'uncharged',cost:'(8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponPlus#0^^}}Specs=[Footmans Pick,Melee,1H,Clubs,Footmans-Pick]{{}}WeapData=[w:Footmans-Pick,query:weaponMagic,gp:(8+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Pick}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vsSM:1d6+1, L:2d4, + Str bonus}}{{desc=This is a magical Footman\'s Pick. The business end is extra sharp and may shine when in the dark. But perhaps there is something odd about this pick.}}'},
+ {name:'Magical-Glaive',type:'melee',ct:'8',charge:'uncharged',cost:'(6+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[glaive,melee,2H,polearm,glaive]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(6+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Glaive^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Glaive^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Glaive}{{To-Hit=^^weaponMagic#0^^, + str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d10, + str bonus}}{{desc=This is a good Glaive, a type of polearm. The blade seems excellently sharp and keen. **Inflicts double damage against charging creatures of large or greater size**.}}'},
+ {name:'Magical-Glaive-Guisarme',type:'melee',ct:'9',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Glaive,Melee,2H,Polearm,Glaive-guisarme]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(10+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Glaive-guisarme^^weaponMagic#0^^,+:^^weaponMagic#0^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Glaive-guisarme^^weaponMagic#0^^,+:^^weaponMagic#0^^]{{}}%{MI-DB|Glaive-Guisarme}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:2d6 + Str bonus}}{{desc=This is a Glaive-guisarme, a type of Polearm. The blade seems very sharp and keen. **Inflicts double damage against charging creatures of Large or greater size**.}}'},
+ {name:'Magical-Guisarme',type:'melee',ct:'8',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Guisarme,Melee,2H,Polearm,Guisarme]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(5+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Guisarme^^weaponMagic#0^^,+:^^weaponMagic#0^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Guisarme^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Guisarme}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:1d8, + Str bonus}}{{desc=This seems like a normal Guisarme, a type of Polearm. The blade seems very sharp and keen.\nThought to have derived from a pruning hook, this is an elaborately curved heavy blade. While convenient and handy, it is not very effective.}}'},
+ {name:'Magical-Guisarme-voulge',type:'melee',ct:'10',charge:'uncharged',cost:'(8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[guisarme,melee,2H,polearm,guisarme-voulge]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(8+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Guisarme-voulge^^weaponMagic#0^^,+:^^weaponMagic#0^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Guisarme-voulge^^weaponMagic#0^^,+:^^weaponMagic#0^^]{{}}%{MI-DB|Guisarme-voulge}{{To-Hit=^^weaponMagic#0^^ + str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:2d4, + str bonus}}{{desc=This seems like a normal Guisarme-voulge, a type of polearm. The blade is sharp and keen.}}'},
+ {name:'Magical-Halberd',type:'melee',ct:'9',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Halberd,Melee,2H,Polearm,Halberd]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(10+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Halberd^^weaponMagic#0^^,+:^^weaponMagic#0^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Halberd^^weaponMagic#0^^,+:^^weaponMagic#0^^]{{}}%{MI-DB|Halberd}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d10, L:2d6, + Str bonus}}{{desc=This is seemingly a normal Halberd, a type of Polearm. A sharp and keen blade can be seen.}}'},
+ {name:'Magical-Hand-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'(1+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Hand Axe,Melee,1H,Axe,Hand-Axe],[Magical Hand Axe,Ranged,1H,Axe,Hand-Axe]{{}}WeapData=[w:Hand Axe,query:weaponMagic,+:^^weaponMagic#1^^,gp:(1+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Hand Axe^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hand Axe^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Hand Axe^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Hand Axe^^weaponMagic#0^^,t:Magical Hand Axe,+:^^weaponMagic#1^^,SM:1d6,L:1d4]{{}}RangeData=[t:Magical Hand Axe,+:^^weaponMagic#1^^]{{}}%{MI-DB|Hand-Axe}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, + Str bonus}}{{desc=This is a fine quality Hand- or Throwing-Axe. The blade is ultra sharp and it is well balanced, and the weapon glows slightly in the dark. However, there might be something odd about it?}}'},
+ {name:'Magical-Hand-Crossbow',type:'ranged',ct:'5',charge:'uncharged',cost:'(300+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Hand Crossbow,Ranged,1H,Crossbow,Hand-Crossbow]{{}}WeapData=[w:Hand Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,gp:(300+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Hand Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Hand-Crossbow}{{Weapon=^^weaponMagic#2^^ 1-handed ranged crossbow}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=This is a hand crossbow, small enough to use in 1 hand, with a magazine of 10 quarrels requiring reloading. Made of good quality wood and various metals, it is portable and easy to hold. It fits the hand like a glove... or is that a manicle?}}'},
+ {name:'Magical-Heavy-Crossbow',type:'ranged',ct:'10',charge:'uncharged',cost:'(50+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}{{}}WeapData=[w:Heavy Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,gp:(50+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Heavy Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=^^weaponMagic#2^^ Crossbow}}{{Weapon=^^weaponMagic#2^^ 2-handed ranged crossbow}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, perhaps less so or more so than you expect}}'},
+ {name:'Magical-Heavy-Horse-Lance',type:'melee',ct:'8',charge:'uncharged',cost:'(15+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}{{}}Specs=[Heavy-Horse-Lance,Melee,1H,Lances,Heavy-Horse-Lance]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(15+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Heavy Horse Lance^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Heavy Horse Lance^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Heavy-Horse-Lance}{{To-hit=^^weaponMagic#0^^, + Str bonus (Heavy War Horse only)}}{{Damage=^^weaponMagic#0^^, vs SM:1d8+1, L:3d6, + Str bonus (Heavy War Horse only)}}{{desc=This is a fine lance for use with a heavy war horse. The point is very well hardened and the shaft in exceptional condition.}}'},
+ {name:'Magical-Hook-Fauchard',type:'melee',ct:'9',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Fauchard,Melee,2H,Polearm,Hook-Fauchard]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(10+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Hook Fauchard^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Hook Fauchard^^weaponMagic#0^^,+:^^weaponMagic#0^^]{{}}%{MI-DB|Hook-Fauchard}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4, L:1d4, + Str bonus}}{{desc=Is this a normal Hook Fauchard, a type of Polearm? The blade seems sharp and keen, but perhaps nothing special.}}'},
+ {name:'Magical-Horsemans-Flail',type:'melee',ct:'6',charge:'uncharged',cost:'(8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Flail,Melee,1H,Flails,Horsemans-Flail],[Horsemans Flail,Melee,2H,Flails,Horsemans-Flail]{{}}WeapData=[w:Horsemans Flail,query:weaponMagic,+:^^weaponMagic#1^^,gp:(8+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Flail}{{subtitle=^^weaponMagic#2^^ Flail}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee flail}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4+1, + Str bonus}}{{desc=This is an exceptional Horseman\'s Flail. The business end is made of vicious steel chain and thick leather, and there are runes engraved on the handle.}}'},
+ {name:'Magical-Horsemans-Mace',type:'melee',ct:'6',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Mace,Melee,1H,Clubs,Horsemans-Mace],[Horsemans Mace,Melee,2H,Clubs,Horsemans-Mace]{{}}WeapData=[w:Horsemans Mace,query:weaponMagic,+:^^weaponMagic#1^^,gp:(5+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Mace^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Mace}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Club}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee club}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{desc=This is an exceptional Horseman\'s Mace. The business end is highly polished wood and sparkling steel. It might be something special.}}'},
+ {name:'Magical-Horsemans-Pick',type:'melee',ct:'6',charge:'uncharged',cost:'(7+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Pick,Melee,1H,Picks,Horsemans-Pick],[Horsemans Pick,Melee,2H,Picks,Horsemans-Pick]{{}}WeapData=[w:Horsemans Pick,query:weaponMagic,+:^^weaponMagic#1^^,gp:(7+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Pick}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Pick}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee pick}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4}}{{desc=This is an exceptional Horseman\'s Pick. The business end is hard and sharp. It may well be something special.}}'},
+ {name:'Magical-Javelin',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'(7+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[w:Javelin,query:weaponMagic,+:^^weaponMagic#1^^,gp:(7+^^weaponMagic#3^^),gp:(0.5+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Javelin}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1-or 2-handed ^^weaponMagic#2^^ melee or thrown spear}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4 + Str bonus}}{{desc=This is an exceptional Javelin. It is light and has a sharp point, and might be special in some way or other.}}'},
+ {name:'Magical-Khopesh',type:'melee',ct:'9',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Khopesh,Melee,1H,Medium-blade,Khopesh]{{}}WeapData=[w:Khopesh,query:weaponMagic,+:^^weaponMagic#1^^,gp:(10+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Khopesh^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Khopesh^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Khopesh}{{}}%{MI-DB|Magical-Weapon-Plus}{{subtitle=^^weaponMagic#2^^ Sword}}{{Weapon=1-handed ^^weaponMagic#2^^ melee medium-length blade}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:1d6, + Str bonus}}{{desc=This is an exceptional sword. The blade is sharp and keen, and may be something special.}}'},
+ {name:'Magical-Knife',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'(0.5+(200*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[w:Knife,query:weaponMagic,+:^^weaponMagic#1^^,gp:(0.5+(200*^^weaponMagic#1^^)),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Knife^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Knife^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Knife^^weaponMagic#0^^,+:^^weaponMagic#1^^],[ ]{{}}AmmoData=[w:Knife^^weaponMagic#0^^,t:Knife,st:Knife,+:^^weaponMagic#1^^]{{}}RangeData=[t:Knife,+:^^weaponMagic#1^^]{{}}%{MI-DB|Knife}{{subtitle=^^weaponMagic#2^^ Blade}}{{Weapon=1-handed ^^weaponMagic#0^^ melee fencing-blade or short-blade, or ranged throwing-blade}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d3, L:1d2 + Str bonus}}{{desc=A Knife of exceptional quality, versatile in combat, and perhaps something out of the ordinary}}'},
+ {name:'Magical-Light-Crossbow',type:'ranged',ct:'7',charge:'uncharged',cost:'(35+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[light crossbow,ranged,2H,crossbow,Light-Crossbow]{{}}WeapData=[w:Light Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,gp:(35+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Light Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Light-Crossbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Crossbow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ^^weaponMagic#2^^ ranged crossbow}}{{To-Hit=^^weaponMagic#0^^ + dex bonus only}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels. The light (or one-foot) crossbow is made with a steel tiller and is quite rugged. It may be easily concealed beneath flowing garments such as cloaks or robes. It is frowned upon by the more lawful, civilized cities.}}{{desc=This is a light crossbow. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'},
+ {name:'Magical-Light-Horse-Lance',type:'melee',ct:'6',charge:'uncharged',cost:'(6+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}{{}}Specs=[Light-Horse-Lance,Melee,1H,Lances,Light-Horse-Lance]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(6+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Light Horse Lance^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Light Horse Lance^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Light-Horse-Lance}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d8, + Str bonus (when mounted)}}{{desc=This is a fine lance for use with a light war horse. The point is very well hardened and the shaft in excellent condition.}}'},
+ {name:'Magical-Long-Spear',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}%{MI-DB|Spear-Long-Magical}'},
+ {name:'Magical-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'(75+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#1^^}}Specs=[longbow,ranged,2H,bow,Longbow]{{}}WeapData=[w:Longbow,query:weaponMagic,+:^^weaponMagic#1^^,gp:(75+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Longbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Longbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Bow}}{{Weapon=Ranged 2-handed ^^weaponMagic#2^^ bow}}{{To-Hit=^^weaponMagic#0^^ + dex bonus}}{{desc=This is a fine longbow. The wood is polished with a inner gleam, the string might even be silver or magical spider\'s web, and possibly something special.}}'},
+ {name:'Magical-Lucern-Hammer',type:'melee',ct:'9',charge:'uncharged',cost:'(7+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm,Lucern-Hammer],[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm,Luern-Hammer]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(7+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Lucern Hammer^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Lucern Hammer^^weaponMagic#0^^ set vs charge,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Lucern Hammer^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Lucern Hammer^^weaponMagic#0^^ vs charge,+:^^weaponMagic#1^^]{{}}%{MI-DB|Lucern-Hammer}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:1d6 (if set vs charge SM:4d4, L:2d6) + Str bonus}}{{desc=This is a Lucern Hammer, a type of Polearm. The blade is very sharp and keen, perhaps something special. **Inflicts double damage when set firmly vs. charge.**}}'},
+ {name:'Magical-Mancatcher',type:'melee',ct:'7',charge:'uncharged',cost:'(30+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Mancatcher,Melee,1H,Polearm,Mancatcher]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(30+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Mancatcher^^weaponMagic#0^^,+:^^weaponMagic#0^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Mancatcher^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Mancatcher}{{To-hit=^^weaponMagic#0^^ + *Dex* bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d2, L:1d2, automatic each round, no other bonuses}}'},
+ {name:'Magical-Military-Fork',type:'melee',ct:'7',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[military fork,melee,2H,polearm,military-fork]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(5+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Military Fork^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Military Fork^^weaponMagic#0^^,+:^^weaponMagic#0^^]{{}}%{MI-DB|Military-Fork}{{To-Hit=^^weaponMagic#0^^ + str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d8, l:2d4, + str bonus}}{{desc=This seems to be a normal military fork, a type of polearm. The points are sharp and keen. **Inflicts double damage against charging creatures of large or greater size.**}}'},
+ {name:'Magical-Partisan',type:'melee',ct:'9',charge:'uncharged',cost:'(10+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[partisan,melee,2H,polearm,partisan]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(10+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Partisan^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Partisan^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Partisan{{To-Hit=^^weaponMagic#0^^ + str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d6+1, + str bonus}}{{desc=This is a partisan, a type of polearm. The point is quite sharp and keen. **Inflicts double damage when set firmly vs. charge.**}}'},
+ {name:'Magical-Quarterstaff',type:'melee',ct:'4',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}%{MI-DB|Quarterstaff-Magical}'},
+ {name:'Magical-Ranseur',type:'melee',ct:'8',charge:'uncharged',cost:'(6+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Ranseur,Melee,2H,Polearm,Ranseur],[Ranseur,Melee,2H,Polearm,Ranseur]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(6+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Ranseur^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Ranseur^^weaponMagic#0^^ set vs charge,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Ranseur^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Ranseur^^weaponMagic#0^^ vs charge,+:^^weaponMagic#0^^]{{}}%{MI-DB|Ranseur}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:2d4, if set vs charge SM:4d4, L:4d4, + Str bonus}}{{desc=This is a good Ranseurn, a type of Polearm. The point is very sharp and keen. **Inflicts double damage when set firmly vs. charge.**}}'},
+ {name:'Magical-Sabre',type:'melee',ct:'4',charge:'uncharged',cost:'(17+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Sabre,Melee,1H,Fencing-blade,Sabre],[Sabre,Melee,1H,Fencing-blade,Sabre]{{}}WeapData=[w:Sabre,query:weaponMagic,+:^^weaponMagic#1^^,gp:(17+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Sabre^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Sabre^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Sabre}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Sword}}{{Weapon=1-handed ^^weaponMagic#2^^ melee fencing-blade}}{{To-hit=^^weaponMagic#0^^ no bonuses}}{{Damage=^^weaponMagic#0^^, vs SM:1d6+1, L:1d8+1, or punch + str bonus}}{{desc=This is a special Sabre, made with a steel blade inlaid or alloyed with some interesting materials. It is something special, but how special is uncertain}}'},
+ {name:'Magical-Shortbow',type:'ranged',ct:'0',charge:'uncharged',cost:'(30+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Shortbow,ranged,2H,Bow]{{}}WeapData=[st:Shortbow,query:weaponMagic,+:^^weaponMagic#1^^,gp:(30+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Shortbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Shortbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Bow}}{{Weapon=2-handed ^^weaponMagic#2^^ ranged bow}}{{To-Hit=^^weaponMagic#1^^ + dex bonus}}{{desc=This is an exceptional shortbow. The wood is highly polished and covered in inked runes, the string taut and gleams and sparkles, but is there anything odd about it?}}'},
+ {name:'Magical-Sling',type:'ranged',ct:'7',charge:'uncharged',cost:'(0.05+(150*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Sling,Ranged,1H,Slings,Sling],[Sling,Ranged,2H,Slings,Sling]{{}}WeapData=[st:Sling,query:weaponMagic,+:^^weaponMagic#1^^,gp:(0.05+(150*^^weaponMagic#1^^)),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Sling^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Sling^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}%{MI-DB|Sling}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Ranged Weapon}}{{Weapon=1- or 2-handed ^^weaponMagic#2^^ ranged sling}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=A fine sling, made of some magical beast\'s skin - though does which beast matter? Can be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'},
+ {name:'Magical-Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'(0.8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[spear,melee,1H,spears,spear],[spear,melee,2H,spears,spear],[spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[st:Spear, query:weaponMagic, +:^^weaponMagic#1^^,gp:(0.8+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Spear^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^],[w:Spear 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Spear}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1- or 2-handed melee or thrown ^^weaponMagic#2^^ spear}}{{To-Hit=^^weaponMagic#0^^ + str \\amp dex bonuses}}{{Damage=^^weaponMagic#0^^ 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=^^weaponMagic#0^^ vs SM:1d6, l:1d8, + str bonus}}{{desc=This is an exceptional spear. The point looks sharp and it is well balanced, but you can\'t decipher the runes enscribed on its shaft.}}'},
+ {name:'Magical-Spetum',type:'melee',ct:'8',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Spetum,Melee,2H,Polearm,Spetum],[Spetum,Melee,2H,Polearm,Spetum]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(5+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Spetum^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Spetum^^weaponMagic#0^^ set vs charge,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Spetum^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spetum^^weaponMagic#0^^ vs charge,+:^^weaponMagic#1^^]{{}}%{MI-DB|Spetum}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6+1, L:2d6, if set vs charge SM:2d6+2, L:4d6, + Str bonus}}{{desc=This is an interesting Spetum, a type of Polearm. The point seems very sharp and keen. **Inflicts double damage when set firmly vs. charge.**}}'},
+ {name:'Magical-Stone',type:'innate-ranged',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Magical Stone (spell)}}{{subtitle=Thrown or slung ammo}}{{Speed=[[1]] if thrown\nor as per sling}}{{Size=Tiny}}{{Weapon=1-handed ranged stone, usable as sling ammo}}Specs=[Stone,Innate-Ranged,1H,Magical Stone]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Magical Stone,sb:0,db:1,+:0,n:3,ch:20,cm:1,sz:T,ty:B,sp:1,rc:recharging]{{Ammo=+0, no bonuses, but acts as if +1 ammo}}AmmoData=[w:Magical Stone,st:Magical Stone,+:0,SM:1d4,L:1d4],[w:Magical Stone vs Undead,st:Magical Stone,+:0,SM:2d4,L:2d4],[w:Magical Sling Stone,st:Sling,+:0,SM:1d4,L:1d4],[w:Magical Sling Stone vs Undead,st:Sling,+:0,SM:2d4,L:2d4]{{Range=30yds or as sling stone}}RangeData=[t:Magical Stone,+:0,r:9],[t:Magical Stone vs Undead,+:0,r:30],[t:sling,+:0,r:2/3/6/12]{{desc=A magically endowed stone made magical by the *Magical Stone* spell, which is +0, but hits creatures that need at least a +1 weapon. Can be thrown with range 30yds, or used as ammo for a sling.}}'},
+ {name:'Magical-Tetsubo',type:'melee',ct:'7',charge:'uncharged',cost:'(4+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Tetsubo,Melee,2H,Polearm,Tetsubo]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(4+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Tetsubo^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Tetsubo^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Tetsubo}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^, vs. SM:1d8, L:1d8, + Str Bonus}}{{desc=The tetsubo is a long walking-staff, its upper end shod with studded iron strips. Its weapon proficiency is related to other polearms; specialization confers the usual benefits.\nTetsubos can be had in oriental markets, but none are exported because it is a relatively simple weapon to make.}}'},
+ {name:'Magical-Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'(15+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident]{{}}WeapData=[st:Trident,query:weaponMagic,+:^^weaponMagic#1^^,gp:(15+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Trident}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1 or 2-handed ^^weaponMagic#2^^ melee or thrown spear}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d6+1, L:3d4, + Str bonus}}{{desc=This trident is of good quality, but the runes on its staff are somewhat odd.}}'},
+ {name:'Magical-Voulge',type:'melee',ct:'10',charge:'uncharged',cost:'(5+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Voulge,Melee,2H,Polearm,Voulge]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(5+^^weaponMagic#3^^),rc:weaponMagic#2^^]{{}}ToHitData=[w:Voulge^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Voulge^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Voulge}{{}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^ vs SM:2d4, L:2d4}}{{desc=This seems like a normal Voulge, a type of Polearm. The blade is sharp and keen, but is it something special?}}'},
+ {name:'Magical-Warhammer',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'(2+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs,Warhammer]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(2+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Warhammer^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Warhammer}{{subtitle=^^weaponMagic#2^^ Hammer/Club}}{{Weapon=1-handed ^^weaponMagic#2^^ melee or thrown club}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4, + Str bonus}}{{desc=This is a special warhammer. The head solid and gleams with inner energy. However, the runes on the head face are unfamiliar.}}'},
{name:'Magical-Weapon-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Weapon Info,Format,0H,Format,Weapon-Info]{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this weapon will also automatically hide as a standard weapon of its type when added to a container and by default will reveal manually.}}'},
- {name:'Main-Gauche',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Main-Gauche}}{{subtitle=Large Dagger}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee short-bladed}}Specs=[Main-Gauche,Melee,1H,Short-blade]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Main-Gauche,sb:1,+:0,n:2,ch:20,cm:1,sz:S,ty:SP,r:5,sp:2,rc:uncharged,msg:If proficient add +1 benefit on Disarm \\amp Parry maneuvers]{{Attacks=2 per round, + specialisation \\amp level, mainly Piercing (can do Slashing)}}{{Damage=+0, vs. SM:1d4, L:1d3, + Str Bonus}}DmgData=[w:Main-Gauche,sb:1,+:0,SM:1d4,L:1d3]{{desc=A large-bladed dagger with a basket hilt (see the description of a Cutlass) and large quillions. Though it is a stabbing weapon, it\'s primarily a defensive weapon wielded in the left-hand in two-weapon technique (or two-weapon style specialization).\nWhen used by someone with Main-gauche weapon proficiency, the weapon confers a +1 bonus to attack rolls with the Disarm and Parry maneuvers. Because of its cutlass-like basket hilt, the main-gauche, too, works like an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade.}}'},
- {name:'Mancatcher',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mancatcher}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed melee polearm}}Specs=[Mancatcher,Melee,1H,Polearm]{{To-hit=+0 + *Dex* bonus}}ToHitData=[w:Mancatcher,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:N,r:10,sp:7]{{Attacks=1 per round, automatic once caught}}{{Damage=+0, vs SM:1d2, L:1d2, automatic each round, no other bonuses}}DmgData=[w:Mancatcher,sb:1,+:0,SM:1d2,L:1d2]{{desc=This item is a highly specialized type of polearm designed to capture without killing a victim. It consists of a long pole with a spring-loaded set of sharpened jaws at the end. The victim is caught between the arms, which then snap shut. The mancatcher is effective only on man-sized creatures. The target is always treated as AC 10, modified for Dexterity. If a hit is scored, the character is caught. The caught victim loses all shield and Dexterity bonuses and can be pushed and pulled about. This causes an automatic 1d2 points of damage per round and gives a 25% chance of pulling the victim to the ground. The victim can escape on a successful bend bars/lift gates roll, although this results in 1d2 points more damage. A common tactic is to use the weapon to pull horsemen off their mounts, then pin them to the ground.}}'},
- {name:'Medium-Horse-Lance',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Medium Horse Lance}}{{subtitle=Lance}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Lance,Melee,1H,Lances]{{To-hit=+0 + Str bonus when mounted}}ToHitData=[w:Medium Horse Lance,sb:1,+:0,ara:0|1|1|1|1|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:7]{{Attacks=1 per round + level \\amp specialisation (when mounted), Piercing}}{{Damage=+0, vs SM:1d6+1, L:2d6, + Str bonus when mounted}}DmgData=[w:Medium Horse Lance,sb:1,+:0,SM:1+1d6,L:2d6]{{desc=This is a normal lance for use with a medium war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'},
- {name:'Military-Fork',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Military fork}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[military fork,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Military Fork,sb:1,+:0,ara:-2|-2|-1|0|0|1|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:7]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d8, l:2d4, + str bonus}}DmgData=[w:Military Fork,sb:1,+:0,SM:1d8,L:2d4]{{desc=This is a normal military fork, a type of polearm. The points are sharp and keen, but nothing special. **Inflicts double damage against charging creatures of large or greater size.**\nThis is one of the simplest modifications of a peasant\'s tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving eventually often results in combining the fork with other weapons.}}'},
- {name:'Mongol-Horse-Bow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mongol Horse Bow}}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}Specs=[Shortbow,Ranged,2H,Bow]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Mongol Horse Bow,sb:1,db:1,+:0,ara:-5|-4|-1|0|0|1|2|2|2,n:2,ch:20,cm:1,sz:M,ty:P,sp:7]{{Attacks=2 per round, no increases, Piercing}}{{desc=Very similar to a shortbow, the Mongol Horse Bow is designed to work really well from the back of a horse, but works identically to a shortbow at all times.}}'},
- {name:'Morningstar',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Morningstar}}Specs=[morningstar,melee,1H,clubs],[morningstar,melee,2H,clubs]{{}}ToHitData=[w:Morningstar,sb:1,+:0,ara:0|1|1|1|1|1|1|2|2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Morningstar,sb:1,+:0,SM:2d4,L:1+1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Mace/Club}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}{{To-Hit=+0 + str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6+1, + str bonus}}{{Looks Like=The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.}}{{desc=This is a good morningstar. The metl bit has sharp spikes, but otherwise it is an ordinary weapon.}}'},
- {name:'Morningstar+1',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+1,+:1]{{}}DmgData=[w:Morning Star+1,+:1]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[1]] magical weapon at all times.}}'},
- {name:'Morningstar+2',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+2,+:2]{{}}DmgData=[w:Morning Star+2,+:2]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[2]] magical weapon at all times.}}'},
- {name:'Morningstar+3',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+3,+:3]{{}}DmgData=[w:Morning Star+3,+:3]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[3]] magical weapon at all times.}}'},
- {name:'Morningstar+4',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+4,+:4]{{}}DmgData=[w:Morning Star+4,+:4]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[4]] magical weapon at all times.}}'},
- {name:'Morningstar-Cursed',type:'melee',ct:'7',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Morningstar,Melee,1H,Clubs,Cursed-Morningstar],[Morningstar,Melee,2H,Clubs,Cursed-Morningstar]{{}}%{MI-DB|Cursed-Morningstar}'},
- {name:'Naginata',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Naginata}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Naginata,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Naginata,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Piercing}}{{Damage=+0, vs. SM:1d8, L:1d10, + Str Bonus}}DmgData=[w:Naginata,sb:1,+:0,SM:1d8,L:1d10]{{desc=This is a polearm, a 6\' to 8\' shaft with a curved, sword-like blade at the end. It\'s the favored weapon of the female fighters of the orient, but they are not limited to it, nor is it limited to them.\nNaginata proficiency is related to all other polearms. Weapon specialization confersthe usual benefits.\nNaginatas are readily available in oriental ports, and such weapons are readily exported, if the DM says there is a market for them.}}'},
- {name:'Net',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Net}}{{subtitle=Net}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=1-handed ranged net}}Specs=[folded net,ranged,1H,nets],[unfolded net,ranged,1H,nets]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Folded Net,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:spb,sp:10,qty:1,msg:A folded net will unfold on first use. The unfolded net has a -3 penalty to hit. To refold use *Change Weapon* to re-equip],[w:Unfolded Net,sb:0,db:1,+:-3,n:1,ch:20,cm:1,sz:L,ty:spb,sp:10,qty:1,msg:An unfolded net has a -3 penalty to hit which has already been taken into account. To refold use *Change Weapon* to re-equip]{{Attacks=1 per round, no damage but entangling. Unfolds on first use, making -3 to-hit}}AmmoData=[w:Folded Net,t:Folded Net,sb:0,+:0,SM:0,L:0,ru:3,msg:Press \\lbrak;Entangled\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_id}\\vbar;Netted\\vbar;99\\vbar;-1\\vbar;^^tname^^ has successfully netted \\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_name}\\vbar;fishing-net\\rpar; if a successful hit is made and select the victim],[w:Unfolded Net,t:Unfolded Net,sb:0,+:0,SM:0,L:0,ru:1,qty:=0,msg:Press \\lbrak;Entangled\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_id}\\vbar;Netted\\vbar;99\\vbar;-1\\vbar;^^tname^^ has successfully netted \\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_name}\\vbar;fishing-net\\rpar; if a successful hit is made and select the victim]{{Range=S:10, M:20, L:30}}RangeData=[st:nets,r:1/2/3],[st:nets,r:1/2/3]{{desc=This is a normal net. The rope is strong, but nothing special.}}'},
- {name:'Nunchaku',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Nunchaku}}{{subtitle=Samuri Weapon}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee nunchaku}}Specs=[Nunchaku,Melee,1H,Nunchaku]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Nunchaku,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:3,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Bludgeoning}}{{Damage=+0, vs. SM:1d6, L:1d6, + Str Bonus}}DmgData=[w:Nunchaku,sb:1,+:0,SM:1d6,L:1d6]{{desc=The nunchaku consists of two lengths of hard wood connected by a short length of chain or rope.\nMasters of the weapon often have weapon specialization in nunchaku and Style Specialization in Two-Weapons Style, giving them the ability to fight effectively with nunchaku in either hand. The only way to acquire this proficiency is to study with someone who already has the proficiency, and to have a proficiency slot available to spend on nunchaku.\nNunchaku are readily available in oriental ports, and such weapons are exported; western collectors are quite enthusiastic about them, even if these collectors usually cannot use them.}}'},
- {name:'Partisan',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Partisan}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[partisan,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Partisan,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6, L:1d6+1, + str bonus}}DmgData=[w:Partisan,sb:1,+:0,SM:1d6,L:1+1d6]{{desc=This is a normal partisan, a type of polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nShorter than the awl pike but longer than the spear, the partisan is a broad spear-head mounted on an eight-foot-long shaft. Two smaller blades project out from the base of the main blade, just to increase damage and trap weapons. Since it is a thrusting weapon, it can be used in closely packed formations.}}'},
+ {name:'Main-Gauche',type:'melee',ct:'2',charge:'uncharged',cost:'3',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Main-Gauche}}{{subtitle=Large Dagger}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee short-bladed}}Specs=[Main-Gauche,Melee,1H,Short-blade]{{}}WeapData=[w:Main-gauche,gp:3,wt:2]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Main-Gauche,sb:1,+:0,n:2,ch:20,cm:1,sz:S,ty:SP,r:5,sp:2,rc:uncharged,msg:If proficient add +1 benefit on Disarm \\amp Parry maneuvers]{{Attacks=2 per round, + specialisation \\amp level, mainly Piercing (can do Slashing)}}{{Damage=+0, vs. SM:1d4, L:1d3, + Str Bonus}}DmgData=[w:Main-Gauche,sb:1,+:0,SM:1d4,L:1d3]{{desc=A large-bladed dagger with a basket hilt (see the description of a Cutlass) and large quillions. Though it is a stabbing weapon, it\'s primarily a defensive weapon wielded in the left-hand in two-weapon technique (or two-weapon style specialization).\nWhen used by someone with Main-gauche weapon proficiency, the weapon confers a +1 bonus to attack rolls with the Disarm and Parry maneuvers. Because of its cutlass-like basket hilt, the main-gauche, too, works like an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade.}}'},
+ {name:'Mancatcher',type:'melee',ct:'7',charge:'uncharged',cost:'30',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Mancatcher}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed melee polearm}}Specs=[Mancatcher,Melee,1H,Polearm]{{}}WeapData=[w:Manatcher,gp:30,wt:8]{{To-hit=+0 + *Dex* bonus}}ToHitData=[w:Mancatcher,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:N,r:10,sp:7]{{Attacks=1 per round, automatic once caught}}{{Damage=+0, vs SM:1d2, L:1d2, automatic each round, no other bonuses}}DmgData=[w:Mancatcher,sb:1,+:0,SM:1d2,L:1d2]{{desc=This item is a highly specialized type of polearm designed to capture without killing a victim. It consists of a long pole with a spring-loaded set of sharpened jaws at the end. The victim is caught between the arms, which then snap shut. The mancatcher is effective only on man-sized creatures. The target is always treated as AC 10, modified for Dexterity. If a hit is scored, the character is caught. The caught victim loses all shield and Dexterity bonuses and can be pushed and pulled about. This causes an automatic 1d2 points of damage per round and gives a 25% chance of pulling the victim to the ground. The victim can escape on a successful bend bars/lift gates roll, although this results in 1d2 points more damage. A common tactic is to use the weapon to pull horsemen off their mounts, then pin them to the ground.}}'},
+ {name:'Medium-Horse-Lance',type:'melee',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Medium Horse Lance}}{{subtitle=Lance}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Medium-Horse-Lance,Melee,1H,Lances]{{}}WeapData=[w:Medium Horse Lance,gp:10,wt:10]{{To-hit=+0 + Str bonus when mounted}}ToHitData=[w:Medium Horse Lance,sb:1,+:0,ara:0|1|1|1|1|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:7]{{Attacks=1 per round + level \\amp specialisation (when mounted), Piercing}}{{Damage=+0, vs SM:1d6+1, L:2d6, + Str bonus when mounted}}DmgData=[w:Medium Horse Lance,sb:1,+:0,SM:1+1d6,L:2d6]{{desc=This is a normal lance for use with a medium war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'},
+ {name:'Military-Fork',type:'melee',ct:'7',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Military fork}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[military fork,melee,2H,polearm]{{}}WeapData=[w:Military Fork,gp:5,wt:7]{{To-Hit=+0 + str bonus}}ToHitData=[w:Military Fork,sb:1,+:0,ara:-2|-2|-1|0|0|1|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:7]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d8, l:2d4, + str bonus}}DmgData=[w:Military Fork,sb:1,+:0,SM:1d8,L:2d4]{{desc=This is a normal military fork, a type of polearm. The points are sharp and keen, but nothing special. **Inflicts double damage against charging creatures of large or greater size.**}}{{hide1=This is one of the simplest modifications of a peasant\'s tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving eventually often results in combining the fork with other weapons.}}'},
+ {name:'Mongol-Horse-Bow',type:'ranged',ct:'7',charge:'uncharged',cost:'35',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mongol Horse Bow}}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}Specs=[Shortbow,Ranged,2H,Bow]{{}}WeapData=[w:Mongul Horse Bow,gp:35,wt:2]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Mongol Horse Bow,sb:1,db:1,+:0,ara:-5|-4|-1|0|0|1|2|2|2,n:2,ch:20,cm:1,sz:M,ty:P,sp:7]{{Attacks=2 per round, no increases, Piercing}}{{desc=Very similar to a shortbow, the Mongol Horse Bow is designed to work really well from the back of a horse, but works identically to a shortbow at all times.}}'},
+ {name:'Morningstar',type:'melee',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Morningstar}}Specs=[morningstar,melee,1H,clubs],[morningstar,melee,2H,clubs]{{}}WeapData=[w:Morningstar,gp:10,wt:12]{{}}ToHitData=[w:Morningstar,sb:1,+:0,ara:0|1|1|1|1|1|1|2|2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Morningstar,sb:1,+:0,SM:2d4,L:1+1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Mace/Club}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}{{To-Hit=+0 + str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6+1, + str bonus}}{{Looks Like=The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.}}{{desc=This is a good morningstar. The metl bit has sharp spikes, but otherwise it is an ordinary weapon.}}'},
+ {name:'Morningstar+1',type:'melee',ct:'7',charge:'uncharged',cost:'510',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}WeapData=[gp:510]{{}}ToHitData=[w:Morning Star+1,+:1]{{}}DmgData=[w:Morning Star+1,+:1]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[1]] magical weapon at all times.}}'},
+ {name:'Morningstar+2',type:'melee',ct:'7',charge:'uncharged',cost:'1010',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}WeapData=[gp:1010]{{}}ToHitData=[w:Morning Star+2,+:2]{{}}DmgData=[w:Morning Star+2,+:2]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[2]] magical weapon at all times.}}'},
+ {name:'Morningstar+3',type:'melee',ct:'7',charge:'uncharged',cost:'1510',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}WeapData=[gp:1510]{{}}ToHitData=[w:Morning Star+3,+:3]{{}}DmgData=[w:Morning Star+3,+:3]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[3]] magical weapon at all times.}}'},
+ {name:'Morningstar+4',type:'melee',ct:'7',charge:'uncharged',cost:'2010',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}WeapData=[gp:2010]{{}}ToHitData=[w:Morning Star+4,+:4]{{}}DmgData=[w:Morning Star+4,+:4]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[4]] magical weapon at all times.}}'},
+ {name:'Morningstar-Cursed',type:'melee',ct:'7',charge:'Cursed',cost:'(9+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Morningstar,Melee,1H,Clubs,Cursed-Morningstar],[Morningstar,Melee,2H,Clubs,Cursed-Morningstar]{{}}%{MI-DB|Cursed-Morningstar}'},
+ {name:'Naginata',type:'melee',ct:'7',charge:'uncharged',cost:'8',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Naginata}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Naginata,Melee,2H,Polearm]{{}}WeapData=[w:Naginata,gp:8,wt:10]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Naginata,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Piercing}}{{Damage=+0, vs. SM:1d8, L:1d10, + Str Bonus}}DmgData=[w:Naginata,sb:1,+:0,SM:1d8,L:1d10]{{desc=This is a polearm, a 6\' to 8\' shaft with a curved, sword-like blade at the end. It\'s the favored weapon of the female fighters of the orient, but they are not limited to it, nor is it limited to them.\nNaginata proficiency is related to all other polearms. Weapon specialization confersthe usual benefits.\nNaginatas are readily available in oriental ports, and such weapons are readily exported, if the DM says there is a market for them.}}'},
+ {name:'Net',type:'ranged',ct:'10',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Net}}{{subtitle=Net}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=1-handed ranged net}}Specs=[folded net,ranged,1H,nets],[unfolded net,ranged,1H,nets]{{}}WeapData=[w:Net,t:Net,st:Nets,gp:5,wt:10]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Folded Net,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:spb,sp:10,qty:1,msg:A folded net will unfold on first use. The unfolded net has a -3 penalty to hit. To refold use *Change Weapon* to re-equip],[w:Unfolded Net,sb:0,db:1,+:-3,n:1,ch:20,cm:1,sz:L,ty:spb,sp:10,qty:1,msg:An unfolded net has a -3 penalty to hit which has already been taken into account. To refold use *Change Weapon* to re-equip]{{Attacks=1 per round, no damage but entangling. Unfolds on first use, making -3 to-hit}}AmmoData=[w:Folded Net,t:Folded Net,sb:0,+:0,SM:0,L:0,ru:3,msg:Press \\lbrak;Entangled\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_id}\\vbar;Netted\\vbar;99\\vbar;-1\\vbar;^^tname^^ has successfully netted \\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_name}\\vbar;fishing-net\\rpar; if a successful hit is made and select the victim],[w:Unfolded Net,t:Unfolded Net,sb:0,+:0,SM:0,L:0,ru:1,qty:=0,msg:Press \\lbrak;Entangled\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_id}\\vbar;Netted\\vbar;99\\vbar;-1\\vbar;^^tname^^ has successfully netted \\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_name}\\vbar;fishing-net\\rpar; if a successful hit is made and select the victim]{{Range=S:10, M:20, L:30}}RangeData=[st:nets,r:1/2/3],[st:nets,r:1/2/3]{{desc=This is a normal net. The rope is strong, but nothing special.}}'},
+ {name:'Nunchaku',type:'melee',ct:'3',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Nunchaku}}{{subtitle=Samuri Weapon}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee nunchaku}}Specs=[Nunchaku,Melee,1H,Nunchaku]{{}}WeapData=[w:Nunchaku,gp:0.5,wt:3]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Nunchaku,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:3,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Bludgeoning}}{{Damage=+0, vs. SM:1d6, L:1d6, + Str Bonus}}DmgData=[w:Nunchaku,sb:1,+:0,SM:1d6,L:1d6]{{desc=The nunchaku consists of two lengths of hard wood connected by a short length of chain or rope.\nMasters of the weapon often have weapon specialization in nunchaku and Style Specialization in Two-Weapons Style, giving them the ability to fight effectively with nunchaku in either hand. The only way to acquire this proficiency is to study with someone who already has the proficiency, and to have a proficiency slot available to spend on nunchaku.\nNunchaku are readily available in oriental ports, and such weapons are exported; western collectors are quite enthusiastic about them, even if these collectors usually cannot use them.}}'},
+ {name:'Partisan',type:'melee',ct:'9',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Partisan}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[partisan,melee,2H,polearm]{{}}WeapData=[w:Partisan,gp:10,wt:8]{{To-Hit=+0 + str bonus}}ToHitData=[w:Partisan,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6, L:1d6+1, + str bonus}}DmgData=[w:Partisan,sb:1,+:0,SM:1d6,L:1+1d6]{{desc=This is a normal partisan, a type of polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**}}{{hide1=Shorter than the awl pike but longer than the spear, the partisan is a broad spear-head mounted on an eight-foot-long shaft. Two smaller blades project out from the base of the main blade, just to increase damage and trap weapons. Since it is a thrusting weapon, it can be used in closely packed formations.}}'},
{name:'Punch-Wrestle',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Punch or Wrestle}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1- or 2-handed melee innate ability}}Specs=[Innate,Melee,1H,Innate],[Innate,Melee,2H,Innate]{{To-hit=+0 + Str bonus}}ToHitData=[w:Punch-Wrestle,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0],[w:Punch-Wrestle,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0]{{Attacks=1 per round + level}}{{Damage=None}}DmgData=[w:Punch-Wrestle,sb:0,+:0,SM:0,L:0],[w:Punch-Wrestle,sb:0,+:0,SM:0,L:0]{{desc=Punching or Wrestling with bare hands or other limb not containing a weapon. All classes and characters have some proficiency in this form of attack.}}'},
- {name:'Quarterstaff',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Quarterstaff}}Specs=[Quarterstaff,Melee,2H,Staff]{{}}ToHitData=[w:Quarterstaff,sb:1,+:0,ara:-7|-5|-3|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4]{{}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Staff}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6, L:1d6, + Str bonus}}{{Looks Like=The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.}}{{desc=A good, hardwood quarterstaff that is well balanced but nothing out of the ordinary}}'},
- {name:'Quarterstaff+1',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:1,]{{}}DmgData=[w:Quarterstaff,+:1]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[1]] weapon at all times}}'},
- {name:'Quarterstaff+2',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:2]{{}}DmgData=[w:Quarterstaff,+:2]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[2]] weapon at all times}}'},
- {name:'Quarterstaff+3',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:3]{{}}DmgData=[w:Quarterstaff,+:3]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[3]] weapon at all times}}'},
- {name:'Quarterstaff+4',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:4]{{}}DmgData=[w:Quarterstaff,+:4]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[4]] weapon at all times}}'},
- {name:'Quarterstaff-Cursed',type:'melee',ct:'4',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Quarterstaff,Melee,2H,Staff,Cursed-Quarterstaff]{{}}%{MI-DB|Cursed-Quarterstaff}'},
- {name:'Ranseur',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ranseur}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Ranseur,Melee,2H,Polearm],[Ranseur,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Ranseur,sb:1,+:0,ara:-2|-1|-1|0|0|0|0|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:8],[w:Ranseur set vs charge,sb:1,+:0,ara:-2|-1|-1|0|0|0|0|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:8]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d4, if set vs charge SM:4d4, L:4d4, + Str bonus}}DmgData=[w:Ranseur,sb:1,+:0,SM:2d4,L:2d4],[w:Ranseur vs charge,sb:1,+:0,SM:4d4,L:4d4]{{desc=This is a normal Ranseurn, a type of Polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nVery much like the partisan, the Ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor.}}'},
- {name:'Rapier',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}Specs=[Rapier,Melee,1H,Fencing-blade]{{To-hit=+0 no bonuses}}ToHitData=[w:Rapier,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:P,r:5,sp:2,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:2]{{Attacks=2 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d4+2, L:1d4, no bonuses}}DmgData=[w:Rapier,sb:0,+:0,SM:2+1d4,L:1d4],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=This is a normal fencing sword. The blade is sharp but is otherwise unremarkable.}}'},
- {name:'Rapier-for-Thieves',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Thieves Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}Specs=[Thieves-Rapier,Melee,1H,Fencing-blade]{{To-hit=+1 + Str bonus}}ToHitData=[w:Rapier,sb:1,+:1,n:2,ch:20,cm:1,sz:M,ty:P,r:5,sp:2]{{Attacks=2 per round + level, Piercing}}{{Damage=+1, vs SM:1d4+2, L:1d4, + Str bonus}}DmgData=[w:Rapier,sb:1,+:1,SM:2+1d4,L:1d4]{{desc=This is a normal fencing sword, but extra-effective in the hands of a thief. The blade is sharp but is otherwise unremarkable.}}'},
- {name:'Sabre',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sabre}}Specs=[Sabre,Melee,1H,Fencing-blade],[Sabre,Melee,1H,Fencing-blade]{{}}ToHitData=[w:Sabre,sb:0,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:2,ch:20,cm:1,sz:M,ty:S,r:5,sp:4,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{}}DmgData=[w:Sabre,sb:0,+:0,SM:1+1d6,L:1+1d8],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}{{To-hit=+0 no bonuses}}{{Attacks=1 per round + level \\amp specialisation, Slashing \\amp Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:1d8+1, or punch vs. + str bonus}}{{Looks Like=The sabre is a light slashing weapon. Its practitioners commonly use only sabre, and often take Single-Weapon Style Specialization and Sabre Weapon Specialization. They are very deadly with their blades and may be inordinately proud of the facial scars they accumulate (and deal out).\nSabre requires its own proficiency, which is related to rapier proficiency. Sabres, like cutlasses and main-gauches, are made with a basket hilt. This confers the normal basket-hilt benefits: +1 to attack rolls with Parry maneuver, and the iron-gauntlet benefit for Punching.}}{{desc=This is a normal Sabre, made with a steel blade sharpened to a sharp edge. Otherwise it is nothing special}}'},
- {name:'Sabre-Magical',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sabre,Melee,1H,Fencing-blade,Magical-Sabre],[Sabre,Melee,1H,Fencing-blade,Magical-Sabre]{{}}%{MI-DB|Magical-Sabre}'},
- {name:'Sai',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sai}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee bludgeoning weapon}}Specs=[Sai,Melee,1H,Sai]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Sai,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d2}}DmgData=[w:Sai,sb:1,+:0,SM:1d4,L:1d2]{{desc=This is a short, defensive weapon, consisting of a metal bar with a hilt, and oversized upward-curving quillions. When used by someone with proficiency in the weapon, sai confer a +1 to attack rolls bonus when using the Pin and Disarm maneuvers. Many warriors proficient in the sai take Style Specialization in Two-Weapon technique and utilize twin sai in combat.\nThe normal sai is only a Bludgeoning-damage weapon. However, certain warriors prefer for it to be a sharp stabbing weapon, so the damage may be Piercing instead. A sai may only have one type of damage, not both. This type is for bludgeoning.\nSai are readily available in oriental ports, and are exported.}}'},
- {name:'Sai-Piercing',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Piercing Sai}}{{subtitle=Piercing Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee piercing weapon}}Specs=[Sai,Melee,1H,Sai]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Piercing Sai,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d2}}DmgData=[w:Sai,sb:1,+:0,SM:1d4,L:1d2]{{desc=This is a short, defensive weapon, consisting of a metal bar with a hilt, and oversized upward-curving quillions, and in this case sharpened at the tip. When used by someone with proficiency in the weapon, sai confer a +1 to attack rolls bonus when using the Pin and Disarm maneuvers. Many warriors proficient in the sai take Style Specialization in Two-Weapon technique and utilize twin sai in combat.\nThe normal sai is only a Bludgeoning-damage weapon. However, certain warriors prefer for it to be a sharp stabbing weapon, so the damage may be Piercing instead. A sai may only have one type of damage, not both. This type is for Piercing.\nSai are readily available in oriental ports, and are exported.}}'},
- {name:'Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Scimitar}}Specs=[Scimitar,Melee,1H,Long-blade],[Scimitar,Melee,1H,Long-blade]{{}}ToHitData=[w:Scimitar,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5]{{}}DmgData=[w:Scimitar,sb:1,+:0,SM:1d8,L:1d8],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d8, L:1d8, + Str bonus}}{{Looks Like=A light slashing edged weapon made with a basket hilt.}}{{hide1=Scimitar requires its own proficiency, which is related to rapier proficiency. Scimitars, like sabres, cutlasses and main-gauches, are made with a basket hilt. This confers the normal basket-hilt benefits: +1 to attack rolls with Parry maneuver, and the iron-gauntlet benefit for Punching.}}{{desc=This is a normal sword. The blade is sharp but is otherwise unremarkable.}}'},
- {name:'Scimitar+1',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+1,+:1],[w:Hilt Punch+1,+:1]{{}}DmgData=[w:Scimitar+1,+:1],[w:Hilt Punch+1,+:1]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[1]] magical weapon at all times.}}'},
- {name:'Scimitar+2',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+2,+:2],[w:Hilt Punch+2,+:2]{{}}DmgData=[w:Scimitar+2,+:2],[w:Hilt Punch+2,+:2]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[2]] magical weapon at all times.}}'},
- {name:'Scimitar+3',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+3,+:3],[w:Hilt Punch+3,+:3]{{}}DmgData=[w:Scimitar+3,+:3],[w:Hilt Punch+3,+:3]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[3]] magical weapon at all times.}}'},
- {name:'Scimitar+4',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+4,+:4],[w:Hilt Punch+4,+:4]{{}}DmgData=[w:Scimitar+4,+:4],[w:Hilt Punch+4,+:4]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[4]] magical weapon at all times.}}'},
- {name:'Scimitar-Cursed',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Scimitar,Melee,1H,Long-blade,Cursed-Scimitar],[Scimitar,Melee,1H,Long-blade,Cursed-Scimitar]{{}}%{MI-DB|Cursed-Scimitar}'},
- {name:'Scourge',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Scourge}}{{subtitle=Whip}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee whip}}Specs=[Scourge,Melee,1H,Whips]{{To-hit=+0 + Str bonus}}ToHitData=[w:Scourge,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:S,ty:N,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4, L:1d2, + Str bonus}}DmgData=[w:Scourge,sb:1,+:0,SM:1d4,L:1d2]{{desc=A standard Scourge of good quality, but nothing special.\nThis wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution.}}'},
+ {name:'Quarterstaff',type:'melee',ct:'4',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Quarterstaff}}Specs=[Quarterstaff,Melee,2H,Staff]{{}}WeapData=[w:Quarterstaff,gp:0.01,wt:4]{{}}ToHitData=[w:Quarterstaff,sb:1,+:0,ara:-7|-5|-3|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4]{{}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Staff}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6, L:1d6, + Str bonus}}{{Looks Like=The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.}}{{desc=A good, hardwood quarterstaff that is well balanced but nothing out of the ordinary}}'},
+ {name:'Quarterstaff+1',type:'melee',ct:'4',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[gp:500]{{}}ToHitData=[w:Quarterstaff,+:1,]{{}}DmgData=[w:Quarterstaff,+:1]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[1]] weapon at all times}}'},
+ {name:'Quarterstaff+2',type:'melee',ct:'4',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[gp:1000]{{}}ToHitData=[w:Quarterstaff,+:2]{{}}DmgData=[w:Quarterstaff,+:2]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[2]] weapon at all times}}'},
+ {name:'Quarterstaff+3',type:'melee',ct:'4',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[gp:1500]{{}}ToHitData=[w:Quarterstaff,+:3]{{}}DmgData=[w:Quarterstaff,+:3]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[3]] weapon at all times}}'},
+ {name:'Quarterstaff+4',type:'melee',ct:'4',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[gp:2000]{{}}ToHitData=[w:Quarterstaff,+:4]{{}}DmgData=[w:Quarterstaff,+:4]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[4]] weapon at all times}}'},
+ {name:'Quarterstaff-Cursed',type:'melee',ct:'4',charge:'cursed',cost:'(250*)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Quarterstaff,Melee,2H,Staff,Cursed-Quarterstaff]{{}}%{MI-DB|Cursed-Quarterstaff}'},
+ {name:'Ranseur',type:'melee',ct:'8',charge:'uncharged',cost:'6',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Ranseur}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Ranseur,Melee,2H,Polearm],[Ranseur,Melee,2H,Polearm]{{}}WeapData=[w:Manatcher,gp:6,wt:7]{{To-hit=+0 + Str bonus}}ToHitData=[w:Ranseur,sb:1,+:0,ara:-2|-1|-1|0|0|0|0|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:8],[w:Ranseur set vs charge,sb:1,+:0,ara:-2|-1|-1|0|0|0|0|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:8]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d4, if set vs charge SM:4d4, L:4d4, + Str bonus}}DmgData=[w:Ranseur,sb:1,+:0,SM:2d4,L:2d4],[w:Ranseur vs charge,sb:1,+:0,SM:4d4,L:4d4]{{desc=This is a normal Ranseurn, a type of Polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**}}{{hide1=Very much like the partisan, the Ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor.}}'},
+ {name:'Rapier',type:'melee',ct:'2',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}Specs=[Rapier,Melee,1H,Fencing-blade]{{}}WeapData=[w:Rapier,gp:15,wt:4]{{To-hit=+0 no bonuses}}ToHitData=[w:Rapier,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:P,r:5,sp:2,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:2]{{Attacks=2 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d4+2, L:1d4, no bonuses}}DmgData=[w:Rapier,sb:0,+:0,SM:2+1d4,L:1d4],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=This is a normal fencing sword. The blade is sharp but is otherwise unremarkable.}}'},
+ {name:'Rapier-for-Thieves',type:'melee',ct:'2',charge:'uncharged',cost:'20',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Thieves Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}Specs=[Thieves-Rapier,Melee,1H,Fencing-blade]{{}}WeapData=[w:Rapier,t:Rapier,gp:20,wt:4]{{To-hit=+1 + Str bonus}}ToHitData=[w:Rapier,sb:1,+:1,n:2,ch:20,cm:1,sz:M,ty:P,r:5,sp:2]{{Attacks=2 per round + level, Piercing}}{{Damage=+1, vs SM:1d4+2, L:1d4, + Str bonus}}DmgData=[w:Rapier,sb:1,+:1,SM:2+1d4,L:1d4]{{desc=This is a normal fencing sword, but extra-effective in the hands of a thief. The blade is sharp but is otherwise unremarkable.}}'},
+ {name:'Sabre',type:'melee',ct:'4',charge:'uncharged',cost:'17',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sabre}}Specs=[Sabre,Melee,1H,Fencing-blade],[Sabre,Melee,1H,Fencing-blade]{{}}WeapData=[w:Sabre,gp:17,wt:5]{{}}ToHitData=[w:Sabre,sb:0,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:2,ch:20,cm:1,sz:M,ty:S,r:5,sp:4,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{}}DmgData=[w:Sabre,sb:0,+:0,SM:1+1d6,L:1+1d8],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}{{To-hit=+0 no bonuses}}{{Attacks=1 per round + level \\amp specialisation, Slashing \\amp Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:1d8+1, or punch vs. + str bonus}}{{Looks Like=The sabre is a light slashing weapon. Its practitioners commonly use only sabre, and often take Single-Weapon Style Specialization and Sabre Weapon Specialization. They are very deadly with their blades and may be inordinately proud of the facial scars they accumulate (and deal out).\nSabre requires its own proficiency, which is related to rapier proficiency. Sabres, like cutlasses and main-gauches, are made with a basket hilt. This confers the normal basket-hilt benefits: +1 to attack rolls with Parry maneuver, and the iron-gauntlet benefit for Punching.}}{{desc=This is a normal Sabre, made with a steel blade sharpened to a sharp edge. Otherwise it is nothing special}}'},
+ {name:'Sabre-Magical',type:'melee',ct:'4',charge:'uncharged',cost:'(17+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sabre,Melee,1H,Fencing-blade,Magical-Sabre],[Sabre,Melee,1H,Fencing-blade,Magical-Sabre]{{}}%{MI-DB|Magical-Sabre}'},
+ {name:'Sai',type:'melee',ct:'2',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sai}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee bludgeoning weapon}}Specs=[Sai,Melee,1H,Sai]{{}}WeapData=[w:Sai,gp:1,wt:2]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Sai,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d2}}DmgData=[w:Sai,sb:1,+:0,SM:1d4,L:1d2]{{desc=This is a short, defensive weapon, consisting of a metal bar with a hilt, and oversized upward-curving quillions. When used by someone with proficiency in the weapon, sai confer a +1 to attack rolls bonus when using the Pin and Disarm maneuvers. Many warriors proficient in the sai take Style Specialization in Two-Weapon technique and utilize twin sai in combat.\nThe normal sai is only a Bludgeoning-damage weapon. However, certain warriors prefer for it to be a sharp stabbing weapon, so the damage may be Piercing instead. A sai may only have one type of damage, not both. This type is for bludgeoning.\nSai are readily available in oriental ports, and are exported.}}'},
+ {name:'Sai-Piercing',type:'melee',ct:'2',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Piercing Sai}}{{subtitle=Piercing Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee piercing weapon}}Specs=[Sai,Melee,1H,Sai]{{}}WeapData=[w:Sai-Piercing,gp:1,wt:2]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Piercing Sai,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d2}}DmgData=[w:Sai,sb:1,+:0,SM:1d4,L:1d2]{{desc=This is a short, defensive weapon, consisting of a metal bar with a hilt, and oversized upward-curving quillions, and in this case sharpened at the tip. When used by someone with proficiency in the weapon, sai confer a +1 to attack rolls bonus when using the Pin and Disarm maneuvers. Many warriors proficient in the sai take Style Specialization in Two-Weapon technique and utilize twin sai in combat.\nThe normal sai is only a Bludgeoning-damage weapon. However, certain warriors prefer for it to be a sharp stabbing weapon, so the damage may be Piercing instead. A sai may only have one type of damage, not both. This type is for Piercing.\nSai are readily available in oriental ports, and are exported.}}'},
+ {name:'Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Scimitar}}Specs=[Scimitar,Melee,1H,Long-blade],[Scimitar,Melee,1H,Long-blade]{{}}WeapData=[w:Scimitar,gp:15,wt:4]{{}}ToHitData=[w:Scimitar,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5]{{}}DmgData=[w:Scimitar,sb:1,+:0,SM:1d8,L:1d8],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d8, L:1d8, + Str bonus}}{{Looks Like=A light slashing edged weapon made with a basket hilt.}}{{hide1=Scimitar requires its own proficiency, which is related to rapier proficiency. Scimitars, like sabres, cutlasses and main-gauches, are made with a basket hilt. This confers the normal basket-hilt benefits: +1 to attack rolls with Parry maneuver, and the iron-gauntlet benefit for Punching.}}{{desc=This is a normal sword. The blade is sharp but is otherwise unremarkable.}}'},
+ {name:'Scimitar+1',type:'melee',ct:'5',charge:'uncharged',cost:'515',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[gp:515]{{}}ToHitData=[w:Scimitar+1,+:1],[w:Hilt Punch+1,+:1]{{}}DmgData=[w:Scimitar+1,+:1],[w:Hilt Punch+1,+:1]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[1]] magical weapon at all times.}}'},
+ {name:'Scimitar+2',type:'melee',ct:'5',charge:'uncharged',cost:'1015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[gp:1015]{{}}ToHitData=[w:Scimitar+2,+:2],[w:Hilt Punch+2,+:2]{{}}DmgData=[w:Scimitar+2,+:2],[w:Hilt Punch+2,+:2]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[2]] magical weapon at all times.}}'},
+ {name:'Scimitar+3',type:'melee',ct:'5',charge:'uncharged',cost:'1515',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[gp:1515]{{}}ToHitData=[w:Scimitar+3,+:3],[w:Hilt Punch+3,+:3]{{}}DmgData=[w:Scimitar+3,+:3],[w:Hilt Punch+3,+:3]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[3]] magical weapon at all times.}}'},
+ {name:'Scimitar+4',type:'melee',ct:'5',charge:'uncharged',cost:'2015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[gp:2015]{{}}ToHitData=[w:Scimitar+4,+:4],[w:Hilt Punch+4,+:4]{{}}DmgData=[w:Scimitar+4,+:4],[w:Hilt Punch+4,+:4]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[4]] magical weapon at all times.}}'},
+ {name:'Scimitar-Cursed',type:'melee',ct:'5',charge:'uncharged',cost:'(14+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Scimitar,Melee,1H,Long-blade,Cursed-Scimitar],[Scimitar,Melee,1H,Long-blade,Cursed-Scimitar]{{}}%{MI-DB|Cursed-Scimitar}'},
+ {name:'Scourge',type:'melee',ct:'5',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Scourge}}{{subtitle=Whip}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee whip}}Specs=[Scourge,Melee,1H,Whips]{{}}WeapData=[w:Scourge,gp:1,wt:2]{{To-hit=+0 + Str bonus}}ToHitData=[w:Scourge,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:S,ty:N,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4, L:1d2, + Str bonus}}DmgData=[w:Scourge,sb:1,+:0,SM:1d4,L:1d2]{{desc=A standard Scourge of good quality, but nothing special.\nThis wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution.}}'},
{name:'Shillelagh',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shillelagh}}{{subtitle=Magical Bludgeoning Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Club,Melee,1H,Clubs]{{To-hit=+1 + Str Bonus}}ToHitData=[w:Shillelagh,sb:1,+:1,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+1 + Str Bonus, vs SM:2d4, L:1+1d4}}DmgData=[w:Club,sb:1,+:1,SM:2d4,L:1+1d4]{{desc=This is a good club improved with the Level 1 Priest spell, Shillelagh. The wood is hard and heavy, and gleams with a magical aura.}}'},
- {name:'Shortbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Shortbow}}Specs=[Shortbow,ranged,2H,Bow]{{}}WeapData=[st:Shortbow]{{}}ToHitData=[w:Shortbow,sb:0,db:1,+:0,ara:-5|-4|-1|0|0|1|2|2|2,n:2,ch:20,cm:1,sz:M,ty:P,sp:7]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}{{To-Hit=+0 + dex bonus}}{{Attacks=2 per round, no increases, Piercing}}{{Looks Like=A bow with staves about 5 1/2 ft long}}{{hide1=Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 1/2 feet long on the average.}}{{desc=This is a normal shortbow. The wood is polished, the string taut, but nothing special.}}'},
+ {name:'Shortbow',type:'ranged',ct:'7',charge:'uncharged',cost:'30',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Shortbow}}Specs=[Shortbow,ranged,2H,Bow]{{}}WeapData=[st:Shortbow,gp:30,wt:2]{{}}ToHitData=[w:Shortbow,sb:0,db:1,+:0,ara:-5|-4|-1|0|0|1|2|2|2,n:2,ch:20,cm:1,sz:M,ty:P,sp:7]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}{{To-Hit=+0 + dex bonus}}{{Attacks=2 per round, no increases, Piercing}}{{Looks Like=A bow with staves about 5 1/2 ft long}}{{hide1=Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 1/2 feet long on the average.}}{{desc=This is a normal shortbow. The wood is polished, the string taut, but nothing special.}}'},
{name:'Shortbow-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Shortbow,ranged,2H,Bow]{{}}%{MI-DB|Magical-Shortbow}'},
- {name:'Shortsword',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Shortsword}}Specs=[short-sword,melee,1H,short-blade]{{}}ToHitData=[w:Shortsword,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,ara:-3|-2|-1|0|0|0|1|0|2]{{}}DmgData=[w:Shortsword,sb:1,+:0,SM:1d6,L:1d8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}{{To-Hit=+0 + str bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6, L:1d8, + str bonus}}{{Looks Like=Appears as a dagger with a blade so long that it can no longer be called a dagger.}}{{hide1=The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Short swords are fitted with a handle that can accommodate only one hand.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
- {name:'Shortsword+1',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+1,+:1]{{}}DmgData=[w:Shortsword+1,+:1]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'},
- {name:'Shortsword+2',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+2,+:2]{{}}DmgData=[w:Shortsword+2,+:2]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'},
- {name:'Shortsword+3',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+3,+:3]{{}}DmgData=[w:Shortsword+3,+:3]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'},
- {name:'Shortsword+4',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+4,+:4]{{}}DmgData=[w:Shortsword+4,+:4]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'},
- {name:'Shortsword-Cursed',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}%{MI-DB|Cursed-Shortsword}'},
- {name:'Shuriken',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shuriken}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged shuriken}}Specs=[Shuriken,Ranged,1H,Shuriken]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Shuriken,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d4, L:1d4 + Str Bonus}}AmmoData=[w:Shuriken,t:Shuriken,st:Shuriken,sb:1,+:0,SM:1d4,L:1d4,]{{Range=S:20, M:40, L:60}}RangeData=[t:Shuriken,+:0,r:2/4/6]{{desc=Shuriken, often called throwing stars, are small thrown weapons. They do as much damage as a thrown dagger, and are considerably more concealable. Ornamental shuriken can often be worn as jewelry and not recognized as weapons, and a pocketful of shuriken weigh no more than many other single weapons.\nShuriken are available in oriental ports, but most occidental collectors don\'t know how to use them.}}'},
- {name:'Sickle',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sickle}}{{subtitle=Short Blade}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee short-blade}}Specs=[Sickle,Melee,1H,Short-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Sickle,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d4+1, L:1d4}}DmgData=[w:Sickle,sb:1,+:0,SM:1+1d4,L:1d4]{{desc=This is a normal Sickle. The blade is sharp and keen, but nothing special.}}'},
- {name:'Sling',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sling}}Specs=[Sling,Ranged,1H,Slings],[Sling,Ranged,2H,Slings]{{}}WeapData=[st:Sling]{{}}ToHitData=[w:Sling,sb:0,db:1,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:1,ch:20,cm:1,sz:S,ty:B,sp:7,r:Varies by ammo],[w:Sling,sb:0,db:1,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:2,ch:20,cm:1,sz:S,ty:B,sp:6,r:Varies by ammo]{{}}%{MI-DB|Weapon-Info}{{subtitle=Ranged Weapon}}{{Speed=2H [[6]]/1H [[7]]}}{{Size=Small}}{{Weapon=1- or 2-handed ranged sling}}{{To-hit=+0 + Dex bonus}}{{Attacks=1-handed=1/round, 2-handed=2/round, Bludgeoning}}{{Looks Like=The basic sling consists of a leather or fabric strap with a pouch for holding the missile. A sling\'s projectile is capable of producing severe bruising or even broken bones against a man or his mount. Against armor, however, the sling loses most of its effectiveness.}}{{desc=A sling, made of supple leather. Can be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'},
- {name:'Sling-Magical',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sling,Ranged,1H,Slings,Magical-Sling],[Sling,Ranged,2H,Slings,Magical-Sling]{{}}%{MI-DB|Magical-Sling}'},
- {name:'Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Spear}}Specs=[spear,melee,1H,spears],[spear,melee,2H,spears],[spear,ranged,1H,throwing-spears]{{}}WeapData=[st:Spear]{{}}ToHitData=[w:Spear,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Spear 2H,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Spear,sb:1,db:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,sp:6]{{}}DmgData=[w:Spear,sb:1,+:0,SM:1d6,L:1d8],[w:Spear 2H,sb:1,+:0,SM:1+1d8,L:2d6,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear,t:spear,st:spear,sb:1,+:0,SM:1d6,L:1d8]{{}}RangeData=[t:spear,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee or thrown spear}}{{To-Hit=+0 + str \\amp dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+0, vs SM:1d6, l:1d8, + str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A spear shaft about 5 to 8ft long}}{{hide1=Spear shafts are usually made from yew or ash, since these woods are both flexible and strong, with a metal tip. The shafts range five to eight feet in length (ten or more feet are Long Spears). In melee, spears may be used either one or two handed, with more damage inflicted if used in the latter mode.}}{{desc=This is a normal spear. The point is sharp and it is well balanced, but nothing special.}}'},
- {name:'Spear-Long',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[long spear,melee,2H,spears,spear],[long spear,ranged,1H,throwing-spears,spear]{{}}ToHitData=[w:Long Spear 2H,sz:L,r:10,sp:8],[w:Long Spear,sz:L,sp:8]{{}}DmgData=[w:Long Spear 2H,SM:2d6,L:3d6,msg:Used 2-handed this weapon does double damage when set against charge],[]{{}}AmmoData=[w:Long Spear,t:long spear,st:long spear,sb:1,+:0,SM:1d8,L:1d8]{{}}RangeData=[t:long spear,+:0,r:1/2/3]{{}}%{MI-DB|Spear}{{title=Long Spear}}{{subtitle=Spear}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee or thrown spear}}{{Damage=+0, vs SM:2d6, L:3d6, + str bonus}}{{Ammo=+0, vs SM:1d8, l:1d8, + str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=Spear shafts are usually made from yew or ash, since these woods are both flexible and strong, with a metal tip. The shafts range ten to twelve feet in length. In melee, long spears may be used only two handed, with more damage inflicted if set against charge.}}{{desc=This is a normal spear, but longer than normal. The point is sharp and it is well balanced, but nothing special.}}'},
- {name:'Spear-Long-Magical',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}WeapData=[st:Spear, query:weaponMagic, +:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Spear 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Spear 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Spear-Long}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=2-handed melee or thrown ^^weaponMagic#2^^ spear}}{{To-Hit=^^weaponMagic#0^^ + str \\amp dex bonuses}}{{Damage=^^weaponMagic#0^^ 2-handed vs. vs SM:2d6, L:3d6, + str bonus}}{{Ammo=^^weaponMagic#0^^ vs SM:1d8, L:1d8, + str bonus}}{{desc=This is an exceptional spear. The point looks sharp and it is well balanced, but you can\'t decipher the runes enscribed on its shaft.}}'},
- {name:'Spear-Magical',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,1H,spears,magical-spear],[spear,melee,2H,spears,magical-spear],[spear,ranged,1H,throwing-spears,magical-spear]{{}}%{MI-DB|Magical-Spear}'},
- {name:'Spear-Stone',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[stone spear,melee,1H,spears,spear],[stone spear,melee,2H,spears,spear],[stone spear,ranged,1H,throwing-spears,spear]{{}}ToHitData=[w:Stone Spear],[w:Stone Spear 2H],[w:Stone Spear]{{}}DmgData=[w:Stone Spear,SM:1d4,L:1d6,msg:Shatters 1 time in 6],[w:Stone Spear 2H,SM:1d6,L:2d4,msg:Shatters 1 time in 6],[]{{}}AmmoData=[w:Stone Spear,SM:1d4,L:1d6,msg:Shatters 1 time in 6]{{}}RangeData=[t:spear,+:0,r:1/2/3]{{}}%{MI-DB|Spear}{{title=Stone Spear}}{{Damage=+0, 1-handed vs SM:1d4, L:1d6, 2-handed vs SM:1d6, L:2d4, + str bonus}}{{Ammo=+0, vs SM:1d4, l:1d6, + str bonus}}{{desc=This is a normal spear, but made of stone which is fragile and shatters 1 time in 6. The point is sharp and it is well balanced, but nothing special.}}'},
- {name:'Spetum',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spetum}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Spetum,Melee,2H,Polearm],[Spetum,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Spetum,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:8],[w:Spetum set vs charge,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:8]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6+1, L:2d6, if set vs charge SM:2d6+2, L:4d6, + Str bonus}}DmgData=[w:Spetum,sb:1,+:0,SM:1+1d6,L:2d6],[w:Spetum vs charge,sb:1,+:0,SM:2+2d6,L:4d6]{{desc=This is a normal Spetum, a type of Polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nThe spetum is a modification of the normal spear. The shaft increases to eight to ten feet and side blades are added. Some have blades that angle back, increasing the damage when pulling the weapon out of a wound. These blades can also trap and block weapons or catch and hold an opponent.}}'},
- {name:'Staff-Sling',type:'ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Staff-Sling}}{{subtitle=Ranged Weapon}}{{Speed=[[11]]}}{{Size=Medium}}{{Weapon=2-handed ranged sling}}Specs=[Staff-Sling,Ranged,2H,Slings]{{To-hit=+0 no bonuses}}ToHitData=[w:Staff-Sling,sb:0,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:2,ch:20,cm:1,sz:S,ty:B,r:+2/+3/+4,sp:6]{{Attacks=2 per round + level \\amp specialisation, Bludgeoning}}{{desc=A staff sling, made of supple leather and a sturdy pole. Ideal for slinging balls for dogs to fetch...}}'},
- {name:'Stiletto',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stiletto}}{{subtitle=Knife}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee fencing-blade, short-blade or throwing-blade}}Specs=[Stiletto|Knife,Melee,1H,Fencing-blade|Short-blade],[Stiletto|Knife,Ranged,1H,Throwing-blade]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Stiletto,sb:1,+:0,ara:-3|-2|-1|0|0|0|1|0|2,n:2,ch:20,cm:1,sz:S,ty:P,r:3,sp:2,msg:Manually add a +2 bonus to hit when attacking those wearing *Plate Mail* (bronze or normal) *Ring Mail* or *Chain Mail* as its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.],[w:Stiletto,sb:1,db:1,+:0,ara:-3|-2|-1|0|0|0|1|0|2,n:2,ch:20,cm:1,sz:S,ty:P,sp:2,msg:Manually add a +2 bonus to hit when attacking those wearing *Plate Mail* (bronze or normal) *Ring Mail* or *Chain Mail* as its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.]{{Attacks=2 per round + level \\amp specialisation, Slashing \\amp Piercing}}{{Damage=+0, vs SM: 1d3, L:1d2, + Str bonus}}DmgData=[w:Stiletto,sb:1,+:0,SM:1d3,L:1d2],[ ]{{Ammo=+0, vs SM:1d3, L:1d2 + Str bonus}}AmmoData=[w:Stiletto,t:Stiletto|Knife,sb:1,+:0,SM:1d3,L:1d2]{{Range=S:10, M:20, L:30}}RangeData=[t:Stiletto|Knife,+:0,r:1/2/3]{{desc=A standard Stiletto, a type of knife, of good quality. Pointedly sharp, but otherwise ordinary.\nConfers a +2 (non-magical) bonus to attack rolls against certain armor types: Plate mail (bronze and normal), ring mail, and chain mail. (This is because its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.)}}'},
- {name:'Stone',type:'ranged',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stone}}{{subtitle=Stone}}{{Speed=[[1]]}}{{Size=Small}}{{Weapon=1-handed ranged stone}}Specs=[stone,ranged,1H,stones]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Stone,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,sp:1]{{Attacks=1 per round, doing 1d8 damage}}AmmoData=[w:Stone,t:Stone,sb:1,+:0,SM:1d8,L:1d8]{{Range=S:10, M:20, L:20}}RangeData=[st:stones,r:1/2/2]{{desc=A normal stone from the ground, weighing approximately 10 to 20 lbs}}'},
- {name:'Strong-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Strong }}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}ToHitData=[w:Longbow,sb:1]{{}}%{MI-DB|Longbow}{{To-hit=+0, + Str \\amp Dex bonuses}}{{desc=This is a longbow with strong limbs, able to be drawn by a very strong bowyer, incorporating strength bonuses. The wood is polished, the limbs flexible, the string taut, but nothing special.}}'},
- {name:'Strong-Shortbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Strong }}Specs=[Shortbow,ranged,2H,bow,Shortbow]{{}}ToHitData=[w:Shortbow,sb:1]{{}}%{MI-DB|Shortbow}{{To-Hit=+0 + dex \\amp str bonus}}{{desc=This is a strong shortbow, made with woods and other materials that make it strong enough to impart the archer\'s strength bonus to the shot. The wood is polished, the string taut, and a desirable object.}}'},
- {name:'Tetsubo',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Tetsubo}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Tetsubo,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Tetsubo,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:7,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Bludgeoning}}{{Damage=+0, vs. SM:1d8, L:1d8, + Str Bonus}}DmgData=[w:Tetsubo,sb:1,+:0,SM:1d8,L:1d8]{{desc=The tetsubo is a long walking-staff, its upper end shod with studded iron strips. \nIts weapon proficiency is related to other polearms; specialization confers the usual benefits.\nTetsubos can be had in oriental markets, but none are exported because it is a relatively simple weapon to make.}}'},
+ {name:'Shortsword',type:'melee',ct:'3',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Shortsword}}Specs=[short-sword,melee,1H,short-blade]{{}}WeapData=[w:Shortsword,gp:15,wt:3]{{}}ToHitData=[w:Shortsword,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,ara:-3|-2|-1|0|0|0|1|0|2]{{}}DmgData=[w:Shortsword,sb:1,+:0,SM:1d6,L:1d8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}{{To-Hit=+0 + str bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6, L:1d8, + str bonus}}{{Looks Like=Appears as a dagger with a blade so long that it can no longer be called a dagger.}}{{hide1=The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Short swords are fitted with a handle that can accommodate only one hand.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Shortsword+1',type:'melee',ct:'3',charge:'uncharged',cost:'515',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}WeapData=[gp:515]{{}}ToHitData=[w:Shortsword+1,+:1]{{}}DmgData=[w:Shortsword+1,+:1]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'},
+ {name:'Shortsword+2',type:'melee',ct:'3',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]WeapData=[gp:1015]{{}}ToHitData=[w:Shortsword+2,+:2]{{}}DmgData=[w:Shortsword+2,+:2]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'},
+ {name:'Shortsword+3',type:'melee',ct:'3',charge:'uncharged',cost:'1515',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}WeapData=[gp:1515]{{}}ToHitData=[w:Shortsword+3,+:3]{{}}DmgData=[w:Shortsword+3,+:3]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'},
+ {name:'Shortsword+4',type:'melee',ct:'3',charge:'uncharged',cost:'2015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}WeapData=[gp:2015]{{}}ToHitData=[w:Shortsword+4,+:4]{{}}DmgData=[w:Shortsword+4,+:4]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'},
+ {name:'Shortsword-Cursed',type:'melee',ct:'3',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}%{MI-DB|Cursed-Shortsword}'},
+ {name:'Shuriken',type:'ranged',ct:'2',charge:'uncharged',cost:'0.3',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shuriken}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged shuriken}}Specs=[Shuriken,Ranged,1H,Shuriken]{{}}WeapData=[w:Shuriken,gp:0.3,wt:2]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Shuriken,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d4, L:1d4 + Str Bonus}}AmmoData=[w:Shuriken,t:Shuriken,st:Shuriken,sb:1,+:0,SM:1d4,L:1d4,]{{Range=S:20, M:40, L:60}}RangeData=[t:Shuriken,+:0,r:2/4/6]{{desc=Shuriken, often called throwing stars, are small thrown weapons. They do as much damage as a thrown dagger, and are considerably more concealable. Ornamental shuriken can often be worn as jewelry and not recognized as weapons, and a pocketful of shuriken weigh no more than many other single weapons.\nShuriken are available in oriental ports, but most occidental collectors don\'t know how to use them.}}'},
+ {name:'Sickle',type:'melee',ct:'5',charge:'uncharged',cost:'0.6',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sickle}}{{subtitle=Short Blade}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee short-blade}}Specs=[Sickle,Melee,1H,Short-blade]{{}}WeapData=[w:Sickle,gp:0.6,wt:3]{{To-hit=+0 + Str bonus}}ToHitData=[w:Sickle,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d4+1, L:1d4}}DmgData=[w:Sickle,sb:1,+:0,SM:1+1d4,L:1d4]{{desc=This is a normal Sickle. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Sling',type:'ranged',ct:'7',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sling}}Specs=[Sling,Ranged,1H,Slings],[Sling,Ranged,2H,Slings]{{}}WeapData=[st:Sling,gp:0.05,wt:0.1]{{}}ToHitData=[w:Sling,sb:0,db:1,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:1,ch:20,cm:1,sz:S,ty:B,sp:7,r:Varies by ammo],[w:Sling,sb:0,db:1,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:2,ch:20,cm:1,sz:S,ty:B,sp:6,r:Varies by ammo]{{}}%{MI-DB|Weapon-Info}{{subtitle=Ranged Weapon}}{{Speed=2H [[6]]/1H [[7]]}}{{Size=Small}}{{Weapon=1- or 2-handed ranged sling}}{{To-hit=+0 + Dex bonus}}{{Attacks=1-handed=1/round, 2-handed=2/round, Bludgeoning}}{{Looks Like=The basic sling consists of a leather or fabric strap with a pouch for holding the missile. A sling\'s projectile is capable of producing severe bruising or even broken bones against a man or his mount. Against armor, however, the sling loses most of its effectiveness.}}{{desc=A sling, made of supple leather. Can be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'},
+ {name:'Sling-Magical',type:'ranged',ct:'7',charge:'uncharged',cost:'(0.05+(150*))',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sling,Ranged,1H,Slings,Magical-Sling],[Sling,Ranged,2H,Slings,Magical-Sling]{{}}%{MI-DB|Magical-Sling}'},
+ {name:'Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0.8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Spear}}Specs=[spear,melee,1H,spears],[spear,melee,2H,spears],[spear,ranged,1H,throwing-spears]{{}}WeapData=[w:Spear,gp:0.8,wt:5]{{}}WeapData=[st:Spear]{{}}ToHitData=[w:Spear,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Spear 2H,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Spear,sb:1,db:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,sp:6]{{}}DmgData=[w:Spear,sb:1,+:0,SM:1d6,L:1d8],[w:Spear 2H,sb:1,+:0,SM:1+1d8,L:2d6,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear,t:spear,st:spear,sb:1,+:0,SM:1d6,L:1d8]{{}}RangeData=[t:spear,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee or thrown spear}}{{To-Hit=+0 + str \\amp dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+0, vs SM:1d6, l:1d8, + str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A spear shaft about 5 to 8ft long}}{{hide1=Spear shafts are usually made from yew or ash, since these woods are both flexible and strong, with a metal tip. The shafts range five to eight feet in length (ten or more feet are Long Spears). In melee, spears may be used either one or two handed, with more damage inflicted if used in the latter mode.}}{{desc=This is a normal spear. The point is sharp and it is well balanced, but nothing special.}}'},
+ {name:'Spear-Long',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Spear,melee,2H,spears,spear],[Spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[w:Long Spear,gp:5,wt:8]{{}}ToHitData=[w:Long Spear 2H,sz:L,r:10,sp:8],[w:Long Spear,sz:L,sp:8]{{}}DmgData=[w:Long Spear 2H,SM:2d6,L:3d6,msg:Used 2-handed this weapon does double damage when set against charge],[]{{}}AmmoData=[w:Long Spear,t:long spear,st:long spear,sb:1,+:0,SM:1d8,L:1d8]{{}}RangeData=[t:long spear,+:0,r:1/2/3]{{}}%{MI-DB|Spear}{{title=Long Spear}}{{subtitle=Spear}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee or thrown spear}}{{Damage=+0, vs SM:2d6, L:3d6, + str bonus}}{{Ammo=+0, vs SM:1d8, l:1d8, + str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=Spear shafts are usually made from yew or ash, since these woods are both flexible and strong, with a metal tip. The shafts range ten to twelve feet in length. In melee, long spears may be used only two handed, with more damage inflicted if set against charge.}}{{desc=This is a normal spear, but longer than normal. The point is sharp and it is well balanced, but nothing special.}}'},
+ {name:'Spear-Long-Magical',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'(0.8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}WeapData=[st:Spear, query:weaponMagic, +:^^weaponMagic#1^^,gp:(0.8+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Spear 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Spear 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Spear-Long}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=2-handed melee or thrown ^^weaponMagic#2^^ spear}}{{To-Hit=^^weaponMagic#0^^ + str \\amp dex bonuses}}{{Damage=^^weaponMagic#0^^ 2-handed vs. vs SM:2d6, L:3d6, + str bonus}}{{Ammo=^^weaponMagic#0^^ vs SM:1d8, L:1d8, + str bonus}}{{desc=This is an exceptional spear. The point looks sharp and it is well balanced, but you can\'t decipher the runes enscribed on its shaft.}}'},
+ {name:'Spear-Magical',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'(0.8+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,1H,spears,magical-spear],[spear,melee,2H,spears,magical-spear],[spear,ranged,1H,throwing-spears,magical-spear]{{}}%{MI-DB|Magical-Spear}'},
+ {name:'Spear-Stone',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Spear,melee,1H,spears,spear],[Spear,melee,2H,spears,spear],[Spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[w:Stone Spear,gp:0.2,wt:5]{{}}ToHitData=[w:Stone Spear],[w:Stone Spear 2H],[w:Stone Spear]{{}}DmgData=[w:Stone Spear,SM:1d4,L:1d6,msg:Shatters 1 time in 6],[w:Stone Spear 2H,SM:1d6,L:2d4,msg:Shatters 1 time in 6],[]{{}}AmmoData=[w:Stone Spear,SM:1d4,L:1d6,msg:Shatters 1 time in 6]{{}}RangeData=[t:spear,+:0,r:1/2/3]{{}}%{MI-DB|Spear}{{title=Stone Spear}}{{Damage=+0, 1-handed vs SM:1d4, L:1d6, 2-handed vs SM:1d6, L:2d4, + str bonus}}{{Ammo=+0, vs SM:1d4, l:1d6, + str bonus}}{{desc=This is a normal spear, but made of stone which is fragile and shatters 1 time in 6. The point is sharp and it is well balanced, but nothing special.}}'},
+ {name:'Spetum',type:'melee',ct:'8',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Spetum}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Spetum,Melee,2H,Polearm],[Spetum,Melee,2H,Polearm]{{}}WeapData=[w:Spetum,gp:5,wt:7]{{To-hit=+0 + Str bonus}}ToHitData=[w:Spetum,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:8],[w:Spetum set vs charge,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:8]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6+1, L:2d6, if set vs charge SM:2d6+2, L:4d6, + Str bonus}}DmgData=[w:Spetum,sb:1,+:0,SM:1+1d6,L:2d6],[w:Spetum vs charge,sb:1,+:0,SM:2+2d6,L:4d6]{{desc=This is a normal Spetum, a type of Polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**}}{{hide1=The spetum is a modification of the normal spear. The shaft increases to eight to ten feet and side blades are added. Some have blades that angle back, increasing the damage when pulling the weapon out of a wound. These blades can also trap and block weapons or catch and hold an opponent.}}'},
+ {name:'Staff-Sling',type:'ranged',ct:'6',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Staff-Sling}}{{subtitle=Ranged Weapon}}{{Speed=[[11]]}}{{Size=Medium}}{{Weapon=2-handed ranged sling}}Specs=[Staff-Sling,Ranged,2H,Slings]{{}}WeapData=[w:Staff-Sling,gp:0.2,wt:2]{{To-hit=+0 no bonuses}}ToHitData=[w:Staff-Sling,sb:0,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:2,ch:20,cm:1,sz:S,ty:B,r:+2/+3/+4,sp:6]{{Attacks=2 per round + level \\amp specialisation, Bludgeoning}}{{desc=A staff sling, made of supple leather and a sturdy pole. Ideal for slinging balls for dogs to fetch...}}'},
+ {name:'Stiletto',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stiletto}}{{subtitle=Knife}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee fencing-blade, short-blade or throwing-blade}}Specs=[Stiletto|Knife,Melee,1H,Fencing-blade|Short-blade],[Stiletto|Knife,Ranged,1H,Throwing-blade]{{}}WeapData=[w:Stiletto,gp:0.5,wt:0.5]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Stiletto,sb:1,+:0,ara:-3|-2|-1|0|0|0|1|0|2,n:2,ch:20,cm:1,sz:S,ty:P,r:3,sp:2,msg:Manually add a +2 bonus to hit when attacking those wearing *Plate Mail* (bronze or normal) *Ring Mail* or *Chain Mail* as its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.],[w:Stiletto,sb:1,db:1,+:0,ara:-3|-2|-1|0|0|0|1|0|2,n:2,ch:20,cm:1,sz:S,ty:P,sp:2,msg:Manually add a +2 bonus to hit when attacking those wearing *Plate Mail* (bronze or normal) *Ring Mail* or *Chain Mail* as its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.]{{Attacks=2 per round + level \\amp specialisation, Slashing \\amp Piercing}}{{Damage=+0, vs SM: 1d3, L:1d2, + Str bonus}}DmgData=[w:Stiletto,sb:1,+:0,SM:1d3,L:1d2],[ ]{{Ammo=+0, vs SM:1d3, L:1d2 + Str bonus}}AmmoData=[w:Stiletto,t:Stiletto|Knife,sb:1,+:0,SM:1d3,L:1d2]{{Range=S:10, M:20, L:30}}RangeData=[t:Stiletto|Knife,+:0,r:1/2/3]{{desc=A standard Stiletto, a type of knife, of good quality. Pointedly sharp, but otherwise ordinary.\nConfers a +2 (non-magical) bonus to attack rolls against certain armor types: Plate mail (bronze and normal), ring mail, and chain mail. (This is because its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.)}}'},
+ {name:'Stone',type:'ranged',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stone}}{{subtitle=Stone}}{{Speed=[[1]]}}{{Size=Small}}{{Weapon=1-handed ranged stone}}Specs=[stone,ranged,1H,stones]{{}}WeapData=[w:Stone,gp:0.01,wt:1]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Stone,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,sp:1]{{Attacks=1 per round, doing 1d8 damage}}AmmoData=[w:Stone,t:Stone,sb:1,+:0,SM:1d8,L:1d8]{{Range=S:10, M:20, L:20}}RangeData=[st:stones,r:1/2/2]{{desc=A normal stone from the ground, weighing approximately 10 to 20 lbs}}'},
+ {name:'Strong-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'150',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Strong }}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}WeapData=[w:Strong Longbow,gp:150,wt:4]{{}}ToHitData=[w:Longbow,sb:1]{{}}%{MI-DB|Longbow}{{To-hit=+0, + Str \\amp Dex bonuses}}{{desc=This is a longbow with strong limbs, able to be drawn by a very strong bowyer, incorporating strength bonuses. The wood is polished, the limbs flexible, the string taut, but nothing special.}}'},
+ {name:'Strong-Shortbow',type:'ranged',ct:'7',charge:'uncharged',cost:'60',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Strong }}Specs=[Shortbow,ranged,2H,bow,Shortbow]{{}}WeapData=[w:Strong Shortbow,gp:60,wt:3]{{}}ToHitData=[w:Shortbow,sb:1]{{}}%{MI-DB|Shortbow}{{To-Hit=+0 + dex \\amp str bonus}}{{desc=This is a strong shortbow, made with woods and other materials that make it strong enough to impart the archer\'s strength bonus to the shot. The wood is polished, the string taut, and a desirable object.}}'},
+ {name:'Tetsubo',type:'melee',ct:'7',charge:'uncharged',cost:'4',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Tetsubo}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Tetsubo,Melee,2H,Polearm]{{}}WeapData=[w:Tetsubo,gp:4,wt:8]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Tetsubo,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:7,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Bludgeoning}}{{Damage=+0, vs. SM:1d8, L:1d8, + Str Bonus}}DmgData=[w:Tetsubo,sb:1,+:0,SM:1d8,L:1d8]{{desc=The tetsubo is a long walking-staff, its upper end shod with studded iron strips. \nIts weapon proficiency is related to other polearms; specialization confers the usual benefits.\nTetsubos can be had in oriental markets, but none are exported because it is a relatively simple weapon to make.}}'},
{name:'Touch',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Touch}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1- or 2-handed melee innate ability}}Specs=[Innate,Melee,1H,Innate],[Innate,Melee,2H,Innate],[Innate,Ranged,1H,Innate],[Innate,Ranged,2H,Innate]{{To-hit=+0 + Str bonus (melee only)}}ToHitData=[w:Touch,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0],[w:Touch,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0],[w:Touch,sb:0,+:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:0],[w:Touch,sb:0,+:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:0]{{Attacks=1 per round + level}}{{Damage=Depends on action or spell}}DmgData=[w:Touch,sb:0,+:0,SM:0,L:0],[w:Touch,sb:0,+:0,SM:0,L:0],[],[]{{Ranged Effect=Only relevant when casting a ranged attack spell}}AmmoData=[w:Touch,t:Touch,ru:1,sb:0,+:0,SM:0,L:0]{{Range=As per ranged attack spell}}RangeData=[t:Touch,+:0,r:-/20]{{desc=Touching with a hand or other limb not containing a weapon. Typically a spell caster\'s ability which they select as a weapon when aiming to use a Touch spell}}'},
- {name:'Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Trident}}Specs=[Trident,Melee,1H,Spears],[Trident,Melee,2H,Spears],[Trident,Ranged,1H,Throwing-Spears]{{}}WeapData=[st:Trident]{{}}ToHitData=[w:Trident,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Trident 2H,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Trident,sb:1,db:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,sp:7]{{}}DmgData=[w:Trident,sb:1,+:0,SM:1+1d6,L:3d4],[w:Trident 2H,sb:1,+:0,SM:1+1d8,L:3d4],[]{{}}AmmoData=[w:Trident,t:Trident,st:Spear,sb:1,+:0,qty:1,SM:1+1d6,L:3d4]{{}}RangeData=[t:Trident,+:0,r:1/1/2]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=7}}{{Size=Large}}{{Weapon=1 or 2-handed melee or thrown spear}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+0, vs SM:1d6+1, L:3d4, + Str bonus}}{{Range=S:10, L:20}}{{Looks Like=A three-tined metal fork atop a stout 6-foot long rod appears to be a barbed military fork or Trident. It can be used a either a melee weapon or thrown a short distance as a ranged weapon.}}{{desc=This trident is of good quality, but otherwise ordinary.}}'},
- {name:'Trident-Magical',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Trident,Melee,1H,Spears,Magical-Trident],[Trident,Melee,2H,Spears,Magical-Trident],[Trident,Ranged,1H,Throwing-Spears,Magical-Trident]{{}}%{MI-DB|Magical-Trident}'},
- {name:'Two-Handed-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Two Handed Sword}}Specs=[Two-Handed-Sword,Melee,2H,long-blade|great-blade]{{}}ToHitData=[w:Two-Handed-Sword,sb:1,+:0,ara:2|2|2|2|3|3|3|1|0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{}}DmgData=[w:Two-Handed-Sword,sb:1,+:0,SM:1d10,L:3d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d10, L:3d6, + Str bonus}}{{Looks Like=The blade on the two-handed sword is a long, double-edged blade. The blade point may be sharp or rounded. The hilt has straight or slightly curved quillons. The pommel may be faceted, triangular, or pear shaped, though whatever the shape, it tends to get larger toward the top, as a counterbalancing measure. An average two-handed sword measures five to six feet in length.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
- {name:'Two-Handed-Sword+1',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[st:Great Blade]{{}}ToHitData=[w:Two-Handed-Sword+1,+:1]{{}}DmgData=[w:Two-Handed-Sword+1,+:1]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
- {name:'Two-Handed-Sword+2',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}ToHitData=[w:Two-Handed-Sword+2,+:2]{{}}DmgData=[w:Two-Handed-Sword+2,+:2]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
- {name:'Two-Handed-Sword+3',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}ToHitData=[w:Two-Handed-Sword+3,+:3]{{}}DmgData=[w:Two-Handed-Sword+3,+:3]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
- {name:'Two-Handed-Sword+4',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}ToHitData=[w:Two-Handed-Sword+4,+:4]{{}}DmgData=[w:Two-Handed-Sword+4,+:4]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
- {name:'Two-Handed-Sword-Cursed',type:'melee',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Cursed-Two-Handed-Sword]{{}}%{MI-DB|Cursed-Two-Handed-Sword}'},
- {name:'Voulge',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Voulge}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Voulge,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Voulge,sb:1,+:0,ara:-1|-1|0|1|1|1|0|0|0,n:1,ch:20,cm:1,sz:L,ty:S,r:7-8,sp:10]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0 vs SM:2d4, L:2d4}}DmgData=[w:Voulge,sb:1,+:0,SM:2d4,L:2d4]{{desc=This is a normal Voulge a type of Polearm. The blade is sharp and keen, but nothing special.\nThe voulge, like the bardich, is a variation on the axe and the cleaver. The voulge is little more than a cleaver on the end of a long (seven- to eight-foot) pole. It is a popular weapon, easy to make and simple to learn. It is also called the Lochaber axe.}}'},
- {name:'Wakizashi',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Wakizashi}}{{subtitle=Samurai Sword}}{{Speed=1H [[3]], 2H [[3]]}}{{Size=Medium}}{{Weapon=1-handed melee long blade that can be used 2-handed}}Specs=[Wakizashi, Melee, 1H, Long-blade],[Wakizashi, Melee, 2H, Short-blade]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Wakizashi, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:6,sp:3,rc:uncharged],[w:Wakizashi 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:4,sp:3]{{Attacks=1 per round + specialisation \\amp level, Slashing \\amp Piercing}}{{Damage=1-handed SM:1d8 L:1d8, 2-handed SM:1d8 L:1d8}}DmgData=[w:Wakizashi,sb:1,+:0,SM:1d8,L:1d8],[w:Wakizashi 2H,sb:1,+:0,SM:1d8,L:1d8]{{desc=The wakizashi is the short-sword companion of the katana. Its blade is forged the same way, and the weapon looks like a shorter version of the katana. It is often part of a matched set with the katana, and is of almost equal importance as the katana to the samurai. Only samurai can wear both katana and wakizashi.\nWakizashi proficiency is related to short sword. Specialization confers the usual benefits. Many samurai fight with the katana in one hand and wakizashi in the other, in two-weapon technique, and some learn the two-weapon style specialization to further improve their ability with this style.\nWakizashis are as hard to come by as katanas.\nThe Wakizashi is created as a 1-handed weapon, but can be used 2-handed}}'},
- {name:'Warhammer',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Warhammer}}Specs=[Warhammer,Melee,1H,Clubs],[Warhammer,Ranged,1H,Throwing-Clubs],[Warhammer,Melee,2H,Clubs]{{}}WeapData=[st:Warhammer]{{}}ToHitData=[name w:Warhammer,strength bonus sb:1,magic+:0, ar adjustment ara:0|1|0|1|0|0|0|0|0,attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:B, range r:5,speed sp:4],[name w:Warhammer,strength bonus sb:1,dexterity bonus db:1,magic+:0, ar adjustment ara:0|1|0|1|0|0|0|0|0,attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:B, speed sp:4]{{}}DmgData=[name w:Warhammer,strength bonus sb:1,magic+:0,vs SM:1+1d4,vs L:1d4][]{{}}AmmoData=[w:Warhammer,t:Warhammer,st:Throwing-club,sb:1,+:0,SM:1+1d4,L:1d4]{{}}RangeData=[t:Warhammer,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Hammer/Club}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown club}}{{To-hit=+0 + Str \\amp Dex bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=+0, vs SM:1d4+1, L:1d4, + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A hammer of steel, with rondels protecting and strengthening the 18 inch long grip.}}{{hide1=The horseman\'s war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.}}{{desc=This is a normal warhammer. The head is solid and well used, but nothing special.}}'},
- {name:'Warhammer-Magical',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Warhammer,Melee,1H,Clubs,Magical-Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Magical-Warhammer],[Warhammer,Melee,2H,Clubs,Magical-Warhammer]{{}}%{MI-DB|Magical-Warhammer}'},
+ {name:'Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Trident}}Specs=[Trident,Melee,1H,Spears],[Trident,Melee,2H,Spears],[Trident,Ranged,1H,Throwing-Spears]{{}}WeapData=[st:Trident,gp:15,wt:5]{{}}ToHitData=[w:Trident,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Trident 2H,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Trident,sb:1,db:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,sp:7]{{}}DmgData=[w:Trident,sb:1,+:0,SM:1+1d6,L:3d4],[w:Trident 2H,sb:1,+:0,SM:1+1d8,L:3d4],[]{{}}AmmoData=[w:Trident,t:Trident,st:Spear,sb:1,+:0,qty:1,SM:1+1d6,L:3d4]{{}}RangeData=[t:Trident,+:0,r:1/1/2]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=7}}{{Size=Large}}{{Weapon=1 or 2-handed melee or thrown spear}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+0, vs SM:1d6+1, L:3d4, + Str bonus}}{{Range=S:10, L:20}}{{Looks Like=A three-tined metal fork atop a stout 6-foot long rod appears to be a barbed military fork or Trident. It can be used a either a melee weapon or thrown a short distance as a ranged weapon.}}{{desc=This trident is of good quality, but otherwise ordinary.}}'},
+ {name:'Trident-Magical',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'(15+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Trident,Melee,1H,Spears,Magical-Trident],[Trident,Melee,2H,Spears,Magical-Trident],[Trident,Ranged,1H,Throwing-Spears,Magical-Trident]{{}}%{MI-DB|Magical-Trident}'},
+ {name:'Two-Handed-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Two Handed Sword}}Specs=[Two-Handed-Sword,Melee,2H,long-blade|great-blade]{{}}WeapData=[w:Two-Handed Sword,gp:50,wt:15]{{}}ToHitData=[w:Two-Handed-Sword,sb:1,+:0,ara:2|2|2|2|3|3|3|1|0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{}}DmgData=[w:Two-Handed-Sword,sb:1,+:0,SM:1d10,L:3d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d10, L:3d6, + Str bonus}}{{Looks Like=The blade on the two-handed sword is a long, double-edged blade. The blade point may be sharp or rounded. The hilt has straight or slightly curved quillons. The pommel may be faceted, triangular, or pear shaped, though whatever the shape, it tends to get larger toward the top, as a counterbalancing measure. An average two-handed sword measures five to six feet in length.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Two-Handed-Sword+1',type:'melee',ct:'10',charge:'uncharged',cost:'550',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[gp:550]{{}}ToHitData=[w:Two-Handed-Sword+1,+:1]{{}}DmgData=[w:Two-Handed-Sword+1,+:1]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
+ {name:'Two-Handed-Sword+2',type:'melee',ct:'10',charge:'uncharged',cost:'1015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[gp:1015]{{}}ToHitData=[w:Two-Handed-Sword+2,+:2]{{}}DmgData=[w:Two-Handed-Sword+2,+:2]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
+ {name:'Two-Handed-Sword+3',type:'melee',ct:'10',charge:'uncharged',cost:'1515',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[gp:1515]{{}}ToHitData=[w:Two-Handed-Sword+3,+:3]{{}}DmgData=[w:Two-Handed-Sword+3,+:3]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
+ {name:'Two-Handed-Sword+4',type:'melee',ct:'10',charge:'uncharged',cost:'2015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[gp:2015]{{}}ToHitData=[w:Two-Handed-Sword+4,+:4]{{}}DmgData=[w:Two-Handed-Sword+4,+:4]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'},
+ {name:'Two-Handed-Sword-Cursed',type:'melee',ct:'10',charge:'cursed',cost:'(45+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Cursed-Two-Handed-Sword]{{}}%{MI-DB|Cursed-Two-Handed-Sword}'},
+ {name:'Voulge',type:'melee',ct:'10',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Voulge}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Voulge,Melee,2H,Polearm]{{}}WeapData=[w:Voulge,gp:5,wt:12]{{To-hit=+0 + Str bonus}}ToHitData=[w:Voulge,sb:1,+:0,ara:-1|-1|0|1|1|1|0|0|0,n:1,ch:20,cm:1,sz:L,ty:S,r:7-8,sp:10]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0 vs SM:2d4, L:2d4}}DmgData=[w:Voulge,sb:1,+:0,SM:2d4,L:2d4]{{desc=This is a normal Voulge a type of Polearm. The blade is sharp and keen, but nothing special.}}{{hide1=The voulge, like the bardich, is a variation on the axe and the cleaver. The voulge is little more than a cleaver on the end of a long (seven- to eight-foot) pole. It is a popular weapon, easy to make and simple to learn. It is also called the Lochaber axe.}}'},
+ {name:'Wakizashi',type:'melee',ct:'3',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Wakizashi}}{{subtitle=Samurai Sword}}{{Speed=1H [[3]], 2H [[3]]}}{{Size=Medium}}{{Weapon=1-handed melee long blade that can be used 2-handed}}Specs=[Wakizashi, Melee, 1H, Long-blade],[Wakizashi, Melee, 2H, Short-blade]{{}}WeapData=[w:Wakizashi,gp:50,wt:3]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Wakizashi, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:6,sp:3,rc:uncharged],[w:Wakizashi 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:4,sp:3]{{Attacks=1 per round + specialisation \\amp level, Slashing \\amp Piercing}}{{Damage=1-handed SM:1d8 L:1d8, 2-handed SM:1d8 L:1d8}}DmgData=[w:Wakizashi,sb:1,+:0,SM:1d8,L:1d8],[w:Wakizashi 2H,sb:1,+:0,SM:1d8,L:1d8]{{desc=The wakizashi is the short-sword companion of the katana. Its blade is forged the same way, and the weapon looks like a shorter version of the katana. It is often part of a matched set with the katana, and is of almost equal importance as the katana to the samurai. Only samurai can wear both katana and wakizashi.\nWakizashi proficiency is related to short sword. Specialization confers the usual benefits. Many samurai fight with the katana in one hand and wakizashi in the other, in two-weapon technique, and some learn the two-weapon style specialization to further improve their ability with this style.\nWakizashis are as hard to come by as katanas.\nThe Wakizashi is created as a 1-handed weapon, but can be used 2-handed}}'},
+ {name:'Warhammer',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Warhammer}}Specs=[Warhammer,Melee,1H,Clubs],[Warhammer,Ranged,1H,Throwing-Clubs],[Warhammer,Melee,2H,Clubs]{{}}WeapData=[st:Warhammer,gp:2,wt:6]{{}}ToHitData=[name w:Warhammer,strength bonus sb:1,magic+:0, ar adjustment ara:0|1|0|1|0|0|0|0|0,attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:B, range r:5,speed sp:4],[name w:Warhammer,strength bonus sb:1,dexterity bonus db:1,magic+:0, ar adjustment ara:0|1|0|1|0|0|0|0|0,attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:B, speed sp:4]{{}}DmgData=[name w:Warhammer,strength bonus sb:1,magic+:0,vs SM:1+1d4,vs L:1d4][]{{}}AmmoData=[w:Warhammer,t:Warhammer,st:Throwing-club,sb:1,+:0,SM:1+1d4,L:1d4]{{}}RangeData=[t:Warhammer,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Hammer/Club}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown club}}{{To-hit=+0 + Str \\amp Dex bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=+0, vs SM:1d4+1, L:1d4, + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A hammer of steel, with rondels protecting and strengthening the 18 inch long grip.}}{{hide1=The horseman\'s war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.}}{{desc=This is a normal warhammer. The head is solid and well used, but nothing special.}}'},
+ {name:'Warhammer-Magical',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'(2+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Warhammer,Melee,1H,Clubs,Magical-Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Magical-Warhammer],[Warhammer,Melee,2H,Clubs,Magical-Warhammer]{{}}%{MI-DB|Magical-Warhammer}'},
{name:'Weapon-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Weapon-Info,Format,0H,Format]{{}}WeapData=[a:Weapon Info]{{Weapon=}}{{Speed=}}{{Size=Medium}}{{To-hit=}}{{Attacks=}}{{Damage=}}{{Ammo=}}{{Range=}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this weapon will automatically hide as a standard weapon of its type when added to a container and will reveal manually by default (see Magic Help Handout about hiding and revealing items).}}{{Use=This weapon must be taken in-hand using the *Attk Menu \\gt Change Weapon* dialog in order to attack with it.}}'},
- {name:'Whip',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Whip}}{{subtitle=Whip}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=1-handed melee whip}}Specs=[Whip,Melee,1H,Whips]{{To-hit=+0 + Str bonus}}ToHitData=[w:Whip,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:N,r:10,sp:8]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d2, L:1 + Str bonus \\amp entangle}}DmgData=[w:Whip,sb:1,+:0,SM:1d2,L:1]{{desc=A standard Whip of good quality, but nothing special.\nTo inflict damage, the whip must strike exposed or lightly covered flesh. Heavy clothing, thick hair, or fur gives considerable protection until torn away by repeated lashing. The type of armor determines how long it takes the whip to begin doing damage. With heavy clothing, damage begins on the third successful blow; thick hair or fur, on the second; padded armor, on the fourth; leather armor, on the fifth; hide armor, on the sixth. The whip can do no harm through armor heavier than that. Thick hide, such as that of an elephant or rhinoceros, will allow a slight sting at best, with no real damage inflicted.\nWhips can be up to 25ft long, and are useful for Entanglement, with various percentages for achieving this: success = 5% per level for proficient wielders, and if successful, roll 1d100 for result (1-50: a non-weapon limb, 51-60: two limbs, 61-80 weapon wielding limb, 81-00 head). You can use a called shot at -10% on success roll to be able to vary the outcome roll by 20% either way (e.g. so if successful, you could make a 35 into a 55 and entangle 2 limbs instead of one)}}'},
+ {name:'Whip',type:'melee',ct:'8',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Whip}}{{subtitle=Whip}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=1-handed melee whip}}Specs=[Whip,Melee,1H,Whips]{{}}WeapData=[w:Whip,gp:0.1,wt:2]{{To-hit=+0 + Str bonus}}ToHitData=[w:Whip,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:N,r:10,sp:8]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d2, L:1 + Str bonus \\amp entangle}}DmgData=[w:Whip,sb:1,+:0,SM:1d2,L:1]{{desc=A standard Whip of good quality, but nothing special.\nTo inflict damage, the whip must strike exposed or lightly covered flesh. Heavy clothing, thick hair, or fur gives considerable protection until torn away by repeated lashing. The type of armor determines how long it takes the whip to begin doing damage. With heavy clothing, damage begins on the third successful blow; thick hair or fur, on the second; padded armor, on the fourth; leather armor, on the fifth; hide armor, on the sixth. The whip can do no harm through armor heavier than that. Thick hide, such as that of an elephant or rhinoceros, will allow a slight sting at best, with no real damage inflicted.\nWhips can be up to 25ft long, and are useful for Entanglement, with various percentages for achieving this: success = 5% per level for proficient wielders, and if successful, roll 1d100 for result (1-50: a non-weapon limb, 51-60: two limbs, 61-80 weapon wielding limb, 81-00 head). You can use a called shot at -10% on success roll to be able to vary the outcome roll by 20% either way (e.g. so if successful, you could make a 35 into a 55 and entangle 2 limbs instead of one)}}'},
]},
- MI_DB_Weapons_Special: {bio:'Weapons Database v7.02 05/04/2025
This sheet holds definitions of special magical weapons defined in the AD&D2E Dungeon Master\'s Guide and other manuals. They can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
- gmnotes:'Change Log: v7.02 05/04/2025 Added Lightning Lance weapon for use by Grell Soldiers v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.34 26/12/2024 Marked items that should not be randomly allocated as DMitems v6.33 12/07/2024 Updated Defender sword to use new mods tables v6.32 07/05/2024 Updated sword effects to use latest features, e.g. the save mods table v6.31 04/04/2024 Started adding hide#= sections to long desc= to trigger "show more..." buttons v6.30 22/02/2024 Added all final weapons v6.29 20/02/2024 Fixed Sword of Dancing which wasn\'t! v6.28 08/02/2024 Added multiple new special weapons from the DMG v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons. v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions v6.19 31/01/2023 Added Axe of Hurling and other new weapons v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook v6.17 16/12/2022 Added weapons used by creatures in the creatures database v6.16 11/12/2022 Fixed spell/power storing weapons v6.14-5 03/12/2022 Added more weapons including Flindbars v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions. v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.04 31/05/2022 Refixed various errors that had crept back in v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave v6.01 01/05/2022 Various minor fixes v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies v5.8 04/02/2022 Added Scimitar+3 v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency. v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife v5.5 05/11/2021 Split the Ammo and Weapons databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
+ MI_DB_Weapons_Special: {bio:'Weapons Database v7.04 04/07/2025
This sheet holds definitions of special magical weapons defined in the AD&D2E Dungeon Master\'s Guide and other manuals. They can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
+ gmnotes:'Change Log: v7.04 04/07/2025 Added values to all items v7.03 10/06/2025 Fixes to a number of special weapons v7.02 05/04/2025 Added Lightning Lance weapon for use by Grell Soldiers v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.34 26/12/2024 Marked items that should not be randomly allocated as DMitems v6.33 12/07/2024 Updated Defender sword to use new mods tables v6.32 07/05/2024 Updated sword effects to use latest features, e.g. the save mods table v6.31 04/04/2024 Started adding hide#= sections to long desc= to trigger "show more..." buttons v6.30 22/02/2024 Added all final weapons v6.29 20/02/2024 Fixed Sword of Dancing which wasn\'t! v6.28 08/02/2024 Added multiple new special weapons from the DMG v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons. v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions v6.19 31/01/2023 Added Axe of Hurling and other new weapons v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook v6.17 16/12/2022 Added weapons used by creatures in the creatures database v6.16 11/12/2022 Fixed spell/power storing weapons v6.14-5 03/12/2022 Added more weapons including Flindbars v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions. v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.04 31/05/2022 Refixed various errors that had crept back in v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave v6.01 01/05/2022 Various minor fixes v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies v5.8 04/02/2022 Added Scimitar+3 v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency. v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife v5.5 05/11/2021 Split the Ammo and Weapons databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
root:'MI-DB',
api:'attk,magic',
type:'mi',
avatar:'https://files.d20.io/images/52530/max.png?1340359343',
- version:7.02,
+ version:7.04,
db:[{name:'Acorn-Fire-Seed',type:'ranged',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Acorn Fire Seed (spell)}}{{subtitle=Thrown magical seed}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Acorn-Fire-Seed,Ranged,1H,Dart]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Acorn Fire Seed,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:2,rc:charged,msg:Each acorn bursts upon striking any hard surface igniting any combustible materials within a \\lbrak;10-foot diameter\\rbrak;\\lpar;!rounds ~~aoe \\amp#64;{selected\\vbar;token_id}\\vbar;circle\\vbar;feet\\vbar;120\\vbar;10\\vbar;10\\vbar;fire\\rpar; of the point of impact. If a successful saving throw vs. spell is made a creature within the burst area receives only one-half damage. A creature struck directly suffers full damage (i.e. no saving throw)]{{Attacks=1 per round, + specialisation \\amp level, Fire burst}}{{Ammo=+0, vs. SM:2d8, L:2d8 in 10ft dia. from fire}}AmmoData=[w:Acorn Fire Seed,t:Acorn Fire Seed,st:Dart,sb:0,+:0,ru:-1,SM:2d8,L:2d8]{{Range=S:40, M:40, L:40}}RangeData=[t:Acorn Fire Seed,+:0,r:40]{{desc=The Fire Seed spell turns up to four acorns into special grenadelike missiles that can be hurled up to 40 yards. An attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 2d8 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives only one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw)}}'},
- {name:'Adamantite-Mace+1',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Adamantite Mace}}Specs=[Adamantite Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Adamantite Mace+1,+:1]{{}}DmgData=[w:Adamantite Mace+1,+:1]{{}}%{MI-DB|Footmans-Mace}{{name= +1}}{{Weapon=+1 1-handed melee club}}{{To-hit=+1, + Str bonus}}{{Damage=+1, vs SM:1d6+1, L:1d6, + Str bonus}}{{Looks Like=A club with an adamantite head}}{{desc=This is an exeptional Mace. The business end is made of extra hard semi-precious adamantite stone, making it a plus weapon.}}'},
- {name:'Adamantite-Mace+2',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Adamantite Mace+2,+:2]{{}}DmgData=[w:Adamantite Mace+2,+:2]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +2}}{{Weapon=+2 1-handed melee club}}{{To-hit=+2, + Str bonus}}{{Damage=+2, vs SM:1d6+1, L:1d6, + Str bonus}}'},
- {name:'Adamantite-Mace+3',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Adamantite Mace+3,+:3]{{}}DmgData=[w:Adamantite Mace+3,+:3]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +3}}{{Weapon=+3 1-handed melee club}}{{To-hit=+3, + Str bonus}}{{Damage=+3, vs SM:1d6+1, L:1d6, + Str bonus}}'},
- {name:'Adamantite-Mace+4',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Adamantite Mace+4,+:4]{{}}DmgData=[w:Adamantite Mace,+:4]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +4}}{{Weapon=+4 1-handed melee club}}{{To-hit=+4, + Str bonus}}{{Damage=+4, vs SM:1d6+1, L:1d6, + Str bonus}}'},
- {name:'Adamantite-Mace+5',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Adamantite Mace+5,+:5]{{}}DmgData=[w:Adamantite Mace,+:5]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +5}}{{Weapon=+5 1-handed melee club}}{{To-hit=+5, + Str bonus}}{{Damage=+5, vs SM:1d6+1, L:1d6, + Str bonus}}'},
- {name:'Axe-of-Hurling',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{title=Axe}}{{name=of Hurling^^weaponMagic#1^^}}Specs=[Axe of Hurling,Melee,1H,Axe,Axe-of-Hurling+1],[Axe of Hurling,Ranged,1H,Axe,Axe-of-Hurling+1]{{}}WeapData=[w:Axe of Hurling,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Axe of Hurling^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[t:Axe of Hurling,+:^^weaponMagic#1^]{{}}%{MI-DB|Axe-of-Hurling+1}{{}}%{MI-DB|Magical-Weapon-Info}{{name=^^weaponMagic#0^^}}{{subtitle=Magical Axe}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed ^^weaponMagic#2^^ melee or thrown axe}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, + Str bonus, returning}}'},
- {name:'Axe-of-Hurling+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Axe}}Specs=[Axe of Hurling+1,Melee,1H,Axe],[Axe of Hurling+1,Ranged,1H,Axe]{{}}WeapData=[w:Axe of Hurling,t:Hand-Axe]{{}}%{MI-DB|Weapon-Info}{{name= of Hurling+1}}{{subtitle=Magical Axe}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown axe}}{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Axe of Hurling+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4,ara:-3|-2|-2|-1|0|0|+1|+1|+1],[w:Axe of Hurling+1,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:4/10/18,sp:4,ara:-3|-2|-2|-1|0|0|+1|+1|+1]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d6, L:1d4 in-hand, + Str bonus}}DmgData=[w:Hand Axe,sb:1,+:1,SM:1d6,L:1d4],[]{{Ammo=+1, SM:2d6 L:2d4 when thrown, + Str bonus, returning}}AmmoData=[w:Axe of Hurling+1,t:Hand-Axe,sb:1,+:1,SM:2d6,L:2d4,ru:1]{{Range=S:40, M:100, L:180}}RangeData=[t:Axe of Hurling+1,+:1,r:4/10/18]{{Looks Like=A hand axe with a sturdy handle, a sharp long curved blade often with points at each end, and excellent balance. Feels so well balanced around its centre of gravity that it might work well when thrown.}}{{desc=This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180 feet, and it will return to the thrower in the same round whether or not it scores a hit.}}{{hide1=Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon\'s magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6+3 points of damage vs. S- or M-sized creatures and 2d4+3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon.\nAfter each week of using the weapon, the possessor has a one-in-eight chance of discovering the full properties of the weapon. In any event, the magical properties of the weapon will be fully known to the possessor after eight full weeks of such familiarization.}}'},
+ {name:'Adamantite-Mace+1',type:'melee',ct:'7',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Adamantite Mace}}Specs=[Adamantite Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[st:Mace,gp:500,wt:12]{{}}ToHitData=[w:Adamantite Mace+1,+:1]{{}}DmgData=[w:Adamantite Mace+1,+:1]{{}}%{MI-DB|Footmans-Mace}{{name= +1}}{{Weapon=+1 1-handed melee club}}{{To-hit=+1, + Str bonus}}{{Damage=+1, vs SM:1d6+1, L:1d6, + Str bonus}}{{Looks Like=A club with an adamantite head}}{{desc=This is an exeptional Mace. The business end is made of extra hard semi-precious adamantite stone, making it a plus weapon.}}'},
+ {name:'Adamantite-Mace+2',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[gp:1000]{{}}ToHitData=[w:Adamantite Mace+2,+:2]{{}}DmgData=[w:Adamantite Mace+2,+:2]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +2}}{{Weapon=+2 1-handed melee club}}{{To-hit=+2, + Str bonus}}{{Damage=+2, vs SM:1d6+1, L:1d6, + Str bonus}}'},
+ {name:'Adamantite-Mace+3',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[gp:2000]{{}}ToHitData=[w:Adamantite Mace+3,+:3]{{}}DmgData=[w:Adamantite Mace+3,+:3]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +3}}{{Weapon=+3 1-handed melee club}}{{To-hit=+3, + Str bonus}}{{Damage=+3, vs SM:1d6+1, L:1d6, + Str bonus}}'},
+ {name:'Adamantite-Mace+4',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[gp:3000]{{}}ToHitData=[w:Adamantite Mace+4,+:4]{{}}DmgData=[w:Adamantite Mace,+:4]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +4}}{{Weapon=+4 1-handed melee club}}{{To-hit=+4, + Str bonus}}{{Damage=+4, vs SM:1d6+1, L:1d6, + Str bonus}}'},
+ {name:'Adamantite-Mace+5',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H,Clubs,Adamantite-Mace+1]{{}}WeapData=[gp:4000]{{}}ToHitData=[w:Adamantite Mace+5,+:5]{{}}DmgData=[w:Adamantite Mace,+:5]{{}}%{MI-DB|Adamantite-Mace+1}{{name= +5}}{{Weapon=+5 1-handed melee club}}{{To-hit=+5, + Str bonus}}{{Damage=+5, vs SM:1d6+1, L:1d6, + Str bonus}}'},
+ {name:'Axe-of-Hurling',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'(a(2*^^weaponMagic#3))',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{title=Axe}}{{name=of Hurling^^weaponMagic#1^^}}Specs=[Axe of Hurling,Melee,1H,Axe,Axe-of-Hurling+1],[Axe of Hurling,Ranged,1H,Axe,Axe-of-Hurling+1]{{}}WeapData=[w:Axe of Hurling,query:weaponMagic,gp:(a(2*^^weaponMagic#3)),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Axe of Hurling^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[t:Axe of Hurling,+:^^weaponMagic#1^]{{}}%{MI-DB|Axe-of-Hurling+1}{{}}%{MI-DB|Magical-Weapon-Info}{{name=^^weaponMagic#0^^}}{{subtitle=Magical Axe}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed ^^weaponMagic#2^^ melee or thrown axe}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, + Str bonus, returning}}'},
+ {name:'Axe-of-Hurling+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Axe}}Specs=[Axe of Hurling+1,Melee,1H,Axe],[Axe of Hurling+1,Ranged,1H,Axe]{{}}WeapData=[w:Axe of Hurling,t:Hand-Axe,gp:1000,wt:5]{{}}%{MI-DB|Weapon-Info}{{name= of Hurling+1}}{{subtitle=Magical Axe}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown axe}}{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Axe of Hurling+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4,ara:-3|-2|-2|-1|0|0|+1|+1|+1],[w:Axe of Hurling+1,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:4/10/18,sp:4,ara:-3|-2|-2|-1|0|0|+1|+1|+1]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d6, L:1d4 in-hand, + Str bonus}}DmgData=[w:Hand Axe,sb:1,+:1,SM:1d6,L:1d4],[]{{Ammo=+1, SM:2d6 L:2d4 when thrown, + Str bonus, returning}}AmmoData=[w:Axe of Hurling+1,t:Hand-Axe,sb:1,+:1,SM:2d6,L:2d4,ru:1]{{Range=S:40, M:100, L:180}}RangeData=[t:Axe of Hurling+1,+:1,r:4/10/18]{{Looks Like=A hand axe with a sturdy handle, a sharp long curved blade often with points at each end, and excellent balance. Feels so well balanced around its centre of gravity that it might work well when thrown.}}{{desc=This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180 feet, and it will return to the thrower in the same round whether or not it scores a hit.}}{{hide1=Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon\'s magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6+3 points of damage vs. S- or M-sized creatures and 2d4+3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon.\nAfter each week of using the weapon, the possessor has a one-in-eight chance of discovering the full properties of the weapon. In any event, the magical properties of the weapon will be fully known to the possessor after eight full weeks of such familiarization.}}'},
{name:'CG-Rock',type:'ranged|dmitem',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cloud Giant}}Specs=[CG-Rock,Ranged|DMitem,2H,CG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock]{{}}RangeData=[t:Rock]{{}}%{MI-DB|Rock}{{desc=These rocks are hurled by giants, especially *Cloud Giants*.}}'},
- {name:'Chimera-Breath',type:'innate-melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Chimera Breath}}{{subtitle=Breath Weapon}}{{Speed=0 (Innate attack)}}{{Weapon=Innate breath melee weapon}}Specs=[Chimera Breath,Innate-Melee,1H,Breath]{{Range=[5 yards](!rounds --aoe @{selected|token_id}|cone|yards|0|5|1|fire|true) }}ToHitData=[w:Chimera Breath, sb:0,+:0,n:1/3,ch:20,cm:1,sz:T,ty:P,r:15,sp:0,rc:uncharged]{{Attacks=1 per 3 rounds}}{{Damage=3d8 damage\nsave to half}}DmgData=[w:Chimera Breath,sb:0,+:0,SM:3d8,L:3d8]{{desc=If it desires to do so, a Chimera dragon head can loose a stream of flame onc every 3 rounds which is some 5 yards long in lieu of biting. The dragon\'s fire causes 3-24 (3d8) points damage, although a saving throw vs. breath weapon will cut the damage in half. The chimera will always attempt to breathe if its opponents are in range.}}'},
+ {name:'Chimera-Breath',type:'innate-melee|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Chimera Breath}}{{subtitle=Breath Weapon}}{{Speed=0 (Innate attack)}}{{Weapon=Innate breath melee weapon}}Specs=[Chimera Breath,Innate-Melee|dmitem,1H,Breath]{{Range=[5 yards](!rounds --aoe @{selected|token_id}|cone|yards|0|5|1|fire|true) }}ToHitData=[w:Chimera Breath, sb:0,+:0,n:1/3,ch:20,cm:1,sz:T,ty:P,r:15,sp:0,rc:uncharged]{{Attacks=1 per 3 rounds}}{{Damage=3d8 damage\nsave to half}}DmgData=[w:Chimera Breath,sb:0,+:0,SM:3d8,L:3d8]{{desc=If it desires to do so, a Chimera dragon head can loose a stream of flame onc every 3 rounds which is some 5 yards long in lieu of biting. The dragon\'s fire causes 3-24 (3d8) points damage, although a saving throw vs. breath weapon will cut the damage in half. The chimera will always attempt to breathe if its opponents are in range.}}'},
{name:'Cloud-Giant-Morningstar',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cloud Giant Morningstar}}{{subtitle=Morningstar}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee club}}Specs=[Cloud-Giant-Morningstar,Melee,1H,Clubs],[Cloud-Giant-Morningstar,Melee,2H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Cloud Giant Morningstar,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:6d4, L:6d4, + Str bonus}}DmgData=[w:Cloud Giant Morningstar,sb:1,+:0,SM:6d4,L:6d4]{{desc=This is an enormous morningstar that can be wield one or two handed by a Cloud Giant or any creature with cloud giant strength (23). Creatures of Frost Giant strength or better (21) can only wield it two-handed, and those weaker cannot wield it at all. The spikes glint sharply in torchlight, but it is nothing special.}}'},
- {name:'Cutlass+1-Luck-Blade',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cutlass +1 Luck Blade}}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Cutlass,melee,1H,short-blade],[Cutlass,melee,1H,short-blade]{{To-Hit=+1 + str bonus}}ToHitData=[w:Cutlass+1 Luck Blade,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Cutlass+1 Punch,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}WeaponData=[svall:+1,rules:+inHand]{{Damage=+1, vs SM:1d6, L:1d8, + str bonus}}DmgData=[w:Cutlass+1 Luck Blade,sb:1,+:1,SM:1d6,L:1d8],[w:Cutlass+1 Punch,sb:1,+:1,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=A short, heavy sword, sharp along only one edge, with a heavy basket hilt (a protective cup) around the hilt to protect the hand.\nThe *Luck Blade* gives its possessor a +1 bonus to all saving throws and will have 1d4+1 wishes. The DM should keep the number of wishes secret.}}{{hide1=The cutlass\' basket hilt provides the following benefits: it gives the wielder a +1 to attack rolls with the Parry maneuver; and it works just the same as an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade. (See the Player\'s Handbook, pages 97-98. metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects. Note: An enchanted cutlass, say a cutlass +1, does not confer the +1 to attack rolls and damage with these basket-hilt punches: only with blade attacks.)\nIn a campaign with pirates, cutlasses are common and readily available in any port community; they are much less common inland.}}'},
- {name:'Dagger+2-Longtooth',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2, Longtooth}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Short-blade,Dagger]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0],[w:Dagger+2 Longtooth,+:2,db:0,r:5],{{}}DmgData=[w:Dagger+2,+:2],[ ],[w:Dagger+2 Longtooth,sb:1,+:2,SM:1d6,L:1d8]{{}}AmmoData=[w:Dagger+2,t:Dagger,st:Dagger,+:2,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:2,r:1/2/3]{{}}%{MI-DB|Dagger}{{subtitle=Magical Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Attacks=2 per round, + specialisation \\amp level, Piercing, even when in Longtooth mode}}{{Damage=+2, vs. SM:1d4, L:1d3, or as Longtooth SM 1d6, L:1d8 + Str Bonus}}{{Ammo=+2, vs. SM:1d4, L:1d3 + Str bonus. Longtooth reverts to dagger when thrown}}{{desc=This appears to be a normal weapon, or perhaps a nonspecial magical weapon. However, when this broad-bladed weapon is wielded by a small demihuman (like a gnome or halfling), it will actually lengthen and function as a short sword (retaining its +2 bonus in this form). Even when functioning in this way it remains as light and handy to use as a dagger would be in the hands of the same character. The weapon will actually penetrate wood or stone as easily as it will softer material, inflicting maximum damage against either substance.}}'},
- {name:'Dagger-Elf-Slayer',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 +4 vs Elves}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,r:5],[w:Dagger+4 vs Elves,sb:1,db:1,+:4]{{}}DmgData=[w:Dagger+2,+:2],[],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,SM:1d4,L:1d3],[]{{}}AmmoData=[w:Dagger+2,+:2],[w:Dagger+4 vs Elves,t:Dagger,st:Dagger,sb:1,+:4,SM:1d4,L:1d3]{{}}RangeData=[t:dagger,+:2],[t:dagger,+:4,r:-/1/2/3]{{}}%{MI-DB|Dagger}{{To-hit=+2, +4 vs Elves + Str Bonus (and Dex if thrown)}}{{Damage=+2, +4 vs Elves, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2 +4 vs Elves, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A Dagger of extra-fine quality, with an engraving of a lying sleeping (or dead?) Elf in the blade. It is enchanted to be a +2 magical weapon, but +4 when used against Elves}}'},
- {name:'Dagger-of-Throwing',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Throwing^^weaponPlus#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Short-blade,Dagger]{{}}WeapData=[w:Dagger of Throwing^^weaponPlus#0^^,query:weaponPlus]{{}}ToHitData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Dagger of Throwing^^weaponPlus#0^^,+:0]{{}}DmgData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^],[]{{}}AmmoData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^,SM:2d4,L:2d3]{{}}RangeData=[t:dagger,+:^^weaponPlus#1^^,r:3/6/12/18]{{}}%{MI-DB|Dagger}{{}}%{Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponPlus#0^^ + Str Bonus (and Dex if thrown)}}{{Damage=^^weaponPlus#0^^, melee vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=^^weaponPlus#0^^, vs. SM:2d4, L:2d3 when thrown + Str bonus}}{{Range=PB: 30, S:60, M:120, L:180}}{{desc=This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4.}}'},
- {name:'Dagger-of-Throwing+2',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Throwing+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Short-blade,Dagger]{{}}ToHitData=[w:Dagger of Throwing+2,+:2],[w:Dagger of Throwing+2,+:0]{{}}DmgData=[w:Dagger of Throwing+2,+:2],[]{{}}AmmoData=[w:Dagger of Throwing+2,+:2,SM:2d4,L:2d3]{{}}RangeData=[t:dagger,+:2,r:3/6/12/18]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Damage=+2, melee vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2, vs. SM:2d4, L:2d3 when thrown + Str bonus}}{{Range=PB: 30, S:60, M:120, L:180}}{{desc=This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4.}}'},
- {name:'Dagger-of-Venom',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dagger,Melee,1H,Short-blade,Dagger+1],[Dagger,Ranged,1H,Throwing-blade,Dagger+1]{{}}ToHitData=[w:Dagger of Venom],[w:Dagger of Venom]{{}}DmgData=[w:Dagger of Venom,msg:On a critical hit a potentially leathal dose of poison is injected. Victim must save vs. poison or die],[ ]{{}}AmmoData=[w:Dagger of Venom,msg:On a critical hit a potentially leathal dose of poison is injected. Victim must save vs. poison or die]{{}}%{MI-DB|Dagger+1}{{name=of Venom}}{{Damage=+1, vs. SM:1d4, L:1d3, + Str Bonus + poison on critical hit}}{{Ammo=+0, vs. SM:1d4, L:1d3 + Str bonus + poison on critical hit}}{{desc=This appears to be a standard dagger +1, but its hilt holds a hidden store of poison. Any hit on a roll of 20 injects fatal poison into the opponent unless a saving throw vs. poison is successful. The dagger of venom holds up to six doses of poison. If the hilt contains fewer than six doses, the owner can pour more in up to the maximum. (Use of this weapon by good—particularly lawful good—characters must be carefully monitored for effects on alignment.)}}'},
- {name:'Dart-of-Homing',type:'ranged',ct:'2',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dart,Ranged,1H,Dart,Dart+3]{{}}WeapData=[rc:change-each,to:Dart]{{}}ToHitData=[w:Dart of Homing]{{}}AmmoData=[w:Dart of Homing,cmd:!attk ~~setammo `{selected|token_id}¦Dart-of-Homing¦+1¦+1¦silent]{{}}RangeData=[r:2/4/8]{{}}%{MI-DB|Dart+3}{{name=of Homing}}{{Range=S:20, M:40, L:80}}{{desc=These appear to be normal projectiles, but are actually +3 magical weapons. If a dart hits the intended target, it will magically return to the thrower in the same round and can be re-used. A dart inflicts a base 1d6 points of damage plus its magical bonus on a successful hit against any size creature (4-9 points total). A dart that misses its target loses its magical power. These weapons have twice the range of ordinary darts—20 yards short, 40 yards medium, 80 yards long.}}'},
- {name:'Dragonslayer-Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= Dragonslayer}}Specs=[Broadsword,Melee,1H,Long-blade,Broadsword],[Broadsword,Melee,1H,Long-blade,Broadsword],[Broadsword,Melee,1H,Long-blade,Broadsword]{{}}ToHitData=[w:Broadsword,+:2,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,+:2],[w:Dragonslayer vs. Dragon,sb:1,+:4,ara:-3|-2|-1|0|0|1|1|1|2,ty:S]{{}}DmgData=[w:Broadsword+2,+:2],[w:Hilt Punch,+:2],[w:Dragonslayer vs Dragon,sb:1,+:4,SM:2d4,L:1+1d6]{{}}%{MI-DB|Broadsword}{{subtitle=Magical Sword}}{{To-hit=+2, +4 vs. Dragons, + Str Bonus}}{{Damage=+2, +4 vs Dragons, + Str bonus. Kills 1 type - or does triple damage}}{{desc=This +2 sword has a +4 bonus against any sort of true dragon. It either inflicts triple damage against one sort of dragon (i.e., 3d6+3+4), or might be of a type that slays the dragon in 1 blow and immediately disintegrates. It will only act as a normal +2 sword against a dragon of a diametrically different colour (e.g. if a Black Dragonslayer, then will only be ordinary vs. a Silver dragon). Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:\n1 black (CE)\n2 blue (LE)\n3 brass (CG)\n4 bronze (LG)\n5 copper (CG)\n6 gold (LG)\n7 green (LE)\n8 red (CE)\n9 silver (LG)\n10 white (CE)}}'},
+ {name:'Cutlass+1-Luck-Blade',type:'melee',ct:'5',charge:'uncharged',cost:'1012',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cutlass +1 Luck Blade}}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Cutlass,melee,1H,short-blade],[Cutlass,melee,1H,short-blade]{{To-Hit=+1 + str bonus}}ToHitData=[w:Cutlass+1 Luck Blade,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Cutlass Punch,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}WeaponData=[gp:1012,wt:4,svall:+1,rules:+inHand]{{Damage=+1, vs SM:1d6, L:1d8, + str bonus}}DmgData=[w:Cutlass+1 Luck Blade,sb:1,+:1,SM:1d6,L:1d8],[w:Cutlass+1 Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=A short, heavy sword, sharp along only one edge, with a heavy basket hilt (a protective cup) around the hilt to protect the hand.\nThe *Luck Blade* gives its possessor a +1 bonus to all saving throws and will have 1d4+1 wishes. The DM should keep the number of wishes secret.}}{{hide1=The cutlass\' basket hilt provides the following benefits: it gives the wielder a +1 to attack rolls with the Parry maneuver; and it works just the same as an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade. (See the Player\'s Handbook, pages 97-98. metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects. Note: An enchanted cutlass, say a cutlass +1, does not confer the +1 to attack rolls and damage with these basket-hilt punches: only with blade attacks.)\nIn a campaign with pirates, cutlasses are common and readily available in any port community; they are much less common inland.}}'},
+ {name:'Dagger+1+2-vs-Tiny-or-Small',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1,+2 vs Tiny or Small creatures}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Melee-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:600]{{}}ToHitData=[w:Dagger+1,+:1],[w:Dagger+1,+:1],[w:Dagger+2 vs T or S,+:2,n:2],[w:Dagger+2 vs T or S,+:2,db:1,sb:0,n:2],{{}}DmgData=[w:Dagger+1,+:1],[ ],[w:Dagger+2 vs T or S,sb:1,+:2,SM:1d4,L:1d3]{{}}AmmoData=[w:Dagger+1,t:Dagger,st:Dagger,+:1,SM:1d4,L:1d3],[w:Dagger+2 vs T or S,t:Dagger,st:Dagger,+:2,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:1,r:1/2/3],[t:Dagger,+:2,r:1/2/3]{{}}%{MI-DB|Dagger}{{subtitle=Magical Weapon}}{{To-hit=+1,+2 vs Tiny or Small creatures + Str Bonus (and Dex if thrown)}}{{Damage=+1,+2 vs Tiny or Small creatures, TSM:1d4, L:1d3 + Str Bonus}}{{Ammo=+1,+2 vs Tiny or Small, vs. SM:1d4, L:1d3 + Str bonus.}}{{Looks like=A very fine dagger, perhaps shaped a little differently to others}}{{desc=Always a very fine blade, it seems especially shaped (or perhaps magically enhanted) to do more damaging wounds to tiny or small creatures}}'},
+ {name:'Dagger+2+3-vs-Larger-Creatures',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2,+3 vs creatures larger than mansize}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Melee-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:600]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:2],[w:Dagger+3 vs Larger,+:3,n:2],[w:Dagger+3 vs Larger,+:3,db:1,sb:0,n:2],{{}}DmgData=[w:Dagger+2,+:2],[ ],[w:Dagger+3 vs Larger,sb:1,+:3,SM:1d4,L:1d3]{{}}AmmoData=[w:Dagger+2,t:Dagger,st:Dagger,+:2,SM:1d4,L:1d3],[w:Dagger+3 vs Larger,t:Dagger,st:Dagger,+:3,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:2,r:1/2/3],[t:Dagger,+:3,r:1/2/3]{{}}%{MI-DB|Dagger}{{subtitle=Magical Weapon}}{{To-hit=+2,+3 vs creatures larger than mansized + Str Bonus (and Dex if thrown)}}{{Damage=+2,+3 vs creatures larger than mansized, TSM:1d4, L:1d3 + Str Bonus}}{{Ammo=+2,+3 vs creatures larger than mansized, vs. SM:1d4, L:1d3 + Str bonus.}}{{Looks like=A very fine dagger, perhaps shaped a little differently to others}}{{desc=Always an exeptionally fine blade, it seems especially shaped (or perhaps magically enhanted) to do more damaging wounds to all creatures larger than mansized}}'},
+ {name:'Dagger+2-Longtooth',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2, Longtooth}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Short-blade,Dagger]{{}}WeapData=[gp:600]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0],[w:Dagger+2 Longtooth,+:2,db:0,r:5],{{}}DmgData=[w:Dagger+2,+:2],[ ],[w:Dagger+2 Longtooth,sb:1,+:2,SM:1d6,L:1d8]{{}}AmmoData=[w:Dagger+2,t:Dagger,st:Dagger,+:2,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:2,r:1/2/3]{{}}%{MI-DB|Dagger}{{subtitle=Magical Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Attacks=2 per round, + specialisation \\amp level, Piercing, even when in Longtooth mode}}{{Damage=+2, vs. SM:1d4, L:1d3, or as Longtooth SM 1d6, L:1d8 + Str Bonus}}{{Ammo=+2, vs. SM:1d4, L:1d3 + Str bonus. Longtooth reverts to dagger when thrown}}{{desc=This appears to be a normal weapon, or perhaps a nonspecial magical weapon. However, when this broad-bladed weapon is wielded by a small demihuman (like a gnome or halfling), it will actually lengthen and function as a short sword (retaining its +2 bonus in this form). Even when functioning in this way it remains as light and handy to use as a dagger would be in the hands of the same character. The weapon will actually penetrate wood or stone as easily as it will softer material, inflicting maximum damage against either substance.}}'},
+ {name:'Dagger-Elf-Slayer',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'700',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 +4 vs Elves}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:700]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,r:5],[w:Dagger+4 vs Elves,sb:1,db:1,+:4]{{}}DmgData=[w:Dagger+2,+:2],[],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,SM:1d4,L:1d3],[]{{}}AmmoData=[w:Dagger+2,+:2],[w:Dagger+4 vs Elves,t:Dagger,st:Dagger,sb:1,+:4,SM:1d4,L:1d3]{{}}RangeData=[t:dagger,+:2],[t:dagger,+:4,r:-/1/2/3]{{}}%{MI-DB|Dagger}{{To-hit=+2, +4 vs Elves + Str Bonus (and Dex if thrown)}}{{Damage=+2, +4 vs Elves, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2 +4 vs Elves, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A Dagger of extra-fine quality, with an engraving of a lying sleeping (or dead?) Elf in the blade. It is enchanted to be a +2 magical weapon, but +4 when used against Elves}}'},
+ {name:'Dagger-of-Throwing',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Throwing^^weaponPlus#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Short-blade,Dagger]{{}}WeapData=[w:Dagger of Throwing^^weaponPlus#0^^,query:weaponPlus,gp:^^weaponPlus#3^^]{{}}ToHitData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Dagger of Throwing^^weaponPlus#0^^,+:0]{{}}DmgData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^],[]{{}}AmmoData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^,SM:2d4,L:2d3]{{}}RangeData=[t:dagger,+:^^weaponPlus#1^^,r:3/6/12/18]{{}}%{MI-DB|Dagger}{{}}%{Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponPlus#0^^ + Str Bonus (and Dex if thrown)}}{{Damage=^^weaponPlus#0^^, melee vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=^^weaponPlus#0^^, vs. SM:2d4, L:2d3 when thrown + Str bonus}}{{Range=PB: 30, S:60, M:120, L:180}}{{desc=This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4.}}'},
+ {name:'Dagger-of-Throwing+2',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Throwing+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Short-blade,Dagger]{{}}WeapData=[gp:1000]{{}}ToHitData=[w:Dagger of Throwing+2,+:2],[w:Dagger of Throwing+2,+:0]{{}}DmgData=[w:Dagger of Throwing+2,+:2],[]{{}}AmmoData=[w:Dagger of Throwing+2,+:2,SM:2d4,L:2d3]{{}}RangeData=[t:dagger,+:2,r:3/6/12/18]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Damage=+2, melee vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2, vs. SM:2d4, L:2d3 when thrown + Str bonus}}{{Range=PB: 30, S:60, M:120, L:180}}{{desc=This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4.}}'},
+ {name:'Dagger-of-Venom',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'700',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dagger,Melee,1H,Short-blade,Dagger+1],[Dagger,Ranged,1H,Throwing-blade,Dagger+1]{{}}WeapData=[gp:700]{{}}ToHitData=[w:Dagger of Venom],[w:Dagger of Venom]{{}}DmgData=[w:Dagger of Venom,msg:On a critical hit a potentially leathal dose of poison is injected. Victim must save vs. poison or die],[ ]{{}}AmmoData=[w:Dagger of Venom,msg:On a critical hit a potentially leathal dose of poison is injected. Victim must save vs. poison or die]{{}}%{MI-DB|Dagger+1}{{name=of Venom}}{{Damage=+1, vs. SM:1d4, L:1d3, + Str Bonus + poison on critical hit}}{{Ammo=+0, vs. SM:1d4, L:1d3 + Str bonus + poison on critical hit}}{{desc=This appears to be a standard dagger +1, but its hilt holds a hidden store of poison. Any hit on a roll of 20 injects fatal poison into the opponent unless a saving throw vs. poison is successful. The dagger of venom holds up to six doses of poison. If the hilt contains fewer than six doses, the owner can pour more in up to the maximum. (Use of this weapon by good—particularly lawful good—characters must be carefully monitored for effects on alignment.)}}'},
+ {name:'Dart-of-Homing',type:'ranged',ct:'2',charge:'change-each',cost:'900',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dart,Ranged,1H,Dart,Dart+3]{{}}WeapData=[rc:change-each,to:Dart,gp:900]{{}}ToHitData=[w:Dart of Homing]{{}}AmmoData=[w:Dart of Homing,cmd:!attk ~~setammo `{selected|token_id}¦Dart-of-Homing¦+1¦+1¦silent]{{}}RangeData=[r:2/4/8]{{}}%{MI-DB|Dart+3}{{name=of Homing}}{{Range=S:20, M:40, L:80}}{{desc=These appear to be normal projectiles, but are actually +3 magical weapons. If a dart hits the intended target, it will magically return to the thrower in the same round and can be re-used. A dart inflicts a base 1d6 points of damage plus its magical bonus on a successful hit against any size creature (4-9 points total). A dart that misses its target loses its magical power. These weapons have twice the range of ordinary darts—20 yards short, 40 yards medium, 80 yards long.}}'},
+ {name:'Dragonslayer-Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'1800',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= Dragonslayer}}Specs=[Broadsword,Melee,1H,Long-blade,Broadsword],[Broadsword,Melee,1H,Long-blade,Broadsword],[Broadsword,Melee,1H,Long-blade,Broadsword]{{}}WeapData=[gp:1800]{{}}ToHitData=[w:Broadsword,+:2,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,+:2],[w:Dragonslayer vs. Dragon,sb:1,+:4,ara:-3|-2|-1|0|0|1|1|1|2,ty:S]{{}}DmgData=[w:Broadsword+2,+:2],[w:Hilt Punch,+:2],[w:Dragonslayer vs Dragon,sb:1,+:4,SM:2d4,L:1+1d6]{{}}%{MI-DB|Broadsword}{{subtitle=Magical Sword}}{{To-hit=+2, +4 vs. Dragons, + Str Bonus}}{{Damage=+2, +4 vs Dragons, + Str bonus. Kills 1 type - or does triple damage}}{{desc=This +2 sword has a +4 bonus against any sort of true dragon. It either inflicts triple damage against one sort of dragon (i.e., 3d6+3+4), or might be of a type that slays the dragon in 1 blow and immediately disintegrates. It will only act as a normal +2 sword against a dragon of a diametrically different colour (e.g. if a Black Dragonslayer, then will only be ordinary vs. a Silver dragon). Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:\n1 black (CE)\n2 blue (LE)\n3 brass (CG)\n4 bronze (LG)\n5 copper (CG)\n6 gold (LG)\n7 green (LE)\n8 red (CE)\n9 silver (LG)\n10 white (CE)}}'},
{name:'Ettin-Club-Left',type:'melee|dmitem',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ettin Club (left)}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Ettin Club,Melee|DMitem,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Left Ettin Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:6,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Left Ettin Club,sb:1,+:0,SM:2d8,L:2d8]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'},
{name:'Ettin-Club-Right',type:'melee|dmitem',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ettin Club (right)}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Ettin Club,Melee|DMitem,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Right Ettin Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:6,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:3d6, L:3d6, + Str bonus}}DmgData=[w:Right Ettin Club,sb:1,+:0,SM:3d6,L:3d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'},
{name:'FG-Rock',type:'ranged|dmitem',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Frost Giant}}Specs=[FG-Rock,Ranged|DMitem,2H,FG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock,t:FG-Rock,st:FG-Rock,SM:2d10,L:2d10]{{}}RangeData=[t:FG-Rock,r:4/10/20]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:2d10, L:2d10, No strength bonus}}{{Range=S:40, M:100, L:200}}{{desc=These rocks are hurled by giants, especially *Fire Giants*.}}'},
- {name:'Fire-Giant-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Fire-Giant-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[st:Great Blade]{{}}ToHitData=[w:Fire Giant Sword,+:0]{{}}DmgData=[w:Fire Giant Sword,+:0,sm:2d10,L:2d10]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+0 + Str bonus}}{{Damage=+0, vs SM:2d10, L:2d10, + Str bonus}}{{desc=This is a really well balanced, but enormous sword, for use with Fire Giant strength. The blade is sharp, but nothing special}}'},
- {name:'Flaming-Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Flaming Scimitar}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Scimitar,Melee,1H,Long-blade],[Scimitar,Melee,1H,Long-blade]{{To-hit=+1 + Str bonus}}ToHitData=[w:Scimitar+1,sb:1,+:1,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,rc:uncharged],[w:Scimitar+1 Flaming,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, normally SM:1d8, L:1d8, + Str bonus, when flaming add 1d6}}DmgData=[w:Scimitar+1,sb:1,+:1,SM:1d8,L:1d8],[w:Scimitar+1 Flaming,sb:1,+:1,SM:1d8+1d6,L:1d8+1d6]{{desc=This sword flames upon the command of the wielder, causing flame to appear all along the blade as if fed from some invisible magical oil channels running from the hilt. The flame easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. For creatures who take flame damage, does an additional 1d6 of flaming damage}}'},
- {name:'Frost-Giant-Battle-Axe',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Frost Giant Battle Axe}}{{subtitle=Axe}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Frost-Giant-Battle-Axe,Melee,1H,Axe],[Frost-Giant-Battle-Axe,Melee,2H,Axe]{{To-hit=+0 + Str bonus}}ToHitData=[w:Frost Giant Battle Axe,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Frost Giant Battle Axe,sb:1,+:0,SM:2d8,L:2d8]{{desc=This is an enormous battle axe that can be wield one or two handed by a Frost Giant or any creature with frost giant strength (21). Creatures of Hill Giant strength or better (19) can only wield it two-handed, and those weaker cannot wield it at all. The blade is sharp and keen, but nothing special.}}'},
- {name:'Frost-Giant-Battle-Axe+2',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Frost Giant Battle Axe+2}}{{subtitle=Axe}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Frost-Giant-Battle-Axe,Melee,1H,Axe],[Frost-Giant-Battle-Axe,Melee,2H,Axe]{{To-hit=+2 + Str bonus}}ToHitData=[w:Frost Giant Battle Axe,sb:1,+:2,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Frost Giant Battle Axe,sb:1,+:2,SM:2d8,L:2d8]{{desc=This is an enormous battle axe that can be wield one or two handed by a Frost Giant or any creature with frost giant strength (21). Creatures of Hill Giant strength or better (19) can only wield it two-handed, and those weaker cannot wield it at all. The blade is sharp and keen, but nothing special.}}'},
- {name:'Giant-Club',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Giant Club}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Giant Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Giant Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d6, L:2d6, + Str bonus}}DmgData=[w:Giant Club,sb:1,+:0,SM:2d6,L:2d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'},
+ {name:'Fire-Giant-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Fire-Giant-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[st:Great Blade]{{}}ToHitData=[w:Fire Giant Sword,+:0]{{}}DmgData=[w:Fire Giant Sword,+:0,sm:2d10,L:2d10]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+0 + Str bonus}}{{Damage=+0, vs SM:2d10, L:2d10, + Str bonus}}{{desc=This is a really well balanced, but enormous sword, for use with Fire Giant strength. The blade is sharp, but nothing special}}'},
+ {name:'Flaming-Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'1800',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Flaming Scimitar}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Scimitar,Melee,1H,Long-blade],[Scimitar,Melee,1H,Long-blade]{{}}WeapData=[gp:1800,wt:4]{{To-hit=+1 + Str bonus}}ToHitData=[w:Scimitar+1,sb:1,+:1,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,rc:uncharged],[w:Scimitar+1 Flaming,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, normally SM:1d8, L:1d8, + Str bonus, when flaming add 1d6}}DmgData=[w:Scimitar+1,sb:1,+:1,SM:1d8,L:1d8],[w:Scimitar+1 Flaming,sb:1,+:1,SM:1d8+1d6,L:1d8+1d6]{{desc=This sword flames upon the command of the wielder, causing flame to appear all along the blade as if fed from some invisible magical oil channels running from the hilt. The flame easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. For creatures who take flame damage, does an additional 1d6 of flaming damage}}'},
+ {name:'Frost-Giant-Battle-Axe',type:'melee',ct:'7',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Frost Giant Battle Axe}}{{subtitle=Axe}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Frost-Giant-Battle-Axe,Melee,1H,Axe],[Frost-Giant-Battle-Axe,Melee,2H,Axe]{{}}WeapData=[gp:100,wt:20]{{To-hit=+0 + Str bonus}}ToHitData=[w:Frost Giant Battle Axe,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Frost Giant Battle Axe,sb:1,+:0,SM:2d8,L:2d8]{{desc=This is an enormous battle axe that can be wield one or two handed by a Frost Giant or any creature with frost giant strength (21). Creatures of Hill Giant strength or better (19) can only wield it two-handed, and those weaker cannot wield it at all. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Frost-Giant-Battle-Axe+2',type:'melee',ct:'7',charge:'uncharged',cost:'1020',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Frost Giant Battle Axe+2}}{{subtitle=Axe}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Frost-Giant-Battle-Axe,Melee,1H,Axe],[Frost-Giant-Battle-Axe,Melee,2H,Axe]{{}}WeapData=[gp:1020,wt:20]{{To-hit=+2 + Str bonus}}ToHitData=[w:Frost Giant Battle Axe,sb:1,+:2,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Frost Giant Battle Axe,sb:1,+:2,SM:2d8,L:2d8]{{desc=This is an enormous battle axe that can be wield one or two handed by a Frost Giant or any creature with frost giant strength (21). Creatures of Hill Giant strength or better (19) can only wield it two-handed, and those weaker cannot wield it at all. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Giant-Club',type:'melee',ct:'5',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Giant Club}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Giant Club,Melee,1H,Clubs]{{}}WeapData=[gp:100,wt:18]{{To-hit=+0 + Str bonus}}ToHitData=[w:Giant Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d6, L:2d6, + Str bonus}}DmgData=[w:Giant Club,sb:1,+:0,SM:2d6,L:2d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'},
{name:'HG-Rock',type:'ranged|dmitem',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hill Giant}}Specs=[HG-Rock,Ranged|DMitem,2H,HG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock,t:HG-Rock,st:HG-Rock,SM:2d8,L:2d8]{{}}RangeData=[t:HG-Rock,r:4/10/20]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:2d8, L:2d8, No strength bonus}}{{Range=S:40, M:100, L:200}}{{desc=These rocks are hurled by giants, especially *Hill Giants*.}}'},
- {name:'Half-Ogre-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Half-Ogre Sword}}{{subtitle=Sword}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=1-handed melee great-blade}}Specs=[Half-Ogre-Sword,Melee,1H,long-blade|great-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Half-Ogre-Sword,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d10, L:3d6, + Str bonus}}DmgData=[w:Half-Ogre-Sword,sb:1,+:0,SM:1d10,L:3d6]{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
- {name:'Half-Ogre-War-Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Half-Ogre War Spear}}{{subtitle=Spear}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=1-handed melee or thrown spear}}Specs=[Spear,Melee,1H,Spears],[Spear,Ranged,1H,Throwing-Spears]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Half-Ogre War Spear,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Half-Ogre War Spear,sb:1,db:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,sp:6]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d4, + Str bonus}}DmgData=[w:Half-Ogre War Spear,sb:1,+:0,SM:2d4,L:2d4],[]{{Ammo=+0, vs SM:2d4, L:2d4, + Str bonus}}AmmoData=[w:Half-Ogre War Spear,t:Spear,st:Spears,sb:1,+:0,SM:2d4,L:2d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Spear,+:0,r:1/2/3]{{desc=This is a normal Spear. The point is sharp and it is well balanced, but nothing special.}}'},
- {name:'Hammer-Dwarven-Thrower',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= Dwarven Thrower}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs]{{}}ToHitData=[w:Warhammer+2,+2],[w:Warhammer+2],[w:Dwarf Throwing Hammer,+:3,db:0,r:5],[w:Dwarf Throwing Hammer],[w:Dwarf Throwing vs Giant]{{}}DmgData=[w:Warhammer+2,+:2],[],[w:Dwarven Throwing Hammer,sb:1,db:0,+:3,SM:1+1d4,L:1d4]{{}}AmmoData=[w:Warhammer+2,t:Warhammer,st:Throwing-club,sb:1,+:2,SM:1+1d4,L:1d4],[w:Dwarf Throwing Hammer,t:Warhammer,st:Throwing-club,sb:1,+:3,ru:1,SM:2+2d4,L:2d4],[w:Dwarf Throwing vs Giant,t:Warhammer,st:Throwing-club,sb:1,+:3,ru:1,SM:3+3d4,L:3d4]{{}}RangeData=[t:Warhammer,+:0,r:1/2/3],[t:Warhammer,+:0,r:6/12/18],[t:Warhammer,+:0,r:6/12/18]{{}}%{MI-DB|Warhammer}{{subtitle=Magical Hammer}}{{To-hit=+2, +3 for Dwarves + Str \\amp Dex bonus}}{{Damage=+2, +3 for Dwarves vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=+2, vs SM:1d4+1, L:1d4, for Dwarves +3 \\amp double dmg, tripple dmg vs. giant-size creatures + Str bonus}}{{Range=S:10, M:20, L:30, for Dwarves S:60, M:120, L:180}}{{desc=This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +3 bonus, the hammer has the following characteristics:\nThe hammer has a 180-foot range and will return to its wielder\'s hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and ettins). Against giants it causes triple damage (plus the bonus of +3).}}'},
- {name:'Hammer-of-Thunderbolts',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Thunderbolts}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs]{{}}ToHitData=[w:Warhammer+3,+:3,msg:This hammer can only be wielded by a creature more than 6ft tall and with a strength greater than 18/01],[w:Warhammer+3,+:3,n:1/2,msg:This hammer can only be wielded by a creature more than 6ft tall and with a strength greater than 18/01],[w:Warhammer + Girdle + Gauntlets,sb:1,db:0,+:5,msg:This attack requires a creature 6ft tall wearing a *girdle of giant strength* and *gauntlets of ogre power* and speaking the hammer\'s true name],[w:Warhammer + Girdle + Gauntlets,sb:1,db:1,+:0,msg:This attack requires a creature 6ft tall wearing a *girdle of giant strength* and *gauntlets of ogre power* and speaking the hammer\'s true name]{{}}DmgData=[w:Warhammer+3,+:3,SM:2+2d4,L:2d4],[],[w:Warhammer + Girdle + Gauntlets,sb:1,db:0,+:5,SM:2+2d4,L:2d4,msg:If the opponent struck is a giant of any type it is struck dead instantly - DM might define a wider or narrower interpretation - see DMG.],[]{{}}AmmoData=[w:Warhammer+3,t:Warhammer,st:Throwing-club,+:3,SM:2+2d4,L:2d4],[w:Warhammer + Girdle + Gauntlets,t:Warhammer,st:Throwing-club,sb:1,+:5,SM:2+2d4,L:2d4,msg:If the opponent struck is a giant of any type it is struck dead instantly - DM might define a wider or narrower interpretation - see DMG. A **great noise** like a \\lbrak;Thunderclap\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦180¦180¦lightning¦false¦`{selected¦token_id}¦area¦stuned¦1¦-1¦Stunned by a hammer of thunderbolts¦pummeled\\rpar; stuns all creatures within 90ft for 1 round]{{}}RangeData=[t:Warhammer,+:3,r:1/2/3],[t:Warhammer,+:5,r:6/12/18]{{}}%{MI-DB|Warhammer}{{subtitle=Magical Hammer}}{{To-hit=Requires a creature 6ft tall and of strength 18/01 or better, +3 + Str \\amp Dex bonus, and with a *Girdle of Giant Strength* and *Gauntlets of Ogre Power* grants +5}}{{Damage=+3, vs SM:2d4+2, L:2d4, + Str bonus. With *Girdle* \\amp *Gauntlets* grants +5, killing giants with a successful blow}}{{Ammo=+0, vs SM:2d4+2, L:2d4, + Str bonus. With *Girdle* \\amp *Gauntlets* grants +5, triggering a stunning thunderclap and killing giants with a successful blow}}{{Range=S:10, M:20, L:30, or with *Girdle* and *Gauntlets* S:60, M:120, L:180}}{{desc=A large, extra-heavy hammer.Only wielded by a character more than 6 feet tall and with Strength greater than 18/01. The hammer functions with a +3 bonus and gains double damage dice on any hit.\nIf the wielder wears a *girdle of giant strength* and *gauntlets of ogre power* and he knows the hammer\'s true name, it gains a +5 bonus, double damage dice, all *girdle* and *gauntlet* bonuses, and it strikes dead any giant upon which it scores a hit.\n(Depending on the campaign, the DM might wish to limit the effect to exclude storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and stone golems.)\nWhen hurled and successfully hitting, a great noise, like a clap of thunder, stuns all creatures within 90 feet for one round. Throwing range is 180 feet. (Thor would throw the hammer about double the above range.) The hammer of thunderbolts is difficult to hurl, so only one throw every other round can be made. After five throws within the space of any two-turn period, the wielder must rest for one turn.}}'},
- {name:'Heavy-Crossbow-of-Accuracy',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Accuracy}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}ToHitData=[w:Heavy Crossbow of Accuracy,+:3,r:=240]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+3 + dex bonus only}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short. About 10% of these weapons will be heavy crossbows.}}'},
- {name:'Heavy-Crossbow-of-Distance',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Distance}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}ToHitData=[w:Heavy Crossbow of Distance,+:++1,r:+3/+8/+16/+24]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +1 bonus to attack rolls with its missiles and to damage. All ranges are doubled.}}'},
- {name:'Heavy-Crossbow-of-Speed',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Speed}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}ToHitData=[w:Heavy Crossbow of Speed,+:++1,pre:1,n:1]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a heavy crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload. However, allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the Crossbow of Speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. It gives a +1 bonus to attack rolls with its missiles and to damage.}}'},
- {name:'Hill-Giant-Club',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hill Giant Club}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Hill Giant Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Hill Giant Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d6, L:2d6, + Str bonus}}DmgData=[w:Longsword,sb:1,+:0,SM:2d6,L:2d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'},
- {name:'Horeshoes-of-Strength',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Horseshoes of Strength}}{{subtitle=Magic Item}}{{Speed=No effect}}{{Size=Small}}{{Weapon=1-hooved melee horseshoe}}Specs=[Horseshoes,Melee,1H,Horseshoes]{{To-hit=+1}}ToHitData=[w:Horseshoes+1,+:1,n:1,ch:20,cm:1,sz:S,ty:SB,r:5,sp:0]{{Attacks=2 per round (front kicks or rear kicks, Bludgeoning)}}{{Damage=+1, vs SM:1d3, L:1d3, for War Horse}}DmgData=[w:Horseshoes+1,+:1,SM:1d3,L:1d3]{{Reference=House Rules / Prices / Horses}}{{desc=Enable a horse to carry loads as if one level of horse higher. If a Heavy War Horse already, add 50% extra load. Also act as +1 weapon when horse attacks with hooves.}}'},
- {name:'Hornblade-Dagger',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Hornblade^^weaponPlus#0^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[ ]{{}}AmmoData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}RangeData=[+:^^weaponPlus#1^^]{{}}%{MI-DB|Hornblade-Knife}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM:1d4, L:1d3, + Str bonus}}{{Ammo=+^^weaponPlus#0^^, vs SM:1d4, L:1d3, + Str bonus}}'},
- {name:'Hornblade-Knife',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Hornblade^^weaponPlus#0^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[ ]{{}}AmmoData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}RangeData=[+:^^weaponPlus#1^^]{{}}%{MI-DB|Knife}{{}}%{MI-DB-Magical-Weapon-Info}{{subtitle=Magical Blade}}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=+^^weaponPlus#0^^, vs SM:1d3, L:1d2 + Str bonus}}{{Looks Like=A piece of horn of a 1/2-foot to 1 1/2-foot in length, set in some sort of handle or grip.}}{{desc=This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a _-foot to 1_-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.\nThe small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.\nAny character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).}}'},
- {name:'Hornblade-Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}%{MI-DB|Hornblade-Knife}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM:1d8, L:1d8, + Str bonus}}'},
- {name:'Javelin+poison',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Javelin+poison,Melee,1H,Spears,Javelin],[Javelin+poison,Melee,2H,Spears,Javelin],[Javelin+poison,Ranged,1H,Throwing-Spears,Javelin]{{}}ToHitData=[w:javelin+poison],[w:javelin+poison],[w:javelin+poison]{{}}DmgData=[w:Javelin+poison,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi\\clon-4,msg:This is a poisoned Javelin which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;],[w:Javelin+poison,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi|\\clon;-4,msg:This is a poisoned Javelin which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;],[ ]{{}}AmmoData=[w:Javelin+poison,t:javelin+poison,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi\\clon;-4,msg:This is a poisoned Javelin which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Javelin}{{name=+poison}}{{Use=This weapon must be taken in-hand using the Attk Menu \\gt Change Weapon dialog in order to attack with it. On a successful hit, obey the instruction to target (or target again) the victim hit, a saving throw will be prompted for and the poison will then be automatically applied if the save is failed.}}'},
- {name:'Javelin-of-Lightning',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Lightning}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[rc:uncharged,qty:1+1d4]{{}}ToHitData=[w:Javelin of Lightning,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0],[w:Javelin of Lightning 2H,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0],[w:Javelin of Lightning,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0]{{}}DmgData=[w:Javelin of Lightning,SM:20+1d6,L:20+1d6,c:1,rc:rechargeable,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning],[w:Javelin of Lightning 2H,SM:20+1d6,L:20+1d6,c:1,rc:rechargeable,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning],[]{{}}AmmoData=[w:Javelin of Lightning,SM:20+1d6,L:20+1d6,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning \n!attk ~~setammo `{selected¦token_id}¦Javelin-of-Lightning¦¦-1¦silent,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning]{{}}%{MI-DB|Javelin}{{To-hit=Considered +2 for attacks vs. creatures requiring magical weapons to-hit, but is +0 + Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing + Electrical damage}}{{Damage=+0, vs SM:1d6, L:1d6 + Str bonus + lightning 20HP save to half (no save for target struck)}}{{Ammo=+0, vs SM:1d6, L:1d6 + Str bonus + lightning 20HP save to half (no save for target struck)}}{{desc=considered equal to a +2 magical weapon, although it has neither attack nor damage bonuses. It has a range of 90 yards and whenever it strikes, the javelin becomes the head of a 5-foot wide, 30-foot long stroke of lightning. Any creature hit by the javelin suffers 1d6 points of damage, plus 20 points of electrical damage. Any other creatures in the path of the stroke take either 10 or 20 points of damage, based on whether their saving throws are successful or not.\nFrom 2-5 javelins will be found. The javelin is consumed in the lightning discharge.}}'},
- {name:'Javelin-of-Piercing',type:'ranged',ct:'4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Piercing}}Specs=[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[c:0,rc:change-each,to:Javelin,qty:2d4]{{}}ToHitData=[w:Javelin of Piercing,db:1,r: ,c:0,msg:Whether it hits successfully or not this will now become a normal javelin,cmd:!attk ~~dance `{selected¦token_id}¦Javelin-of-Piercing¦stop]{{}}AmmoData=[w:Javelin of Piercing,+:6,SM1d6,L:1d6]{{}}RangeData=[r:18]{{}}%{MI-DB|Javelin}{{To-hit=+6 + Str Bonus}}{{Ammo=+6, vs SM:1d6, L:1d6 + Str bonus}}{{Range=180 feet with all ranges considered short}}{{Use=This weapon *is not* taken in-hand, but instead used as a magical weapon and [launched](!attk --dance @{selected|token_id}|Javelin-of-Piercing) (click "launched" button to attack). As each *javelin of piercing" is used, they automatically turn back into normal javelins}}{{desc=This weapon is not actually hurled - when a command word is spoken, the javelin of piercing launches itself. Range is 180 feet, all distances considered as short range. The javelin has a +6 bonus to attack rolls and inflicts 1d6+6 points of damage. (Note this missile will fly horizontally, vertically, or any combination thereof to the full extent of its range.) From 2-8 (2d4) will be found at one time. The magic of the javelin of piercing is good for only one throw after which it becomes a normal javelin.}}'},
- {name:'Knife-Buckle',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Magical-Knife],[Knife,Ranged,1H,Throwing-blade,Magical-Knife]{{}}WeapData=[st:Belt-Buckle]{{}}%{MI-DB|Magical-Knife}{{Looks Like=Looks just like a large belt-buckle ornament or a complete small buckle.}}{{desc=This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.}}'},
- {name:'Light-Crossbow-of-Accuracy',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Accuracy}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}ToHitData=[w:Light Crossbow of Accuracy,+:3,r:=180]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+3 + dex bonus only}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short.}}'},
- {name:'Light-Crossbow-of-Distance',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Distance}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}ToHitData=[w:Light Crossbow of Distance,+:++1,r:+3/+6/+12/+18]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +1 bonus to attack rolls with its missiles and to damage. All ranges are doubled.}}'},
- {name:'Light-Crossbow-of-Speed',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Speed}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}ToHitData=[w:Light Crossbow of Speed,+:++1,pre:1,n:2]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload. However, allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. It gives a +1 bonus to attack rolls with its missiles and to damage.}}'},
- {name:'Lightning-Lance',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Lightning}}Specs=[Lightning Lance,Melee,1H,Spears,Light Horse Lance],[Lightning Lance,Melee,2H,Spears,Light Horse Lance]{{}}WeapData=[rc:uncharged,qty:26+1d10]{{}}ToHitData=[w:Lightning Lance,c:0],[w:Lightning Lance 2H,c:0]{{}}DmgData=[w:Lightning Lance,sb:0,SM:3d6,L:3d6,c:1,rc:charged,msg:Save vs. Spell to halve electrical damage],[w:Lightning Lance,sb:0,SM:3d6,L:3d6,c:1,rc:charged,msg:Save vs. Spell to halve electrical damage]{{}}%{MI-DB|Light-Horse-Lance}{{Attacks=1 per round + level \\amp specialisation, Piercing + Electrical damage}}{{Damage=+0, vs SM:3d6, L:3d6 electrical damage save to half}}{{desc=A hand-held electrical weapon similar to a "cattle-prod". Needs to touch (rather than pierce) the victim at which point it delivers an electrical shock for 3d6, using 1 charge. Cannot be recharged}}'},
- {name:'Longsword+1+3-vs-Regenerating',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword +1,+3 vs Regenerating (charged)}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +3 vs Regenerating (uses 1 charge), + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Regen+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, +3 vs Regenerating (uses 1 charge), vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Regen+3,sb:1,+:3,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Troll. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Regenerating creatures, its blade seems to turn blood red, and the increasing sharpness can almost be seen by the wielder. \n It is +[[3]] on attack and damage vs. Regenerating creatures, but each hit will use a charge if the sword has charges}}'},
- {name:'Longsword-of-Dancing',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longsword of Dancing}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[dancing d:+1|4]{{}}ToHitData=[w:Dancing Longsword]{{}}DmgData=[w:Dancing Longsword]{{}}%{MI-DB|Longsword}{{subtitle=Magical Sword}}{{Weapon=1- or 2-handed dancing melee long-blade}}{{To-hit=+1/2/3/4 + Str bonus}}{{Damage=+1/2/3/4, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'},
- {name:'Mace-of-Disruption',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Disruption}}Specs=[Footmans Mace,Melee,1H,Clubs,Footmans-Mace],[Footmans Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Mace+1,+:1],[w:Mace vs Undead+Evil,+:1,sb:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Mace+1,+:1],[w:Mace vs Undead+Evil,+:2,sb:1,SM:2+2d6,L:2d6,msg:Instantly kills *Skeletons Zombies Ghouls Shadows Wights \\amp Ghasts.* Others save *Wraiths* 5% *Mummies* 20% *Specters* 35% *Vampires* 50% *Ghosts* 65% *Liches* 80% Others 95% of time or die]{{}}%{MI-DB|Footmans-Mace}{{subtitle=Magical Mace}}{{To-hit=+1, + Str bonus}}{{Damage=+1, vs SM:1d6+1, L:1d6, double vs Undead or Evil from lower planes, + Str bonus. Chance of instant kill}}{{desc=This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature.\nSkeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:\nCreature Save\nWraiths 5%\nMummies 20%\nSpectres 35%\nVampires 50%\nGhosts 65%\nLiches 80%\nOther affected evil creatures 95%\nEven if these saving throws are effective, the *mace of disruption* scores double damage upon opponents of this sort, and twice the damage bonus.}}'},
- {name:'Manticore-tail',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Manticore Tail}}{{subtitle=Ranged Weapon}}{{Speed=[[0]] Innate Weapon}}{{Size=Large}}{{Weapon=Body part with projectile spikes}}Specs=[Manticore Tail,Ranged,1H,Innate]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Manticore-tail,sb:1,db:0,+:0,n:1d6,ch:20,cm:1,sz:L,ty:P,sp:0,r:6/12/18]{{Attacks=1d6/round, Piercing}}{{desc=The tail of a Manticore is covered in spikes. In total, the typical Manticore tail has a total of 4d6 tail spikes which can be fired in upto 4 volleys. Each spike does 1d6 damage if it hits.}}'},
- {name:'Maul-of-the-Titans',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Maul of the Titans}}{{subtitle=Mallet}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=Giant Mallet}}Specs=[Maul-of-the-Titans,Melee,1H,Clubs],[Maul-of-the-Titans,Melee,2H,Clubs]{{To-hit=+2 + str bonus}}ToHitData=[w:Maul of the Titans,dx:0,sb:1,+:2,n:2,sz:L, ty:B,sp:4,rc:uncharged]{{Attacks=2 per round, Bludgeoning}}{{Damage=4d10 bludgeoning damage + str dmg}}DmgData=[w:Maul of the Titans,sb:1,+:2,SM:4d10,L:4d10]{{Range=10ft}}{{desc=This huge mallet is 8 feet long and weighs over 150 pounds. Any giant-sized creature with Strength of 21 or grater can employ it to drive piles of up to 2 feet in diameter into normal earth at 4 feet per blow—two blows per round. The maul will smash to flinders an oaken door of up to 10-foot height by 4-foot width by 2-inch thickness in one blow—two if the door is heavily bound with iron. If used as a weapon, it has a +2 bonus to attack rolls and inflicts 4d10 hit points of damage, exclusive of Strength bonuses.}}'},
- {name:'Mordenkainens-Sword',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mordenkainen\'s Sword (spell)}}{{subtitle=Summoned Sword}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Mordenkainens-Sword,Innate-Melee,1H,Long-blade]{{To-hit=+0 no Str bonus}}ToHitData=[w:Mordenkainens Sword,sb:0,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:19,cm:1,sz:M,ty:S,r:5,sp:7]{{Attacks=1 per round + level as Fighter of [[ceil(@{selected|casting-level}/2)]], Slashing}}{{Damage=+0, vs SM:5d4, vs L:5d6, no Str bonus}}DmgData=[w:Mordenkainens Sword,sb:0,+:0,SM:5d4,L:5d6]{{desc=This sword is called into being by a *Mordenkainen\'s Sword* spell. The sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or smaller, and 5d6 points of damage to opponents larger than man size}}'},
- {name:'Ogre-club+0',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ogre Club +0}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Ogre-Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus, requires Str 18 to wield}}ToHitData=[w:Ogre-Club+0,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation if strong enough, Bludgeoning}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Ogre-Club+0,sb:1,+:0,SM:2d8,L:2d8]{{desc=This is a large, heavy club needing a strength of at least 18 to wield, which hits as a magic weapon but at +[[0]]. The wood is incredibly dense but still heavily blood-stained, and is a +[[0]] magical weapon at all times.}}'},
- {name:'Quarterstaff-Magical',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#1^^}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[w:Quarterstaff,query:weaponPlus=Roll d20 for the magical plus this Quarterstaff has|1-5%%+1/1|6-9%%+2/2|10-13%%+3/3|14-17%%+4/4|18-20%%+5/5,+:^^weaponPlus#2^^]{{}}ToHitData=[w:Quarterstaff^^weaponPlus#1^^,+:^^weaponPlus#2^^]{{}}DmgData=[w:Quarterstaff^^weaponPlus#1^^,+:^^weaponPlus#2^^]{{}}%{MI-DB|Quarterstaff}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Staff}}{{To-hit=^^weaponPlus#1^^ + Str bonus}}{{Damage=^^weaponPlus#1^^, vs SM:1d6, L:1d6, + Str bonus}}{{desc=The shaft is as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6 feet to as long as 12 feet (or any length in between). It inflicts damage as a quarterstaff, with additions to attack and damage rolls based upon its magical bonus.}}'},
- {name:'Rainbow-Bow',type:'innate-ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Rainbow Shortbow}}{{subtitle=Bow}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=2-handed ranged magical bow conjured by the *Rainbow* spell}}Specs=[Rainbow-Bow,Innate-Ranged,2H,Rainbow-bow]{{To-hit=Use only Rainbow arrows to gain Dex \\amp Str bonuses}}ToHitData=[w:Rainbow Bow,sb:1,db:1,+:0,ara:-3|-3|-1|0|1|2|2|2|3,n:4,ch:20,cm:1,sz:M,ty:P,sp:6,rc:uncharged]{{Attacks=Up to 4 per round regardless of level or specialisation}}{{desc=This is a magical composite shortbow (otherwise known as a Recurve Bow) conjured by the Rainbow spell. The limbs appear to be made from the light of a rainbow!}}'},
+ {name:'Half-Ogre-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Half-Ogre Sword}}{{subtitle=Sword}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=1-handed melee great-blade}}Specs=[Half-Ogre-Sword,Melee,1H,long-blade|great-blade]{{}}WeapData=[gp:50,wt:15]{{To-hit=+0 + Str bonus}}ToHitData=[w:Half-Ogre-Sword,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d10, L:3d6, + Str bonus}}DmgData=[w:Half-Ogre-Sword,sb:1,+:0,SM:1d10,L:3d6]{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'},
+ {name:'Half-Ogre-War-Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Half-Ogre War Spear}}{{subtitle=Spear}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=1-handed melee or thrown spear}}Specs=[Spear,Melee,1H,Spears],[Spear,Ranged,1H,Throwing-Spears]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Half-Ogre War Spear,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Half-Ogre War Spear,sb:1,db:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,sp:6]{{Attacks=1 per round + level \\amp specialisation, Piercing}}WeapData=[gp:2,wt:8]{{Damage=+0, vs SM:2d4, L:2d4, + Str bonus}}DmgData=[w:Half-Ogre War Spear,sb:1,+:0,SM:2d4,L:2d4],[]{{Ammo=+0, vs SM:2d4, L:2d4, + Str bonus}}AmmoData=[w:Half-Ogre War Spear,t:Spear,st:Spears,sb:1,+:0,SM:2d4,L:2d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Spear,+:0,r:1/2/3]{{desc=This is a normal Spear. The point is sharp and it is well balanced, but nothing special.}}'},
+ {name:'Hammer-Dwarven-Thrower',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= Dwarven Thrower}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs]{{}}WeapData=[gp:3000]{{}}ToHitData=[w:Warhammer+2,+2],[w:Warhammer+2],[w:Dwarf Throwing Hammer,+:3,db:0,r:5],[w:Dwarf Throwing Hammer],[w:Dwarf Throwing vs Giant]{{}}DmgData=[w:Warhammer+2,+:2],[],[w:Dwarven Throwing Hammer,sb:1,db:0,+:3,SM:1+1d4,L:1d4]{{}}AmmoData=[w:Warhammer+2,t:Warhammer,st:Throwing-club,sb:1,+:2,SM:1+1d4,L:1d4],[w:Dwarf Throwing Hammer,t:Warhammer,st:Throwing-club,sb:1,+:3,ru:1,SM:2+2d4,L:2d4],[w:Dwarf Throwing vs Giant,t:Warhammer,st:Throwing-club,sb:1,+:3,ru:1,SM:3+3d4,L:3d4]{{}}RangeData=[t:Warhammer,+:0,r:1/2/3],[t:Warhammer,+:0,r:6/12/18],[t:Warhammer,+:0,r:6/12/18]{{}}%{MI-DB|Warhammer}{{subtitle=Magical Hammer}}{{To-hit=+2, +3 for Dwarves + Str \\amp Dex bonus}}{{Damage=+2, +3 for Dwarves vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=+2, vs SM:1d4+1, L:1d4, for Dwarves +3 \\amp double dmg, tripple dmg vs. giant-size creatures + Str bonus}}{{Range=S:10, M:20, L:30, for Dwarves S:60, M:120, L:180}}{{desc=This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +3 bonus, the hammer has the following characteristics:\nThe hammer has a 180-foot range and will return to its wielder\'s hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and ettins). Against giants it causes triple damage (plus the bonus of +3).}}'},
+ {name:'Hammer-of-Thunderbolts',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Thunderbolts}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs]{{}}WeapData=[gp:5000]{{}}ToHitData=[w:Warhammer+3,+:3,msg:This hammer can only be wielded by a creature more than 6ft tall and with a strength greater than 18/01],[w:Warhammer+3,+:3,n:1/2,msg:This hammer can only be wielded by a creature more than 6ft tall and with a strength greater than 18/01],[w:Warhammer + Girdle + Gauntlets,sb:1,db:0,+:5,msg:This attack requires a creature 6ft tall wearing a *girdle of giant strength* and *gauntlets of ogre power* and speaking the hammer\'s true name],[w:Warhammer + Girdle + Gauntlets,sb:1,db:1,+:0,msg:This attack requires a creature 6ft tall wearing a *girdle of giant strength* and *gauntlets of ogre power* and speaking the hammer\'s true name]{{}}DmgData=[w:Warhammer+3,+:3,SM:2+2d4,L:2d4],[],[w:Warhammer + Girdle + Gauntlets,sb:1,db:0,+:5,SM:2+2d4,L:2d4,msg:If the opponent struck is a giant of any type it is struck dead instantly - DM might define a wider or narrower interpretation - see DMG.],[]{{}}AmmoData=[w:Warhammer+3,t:Warhammer,st:Throwing-club,+:3,SM:2+2d4,L:2d4],[w:Warhammer + Girdle + Gauntlets,t:Warhammer,st:Throwing-club,sb:1,+:5,SM:2+2d4,L:2d4,msg:If the opponent struck is a giant of any type it is struck dead instantly - DM might define a wider or narrower interpretation - see DMG. A **great noise** like a \\lbrak;Thunderclap\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦180¦180¦lightning¦false¦`{selected¦token_id}¦area¦stuned¦1¦-1¦Stunned by a hammer of thunderbolts¦pummeled\\rpar; stuns all creatures within 90ft for 1 round]{{}}RangeData=[t:Warhammer,+:3,r:1/2/3],[t:Warhammer,+:5,r:6/12/18]{{}}%{MI-DB|Warhammer}{{subtitle=Magical Hammer}}{{To-hit=Requires a creature 6ft tall and of strength 18/01 or better, +3 + Str \\amp Dex bonus, and with a *Girdle of Giant Strength* and *Gauntlets of Ogre Power* grants +5}}{{Damage=+3, vs SM:2d4+2, L:2d4, + Str bonus. With *Girdle* \\amp *Gauntlets* grants +5, killing giants with a successful blow}}{{Ammo=+0, vs SM:2d4+2, L:2d4, + Str bonus. With *Girdle* \\amp *Gauntlets* grants +5, triggering a stunning thunderclap and killing giants with a successful blow}}{{Range=S:10, M:20, L:30, or with *Girdle* and *Gauntlets* S:60, M:120, L:180}}{{desc=A large, extra-heavy hammer.Only wielded by a character more than 6 feet tall and with Strength greater than 18/01. The hammer functions with a +3 bonus and gains double damage dice on any hit.\nIf the wielder wears a *girdle of giant strength* and *gauntlets of ogre power* and he knows the hammer\'s true name, it gains a +5 bonus, double damage dice, all *girdle* and *gauntlet* bonuses, and it strikes dead any giant upon which it scores a hit.\n(Depending on the campaign, the DM might wish to limit the effect to exclude storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and stone golems.)\nWhen hurled and successfully hitting, a great noise, like a clap of thunder, stuns all creatures within 90 feet for one round. Throwing range is 180 feet. (Thor would throw the hammer about double the above range.) The hammer of thunderbolts is difficult to hurl, so only one throw every other round can be made. After five throws within the space of any two-turn period, the wielder must rest for one turn.}}'},
+ {name:'Heavy-Crossbow-of-Accuracy',type:'ranged',ct:'10',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Accuracy}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}WeapData=[gp:4000]{{}}ToHitData=[w:Heavy Crossbow of Accuracy,+:3,r:=240]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+3 + dex bonus only}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short. About 10% of these weapons will be heavy crossbows.}}'},
+ {name:'Heavy-Crossbow-of-Distance',type:'ranged',ct:'10',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Distance}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}WeapData=[gp:3000]{{}}ToHitData=[w:Heavy Crossbow of Distance,+:++1,r:+3/+8/+16/+24]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +1 bonus to attack rolls with its missiles and to damage. All ranges are doubled.}}'},
+ {name:'Heavy-Crossbow-of-Speed',type:'ranged',ct:'10',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Speed}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}WeapData=[gp:3000]{{}}ToHitData=[w:Heavy Crossbow of Speed,+:++1,pre:1,n:1]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a heavy crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload. However, allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the Crossbow of Speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. It gives a +1 bonus to attack rolls with its missiles and to damage.}}'},
+ {name:'Hill-Giant-Club',type:'melee',ct:'5',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hill Giant Club}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Hill Giant Club,Melee,1H,Clubs]{{}}WeapData=[gp:100,wt:18]{{To-hit=+0 + Str bonus}}ToHitData=[w:Hill Giant Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d6, L:2d6, + Str bonus}}DmgData=[w:Longsword,sb:1,+:0,SM:2d6,L:2d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'},
+ {name:'Horeshoes-of-Strength',type:'melee',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Horseshoes of Strength}}{{subtitle=Magic Item}}{{Speed=No effect}}{{Size=Small}}{{Weapon=1-hooved melee horseshoe}}Specs=[Horseshoes,Melee,1H,Horseshoes]{{}}WeapData=[gp:500]{{To-hit=+1}}ToHitData=[w:Horseshoes+1,+:1,n:1,ch:20,cm:1,sz:S,ty:SB,r:5,sp:0]{{Attacks=2 per round (front kicks or rear kicks, Bludgeoning)}}{{Damage=+1, vs SM:1d3, L:1d3, for War Horse}}DmgData=[w:Horseshoes+1,+:1,SM:1d3,L:1d3]{{Reference=House Rules / Prices / Horses}}{{desc=Enable a horse to carry loads as if one level of horse higher. If a Heavy War Horse already, add 50% extra load. Also act as +1 weapon when horse attacks with hooves.}}'},
+ {name:'Hornblade-Dagger',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'(1500*)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^,gp:(1500*^^weaponPlus#1^^)]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Hornblade^^weaponPlus#0^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[ ]{{}}AmmoData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}RangeData=[+:^^weaponPlus#1^^]{{}}%{MI-DB|Hornblade-Knife}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM:1d4, L:1d3, + Str bonus}}{{Ammo=+^^weaponPlus#0^^, vs SM:1d4, L:1d3, + Str bonus}}'},
+ {name:'Hornblade-Knife',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'(1000*)',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^,gp:(1000*^^weaponPlus#1^^)]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Hornblade^^weaponPlus#0^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[ ]{{}}AmmoData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}RangeData=[+:^^weaponPlus#1^^]{{}}%{MI-DB|Knife}{{}}%{MI-DB-Magical-Weapon-Info}{{subtitle=Magical Blade}}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=+^^weaponPlus#0^^, vs SM:1d3, L:1d2 + Str bonus}}{{Looks Like=A piece of horn of a 1/2-foot to 1 1/2-foot in length, set in some sort of handle or grip.}}{{desc=This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a _-foot to 1_-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.\nThe small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.\nAny character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).}}'},
+ {name:'Hornblade-Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^,gp:(2000*^^weaponPlus#1^^)]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}%{MI-DB|Hornblade-Knife}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM:1d8, L:1d8, + Str bonus}}'},
+ {name:'Javelin+poison',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Javelin+poison,Melee,1H,Spears,Javelin],[Javelin+poison,Melee,2H,Spears,Javelin],[Javelin+poison,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[t:Javelin]{{}}ToHitData=[w:javelin+poison],[w:javelin+poison],[w:javelin+poison]{{}}DmgData=[w:Javelin+poison,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi\\clon-4,msg:This is a poisoned Javelin which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;],[w:Javelin+poison,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi|\\clon;-4,msg:This is a poisoned Javelin which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;],[ ]{{}}AmmoData=[w:Javelin+poison,t:javelin+poison,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi\\clon;-4,msg:This is a poisoned Javelin which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Javelin}{{name=+poison}}{{Use=This weapon must be taken in-hand using the Attk Menu \\gt Change Weapon dialog in order to attack with it. On a successful hit, obey the instruction to target (or target again) the victim hit, a saving throw will be prompted for and the poison will then be automatically applied if the save is failed.}}'},
+ {name:'Javelin-of-Lightning',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Lightning}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[rc:uncharged,gp:500,qty:1+1d4]{{}}ToHitData=[w:Javelin of Lightning,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0],[w:Javelin of Lightning 2H,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0],[w:Javelin of Lightning,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0]{{}}DmgData=[w:Javelin of Lightning,SM:20+1d6,L:20+1d6,c:1,rc:rechargeable,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning],[w:Javelin of Lightning 2H,SM:20+1d6,L:20+1d6,c:1,rc:rechargeable,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning],[]{{}}AmmoData=[w:Javelin of Lightning,SM:20+1d6,L:20+1d6,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning \n!attk ~~setammo `{selected¦token_id}¦Javelin-of-Lightning¦¦-1¦silent,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning]{{}}%{MI-DB|Javelin}{{To-hit=Considered +2 for attacks vs. creatures requiring magical weapons to-hit, but is +0 + Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing + Electrical damage}}{{Damage=+0, vs SM:1d6, L:1d6 + Str bonus + lightning 20HP save to half (no save for target struck)}}{{Ammo=+0, vs SM:1d6, L:1d6 + Str bonus + lightning 20HP save to half (no save for target struck)}}{{desc=considered equal to a +2 magical weapon, although it has neither attack nor damage bonuses. It has a range of 90 yards and whenever it strikes, the javelin becomes the head of a 5-foot wide, 30-foot long stroke of lightning. Any creature hit by the javelin suffers 1d6 points of damage, plus 20 points of electrical damage. Any other creatures in the path of the stroke take either 10 or 20 points of damage, based on whether their saving throws are successful or not.\nFrom 2-5 javelins will be found. The javelin is consumed in the lightning discharge.}}'},
+ {name:'Javelin-of-Piercing',type:'ranged',ct:'4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Piercing}}Specs=[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[c:0,rc:change-each,to:Javelin,gp:500,qty:2d4]{{}}ToHitData=[w:Javelin of Piercing,db:1,r: ,c:0,msg:Whether it hits successfully or not this will now become a normal javelin,cmd:!attk ~~dance `{selected¦token_id}¦Javelin-of-Piercing¦stop]{{}}AmmoData=[w:Javelin of Piercing,+:6,SM1d6,L:1d6]{{}}RangeData=[r:18]{{}}%{MI-DB|Javelin}{{To-hit=+6 + Str Bonus}}{{Ammo=+6, vs SM:1d6, L:1d6 + Str bonus}}{{Range=180 feet with all ranges considered short}}{{Use=This weapon *is not* taken in-hand, but instead used as a magical weapon and [launched](!attk --dance @{selected|token_id}|Javelin-of-Piercing) (click "launched" button to attack). As each *javelin of piercing" is used, they automatically turn back into normal javelins}}{{desc=This weapon is not actually hurled - when a command word is spoken, the javelin of piercing launches itself. Range is 180 feet, all distances considered as short range. The javelin has a +6 bonus to attack rolls and inflicts 1d6+6 points of damage. (Note this missile will fly horizontally, vertically, or any combination thereof to the full extent of its range.) From 2-8 (2d4) will be found at one time. The magic of the javelin of piercing is good for only one throw after which it becomes a normal javelin.}}'},
+ {name:'Knife-Buckle',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Magical-Knife],[Knife,Ranged,1H,Throwing-blade,Magical-Knife]{{}}WeapData=[st:Belt-Buckle,gp:300]{{}}%{MI-DB|Magical-Knife}{{Looks Like=Looks just like a large belt-buckle ornament or a complete small buckle.}}{{desc=This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.}}'},
+ {name:'Light-Crossbow-of-Accuracy',type:'ranged',ct:'7',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Accuracy}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}WeapData=[gp:4000]{{}}ToHitData=[w:Light Crossbow of Accuracy,+:3,r:=180]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+3 + dex bonus only}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short.}}'},
+ {name:'Light-Crossbow-of-Distance',type:'ranged',ct:'7',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Distance}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}WeapData=[gp:3000]{{}}ToHitData=[w:Light Crossbow of Distance,+:++1,r:+3/+6/+12/+18]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +1 bonus to attack rolls with its missiles and to damage. All ranges are doubled.}}'},
+ {name:'Light-Crossbow-of-Speed',type:'ranged',ct:'7',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Speed}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}WeapData=[gp:3000]{{}}ToHitData=[w:Light Crossbow of Speed,+:++1,pre:1,n:2]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload. However, allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. It gives a +1 bonus to attack rolls with its missiles and to damage.}}'},
+ {name:'Lightning-Lance',type:'melee',ct:'6',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Lightning}}Specs=[Lightning Lance,Melee,1H,Spears,Light Horse Lance],[Lightning Lance,Melee,2H,Spears,Light Horse Lance]{{}}WeapData=[rc:uncharged,gp:600,qty:26+1d10]{{}}ToHitData=[w:Lightning Lance,c:0],[w:Lightning Lance 2H,c:0]{{}}DmgData=[w:Lightning Lance,sb:0,SM:3d6,L:3d6,c:1,rc:charged,msg:Save vs. Spell to halve electrical damage],[w:Lightning Lance,sb:0,SM:3d6,L:3d6,c:1,rc:charged,msg:Save vs. Spell to halve electrical damage]{{}}%{MI-DB|Light-Horse-Lance}{{Attacks=1 per round + level \\amp specialisation, Piercing + Electrical damage}}{{Damage=+0, vs SM:3d6, L:3d6 electrical damage save to half}}{{desc=A hand-held electrical weapon similar to a "cattle-prod". Needs to touch (rather than pierce) the victim at which point it delivers an electrical shock for 3d6, using 1 charge. Cannot be recharged}}'},
+ {name:'Longsword+1+3-vs-Regenerating',type:'melee',ct:'5',charge:'uncharged',cost:'1600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword +1,+3 vs Regenerating (charged)}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}WeapData=[gp:1600]{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +3 vs Regenerating (uses 1 charge), + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Regen+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, +3 vs Regenerating (uses 1 charge), vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Regen+3,sb:1,+:3,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Troll. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Regenerating creatures, its blade seems to turn blood red, and the increasing sharpness can almost be seen by the wielder. \n It is +[[3]] on attack and damage vs. Regenerating creatures, but each hit will use a charge if the sword has charges}}'},
+ {name:'Longsword-of-Dancing',type:'melee',ct:'5',charge:'uncharged',cost:'8800',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longsword of Dancing}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[dancing d:+1|4, gp:8800]{{}}ToHitData=[w:Dancing Longsword]{{}}DmgData=[w:Dancing Longsword]{{}}%{MI-DB|Longsword}{{subtitle=Magical Sword}}{{Weapon=1- or 2-handed dancing melee long-blade}}{{To-hit=+1/2/3/4 + Str bonus}}{{Damage=+1/2/3/4, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'},
+ {name:'Mace-of-Disruption',type:'melee',ct:'7',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Disruption}}Specs=[Footmans Mace,Melee,1H,Clubs,Footmans-Mace],[Footmans Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[st:Mace,gp:4000]{{}}ToHitData=[w:Mace+1,+:1],[w:Mace vs Undead+Evil,+:1,sb:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Mace+1,+:1],[w:Mace vs Undead+Evil,+:2,sb:1,SM:2+2d6,L:2d6,msg:Instantly kills *Skeletons Zombies Ghouls Shadows Wights \\amp Ghasts.* Others save *Wraiths* 5% *Mummies* 20% *Specters* 35% *Vampires* 50% *Ghosts* 65% *Liches* 80% Others 95% of time or die]{{}}%{MI-DB|Footmans-Mace}{{subtitle=Magical Mace}}{{To-hit=+1, + Str bonus}}{{Damage=+1, vs SM:1d6+1, L:1d6, double vs Undead or Evil from lower planes, + Str bonus. Chance of instant kill}}{{desc=This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature.\nSkeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:\nCreature Save\nWraiths 5%\nMummies 20%\nSpectres 35%\nVampires 50%\nGhosts 65%\nLiches 80%\nOther affected evil creatures 95%\nEven if these saving throws are effective, the *mace of disruption* scores double damage upon opponents of this sort, and twice the damage bonus.}}'},
+ {name:'Manticore-tail',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Manticore Tail}}{{subtitle=Ranged Weapon}}{{Speed=[[0]] Innate Weapon}}{{Size=Large}}{{Weapon=Body part with projectile spikes}}Specs=[Manticore Tail,Ranged|DMitem,1H,Innate]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Manticore-tail,sb:1,db:0,+:0,n:1d6,ch:20,cm:1,sz:L,ty:P,sp:0,r:6/12/18]{{Attacks=1d6/round, Piercing}}{{desc=The tail of a Manticore is covered in spikes. In total, the typical Manticore tail has a total of 4d6 tail spikes which can be fired in upto 4 volleys. Each spike does 1d6 damage if it hits.}}'},
+ {name:'Maul-of-the-Titans',type:'melee',ct:'4',charge:'uncharged',cost:'8000',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Maul of the Titans}}{{subtitle=Mallet}}{{Speed=[[4]]}}{{Size=Large}}WeapData=[gp:8000,wt:160]{{Weapon=Giant Mallet}}Specs=[Maul-of-the-Titans,Melee,1H,Clubs],[Maul-of-the-Titans,Melee,2H,Clubs]{{To-hit=+2 + str bonus}}ToHitData=[w:Maul of the Titans,dx:0,sb:1,+:2,n:2,sz:L, ty:B,sp:4,rc:uncharged]{{Attacks=2 per round, Bludgeoning}}{{Damage=4d10 bludgeoning damage + str dmg}}DmgData=[w:Maul of the Titans,sb:1,+:2,SM:4d10,L:4d10]{{Range=10ft}}{{desc=This huge mallet is 8 feet long and weighs over 150 pounds. Any giant-sized creature with Strength of 21 or grater can employ it to drive piles of up to 2 feet in diameter into normal earth at 4 feet per blow—two blows per round. The maul will smash to flinders an oaken door of up to 10-foot height by 4-foot width by 2-inch thickness in one blow—two if the door is heavily bound with iron. If used as a weapon, it has a +2 bonus to attack rolls and inflicts 4d10 hit points of damage, exclusive of Strength bonuses.}}'},
+ {name:'Mordenkainens-Sword',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mordenkainen\'s Sword (spell)}}{{subtitle=Summoned Sword}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Mordenkainens-Sword,Innate-Melee|Hide,1H,Long-blade]{{To-hit=+0 no Str bonus}}ToHitData=[w:Mordenkainens Sword,sb:0,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:19,cm:1,sz:M,ty:S,r:5,sp:7]{{Attacks=1 per round + level as Fighter of [[ceil(@{selected|casting-level}/2)]], Slashing}}{{Damage=+0, vs SM:5d4, vs L:5d6, no Str bonus}}DmgData=[w:Mordenkainens Sword,sb:0,+:0,SM:5d4,L:5d6]{{desc=This sword is called into being by a *Mordenkainen\'s Sword* spell. The sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or smaller, and 5d6 points of damage to opponents larger than man size}}'},
+ {name:'Ogre-club+0',type:'melee',ct:'4',charge:'uncharged',cost:'20',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ogre Club +0}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}WeapData=[gp:20,wt:30]{{Weapon=1-handed melee club}}Specs=[Ogre-Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus, requires Str 18 to wield}}ToHitData=[w:Ogre-Club+0,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation if strong enough, Bludgeoning}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Ogre-Club+0,sb:1,+:0,SM:2d8,L:2d8]{{desc=This is a large, heavy club needing a strength of at least 18 to wield, which hits as a magic weapon but at +[[0]]. The wood is incredibly dense but still heavily blood-stained, and is a +[[0]] magical weapon at all times.}}'},
+ {name:'Quarterstaff-Magical',type:'melee',ct:'4',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#1^^}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[w:Quarterstaff,query:staffPlus=Roll d20 for the magical plus this Quarterstaff has|1-5%%+1/1|6-9%%+2/2|10-13%%+3/3|14-17%%+4/4|18-20%%+5/5,+:^^staffPlus#2^^]{{}}ToHitData=[w:Quarterstaff^^staffPlus#1^^,+:^^staffPlus#2^^]{{}}DmgData=[w:Quarterstaff^^staffPlus#1^^,+:^^staffPlus#2^^]{{}}%{MI-DB|Quarterstaff}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Staff}}{{To-hit=^^staffPlus#1^^ + Str bonus}}{{Damage=^^staffPlus#1^^, vs SM:1d6, L:1d6, + Str bonus}}{{desc=The shaft is as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6 feet to as long as 12 feet (or any length in between). It inflicts damage as a quarterstaff, with additions to attack and damage rolls based upon its magical bonus.}}'},
+ {name:'Rainbow-Bow',type:'innate-ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Rainbow Shortbow}}{{subtitle=Bow}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=2-handed ranged magical bow conjured by the *Rainbow* spell}}Specs=[Rainbow-Bow,Innate-Ranged|Hide,2H,Rainbow-bow]{{To-hit=Use only Rainbow arrows to gain Dex \\amp Str bonuses}}ToHitData=[w:Rainbow Bow,sb:1,db:1,+:0,ara:-3|-3|-1|0|1|2|2|2|3,n:4,ch:20,cm:1,sz:M,ty:P,sp:6,rc:uncharged]{{Attacks=Up to 4 per round regardless of level or specialisation}}{{desc=This is a magical composite shortbow (otherwise known as a Recurve Bow) conjured by the Rainbow spell. The limbs appear to be made from the light of a rainbow!}}'},
{name:'Rock',type:'ranged|dmitem',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Rock}}Specs=[Rock,Ranged|DMitem,2H,Rock]{{}}WeapData=[st:Rock]{{}}ToHitData=[w:Rock,dx:1,sb:0,+:0,n:1,sz:L, ty:B,sp:3,rc:uncharged]{{}}AmmoData=[w:Rock,t:Rock,st:Rock,sb:0,+:0,SM:2d12,L:2d12]{{}}RangeData=[t:Rock,+:0,r:4/12/24]{{subtitle=Ranged Weapon}}{{Speed=[[3]]}}{{Size=Large}}{{Weapon=2-handed ranged rock}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round, Bludgeoning}}{{Damage=+0, vs SM:2d12, L:2d12, No strength bonus}}{{Range=S:40, M:120, L:240}}{{desc=These rocks are hurled by giants and other giant, huge and strong humanoids.}}'},
- {name:'Roper-Strand',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Roper Strand}}{{subtitle=Ranged Tenticle}}{{Speed=[[0]]}}{{Size=Large}}{{Weapon=Tenticle}}Specs=[Roper-Strand,Ranged,1H,Roper-Strand]{{To-hit=+0 no str bonus}}ToHitData=[w:Roper Strand,dx:0,sb:0,+:0,n:1,sz:L, ty:B,sp:0,rc:uncharged, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦\\lbrak;\\lbrak;10*(1+1d4)\\rbrak;\\rbrak;¦¦acid¦true, msg:This strand is only as long as shown by the area of effect and can only entangle those in its area]{{Attacks=1 per round, Bludgeoning}}{{Damage=No damage until "roped in", then bite for 5d4. Also, target must save vs. poison or be weakened to half strength (cumulative per successful attack)}}AmmoData=[w:Roper-Strand,t:Roper-Strand,st:Roper-Strand,sb:0,+:0,SM:0,L:0,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who has been roped?¦token_id}¦RoperStrand¦#\\ques;{Distance in feet from roper to victim?¦10\\comma;1¦20\\comma;2¦30\\comma;3¦40\\comma;4¦50\\comma;5}¦-1¦Entangled by the sticky tenticle and being reeled in¦grab ~~target single¦`{selected¦token_id}¦`{target¦Who has been roped?¦token_id}¦RoperAttack¦#\\lbrak;\\lbrak;10*1d3\\rbrak;\\rbrak;¦-10¦You feel somewhat strange¦stopwatch, msg:A successful hit by the tenticle has entangled the victim who is now being reeled in 10ft a round! Also you feel somewhat odd...]{{Range=S:30, L:50}}RangeData=[t:Roper-Strand,+:0,r:3/5]{{desc=A *roper* can shoot a total of six strands, one per round, as far as 50 feet; each strand can extend (1d4+1) x 10 feet and pull up to 750 pounds. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison or lose half its Strength (round fractions down). Strength loss occurs 1d3 round after a hit, is cumulative for multiple hits, and lasts for 2d4 turns.\nIf a roper\'s prey cannot break free, it is pulled 10 feet closer per round; when it reaches the roper, the creature bites the victim for 5d4 points of damage (automatic hit against a victim held by a strand). A strand can be pulled off or broken by a character who makes a successful open doors roll. A strand can also be cut; it is AC 0, and it must take at least 6 points damage from a single hit of an edged weapon to be severed.}}'},
+ {name:'Roper-Strand',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Roper Strand}}{{subtitle=Ranged Tenticle}}{{Speed=[[0]]}}{{Size=Large}}{{Weapon=Tenticle}}Specs=[Roper-Strand,Ranged|DMitem,1H,Roper-Strand]{{To-hit=+0 no str bonus}}ToHitData=[w:Roper Strand,dx:0,sb:0,+:0,n:1,sz:L, ty:B,sp:0,rc:uncharged, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦\\lbrak;\\lbrak;10*(1+1d4)\\rbrak;\\rbrak;¦¦acid¦true, msg:This strand is only as long as shown by the area of effect and can only entangle those in its area]{{Attacks=1 per round, Bludgeoning}}{{Damage=No damage until "roped in", then bite for 5d4. Also, target must save vs. poison or be weakened to half strength (cumulative per successful attack)}}AmmoData=[w:Roper-Strand,t:Roper-Strand,st:Roper-Strand,sb:0,+:0,SM:0,L:0,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who has been roped?¦token_id}¦RoperStrand¦#\\ques;{Distance in feet from roper to victim?¦10\\comma;1¦20\\comma;2¦30\\comma;3¦40\\comma;4¦50\\comma;5}¦-1¦Entangled by the sticky tenticle and being reeled in¦grab ~~target single¦`{selected¦token_id}¦`{target¦Who has been roped?¦token_id}¦RoperAttack¦#\\lbrak;\\lbrak;10*1d3\\rbrak;\\rbrak;¦-10¦You feel somewhat strange¦stopwatch, msg:A successful hit by the tenticle has entangled the victim who is now being reeled in 10ft a round! Also you feel somewhat odd...]{{Range=S:30, L:50}}RangeData=[t:Roper-Strand,+:0,r:3/5]{{desc=A *roper* can shoot a total of six strands, one per round, as far as 50 feet; each strand can extend (1d4+1) x 10 feet and pull up to 750 pounds. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison or lose half its Strength (round fractions down). Strength loss occurs 1d3 round after a hit, is cumulative for multiple hits, and lasts for 2d4 turns.\nIf a roper\'s prey cannot break free, it is pulled 10 feet closer per round; when it reaches the roper, the creature bites the victim for 5d4 points of damage (automatic hit against a victim held by a strand). A strand can be pulled off or broken by a character who makes a successful open doors roll. A strand can also be cut; it is AC 0, and it must take at least 6 points damage from a single hit of an edged weapon to be severed.}}'},
{name:'SG-Rock',type:'ranged|dmitem',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Storm Giant}}Specs=[SG-Rock,Ranged|DMitem,2H,SG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock,t:SG-Rock,st:SG-Rock,SM:3d10,L:3d10]{{}}RangeData=[t:SG-Rock,r:7/15/30]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:3d10, L:3d10, No strength bonus}}{{Range=S:70, M:150, L:300}}{{desc=These rocks are hurled by giants, especially *Storm Giants*.}}'},
- {name:'Scimitar-of-Speed',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Speed}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar of Speed,pre:1,+:2,n:3/2],[w:Hilt Punch of Speed,pre:1,+:2,n:3/2]{{}}DmgData=[w:Scimitar of Speed,+:2],[w:Hilt Punch of Speed,+:2]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Attacks=By level \\amp specialisation + extra 1/2, Slashing}}{{Damage=+2, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch 1d3 + Str bonus}}{{desc=This is a magical sword. usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder\'s figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to three attacks per two rounds. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).}}'},
- {name:'Scimitar-of-Speed+',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Speed +^^weapPlus#1^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar-of-Speed],[Scimitar,Melee,1H,Long-blade,Scimitar-of-Speed]{{}}WeapData=[query:weapPlus=Roll d100 to define plus|01-75%%2|76-88%%1|89-95%%3|96-98%%4|99-00%%5,+:^^weapPlus#1^^]{{}}ToHitData=[+:^^weapPlus#1^^],[+:^^weapPlus#1^^]{{}}DmgData=[+:^^weapPlus#1^^],[+:^^weapPlus#1^^]{{}}%{MI-DB|Scimitar-of-Speed}{{To-hit=+^^weapPlus#1^^ + Str bonus}}{{Damage=+^^weapPlus#1^^, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch 1d3 + Str bonus}}'},
- {name:'Shortsword-of-Quickness',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Shortsword,Melee,1H,Long-blade,Sword-Short-of-Quickness]{{}}%{MI-DB|Sword-Short-of-Quickness}'},
- {name:'Sling-of-Seeking+2',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Seeking+2}}Specs=[Sling,Ranged,1H,Slings,Sling],[Sling,Ranged,2H,Slings,Sling]{{}}ToHitData=[w:Sling of Seeking,+:2,msg:Imparts a notional +1 to ammo with respect to whether or not certain creatures are affected by the weapon],[w:Sling of Seeking,+:2,msg:Imparts a notional +1 to ammo with respect to whether or not certain creatures are affected by the weapon]{{}}%{MI-DB|Sling}{{subtitle=Magical Ranged Weapon}}{{To-hit=+2 + Dex bonus, and the +2 is also added to damage}}{{desc=A sling, made of supple leather. This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of "+1 or better weapon to hit" means the creature is vulnerable to normal missiles from this sling).\nCan be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'},
- {name:'Spear+1-Biting',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Biting}}Specs=[spear,melee,1H,spears,spear],[spear,melee,2H,spears,spear],[spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[qty:1,cmd:!modattr ~~charid `{selected¦character_id} ~~silent ~~spear-biter-count|+1 \n!magic ~~message gm¦`{selected¦token_id}¦Cursed Backbiting Spear¦This spear will become a \\lbrak;cursed backbiter\\rbrak;\\lpar;\\api;attk \\amp#45;~blank-weapon `{selected¦token_id}\\amp#124;Spear-Biter+1\\amp#124;silent \\amp#13;\\api;magic ~\\amp#45;add-mi `{selected¦token_id}\\amp#124;Spear+1-Biting\\amp#124;Spear-Cursed-Backbiter\\amp#124;1\\amp#124;0\\amp#124;NOCURSE\\amp#124;SILENT ~\\amp#45;message gm\\amp#124;`{selected¦token_id}\\amp#124;Spear Cursed Backbiter\\amp#124;The spear has changed into a new cursed backbiting weapon\\amp#13;\\api;delattr \\amp#45;~charid `{selected¦character_id} \\amp#45;~silent \\amp#45;~spear-biter-count\\rpar; ^^spear-biter-count^^ in 20 \\lpar;roll low\\rpar;. d20 roll = \\lbrak;\\lbrak;1d20\\rbrak;\\rbrak;]{{}}ToHitData=[w:Spear+1,+:1,ru:0],[w:Spear 2H +1,+:1,ru:0],[w:Spear+1,+:1,ru:0]{{}}DmgData=[w:Spear+1,+:1],[w:Spear 2H +1,+:1,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear+1,ru:0,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Spear}{{subtitle=Magical Spear}}{{To-Hit=+1 + str \\amp dex bonuses}}{{Damage=+1, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+1, vs SM:1d6, L:1d8, + str bonus}}{{GM Info=This item appears to be a *perfectly normal* +1 spear. However, each use (whether it hits or not) will increment a counter which is displayed to the GM only. Once the GM rolls under that number with a d20 (or whenever the GM wants, really) the GM can press the displayed button to turn this weapon into a *Spear, Cursed Backbiter* without the player being aware}}{{desc=This appears to be a +1 spear. The point is extra sharp and it is brilliantly balanced, but perhaps there is something odd about it?}}'},
- {name:'Spear-Cursed-Backbiter',type:'melee|hide|ranged',ct:'6',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cursed Backbiter}}Specs=[spear,melee|hide,1H,spears,spear],[spear,melee|hide,2H,spears,spear],[spear,ranged|hide,1H,throwing-spears,spear]{{}}WeapData=[rc:Cursed,msg:Aarrrgh! The spear tried to stab ***you** in the back* rather than your opponent! Did it hit you (without shield of dexterity bonus)?]{{}}ToHitData=[w:Spear+1 Biting,+:1,ru:1,rc:cursed],[w:Spear+1 Biting 2H,+:1,ru:1,rc:cursed],[w:Spear+1 Biting,+:1,ru:1,rc:cursed,msg:Aarrrgh! The spear flew round in a circle and tried to hit ***you** in the back* rather than your opponent! Did it hit you (without shield of dexterity bonus)?]{{}}DmgData=[w:Spear+1 Biting,+:1,msg:This is damage to ***you*** if it hit your back\'s AC],[w:Spear+1 Biting 2H,+:1,msg:This is damage to ***you*** if it hit your back\'s AC],[]{{}}AmmoData=[w:Spear+1 Biting,+:1,ru:1,SM:2d6,L:2d8,msg:This is damage to ***you*** if it hit your back\'s AC]{{}}%{MI-DB|Spear}{{subtitle=Cursed Spear}}{{To-Hit=+1 + str \\amp dex bonuses}}{{Attacks=Backbiting \\amp Cursed, 1 per round + level \\amp specialisation, Piercing}}{{Damage=+1, Cursed \\amp Backbiting, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+1, Cursed \\amp Backbiting, vs SM:2d6, L:2d8, + str bonus}}{{GM Info=It is recommended that this item *is not* used - instead use the item called *Spear+1-Biting*. This will count uses, messaging the GM the number after each use, with an optional button to replace the item with this one if the dice roll indicates that should happen. The player will not be aware of the change unless or until the hidden item is revealed using the GM\'s [Add Items] dialog}}{{desc=This is to all tests a magical spear with a +1 bonus. It may even function normally in combat against a deadly enemy, but each time it is used in melee against a foe, there is a one in 20 cumulative chance that it will function against its wielder. Once it begins functioning in this way, you can\'t get rid of it without a remove curse spell. The character always seems to find the spear in his hand despite his best efforts or intentions.\nWhen the curse takes effect, the spear curls around to strike its wielder in the back, negating any shield and Dexterity bonuses to Armor Class, and inflicting normal damage. The curse even functions when the spear is hurled, but if the wielder has hurled the spear, the damage done to the hurler will be double. Once the spear has returned to him, the character will again find himself compelled to use the spear.}}'},
- {name:'Stun-Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stun Dart}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Stun Dart,Ranged,1H,Stun Dart,Dart]{{To-hit=+2, + Str \\amp Dex bonuses}}ToHitData=[w:Stun Dart,sb:1,db:1,+:2,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}AmmoData=[w:Stun Dart,t:Stun Dart,st:Stun Dart,sb:1,+:0,SM:1d3,L:1d2, msg:Releases \\lbrak;Stun Gas\\rbrak;\\lpar;!rounds ~~aoe \\amp#64;{target\\vbar;Who was hit and breathes the gas?\\vbar;token_id}\\vbar;circle\\vbar;feet\\vbar;0\\vbar;5\\vbar;5\\vbar;acid\\vbar;true ~~target area¦^^tid^^¦\\amp#64;{target\\vbar;Who was hit and breathes the gas?\\vbar;token_id}\\vbar;Stun dart gas\\vbar;1\\vbar;-1\\vbar;Stunned for 1 round - followed by 4 rounds slowed\\vbar;lightning-helix\\rpar; which stuns the victims for 1 round, and then slows them for 4 more rounds]{{Range=S:10, M:20, L:40}}RangeData=[t:Dart,+:0,r:1/2/4]{{desc=Deep Gnomes make and wield stun darts, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds.}}'},
- {name:'Sun-Blade',type:'melee|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sun Blade}}{{}}Specs=[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Magic,0H,Alteration]{{}}WeapData=[w:Sun Blade,rc:uncharged,ns:1],[cl:PW,w:Sunray,sp:3,lv:6,pd:1]{{}}ToHitData=[w:Sunblade +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade vs Evil,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade 2H +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunblade 2H vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunblade 2H vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunray,pw:Sunray,sp:3,lv:6]{{}}DmgData=[w:Sunblade+2,sb:1,+:2,SM:1d8,L:1d12],[w:Sunblade vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Sunblade vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8],[w:Sunblade 2H +2,sb:1,+:2,SM:1d8,L:1d12],[w:Sunblade 2H vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Sunblade 2H vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8]{{subtitle=Magic Sword}}{{Speed=[[3]]}}{{Size=Special (feels like a Shortsword)}}{{Weapon=1 or 2 handed melee Long or Short blade}}{{To-hit=+2, +4 vs Evil + Str Bonus}}{{Attacks=1 per round}}{{Damage=+2, +4 vs Evil, double vs. Negative Plane or those drawing power from there, + 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{Looks Like=The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.\nSome bastard swords are equipped with knuckle guards, and others have asymmetrical pommels shaped like animal or bird heads.\nThis is a particularly fine bastard sword, with precious metals and interesting ornamental stones decorating the hilt and guard}}{{desc=This sword is the size of a bastard sword. However, its enchantment enables the *sun blade* to be wielded as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use (i.e., the weapon appears to all viewers to be a bastard sword, and inflicts bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a *sun blade*.\nIn normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its bonus is +4. Against Negative Energy Plane creatures or those drawing power from that plane (such as certain undead), the sword inflicts double damage.\nFurthermore, the blade has a special *sunray* power. Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All *sun blades* are of good alignment.}}'},
- {name:'Sword+1+2-vs-magic-using+enchanted-creatures',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+2 vs Magic Using and Enchanted Creatures}}Specs=[Sword+1+2,Melee,1H,Long-blade,Sword+Format],[Sword+1+2,Melee,2H,Long-blade,Sword+Format],[Sword+1+2,Melee,1H,Long-blade,Sword+Format],[Sword+1+2,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs MU+Enchanted, +:2],[w:^^swordType#0^^ vs MU+Enchanted, +:2],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs others, +:1]{{}}DmgData=[w:^^swordType#0^^+2 vs MU+Enchanted, +:2],[w:^^swordType#0^^+2 vs MU+Enchanted, +:2],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +2 vs magic using \\amp enchanted + Str bonus}}{{Damage=+1/+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like wizards and mythical beasts.\nThis sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.}}'},
- {name:'Sword+1+3-vs-Regenerating',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Regenerating Creatures}}Specs=[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format],[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs Regenerating, +:3],[w:^^swordType#0^^ vs Regenerating, +:3],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+3 vs Regenerating, +:3],[w:^^swordType#0^^+3 vs Regenerating, +:3],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1],{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +3 vs Regenerating Creatures + Str bonus}}{{Damage=+1/+3, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like trolls.\nThis will give the +3 bonus to its wielder even when the regenerating creature does so because of a magical device—such as a ring of regeneration.}}'},
- {name:'Sword+1+3-vs-lycanthropes+shape-changers',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Lycanthropes \\amp Shape Changers}}Specs=[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format],[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^ vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+3 vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^+3 vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +3 vs Lycanthrope+Shape Change + Str bonus}}{{Damage=+1/+3, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like wolfmen.\nThis gives its +3 against werecreatures—those able to assume the form of another creature (such as a vampire or a druid), or any creature under the influence of a polymorph or shape change spell.}}'},
- {name:'Sword+1+4-vs-Reptiles',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Reptiles}}Specs=[Sword+1+4,Melee,1H,Long-blade,Sword+Format],[Sword+1+4,Melee,2H,Long-blade,Sword+Format],[Sword+1+4,Melee,1H,Long-blade,Sword+Format],[Sword+1+4,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs Reptiles, +:4],[w:^^swordType#0^^ vs Reptiles, +:4],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+4 vs Reptiles, +:4, +:4],[w:^^swordType#0^^+4 vs Reptiles, +:4, +:4],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +4 vs Reptiles + Str bonus}}{{Damage=+1/+4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like dragons.\nthis gives the +4 against such creatures as dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc.}}'},
- {name:'Sword+1-Cursed',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1, Cursed}}Specs=[Sword+1,Melee,1H,Long-blade,Sword+Format],[Sword+1,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed]{{}}ToHitData=[w:^^swordType#0^^+1, rc:cursed],[w:^^swordType#0^^+1 2H, rc:cursed]{{}}DmgData=[w:^^swordType#0^^+1,+:1],[w:^^swordType#0^^+1 2H,+:1]{{}}%{MI-DB|Sword+Format}{{}}{{To-hit=+1 + Str bonus}}{{Damage=+1, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes between what might be berserk fighters.\nThis performs in all respects as a +1 weapon, but when its wielder is faced by an enemy, the sword will weld itself to the character\'s hand and force him to fight until the enemy or the wielder is slain. Thereafter, the possessor can loose, but never rid himself of, the cursed sword. No matter what is done, it will appear in his hand whenever an opponent is faced. The character can be freed of the weapon only by a *remove curse* spell.}}'},
- {name:'Sword+1-Flame-tongue',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Flame Tongue\n+2 vs regenerating\n+3 vs cold using, inflammable or avian\n+4 vs undead}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Others, +:1],[w:Flame Tongue vs Others, +:1]{{}}DmgData=[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Others, +:1],[w:Flame Tongue vs Others, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +2 vs regenerating creatures,\n+3 vs Cold-using, inflammable or avian creatures,\n+4 vs Undead,\nall + Str bonus}}{{Damage=+1/+2/+3/+4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a very special sword. It is etched with dramatic battle scenes against all sorts of different creatures: you would not want to be in that battle without this sword!\nThis sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against creatures that can regenerate, a +3 bonus when fighting cold-using, inflammable or avian creatures, and +4 when tackling undead of all types.\nIt will flame \\amp shed light when its possessor speaks a command word or phrase. When activated, the flame tongue sword\'s fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).}}'},
- {name:'Sword+1-Luck-Blade',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Luck Blade}}Specs=[Sword,Melee,1H,Long-blade],[Sword,Melee,2H,Long-blade]{{}}WeapData=[query:swordType,svall:+1,rules:+inHand]{{}}ToHitData=[w:^^swordType#0^^+1, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:1,n:1,ch:20,cm:1,r:5][w:^^swordType#0^^+1, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:1,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:^^swordType#0^^+1, SM:^^swordType#4^^, L:^^swordType#5^^,+:1,sb:1],[w:^^swordType#0^^+1, SM:^^swordType#9^^, L:^^swordType#10^^,+:1,sb:1]{{}}%{MI-DB|Sword+Format}{{Saves=This weapon also gives +1 to all saving throws while in-hand}}{{To-hit=+1 + Str bonus}}{{Damage=+1, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this weapon will also automatically hide as a standard weapon of its type when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.\nThis *Luck Blade* has 1d4+1 wishes. The GM should roll to see how many and then keep that number hidden}}{{desc=This is a special sword. It is etched with amazing and almost unbelievable acts of battle e.g. on one side of the blade a lone fighter faces a horde of hundreds, and on the other the fighter faces a field of snuffling pigs!\nThis sword always provides a +1 bonus. It even gives a +1 bonus to all saving throws but *only while held in-hand*.\nThe unknowable possibility which makes this sword much desired is *"does it grant any wishes...?"*}}'},
- {name:'Sword+2-Dragon-Slayer',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 ^^dragonType#1^^ Dragon Slayer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[query:swordType$$dragonType=Which dragon does this sword slay?|1 Black%%Black|2 Blue%%Blue|3 Brass%%Brass|4 Bronze%%Bronze|5 Copper%%Copper|6 Gold%%Gold|7 Green%%Green|8 Red%%Red|9 Silver%%Silver|10 White%%White]{{}}ToHitData=[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4],[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs others, +:2],[w:Dragon Slayer vs others, +:2]{{}}DmgData=[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4, sm:3*^^swordType#4^^, l:3*^^swordType#5^^],[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4, sm:3*^^swordType#9^^, l:3*^^swordType#10^^],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs others, +:2],[w:Dragon Slayer vs others, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +4 vs dragons + Str bonus}}{{Damage=+2, +4 vs dragons, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, vs ^^dragonType#1^^ dragons does tripple damage, + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against a ^^dragonType#1^^ dragon.\nThis sword always provides a +2 bonus. This has a +4 bonus against any sort of true dragon. It inflicts triple damage against one sort of dragon. Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment.}}'},
- {name:'Sword+2-Giant-Slayer',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 Giant Slayer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:Giant Slayer vs true Giant, +:3],[w:Giant Slayer vs true Giant, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs others, +:2],[w:Giant Slayer vs others, +:2]{{}}DmgData=[w:Giant Slayer vs true Giant, +:3, sm:2*^^swordType#4^^, l:2*^^swordType#5^^],[w:Giant Slayer vs true Giant, +:3, sm:2*^^swordType#9^^, l:2*^^swordType#10^^],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs others, +:2],[w:Giant Slayer vs others, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +3 vs Giants \\amp giant creatures + Str bonus}}{{Damage=+2, +3 vs Giants \\amp giant creatures, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, vs true Giants does double damage, + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against several Giants and giant creatures.\nThis sword always provides a +2 bonus. This has a +3 bonus against giant, giant-kin, ettin, ogre mage, or titan. It inflicts double damage against true Giants (hill, stone, frost, fire, cloud, storm).}}'},
- {name:'Sword+2-Nine-Lives-Stealer',type:'melee',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2, Nine Lives Stealer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[query:swordType,qty:9,rc:single-uncharged, msg:If a Critical Hit is achieved the opponent must save vs spell or \\lbrak;they are slain\\rbrak;\\lpar;!magic ~~mi-charges `{selected¦token_id}¦-1¦Sword+2-Nine-Lives-Stealer¦¦charged¦The opponent\'s life has been stolen¦The sword is sated and can steal no more lives. Just do damage\\rpar;. Only nine lives can be stolen this way. If the save is made damage is still done and no charge is lost.]{{}}ToHitData=[w:Life Stealer+2, +:2, c:0],[w:Life Stealer+2, +:2, c:0]{{}}DmgData=[w:^^swordType#0^^+2, +:2],[w:^^swordType#0^^+2,+:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus,\nplus up to nine lives will be stolen when critical hits are scored}}{{desc=This is a special sword. Its hilt is bound in black velvet and leather, with stones of jet set into the guard. It is etched with images of hard life and sudden death.\nThis sword always provides a +2 bonus, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder\'s attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.}}'},
- {name:'Sword+3-Frost-Brand',type:'melee|magic',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3 Frost Brand}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Magic,1H|2H,Long-blade,Sword+Format]{{}}ToHitData=[w:Frost Brand vs fire using or dwelling, +:6],[w:Frost Brand vs fire using or dwelling, +:6],[w:Frost Brand vs others, +:3],[w:Frost Brand vs others, +:3],[w:Extinguish Fire, msg:Attempting to extinguish a fire. Roll \\lbrak;1d100\\rbrak;\\lpar;!\\cr;\\ampamp;#47;r 1d100\\rpar; and get less than 51% to \\lbrak;Extinguish fire\\rbrak;\\lpar;\\api;rounds ~~aoe \\amp#64;{selected|token_id}¦circle¦feet¦0¦20¦20¦cold¦true\\rpar;]{{}}DmgData=[w:^^swordType#0^^ vs fire using or dwelling, +:6],[w:^^swordType#0^^ vs fire using or dwelling, +:6],[w:^^swordType#0^^ vs others, +:3],[w:^^swordType#0^^ vs others, +:3]{{}}%{MI-DB|Sword+Format}{{Powers=50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius - including a *wall of fire* but excluding a *fireball, meteor swarm*, or *flame strike*. To use this power, take the *Frost Brand* in-hand, attack with it and choose the *Extinguish Fire* attack to see the area of effect.}}{{Immunity=Equivalent to a *Ring of Fire Resistance*}}{{To-hit=+3, +6 vs fire using or dwelling creatures + Str bonus}}{{Damage=+3, +6 vs fire using or dwelling creatures, \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers.}}{{desc=This is a special sword. It is etched with scenes of fire and ice.\nThis sword always provides a +3 bonus. The +6 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a *ring of fire resistance*.\nThe frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius including a *wall of fire* but excluding a *fireball, meteor swarm*, or *flame strike*.}}'},
- {name:'Sword+4-Defender',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4 Defender}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[on:!attk --set-mods @{selected|token_id}|add|AC+0|Sword+4 Defender|+:0, off:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender]{{}}ToHitData=[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+4 Defender|+\\clon;0,msg:The Defender sword has been set to +4 on attack and +0 on defense],[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+4 Defender|+\\clon;0,msg:The Defender sword has been set to +4 on attack and +0 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+4 Defender|+\\clon;1,msg:The Defender sword has been set to +3 on attack and +1 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+4 Defender|+\\clon;1,msg:The Defender sword has been set to +3 on attack and +1 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+4 Defender|+\\clon;2,msg:The Defender sword has been set to +2 on attack and +2 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+4 Defender|+\\clon;2,msg:The Defender sword has been set to +2 on attack and +2 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+4 Defender|+\\clon;3,msg:The Defender sword has been set to +1 on attack and +3 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+4 Defender|+\\clon;3,msg:The Defender sword has been set to +1 on attack and +3 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+4 Defender|+\\clon;4,msg:The Defender sword has been set to +0 on attack and +4 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+4 Defender|+\\clon;4,msg:The Defender sword has been set to +0 on attack and +4 on defense]{{}}DmgData=[w:Defender+4,+:4],[w:Defender+4,+:4],[w:Defender+3,+:3],[w:Defender+3,+:3],[w:Defender+2,+:2],[w:Defender+2,+:2],[w:Defender+1,+:1],[w:Defender+1,+:1],[w:Defender+0,+:0],[wDefender+0,+:0]{{}}%{MI-DB|Sword+Format}{{Powers=When fighting an opponent using a melee weapon (not any sort of ranged attack) the wielder can choose to use all, some or none of the magical bonus of this sword to improve their armour class. Select an attack other than a +4 to achieve this. If hit by a missile weapon the character\'s AC should (manually) be considered to be their original AC}}{{To-hit=+0 to +4 (depending on split with AC) + Str bonus}}{{Damage=+0 to +4 (depending on split with AC), \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers. Selecting any attack other than +4 will alter AC appropriately. When facing ranged attacks the +4 option should be used, or the weapon should be sheathed (removed from any hand in the *attk menu \\gt change weapon* dialog}}{{desc=This gives its wielder the option of using all, some, or none of the +4 bonus in defense (improving his Armor Class) against any opponent using a handheld weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round.}}'},
- {name:'Sword+5-Defender',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4 Defender}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[on:!attk --set-mods @{selected|token_id}|add|AC+0|Sword+5 Defender|+:0, off:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender]{{}}ToHitData=[w:Defender+5,+:5,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+5 Defender|+\\clon;0,msg:The Defender sword has been set to +5 on attack and +0 on defense],[w:Defender+5,+:5,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+5 Defender|+\\clon;0,msg:The Defender sword has been set to +5 on attack and +0 on defense],[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+5 Defender|+\\clon;1,msg:The Defender sword has been set to +4 on attack and +1 on defense],[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+5 Defender|+\\clon;0,msg:The Defender sword has been set to +4 on attack and +1 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+5 Defender|+\\clon;2,msg:The Defender sword has been set to +3 on attack and +2 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+5 Defender|+\\clon;2,msg:The Defender sword has been set to +3 on attack and +2 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+5 Defender|+\\clon;3,msg:The Defender sword has been set to +2 on attack and +3 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+5 Defender|+\\clon;3,msg:The Defender sword has been set to +2 on attack and +3 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+5 Defender|+\\clon;4,msg:The Defender sword has been set to +1 on attack and +4 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+5 Defender|+\\clon;4,msg:The Defender sword has been set to +1 on attack and +4 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+5|Sword+5 Defender|+\\clon;5,msg:The Defender sword has been set to +0 on attack and +5 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+5|Sword+5 Defender|+\\clon;5,msg:The Defender sword has been set to +0 on attack and +5 on defense]{{}}DmgData=[w:Defender+5,+:5],[w:Defender+5,+:5],[w:Defender+4,+:4],[w:Defender+4,+:4],[w:Defender+3,+:3],[w:Defender+3,+:3],[w:Defender+2,+:2],[w:Defender+2,+:2],[w:Defender+1,+:1],[w:Defender+1,+:1],[w:Defender+0,+:0],[wDefender+0,+:0]{{}}%{MI-DB|Sword+Format}{{Powers=When fighting an opponent using a melee weapon (not any sort of ranged attack) the wielder can choose to use all, some or none of the magical bonus of this sword to improve their armour class. Select an attack other than a +5 to achieve this. If hit by a missile weapon the character\'s AC should (manually) be considered to be their original AC}}{{To-hit=+0 to +5 (depending on split with AC) + Str bonus}}{{Damage=+0 to +5 (depending on split with AC), \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers. Selecting any attack other than +5 will alter AC appropriately. When facing ranged attacks the +5 option should be used, or the weapon should be sheathed (removed from any hand in the *attk menu \\gt change weapon* dialog}}{{desc=This gives its wielder the option of using all, some, or none of the +5 bonus in defense (improving his Armor Class) against any opponent using a handheld weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other three bonus factors to be added to his Armor Class. This can be done each round.}}'},
- {name:'Sword+5-Holy-Avenger',type:'melee',ct:'0',charge:'enable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+5 Holy Avenger}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[on:!magic --message @{selected|token_id}|Holy Avenger|The sword wants to know "are you a paladin?" \\lbrak;Yes\\rbrak;\\lpar;!magic \\amp#45;-message @{selected|token_id}\\amp#124;Holy Avenger\\amp#124;You gained a 5ft radius area of 50% magic resistance which also dispels magic at their level\\amp#124;!token-mod \\amp#126;~ignore-selected \\amp#126;~ids @{selected|token_id} \\amp#126;~off aura2_square \\amp#126;~set aura2_radius\\amp#166;5ft aura2_color\\amp#166;#b8860b \\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;Holy Avenger vs Chaotic Evil\\amp#166;melee\\amp#166;c:0\\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;Holy Avenger vs Others\\amp#166;melee\\amp#166;c:0\\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;^^swordType#0^^+2\\amp#166;melee\\amp#166;c:2\\rpar;, off:!token-mod --ignore-selected --ids @{selected|token_id} --set aura2_radius|]{{}}ToHitData=[w:Holy Avenger vs Chaotic Evil, +:5, c:2, rc:enable],[w:Holy Avenger vs Chaotic Evil, +:5, c:2, rc:enable],[w:Holy Avenger vs Others, +:5, c:2, rc:enable],[w:Holy Avenger vs Others, +:5, c:2, rc:enable],[w:^^swordType#0^^+2, +:2, c:0, rc:enable],[w:^^swordType#0^^+2, +:2, c:0, rc:enable]{{}}DmgData=[w:Holy Avenger vs Chaotic Evil, +:10],[w:Holy Avenger vs Chaotic Evil, +:10],[w:Holy Avenger vs Others, +:5],[w:Holy Avenger vs Others, +:5],[w:^^swordType#0^^+2, +:2],[w:^^swordType#0^^+2, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +5 for Paladins only, + Str bonus}}{{Damage=+2, +5 for Paladins \\amp +10 for Paladins vs Chaotic Evil creatures, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, + Str bonus}}{{desc=This is a holy sword, especially prized by paladins wishing to defeat evil in all its forms, but especially the hated evil of chaos. It is etched with dramatic battle scenes against strikingly evil forces.\nIn the hands of any character other than a paladin, this holy\nsword will perform only as a sword +2. In the hands of a paladin, however, it creates a magic resistance of 50% in a 5-foot radius, dispels magic in a 5-foot radius at the level of the paladin, and inflicts +10 points of bonus damage upon chaotic evil opponents.}}'},
- {name:'Sword+Format',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sword}}Specs=[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade]{{}}WeapData=[query:swordType,qty:1]{{}}ToHitData=[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1]{{Weapon=}}{{GM Info=}}{{Powers=}}{{Immunity=}}{{Saves=}}{{Size=}}{{Speed=}}{{Attacks=}}{{To-hit=}}{{Damage=}}{{Use=}}{{Looks Like=}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Sword}}{{Speed=[[^^swordType#3^^]]}}{{Size=^^swordType#1^^}}{{Weapon=Magical melee long-blade}}{{Powers=}}{{Protection=}}{{Saves=}}{{To-hit=+, ++ vs ? + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+/++?, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{Looks Like=A standard ^^swordType#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like mythical creatures.}}'},
- {name:'Sword-2-Cursed',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=-2, Cursed}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed]{{}}ToHitData=[w:^^swordType#0^^ -2, +:-2,rc:cursed],[w:^^swordType#0^^ -2 2H, +:-2, rc:cursed]{{}}DmgData=[w:^^swordType#0^^ -2,+:-2],[w:^^swordType#0^^ -2 2H,+:-2]{{}}%{MI-DB|Sword+Format}{{}}{{To-hit=-2 + Str bonus}}{{Damage=-2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes, in which it seems the wielder is not fareing very well.\nThis is a sword that gives off a magical aura and performs well against targets in practice, but when it is used against an opponent in combat it lowers its user\'s attack rolls by -2. Only by careful observation can this lowering be detected.\nAll damage scored is reduced by 2 hit points, but never below a 1 in any event. The sword will always force the character to employ it against enemies, appearing in the character\'s hand. It can be gotten rid of only by means of *limited wish* or *wish* (i.e. *remove curse* is not good enough).}}'},
- {name:'Sword-Cursed-Berserking',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed Berserking}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed, rev:use]{{}}ToHitData=[w:^^swordType#0^^+2, rc:cursed, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦60¦60¦dark¦true ~~target caster¦`{selected¦token_id}¦Berserk-Sword¦99¦0¦You are suffering a berserking curse. Kill everything within 60ft¦screaming \n\\api;attk ~~quiet-modweap `{selected¦token_id}¦Sword-Cursed-Berserking¦melee¦cmd\\clon;\\api;silent],[w:^^swordType#0^^+2, rc:cursed, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦60¦60¦dark¦true ~~target caster¦\\amp#64;{selected¦token_id}¦Berserk-Sword¦99¦0¦You are suffering a berserking curse. Kill everything within 60ft¦screaming \n\\api;attk ~~quiet-modweap \\amp#64;{selected¦token_id}¦Sword-Cursed-Berserking¦melee¦cmd\\clon;\\api;silent]{{}}DmgData=[w:^^swordType#0^^+2,+:2],[w:^^swordType#0^^+2 2H,+:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. Its made of exotic materials and has an extra sharp edge.\nThis performs by every test, save that of the heat of battle, as a +2 magical ^^swordType#0^^. However, in actual battle its wielder will go berserk, attacking the nearest creature and continuing to fight until dead or until no living thing remains within 60 feet. The sword has a +2 bonus and otherwise acts as a *cursed sword +1*. The possessor of a *cursed berserking sword* can be rid of it only if it is exorcised via a *remove curse* spell or *wish*.}}'},
- {name:'Sword-Short-of-Quickness',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Quickness}}Specs=[Shortsword,Melee,1H,Long-blade,Shortsword]{{}}ToHitData=[w:Shortsword of Quickness,pre:1,+:2]{{}}DmgData=[w:Shortsword of Quickness,+:2]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Attacks=1 + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:1d6, L:1d8, + Str bonus}}{{desc=This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.}}'},
- {name:'Sword-Vorpal',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Vorpal}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[msg:If you score a critical hit you will sever your opponent\'s head - the required critical hit is automatically set by attack type]{{}}ToHitData=[w:^^swordType#0^^ vs normal or armoured, +:3, ch:17],[w:^^swordType#0^^ vs normal or armoured, +:3, ch:17],[w:^^swordType#0^^ vs larger than man, +:3, ch:18],[w:^^swordType#0^^ vs larger than man, +:3, ch:18],[w:^^swordType#0^^ vs metal or stone, +:3, ch:19],[w:^^swordType#0^^ vs metal or stone, +:3, ch:19]{{}}DmgData=[w:^^swordType#0^^ vs normal or armoured, +:3],[w:^^swordType#0^^ vs normal or armoured, +:3],[w:^^swordType#0^^ vs larger than man, +:3],[w:^^swordType#0^^ vs larger than man, +:3],[w:^^swordType#0^^ vs metal or stone, +:3],[w:^^swordType#0^^ vs metal or stone, +:3]{{}}%{MI-DB|Sword+Format}{{To-hit=+3 + Str bonus}}{{Damage=+3, severs opponent\'s head on a critical hit, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=A vorpal weapon has a +3 bonus to attack and damage rolls. Check the table below to determine whether an attack roll is good enough to sever the neck/head of the opponent:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Opponent is\\amplt;\\th\\ampgt;\\amplt;th\\ampgt;Modified score to sever*\\amplt;\\th\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;normal/armored\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;19-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;larger than man-sized\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;20-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Solid metal or stone\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;\\table\\ampgt;\n* Considering only the sword\'s bonus of +1.\nNote that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems).}}'},
- {name:'Sword-of-Dancing',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sword of Dancing}}Specs=[Sword-of-Dancing,Melee,1H,Long-blade],[Sword-of-Dancing,Melee,2H,Long-blade]{{}}WeapData=[query:swordType,d:+1|4]{{}}ToHitData=[w:Dancing ^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:Dancing ^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:Dancing ^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:Dancing ^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Sword}}{{Speed=[[^^swordType#3^^]]}}{{Size=^^swordType#1^^}}{{Weapon=Magical melee long-blade}}{{To-hit=+1/2/3/4 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1/2/3/4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{Looks Like=A standard ^^swordType#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'},
- {name:'Sword-of-Life-Stealing',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Life Stealing}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ of Life Stealing, +:2, msg:When rolling damage if asked select the opponent you have just successfully hit to drain a level.],[w:^^swordType#0^^ of Life Stealing, +:2, msg:When rolling damage if asked select the opponent you have just successfully hit to drain a level.]{{}}DmgData=[w:^^swordType#0^^ of Life Stealing, +:2, cmd:!magic --level-change @{target|Select Target|token_id}|-1, msg:Remember to add drained HP (manually and not including damage done by weapon) to yours up to your maximum],[w:^^swordType#0^^ of Life Stealing, +:2, cmd:!magic --level-change @{target|Select Target|token_id}|-1, msg:Remember to add drained HP (manually and not including damage done by weapon) to yours up to your maximum]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2 + Str bonus and drains 1 level of experience, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^}}{{desc=This +2 weapon will eliminate one level of experience (or Hit Die) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20. This function is the same as the level-draining ability of certain undead creatures.\nThe sword wielder can gain as many hit points as an opponent loses to this function of the weapon, up to the maximum number of hit points the character is allowed (i.e., only a character who has suffered loss of hit points can benefit from the function).}}'},
- {name:'Sword-of-Sharpness',type:'melee|magic',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Sharpness}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration]{{}}WeapData=[msg:Considered a +3 weapon for the purposes of who or what can be hit. If you score a critical hit you will sever one of the opponent\'s extremities to be determined by the DM - the required critical hit is automatically set by attack type]{{}}ToHitData=[w:^^swordType#0^^ vs normal or armoured, +:1, ch:18],[w:^^swordType#0^^ vs normal or armoured, +:1, ch:18],[w:^^swordType#0^^ vs larger than man, +:1, ch:19],[w:^^swordType#0^^ vs larger than man, +:1, ch:19],[w:^^swordType#0^^ vs metal or stone, +:1, ch:20],[w:^^swordType#0^^ vs metal or stone, +:1, ch:20],[w:No Light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦none,msg:The sword now emits no light],[w:5ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦weapon,msg:The sword now emits light to 5ft radius],[w:15ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦torch,msg:The sword now emits light to 15ft radius],[w:30ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦hooded,msg:The sword now emits light to 30ft radius]{{}}DmgData=[w:^^swordType#0^^ vs normal or armoured, +:1],[w:^^swordType#0^^ vs normal or armoured, +:1],[w:^^swordType#0^^ vs larger than man, +:1],[w:^^swordType#0^^ vs larger than man, +:1],[w:^^swordType#0^^ vs metal or stone, +:1],[w:^^swordType#0^^ vs metal or stone, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1 + Str bonus, counted as +3 regarding who or what can be hit}}{{Damage=+1, severs an extremity on a critical hit, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This weapon is treated as +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. Its power is great, however, for on a very high attack roll, it will sever an extremity—arm, leg, neck, tail, tentacle, whatever (but not head) determined by random dice roll:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Opponent is\\amplt;\\th\\ampgt;\\amplt;th\\ampgt;Modified score to sever*\\amplt;\\th\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;normal/armored\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;19-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;larger than man-sized\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;20-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Solid metal or stone\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;\\table\\ampgt;\n* Considering only the sword\'s bonus of +1.\nA sword of sharpness will respond to its wielder\'s desire with respect to the light it sheds—none, a 5-foot circle of dim illumination, a 15-foot light, or a 30-foot radius glow equal to a light spell.}}'},
- {name:'Sword-of-Wounding',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Wounding}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ of Wounding, +:1, msg:If you hit select target to wound when asked],[w:^^swordType#0^^ of Wounding, +:1, msg:If you hit select target to wound when asked]{{}}DmgData=[w:^^swordType#0^^ of Wounding, +:1,msg:These wounds can only be healed by natural means (rest etc) and cannot be healed by any potion spell or other magical means short of a *wish*,cmd:!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Wounding|#10|-1|Magically wounded and loosing 1HP per round|half-heart],[w:^^swordType#0^^ of Wounding, +:1,msg:These wounds can only be healed by natural means (rest etc) and cannot be healed by any potion spell or other magical means short of a *wish*,cmd:!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Wounding|#10|-1|Magically wounded and loosing 1HP per round|half-heart]{{}}%{MI-DB|Sword+Format}{{To-hit=+1 + Str bonus}}{{Damage=+1 and another 1HP per wound/round for 10 rounds, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with images of ever-flowing blood which magically seem to move as the blade is tilted.\nThis is a sword of only +1 bonus, but any hit made with it cannot be healed by *regeneration*. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword.\nThus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn).\nDamage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a wish. Note that successive wounds will damage in the same manner as the first.}}'},
- {name:'Sword-of-the-Planes',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of the Planes}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],[w:^^swordType#0^^ vs. Astral-Etherial, +:4]{{}}DmgData=[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],{{}}%{MI-DB|Sword+Format}{{To-hit=+1/2/3/4 + Str bonus}}{{Damage=+1/2/3/4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This magical weapon has a base bonus of +1 on the Prime Material Plane, but on any Inner Plane its bonus increases to +2. (The +2 bonus also applies on the Prime Material Plane when the weapon is used against opponents from the Inner Planes.) Similarly, when used on an Outer Plane or against creatures from the Outer Planes, the sword becomes a +3 weapon. Finally, it operates as a +4 weapon on the Astral or Ethereal Plane or when used against opponents from either of those planes.}}'},
- {name:'Throwing-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Throwing Axe}}{{subtitle=Axe}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee \\amp thrown axe}}Specs=[Throwing Axe,Melee,1H,Axe],[Throwing Axe,Ranged,1H,Axe]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Throwing Axe,sb:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4],[w:Throwing Axe,sb:1,db:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,sp:4]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Throwing Axe,sb:1,+:0,SM:1d6,L:1d4],[]{{Ammo=+0, SM:1d6, L:1d4, + Str bonus}}AmmoData=[w:Throwing Axe,t:Throwing Axe,st:Axe,sb:1,+:0,SM:1d6,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Throwing Axe,+:0,r:1/2/3]{{desc=This is a normal Hand- or Throwing-Axe. The blade is extra sharp and it is well balanced, but nothing special.}}'},
- {name:'Throwing-Dagger+1',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+1}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+1,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+1,+:1]{{}}RangeData=[t:Dagger,+:1]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +1 when thrown, + Str \\amp Dex bonus}}{{Ammo=+1, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +1 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
- {name:'Throwing-Dagger+2',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+2,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+2,+:2]{{}}RangeData=[t:Dagger,+:2]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +2 when thrown, + Str \\amp Dex bonus}}{{Ammo=+2, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +2 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
- {name:'Throwing-Dagger+3',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+3}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+3,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+3,+:3]{{}}RangeData=[t:Dagger,+:3]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +3 when thrown, + Str \\amp Dex bonus}}{{Ammo=+3, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +3 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
- {name:'Throwing-Dagger+4',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+4}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+4,+:0]{{}}DmgData=[w:Throwing Dagger+0,sb:1,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+4,t:Dagger,st:Dagger,sb:1,+:4]{{}}RangeData=[t:Dagger,+:4]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +4 when thrown, + Str \\amp Dex bonus}}{{Damage=+0, vs SM:1d4, L:1d3, + Str bonus}}{{Ammo=+4, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +4 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
- {name:'Throwing-Dagger-Cursed',type:'melee|ranged',ct:'2',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dagger,Melee,1H,Short-blade,Cursed-Throwing-Dagger],[Dagger,Ranged,1H,Throwing-blade,Cursed-Throwing-Dagger]{{}}%{MI-DB|Cursed-Throwing-Dagger}'},
- {name:'Throwing-axe+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Throwing Axe+1}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown axe}}Specs=[Throwing-Axe,Melee,1H,Axe],[Throwing-Axe,Ranged,1H,Throwing-blade]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Throwing Axe+1,sb:1,+:1,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,r:3,sp:4],[w:Throwing Axe+1,sb:1,db:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,sp:4,r:-/1/2/3]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Throwing Axe+1,sb:1,+:1,SM:1d6,L:1d4],[]{{Ammo=+1, vs SM:1d6, L:1d4, + Str bonus}}AmmoData=[w:Throwing Axe,t:Throwing-Axe,sb:1,+:1,SM:1d6,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Throwing-Axe,+:1,r:-/1/2/3]{{desc=A standard Throwing Axe of fine quality, good enough to be enchanted to be a +1 magical weapon}}'},
- {name:'Titan-Special-Attack',type:'melee|ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Titan Special Attack}}{{subtitle=Special Attack}}{{Speed=[[10]]}}{{Size=N/A}}{{Weapon=Some Titans kick, some punch, others use a breath attack, lightning, etc.}}Specs=[Titan-Special-Attack,Melee,1H,Titan-Special-Attack],[Titan-Special-Attack,Ranged,1H,Titan-Special-Attack]{{To-hit=+0 no str bonus}}ToHitData=[w:Titans Special Melee Attack,dx:0,sb:0,+:0,n:1/2, ty:SPB,sp:10,r:1000,rc:uncharged],[w:Titans Special Ranged Attack,dx:0,sb:0,+:0,n:1/2, ty:SPB,sp:10,rc:uncharged]{{Attacks=one every two rounds, either Melee or Ranged}}DmgData=[w:Titan Special Attack,sb:0,+:0,SM:10*1d6,L:10*1d6],[]{{Damage=10 to 60 HP damage}}AmmoData=[w:Titans Special Ranged Attack,t:Titan-Special-Attack,st:Titan-Special-Attack,sb:0, ru:1,+:0,SM:10*1d6,L:10*1d6]{{Range=Special}}RangeData=[t:Titan-Special-Attack,r:1000/2000/3000]{{desc=Titans may choose to make a single other attack in a round. This form of special attack is so destructive and deadly, that a titan will use it only if there are no other options left open. The form of each titan\'s attack will be different (some kick, some punch, others use a breath attack, lightning, etc.), but the effect is the same for each. The special attack inflicts 10-60 points of damage per hit and can be used every other round. These mighty attacks have been known to destroy buildings and sink ships.}}'},
- {name:'Trident-of-Fish-Command',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Fish Command}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Enchantment-Charm]{{}}WeapData=[w:Trident of Fish Command,sp:7,rc:rechargeable]{{}}ToHitData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:0],[w:Fish Command,desc:Fish-Command,sp:1,lv:6,c:1]{{}}DmgData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[]{{}}AmmoData=[w:Trident Fish Command,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Fish Command}}{{desc=This three-tined fork atop a stout 6-foot long rod appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60-foot radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident.\nIn addition to ordinary fish, the trident affects sharks and eels. It doesn\'t affect molluscs, crustaceans, amphibians, reptiles, mammals, and similar sorts of non-piscine marine creatures. A school of fish should be checked as a single entity.\nA trident of this type contains 1d4+16 charges. It is otherwise a +1 magical weapon.}}'},
- {name:'Trident-of-Submission',type:'melee|ranged',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Submission}}Specs=[Trident of Submission,Melee,1H,Spears,Trident],[Trident of Submission,Melee,2H,Spears,Trident],[Trident of Submission,Ranged,1H,Throwing-Spears,Trident]{{}}WeapData=[w:Trident of Submission,qty:16+1d4,sp:7,rc:rechargeable]{{}}ToHitData=[w:Trident of Submission,+:1,c:1],[w:Trident of Submission,+:1,c:1],[w:Trident of Submission,+:1,c:1]{{}}DmgData=[w:Trident of Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds],[w:Trident of Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds],[]{{}}AmmoData=[w:Trident of Submission,t:Trident-of-Submission,st:Trident-of-Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds]{{}}RangeData=[t:Trident-of-Submission,+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus, + possibly make opponent surrender}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus, + possibly make opponent surrender}}{{desc=A weapon of this nature appears unremarkable, exactly as any normal trident. The wielder of a trident of submission causes any opponent struck to save vs. spell. If the opponent fails to save, it must check morale the next round instead of attacking; if morale is good, the opponent may act normally next round, but if it is poor, the opponent will cease fighting and surrender, overcome with a feeling of hopelessness. The duration of this hopelessness is 2-8 rounds. Thereafter the creature is normal once again. The trident has 17-20 charges. A trident of this type is a +1 magical weapon.}}'},
- {name:'Trident-of-Warning',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Warning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Divination]{{}}WeapData=[w:Trident of Warning,sp:7,sz:L,rc:rechargeable]{{}}ToHitData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[w:Trident of Warning,+:0],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range]{{}}DmgData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[]{{}}AmmoData=[w:Trident of Warning,+:2]{{}}RangeData=[+:3]{{}}%{MI-DB|Trident}{{subtitle=Magical Spear}}{{To-hit=+2 + Str \\amp Dex bonuses}}{{Damage=+2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+2, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Aquatic Hostiles detection}}{{desc=A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon}}'},
- {name:'Trident-of-Yearning',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Yearning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident]{{}}WeapData=[w:Trident of Yearning, rc:cursed, on:\\api;magic ~~message `{selected|token_id}|Trident of Yearning|You feel an overwhelming desire to immerse yourself in as great a depth of water as possible. This unquenchable longing causes you to proceed immediately toward the largest/deepest body of water - one that is sufficient to completely cover your person. Once there you will immerse yourself permanently \n\\api;rounds ~~target caster¦`{selected¦token_id}¦Yearning for Water¦99¦0¦Proceeding to water for immersion¦chained-heart]{{}}ToHitData=[w:Trident of Yearning,+:-2],[w:Trident of Yearning,+:-2]{{}}DmgData=[w:Trident of Yearning,+:-2],[w:Trident of Yearning,+:-2]{{}}%{MI-DB|Trident}{{subtitle=Cursed Spear}}{{To-hit=-2 + Str bonuses, cursed}}{{Damage=-2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{desc=A *trident of yearning* looks exactly like any normal trident, and its aura is indistinguishable from that of other enchanted weapons of this sort. Any character grasping this type of trident immediately feels an overwhelming desire to immerse himself in as great a depth of water as possible. This unquenchable longing causes the affected character to proceed immediately toward the largest/deepest body of water—in any event, one that is sufficient to completely cover his or her person. Once there, he will immerse himself permanently.\nThe character cannot loose his grip on the trident, and only a *water breathing* spell (after submersion) or a *wish* will enable the character to do so. The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater.}}'},
- {name:'Vorpal-Sword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal],[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal],[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal]{{}}%{MI-DB|Sword-Vorpal}'},
+ {name:'Scimitar-of-Speed',type:'melee',ct:'5',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Speed}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[gp:6000]{{}}ToHitData=[w:Scimitar of Speed,pre:1,+:2,n:3/2],[w:Hilt Punch of Speed,pre:1,+:2,n:3/2]{{}}DmgData=[w:Scimitar of Speed,+:2],[w:Hilt Punch of Speed,+:2]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Attacks=By level \\amp specialisation + extra 1/2, Slashing}}{{Damage=+2, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch 1d3 + Str bonus}}{{desc=This is a magical sword. usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder\'s figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to three attacks per two rounds. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).}}'},
+ {name:'Scimitar-of-Speed+',type:'melee',ct:'5',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Speed +^^weapPlus#1^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar-of-Speed],[Scimitar,Melee,1H,Long-blade,Scimitar-of-Speed]{{}}WeapData=[query:weapPlus=Roll d100 to define plus|01-75%%2/6000|76-88%%1/5000|89-95%%3/7000|96-98%%4/8000|99-00%%5/9000,+:^^weapPlus#1^^,gp:^^weapPlus#2^^]{{}}ToHitData=[+:^^weapPlus#1^^],[+:^^weapPlus#1^^]{{}}DmgData=[+:^^weapPlus#1^^],[+:^^weapPlus#1^^]{{}}%{MI-DB|Scimitar-of-Speed}{{To-hit=+^^weapPlus#1^^ + Str bonus}}{{Damage=+^^weapPlus#1^^, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch 1d3 + Str bonus}}'},
+ {name:'Shortsword-of-Quickness',type:'melee',ct:'3',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Shortsword,Melee,1H,Long-blade,Sword-Short-of-Quickness]{{}}%{MI-DB|Sword-Short-of-Quickness}'},
+ {name:'Sling-of-Seeking+2',type:'ranged',ct:'7',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Seeking+2}}Specs=[Sling,Ranged,1H,Slings,Sling],[Sling,Ranged,2H,Slings,Sling]{{}}WeapData=[gp:1400]{{}}ToHitData=[w:Sling of Seeking,+:2,msg:Imparts a notional +1 to ammo with respect to whether or not certain creatures are affected by the weapon],[w:Sling of Seeking,+:2,msg:Imparts a notional +1 to ammo with respect to whether or not certain creatures are affected by the weapon]{{}}%{MI-DB|Sling}{{subtitle=Magical Ranged Weapon}}{{To-hit=+2 + Dex bonus, and the +2 is also added to damage}}{{desc=A sling, made of supple leather. This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of "+1 or better weapon to hit" means the creature is vulnerable to normal missiles from this sling).\nCan be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'},
+ {name:'Spear+1-Biting',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'480',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Biting}}Specs=[spear,melee,1H,spears,spear],[spear,melee,2H,spears,spear],[spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[qty:1,gp:480,cmd:!modattr ~~charid `{selected¦character_id} ~~silent ~~spear-biter-count|+1\\amp#13;!magic ~~message gm¦`{selected¦token_id}¦Cursed Backbiting Spear¦This spear will become a \\lbrak;cursed backbiter\\rbrak;\\lpar;\\api;attk \\amp#45;~blank-weapon `{selected¦token_id}\\amp#124;Spear-Biter+1\\amp#124;silent \\amp#13;\\api;magic ~\\amp#45;add-mi `{selected¦token_id}\\amp#124;Spear+1-Biting\\amp#124;Spear-Cursed-Backbiter\\amp#124;1\\amp#124;0\\amp#124;NOCURSE\\amp#124;SILENT ~\\amp#45;message gm\\amp#124;`{selected¦token_id}\\amp#124;Spear Cursed Backbiter\\amp#124;The spear has changed into a new cursed backbiting weapon\\amp#13;\\api;delattr \\amp#45;~charid `{selected¦character_id} \\amp#45;~silent \\amp#45;~spear-biter-count\\rpar; ^^spear-biter-count^^ in 20 \\lpar;roll low\\rpar;. d20 roll = \\lbrak;\\lbrak;1d20\\rbrak;\\rbrak;]{{}}ToHitData=[w:Spear+1,+:1,ru:0],[w:Spear 2H +1,+:1,ru:0],[w:Spear+1,+:1,ru:0]{{}}DmgData=[w:Spear+1,+:1],[w:Spear 2H +1,+:1,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear+1,ru:0,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Spear}{{subtitle=Magical Spear}}{{To-Hit=+1 + str \\amp dex bonuses}}{{Damage=+1, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+1, vs SM:1d6, L:1d8, + str bonus}}{{GM Info=This item appears to be a *perfectly normal* +1 spear. However, each use (whether it hits or not) will increment a counter which is displayed to the GM only. Once the GM rolls under that number with a d20 (or whenever the GM wants, really) the GM can press the displayed button to turn this weapon into a *Spear, Cursed Backbiter* without the player being aware}}{{desc=This appears to be a +1 spear. The point is extra sharp and it is brilliantly balanced, but perhaps there is something odd about it?}}'},
+ {name:'Spear-Cursed-Backbiter',type:'melee|hide|ranged',ct:'6',charge:'Cursed',cost:'480',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cursed Backbiter}}Specs=[spear,melee|hide,1H,spears,spear],[spear,melee|hide,2H,spears,spear],[spear,ranged|hide,1H,throwing-spears,spear]{{}}WeapData=[rc:Cursed,gp:480,msg:Aarrrgh! The spear tried to stab ***you** in the back* rather than your opponent! Did it hit you (without shield of dexterity bonus)?]{{}}ToHitData=[w:Spear+1 Biting,+:1,ru:1,rc:cursed],[w:Spear+1 Biting 2H,+:1,ru:1,rc:cursed],[w:Spear+1 Biting,+:1,ru:1,rc:cursed,msg:Aarrrgh! The spear flew round in a circle and tried to hit ***you** in the back* rather than your opponent! Did it hit you (without shield of dexterity bonus)?]{{}}DmgData=[w:Spear+1 Biting,+:1,msg:This is damage to ***you*** if it hit your back\'s AC],[w:Spear+1 Biting 2H,+:1,msg:This is damage to ***you*** if it hit your back\'s AC],[]{{}}AmmoData=[w:Spear+1 Biting,+:1,ru:1,SM:2d6,L:2d8,msg:This is damage to ***you*** if it hit your back\'s AC]{{}}%{MI-DB|Spear}{{subtitle=Cursed Spear}}{{To-Hit=+1 + str \\amp dex bonuses}}{{Attacks=Backbiting \\amp Cursed, 1 per round + level \\amp specialisation, Piercing}}{{Damage=+1, Cursed \\amp Backbiting, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+1, Cursed \\amp Backbiting, vs SM:2d6, L:2d8, + str bonus}}{{GM Info=It is recommended that this item *is not* used - instead use the item called *Spear+1-Biting*. This will count uses, messaging the GM the number after each use, with an optional button to replace the item with this one if the dice roll indicates that should happen. The player will not be aware of the change unless or until the hidden item is revealed using the GM\'s [Add Items] dialog}}{{desc=This is to all tests a magical spear with a +1 bonus. It may even function normally in combat against a deadly enemy, but each time it is used in melee against a foe, there is a one in 20 cumulative chance that it will function against its wielder. Once it begins functioning in this way, you can\'t get rid of it without a remove curse spell. The character always seems to find the spear in his hand despite his best efforts or intentions.\nWhen the curse takes effect, the spear curls around to strike its wielder in the back, negating any shield and Dexterity bonuses to Armor Class, and inflicting normal damage. The curse even functions when the spear is hurled, but if the wielder has hurled the spear, the damage done to the hurler will be double. Once the spear has returned to him, the character will again find himself compelled to use the spear.}}'},
+ {name:'Stun-Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stun Dart}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Dart,Ranged,1H,Stun Dart,Dart]{{To-hit=+2, + Str \\amp Dex bonuses}}ToHitData=[w:Stun Dart,sb:1,db:1,+:2,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}AmmoData=[w:Stun Dart,t:Stun Dart,st:Stun Dart,sb:1,+:0,SM:1d3,L:1d2, msg:Releases \\lbrak;Stun Gas\\rbrak;\\lpar;!rounds ~~aoe \\amp#64;{target\\vbar;Who was hit and breathes the gas?\\vbar;token_id}\\vbar;circle\\vbar;feet\\vbar;0\\vbar;5\\vbar;5\\vbar;acid\\vbar;true ~~target area¦^^tid^^¦\\amp#64;{target\\vbar;Who was hit and breathes the gas?\\vbar;token_id}\\vbar;Stun dart gas\\vbar;1\\vbar;-1\\vbar;Stunned for 1 round - followed by 4 rounds slowed\\vbar;lightning-helix\\rpar; which stuns the victims for 1 round, and then slows them for 4 more rounds]{{Range=S:10, M:20, L:40}}RangeData=[t:Dart,+:0,r:1/2/4]{{desc=Deep Gnomes make and wield stun darts, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds.}}'},
+ {name:'Sun-Blade',type:'melee|magic',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sun Blade}}{{}}Specs=[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Magic,0H,Alteration]{{}}WeapData=[w:Sun Blade,rc:uncharged,gp:6000,wt:10,ns:1],[cl:PW,w:Sunray,sp:3,lv:6,pd:1]{{}}ToHitData=[w:Sunblade +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade vs Evil,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade 2H +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunblade 2H vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunblade 2H vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunray,pw:Sunray,sp:3,lv:6]{{}}DmgData=[w:Sunblade+2,sb:1,+:2,SM:1d8,L:1d12],[w:Sunblade vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Sunblade vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8],[w:Sunblade 2H +2,sb:1,+:2,SM:1d8,L:1d12],[w:Sunblade 2H vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Sunblade 2H vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8]{{subtitle=Magic Sword}}{{Speed=[[3]]}}{{Size=Special (feels like a Shortsword)}}{{Weapon=1 or 2 handed melee Long or Short blade}}{{To-hit=+2, +4 vs Evil + Str Bonus}}{{Attacks=1 per round}}{{Damage=+2, +4 vs Evil, double vs. Negative Plane or those drawing power from there, + 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{Looks Like=The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.\nSome bastard swords are equipped with knuckle guards, and others have asymmetrical pommels shaped like animal or bird heads.\nThis is a particularly fine bastard sword, with precious metals and interesting ornamental stones decorating the hilt and guard}}{{desc=This sword is the size of a bastard sword. However, its enchantment enables the *sun blade* to be wielded as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use (i.e., the weapon appears to all viewers to be a bastard sword, and inflicts bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a *sun blade*.\nIn normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its bonus is +4. Against Negative Energy Plane creatures or those drawing power from that plane (such as certain undead), the sword inflicts double damage.\nFurthermore, the blade has a special *sunray* power. Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All *sun blades* are of good alignment.}}'},
+ {name:'Sword+1+2-vs-magic-using+enchanted-creatures',type:'melee',ct:'0',charge:'uncharged',cost:'1200',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+2 vs Magic Using and Enchanted Creatures}}Specs=[Sword+1+2,Melee,1H,Long-blade,Sword+Format],[Sword+1+2,Melee,2H,Long-blade,Sword+Format],[Sword+1+2,Melee,1H,Long-blade,Sword+Format],[Sword+1+2,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:1200]{{}}ToHitData=[w:^^swordType#0^^ vs MU+Enchanted, +:2],[w:^^swordType#0^^ vs MU+Enchanted, +:2],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs others, +:1]{{}}DmgData=[w:^^swordType#0^^+2 vs MU+Enchanted, +:2],[w:^^swordType#0^^+2 vs MU+Enchanted, +:2],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +2 vs magic using \\amp enchanted + Str bonus}}{{Damage=+1/+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like wizards and mythical beasts.\nThis sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.}}'},
+ {name:'Sword+1+3-vs-Regenerating',type:'melee',ct:'0',charge:'uncharged',cost:'1600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Regenerating Creatures}}Specs=[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format],[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:1600]{{}}ToHitData=[w:^^swordType#0^^ vs Regenerating, +:3],[w:^^swordType#0^^ vs Regenerating, +:3],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+3 vs Regenerating, +:3],[w:^^swordType#0^^+3 vs Regenerating, +:3],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1],{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +3 vs Regenerating Creatures + Str bonus}}{{Damage=+1/+3, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like trolls.\nThis will give the +3 bonus to its wielder even when the regenerating creature does so because of a magical device—such as a ring of regeneration.}}'},
+ {name:'Sword+1+3-vs-lycanthropes+shape-changers',type:'melee',ct:'0',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Lycanthropes \\amp Shape Changers}}Specs=[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format],[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:1400]{{}}ToHitData=[w:^^swordType#0^^ vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^ vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+3 vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^+3 vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +3 vs Lycanthrope+Shape Change + Str bonus}}{{Damage=+1/+3, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like wolfmen.\nThis gives its +3 against werecreatures—those able to assume the form of another creature (such as a vampire or a druid), or any creature under the influence of a polymorph or shape change spell.}}'},
+ {name:'Sword+1+4-vs-Reptiles',type:'melee',ct:'0',charge:'uncharged',cost:'1600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Reptiles}}Specs=[Sword+1+4,Melee,1H,Long-blade,Sword+Format],[Sword+1+4,Melee,2H,Long-blade,Sword+Format],[Sword+1+4,Melee,1H,Long-blade,Sword+Format],[Sword+1+4,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:1600]{{}}ToHitData=[w:^^swordType#0^^ vs Reptiles, +:4],[w:^^swordType#0^^ vs Reptiles, +:4],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+4 vs Reptiles, +:4, +:4],[w:^^swordType#0^^+4 vs Reptiles, +:4, +:4],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +4 vs Reptiles + Str bonus}}{{Damage=+1/+4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like dragons.\nthis gives the +4 against such creatures as dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc.}}'},
+ {name:'Sword+1-Cursed',type:'melee',ct:'0',charge:'cursed',cost:'490',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1, Cursed}}Specs=[Sword+1,Melee,1H,Long-blade,Sword+Format],[Sword+1,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed,gp:490]{{}}ToHitData=[w:^^swordType#0^^+1, rc:cursed],[w:^^swordType#0^^+1 2H, rc:cursed]{{}}DmgData=[w:^^swordType#0^^+1,+:1],[w:^^swordType#0^^+1 2H,+:1]{{}}%{MI-DB|Sword+Format}{{}}{{To-hit=+1 + Str bonus}}{{Damage=+1, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes between what might be berserk fighters.\nThis performs in all respects as a +1 weapon, but when its wielder is faced by an enemy, the sword will weld itself to the character\'s hand and force him to fight until the enemy or the wielder is slain. Thereafter, the possessor can loose, but never rid himself of, the cursed sword. No matter what is done, it will appear in his hand whenever an opponent is faced. The character can be freed of the weapon only by a *remove curse* spell.}}'},
+ {name:'Sword+1-Flame-tongue',type:'melee',ct:'0',charge:'uncharged',cost:'1800',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Flame Tongue\n+2 vs regenerating\n+3 vs cold using, inflammable or avian\n+4 vs undead}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:1800]{{}}ToHitData=[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Others, +:1],[w:Flame Tongue vs Others, +:1]{{}}DmgData=[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Others, +:1],[w:Flame Tongue vs Others, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +2 vs regenerating creatures,\n+3 vs Cold-using, inflammable or avian creatures,\n+4 vs Undead,\nall + Str bonus}}{{Damage=+1/+2/+3/+4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a very special sword. It is etched with dramatic battle scenes against all sorts of different creatures: you would not want to be in that battle without this sword!\nThis sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against creatures that can regenerate, a +3 bonus when fighting cold-using, inflammable or avian creatures, and +4 when tackling undead of all types.\nIt will flame \\amp shed light when its possessor speaks a command word or phrase. When activated, the flame tongue sword\'s fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).}}'},
+ {name:'Sword+1-Luck-Blade',type:'melee',ct:'0',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Luck Blade}}Specs=[Sword,Melee,1H,Long-blade],[Sword,Melee,2H,Long-blade]{{}}WeapData=[query:swordType,svall:+1,rules:+inHand,gp:2000,wt:^^swordType#12^^,st:^^swordType#11^^]{{}}ToHitData=[w:^^swordType#0^^+1, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:1,n:1,ch:20,cm:1,r:5][w:^^swordType#0^^+1, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:1,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:^^swordType#0^^+1, SM:^^swordType#4^^, L:^^swordType#5^^,+:1,sb:1],[w:^^swordType#0^^+1, SM:^^swordType#9^^, L:^^swordType#10^^,+:1,sb:1]{{}}%{MI-DB|Sword+Format}{{Saves=This weapon also gives +1 to all saving throws while in-hand}}{{To-hit=+1 + Str bonus}}{{Damage=+1, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this weapon will also automatically hide as a standard weapon of its type when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.\nThis *Luck Blade* has 1d4+1 wishes. The GM should roll to see how many and then keep that number hidden}}{{desc=This is a special sword. It is etched with amazing and almost unbelievable acts of battle e.g. on one side of the blade a lone fighter faces a horde of hundreds, and on the other the fighter faces a field of snuffling pigs!\nThis sword always provides a +1 bonus. It even gives a +1 bonus to all saving throws but *only while held in-hand*.\nThe unknowable possibility which makes this sword much desired is *"does it grant any wishes...?"*}}'},
+ {name:'Sword+2-Dragon-Slayer',type:'melee',ct:'0',charge:'uncharged',cost:'1800',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 ^^dragonType#1^^ Dragon Slayer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[query:swordType$$dragonType=Which dragon does this sword slay?|1 Black%%Black|2 Blue%%Blue|3 Brass%%Brass|4 Bronze%%Bronze|5 Copper%%Copper|6 Gold%%Gold|7 Green%%Green|8 Red%%Red|9 Silver%%Silver|10 White%%White,gp:1800]{{}}ToHitData=[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4],[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs others, +:2],[w:Dragon Slayer vs others, +:2]{{}}DmgData=[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4, sm:3*^^swordType#4^^, l:3*^^swordType#5^^],[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4, sm:3*^^swordType#9^^, l:3*^^swordType#10^^],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs others, +:2],[w:Dragon Slayer vs others, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +4 vs dragons + Str bonus}}{{Damage=+2, +4 vs dragons, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, vs ^^dragonType#1^^ dragons does tripple damage, + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against a ^^dragonType#1^^ dragon.\nThis sword always provides a +2 bonus. This has a +4 bonus against any sort of true dragon. It inflicts triple damage against one sort of dragon. Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment.}}'},
+ {name:'Sword+2-Giant-Slayer',type:'melee',ct:'0',charge:'uncharged',cost:'1800',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 Giant Slayer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:1800]{{}}ToHitData=[w:Giant Slayer vs true Giant, +:3],[w:Giant Slayer vs true Giant, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs others, +:2],[w:Giant Slayer vs others, +:2]{{}}DmgData=[w:Giant Slayer vs true Giant, +:3, sm:2*^^swordType#4^^, l:2*^^swordType#5^^],[w:Giant Slayer vs true Giant, +:3, sm:2*^^swordType#9^^, l:2*^^swordType#10^^],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs others, +:2],[w:Giant Slayer vs others, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +3 vs Giants \\amp giant creatures + Str bonus}}{{Damage=+2, +3 vs Giants \\amp giant creatures, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, vs true Giants does double damage, + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against several Giants and giant creatures.\nThis sword always provides a +2 bonus. This has a +3 bonus against giant, giant-kin, ettin, ogre mage, or titan. It inflicts double damage against true Giants (hill, stone, frost, fire, cloud, storm).}}'},
+ {name:'Sword+2-Nine-Lives-Stealer',type:'melee',ct:'0',charge:'single-uncharged',cost:'3200',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2, Nine Lives Stealer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[query:swordType,qty:9,gp:3200,rc:single-uncharged, msg:If a Critical Hit is achieved the opponent must save vs spell or \\lbrak;they are slain\\rbrak;\\lpar;!magic ~~mi-charges `{selected¦token_id}¦-1¦Sword+2-Nine-Lives-Stealer¦¦charged¦The opponent\'s life has been stolen¦The sword is sated and can steal no more lives. Just do damage\\rpar;. Only nine lives can be stolen this way. If the save is made damage is still done and no charge is lost.]{{}}ToHitData=[w:Life Stealer+2, +:2, c:0],[w:Life Stealer+2, +:2, c:0]{{}}DmgData=[w:^^swordType#0^^+2, +:2],[w:^^swordType#0^^+2,+:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus,\nplus up to nine lives will be stolen when critical hits are scored}}{{desc=This is a special sword. Its hilt is bound in black velvet and leather, with stones of jet set into the guard. It is etched with images of hard life and sudden death.\nThis sword always provides a +2 bonus, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder\'s attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.}}'},
+ {name:'Sword+3-Frost-Brand',type:'melee|magic',ct:'0',charge:'uncharged',cost:'3200',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3 Frost Brand}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Magic,1H|2H,Long-blade,Sword+Format]{{}}WeapData=[gp:3200]{{}}ToHitData=[w:Frost Brand vs fire using or dwelling, +:6],[w:Frost Brand vs fire using or dwelling, +:6],[w:Frost Brand vs others, +:3],[w:Frost Brand vs others, +:3],[w:Extinguish Fire, msg:Attempting to extinguish a fire. Roll \\lbrak;1d100\\rbrak;\\lpar;!\\cr;\\ampamp;#47;r 1d100\\rpar; and get less than 51% to \\lbrak;Extinguish fire\\rbrak;\\lpar;\\api;rounds ~~aoe \\amp#64;{selected|token_id}¦circle¦feet¦0¦20¦20¦cold¦true\\rpar;]{{}}DmgData=[w:^^swordType#0^^ vs fire using or dwelling, +:6],[w:^^swordType#0^^ vs fire using or dwelling, +:6],[w:^^swordType#0^^ vs others, +:3],[w:^^swordType#0^^ vs others, +:3]{{}}%{MI-DB|Sword+Format}{{Powers=50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius - including a *wall of fire* but excluding a *fireball, meteor swarm*, or *flame strike*. To use this power, take the *Frost Brand* in-hand, attack with it and choose the *Extinguish Fire* attack to see the area of effect.}}{{Immunity=Equivalent to a *Ring of Fire Resistance*}}{{To-hit=+3, +6 vs fire using or dwelling creatures + Str bonus}}{{Damage=+3, +6 vs fire using or dwelling creatures, \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers.}}{{desc=This is a special sword. It is etched with scenes of fire and ice.\nThis sword always provides a +3 bonus. The +6 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a *ring of fire resistance*.\nThe frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius including a *wall of fire* but excluding a *fireball, meteor swarm*, or *flame strike*.}}'},
+ {name:'Sword+4-Defender',type:'melee',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4 Defender}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:6000,on:!attk --set-mods @{selected|token_id}|add|AC+0|Sword+4 Defender|+:0, off:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender]{{}}ToHitData=[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+4 Defender|+\\clon;0,msg:The Defender sword has been set to +4 on attack and +0 on defense],[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+4 Defender|+\\clon;0,msg:The Defender sword has been set to +4 on attack and +0 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+4 Defender|+\\clon;1,msg:The Defender sword has been set to +3 on attack and +1 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+4 Defender|+\\clon;1,msg:The Defender sword has been set to +3 on attack and +1 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+4 Defender|+\\clon;2,msg:The Defender sword has been set to +2 on attack and +2 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+4 Defender|+\\clon;2,msg:The Defender sword has been set to +2 on attack and +2 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+4 Defender|+\\clon;3,msg:The Defender sword has been set to +1 on attack and +3 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+4 Defender|+\\clon;3,msg:The Defender sword has been set to +1 on attack and +3 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+4 Defender|+\\clon;4,msg:The Defender sword has been set to +0 on attack and +4 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+4 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+4 Defender|+\\clon;4,msg:The Defender sword has been set to +0 on attack and +4 on defense]{{}}DmgData=[w:Defender+4,+:4],[w:Defender+4,+:4],[w:Defender+3,+:3],[w:Defender+3,+:3],[w:Defender+2,+:2],[w:Defender+2,+:2],[w:Defender+1,+:1],[w:Defender+1,+:1],[w:Defender+0,+:0],[wDefender+0,+:0]{{}}%{MI-DB|Sword+Format}{{Powers=When fighting an opponent using a melee weapon (not any sort of ranged attack) the wielder can choose to use all, some or none of the magical bonus of this sword to improve their armour class. Select an attack other than a +4 to achieve this. If hit by a missile weapon the character\'s AC should (manually) be considered to be their original AC}}{{To-hit=+0 to +4 (depending on split with AC) + Str bonus}}{{Damage=+0 to +4 (depending on split with AC), \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers. Selecting any attack other than +4 will alter AC appropriately. When facing ranged attacks the +4 option should be used, or the weapon should be sheathed (removed from any hand in the *attk menu \\gt change weapon* dialog}}{{desc=This gives its wielder the option of using all, some, or none of the +4 bonus in defense (improving his Armor Class) against any opponent using a handheld weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round.}}'},
+ {name:'Sword+5-Defender',type:'melee',ct:'0',charge:'uncharged',cost:'7200',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4 Defender}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:7200,on:!attk --set-mods @{selected|token_id}|add|AC+0|Sword+5 Defender|+:0, off:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender]{{}}ToHitData=[w:Defender+5,+:5,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+5 Defender|+\\clon;0,msg:The Defender sword has been set to +5 on attack and +0 on defense],[w:Defender+5,+:5,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+0|Sword+5 Defender|+\\clon;0,msg:The Defender sword has been set to +5 on attack and +0 on defense],[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+5 Defender|+\\clon;1,msg:The Defender sword has been set to +4 on attack and +1 on defense],[w:Defender+4,+:4,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+1|Sword+5 Defender|+\\clon;0,msg:The Defender sword has been set to +4 on attack and +1 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+5 Defender|+\\clon;2,msg:The Defender sword has been set to +3 on attack and +2 on defense],[w:Defender+3,+:3,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+2|Sword+5 Defender|+\\clon;2,msg:The Defender sword has been set to +3 on attack and +2 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+5 Defender|+\\clon;3,msg:The Defender sword has been set to +2 on attack and +3 on defense],[w:Defender+2,+:2,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+3|Sword+5 Defender|+\\clon;3,msg:The Defender sword has been set to +2 on attack and +3 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+5 Defender|+\\clon;4,msg:The Defender sword has been set to +1 on attack and +4 on defense],[w:Defender+1,+:1,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+4|Sword+5 Defender|+\\clon;4,msg:The Defender sword has been set to +1 on attack and +4 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+5|Sword+5 Defender|+\\clon;5,msg:The Defender sword has been set to +0 on attack and +5 on defense],[w:Defender+0,+:0,cmd:!attk --set-mods @{selected|token_id}|delspell|AC|Sword+5 Defender --set-mods @{selected|token_id}|add|AC+5|Sword+5 Defender|+\\clon;5,msg:The Defender sword has been set to +0 on attack and +5 on defense]{{}}DmgData=[w:Defender+5,+:5],[w:Defender+5,+:5],[w:Defender+4,+:4],[w:Defender+4,+:4],[w:Defender+3,+:3],[w:Defender+3,+:3],[w:Defender+2,+:2],[w:Defender+2,+:2],[w:Defender+1,+:1],[w:Defender+1,+:1],[w:Defender+0,+:0],[wDefender+0,+:0]{{}}%{MI-DB|Sword+Format}{{Powers=When fighting an opponent using a melee weapon (not any sort of ranged attack) the wielder can choose to use all, some or none of the magical bonus of this sword to improve their armour class. Select an attack other than a +5 to achieve this. If hit by a missile weapon the character\'s AC should (manually) be considered to be their original AC}}{{To-hit=+0 to +5 (depending on split with AC) + Str bonus}}{{Damage=+0 to +5 (depending on split with AC), \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers. Selecting any attack other than +5 will alter AC appropriately. When facing ranged attacks the +5 option should be used, or the weapon should be sheathed (removed from any hand in the *attk menu \\gt change weapon* dialog}}{{desc=This gives its wielder the option of using all, some, or none of the +5 bonus in defense (improving his Armor Class) against any opponent using a handheld weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other three bonus factors to be added to his Armor Class. This can be done each round.}}'},
+ {name:'Sword+5-Holy-Avenger',type:'melee',ct:'0',charge:'enable',cost:'8000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+5 Holy Avenger}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:8000,on:!magic --message @{selected|token_id}|Holy Avenger|The sword wants to know "are you a paladin?" \\lbrak;Yes\\rbrak;\\lpar;!magic \\amp#45;-message @{selected|token_id}\\amp#124;Holy Avenger\\amp#124;You gained a 5ft radius area of 50% magic resistance which also dispels magic at their level\\amp#124;!token-mod \\amp#126;~ignore-selected \\amp#126;~ids @{selected|token_id} \\amp#126;~off aura2_square \\amp#126;~set aura2_radius\\amp#166;5ft aura2_color\\amp#166;#b8860b \\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;Holy Avenger vs Chaotic Evil\\amp#166;melee\\amp#166;c:0\\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;Holy Avenger vs Others\\amp#166;melee\\amp#166;c:0\\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;^^swordType#0^^+2\\amp#166;melee\\amp#166;c:2\\rpar;, off:!token-mod --ignore-selected --ids @{selected|token_id} --set aura2_radius|]{{}}ToHitData=[w:Holy Avenger vs Chaotic Evil, +:5, c:2, rc:enable],[w:Holy Avenger vs Chaotic Evil, +:5, c:2, rc:enable],[w:Holy Avenger vs Others, +:5, c:2, rc:enable],[w:Holy Avenger vs Others, +:5, c:2, rc:enable],[w:^^swordType#0^^+2, +:2, c:0, rc:enable],[w:^^swordType#0^^+2, +:2, c:0, rc:enable]{{}}DmgData=[w:Holy Avenger vs Chaotic Evil, +:10],[w:Holy Avenger vs Chaotic Evil, +:10],[w:Holy Avenger vs Others, +:5],[w:Holy Avenger vs Others, +:5],[w:^^swordType#0^^+2, +:2],[w:^^swordType#0^^+2, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +5 for Paladins only, + Str bonus}}{{Damage=+2, +5 for Paladins \\amp +10 for Paladins vs Chaotic Evil creatures, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, + Str bonus}}{{desc=This is a holy sword, especially prized by paladins wishing to defeat evil in all its forms, but especially the hated evil of chaos. It is etched with dramatic battle scenes against strikingly evil forces.\nIn the hands of any character other than a paladin, this holy\nsword will perform only as a sword +2. In the hands of a paladin, however, it creates a magic resistance of 50% in a 5-foot radius, dispels magic in a 5-foot radius at the level of the paladin, and inflicts +10 points of bonus damage upon chaotic evil opponents.}}'},
+ {name:'Sword+Format',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sword}}Specs=[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade]{{}}WeapData=[query:swordType,qty:1,wt:^^swordType#12^^,st:^^swordType#11^^]{{}}ToHitData=[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1]{{Weapon=}}{{GM Info=}}{{Powers=}}{{Immunity=}}{{Saves=}}{{Size=}}{{Speed=}}{{Attacks=}}{{To-hit=}}{{Damage=}}{{Use=}}{{Looks Like=}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Sword}}{{Speed=[[^^swordType#3^^]]}}{{Size=^^swordType#1^^}}{{Weapon=Magical melee long-blade}}{{Powers=}}{{Protection=}}{{Saves=}}{{To-hit=+, ++ vs ? + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+/++?, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{Looks Like=A standard ^^swordType#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like mythical creatures.}}'},
+ {name:'Sword-2-Cursed',type:'melee',ct:'0',charge:'cursed',cost:'980',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=-2, Cursed}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed,gp:980]{{}}ToHitData=[w:^^swordType#0^^ -2, +:-2,rc:cursed],[w:^^swordType#0^^ -2 2H, +:-2, rc:cursed]{{}}DmgData=[w:^^swordType#0^^ -2,+:-2],[w:^^swordType#0^^ -2 2H,+:-2]{{}}%{MI-DB|Sword+Format}{{}}{{To-hit=-2 + Str bonus}}{{Damage=-2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes, in which it seems the wielder is not fareing very well.\nThis is a sword that gives off a magical aura and performs well against targets in practice, but when it is used against an opponent in combat it lowers its user\'s attack rolls by -2. Only by careful observation can this lowering be detected.\nAll damage scored is reduced by 2 hit points, but never below a 1 in any event. The sword will always force the character to employ it against enemies, appearing in the character\'s hand. It can be gotten rid of only by means of *limited wish* or *wish* (i.e. *remove curse* is not good enough).}}'},
+ {name:'Sword-Cursed-Berserking',type:'melee',ct:'0',charge:'cursed',cost:'1010',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed Berserking}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed, rev:use,gp:1010]{{}}ToHitData=[w:^^swordType#0^^+2, rc:cursed, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦60¦60¦dark¦true ~~target caster¦`{selected¦token_id}¦Berserk-Sword¦99¦0¦You are suffering a berserking curse. Kill everything within 60ft¦screaming \n\\api;attk ~~quiet-modweap `{selected¦token_id}¦Sword-Cursed-Berserking¦melee¦cmd\\clon;\\api;silent],[w:^^swordType#0^^+2, rc:cursed, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦60¦60¦dark¦true ~~target caster¦\\amp#64;{selected¦token_id}¦Berserk-Sword¦99¦0¦You are suffering a berserking curse. Kill everything within 60ft¦screaming \n\\api;attk ~~quiet-modweap \\amp#64;{selected¦token_id}¦Sword-Cursed-Berserking¦melee¦cmd\\clon;\\api;silent]{{}}DmgData=[w:^^swordType#0^^+2,+:2],[w:^^swordType#0^^+2 2H,+:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. Its made of exotic materials and has an extra sharp edge.\nThis performs by every test, save that of the heat of battle, as a +2 magical ^^swordType#0^^. However, in actual battle its wielder will go berserk, attacking the nearest creature and continuing to fight until dead or until no living thing remains within 60 feet. The sword has a +2 bonus and otherwise acts as a *cursed sword +1*. The possessor of a *cursed berserking sword* can be rid of it only if it is exorcised via a *remove curse* spell or *wish*.}}'},
+ {name:'Sword-Short-of-Quickness',type:'melee',ct:'3',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Quickness}}Specs=[Shortsword,Melee,1H,Long-blade,Shortsword]{{}}WeapData=[gp:2000]{{}}ToHitData=[w:Shortsword of Quickness,pre:1,+:2]{{}}DmgData=[w:Shortsword of Quickness,+:2]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Attacks=1 + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:1d6, L:1d8, + Str bonus}}{{desc=This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.}}'},
+ {name:'Sword-Vorpal',type:'melee',ct:'0',charge:'uncharged',cost:'20000',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Vorpal}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:20000,msg:If you score a critical hit you will sever your opponent\'s head - the required critical hit is automatically set by attack type]{{}}ToHitData=[w:^^swordType#0^^ vs normal or armoured, +:3, ch:17],[w:^^swordType#0^^ vs normal or armoured, +:3, ch:17],[w:^^swordType#0^^ vs larger than man, +:3, ch:18],[w:^^swordType#0^^ vs larger than man, +:3, ch:18],[w:^^swordType#0^^ vs metal or stone, +:3, ch:19],[w:^^swordType#0^^ vs metal or stone, +:3, ch:19]{{}}DmgData=[w:^^swordType#0^^ vs normal or armoured, +:3],[w:^^swordType#0^^ vs normal or armoured, +:3],[w:^^swordType#0^^ vs larger than man, +:3],[w:^^swordType#0^^ vs larger than man, +:3],[w:^^swordType#0^^ vs metal or stone, +:3],[w:^^swordType#0^^ vs metal or stone, +:3]{{}}%{MI-DB|Sword+Format}{{To-hit=+3 + Str bonus}}{{Damage=+3, severs opponent\'s head on a critical hit, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=A vorpal weapon has a +3 bonus to attack and damage rolls. Check the table below to determine whether an attack roll is good enough to sever the neck/head of the opponent:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Opponent is\\amplt;\\th\\ampgt;\\amplt;th\\ampgt;Modified score to sever*\\amplt;\\th\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;normal/armored\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;19-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;larger than man-sized\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;20-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Solid metal or stone\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;\\table\\ampgt;\n* Considering only the sword\'s bonus of +1.\nNote that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems).}}'},
+ {name:'Sword-of-Dancing',type:'melee',ct:'0',charge:'uncharged',cost:'8800',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sword of Dancing}}Specs=[Sword-of-Dancing,Melee,1H,Long-blade],[Sword-of-Dancing,Melee,2H,Long-blade]{{}}WeapData=[gp:8800,query:swordType,d:+1|4]{{}}ToHitData=[w:Dancing ^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:Dancing ^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:Dancing ^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:Dancing ^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Sword}}{{Speed=[[^^swordType#3^^]]}}{{Size=^^swordType#1^^}}{{Weapon=Magical melee long-blade}}{{To-hit=+1/2/3/4 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1/2/3/4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{Looks Like=A standard ^^swordType#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'},
+ {name:'Sword-of-Life-Stealing',type:'melee',ct:'0',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Life Stealing}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:10000]{{}}ToHitData=[w:^^swordType#0^^ of Life Stealing, +:2, msg:When rolling damage if asked select the opponent you have just successfully hit to drain a level.],[w:^^swordType#0^^ of Life Stealing, +:2, msg:When rolling damage if asked select the opponent you have just successfully hit to drain a level.]{{}}DmgData=[w:^^swordType#0^^ of Life Stealing, +:2, cmd:!magic --level-change @{target|Select Target|token_id}|-1, msg:Remember to add drained HP (manually and not including damage done by weapon) to yours up to your maximum],[w:^^swordType#0^^ of Life Stealing, +:2, cmd:!magic --level-change @{target|Select Target|token_id}|-1, msg:Remember to add drained HP (manually and not including damage done by weapon) to yours up to your maximum]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2 + Str bonus and drains 1 level of experience, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^}}{{desc=This +2 weapon will eliminate one level of experience (or Hit Die) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20. This function is the same as the level-draining ability of certain undead creatures.\nThe sword wielder can gain as many hit points as an opponent loses to this function of the weapon, up to the maximum number of hit points the character is allowed (i.e., only a character who has suffered loss of hit points can benefit from the function).}}'},
+ {name:'Sword-of-Sharpness',type:'melee|magic',ct:'0',charge:'uncharged',cost:'14000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Sharpness}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration]{{}}WeapData=[gp:14000,msg:Considered a +3 weapon for the purposes of who or what can be hit. If you score a critical hit you will sever one of the opponent\'s extremities to be determined by the DM - the required critical hit is automatically set by attack type]{{}}ToHitData=[w:^^swordType#0^^ vs normal or armoured, +:1, ch:18],[w:^^swordType#0^^ vs normal or armoured, +:1, ch:18],[w:^^swordType#0^^ vs larger than man, +:1, ch:19],[w:^^swordType#0^^ vs larger than man, +:1, ch:19],[w:^^swordType#0^^ vs metal or stone, +:1, ch:20],[w:^^swordType#0^^ vs metal or stone, +:1, ch:20],[w:No Light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦none,msg:The sword now emits no light],[w:5ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦weapon,msg:The sword now emits light to 5ft radius],[w:15ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦torch,msg:The sword now emits light to 15ft radius],[w:30ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦hooded,msg:The sword now emits light to 30ft radius]{{}}DmgData=[w:^^swordType#0^^ vs normal or armoured, +:1],[w:^^swordType#0^^ vs normal or armoured, +:1],[w:^^swordType#0^^ vs larger than man, +:1],[w:^^swordType#0^^ vs larger than man, +:1],[w:^^swordType#0^^ vs metal or stone, +:1],[w:^^swordType#0^^ vs metal or stone, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1 + Str bonus, counted as +3 regarding who or what can be hit}}{{Damage=+1, severs an extremity on a critical hit, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This weapon is treated as +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. Its power is great, however, for on a very high attack roll, it will sever an extremity—arm, leg, neck, tail, tentacle, whatever (but not head) determined by random dice roll:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Opponent is\\amplt;\\th\\ampgt;\\amplt;th\\ampgt;Modified score to sever*\\amplt;\\th\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;normal/armored\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;19-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;larger than man-sized\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;20-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Solid metal or stone\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;\\table\\ampgt;\n* Considering only the sword\'s bonus of +1.\nA sword of sharpness will respond to its wielder\'s desire with respect to the light it sheds—none, a 5-foot circle of dim illumination, a 15-foot light, or a 30-foot radius glow equal to a light spell.}}'},
+ {name:'Sword-of-Wounding',type:'melee',ct:'0',charge:'uncharged',cost:'8800',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Wounding}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:8800]{{}}ToHitData=[w:^^swordType#0^^ of Wounding, +:1, msg:If you hit select target to wound when asked],[w:^^swordType#0^^ of Wounding, +:1, msg:If you hit select target to wound when asked]{{}}DmgData=[w:^^swordType#0^^ of Wounding, +:1,msg:These wounds can only be healed by natural means (rest etc) and cannot be healed by any potion spell or other magical means short of a *wish*,cmd:!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Wounding|#10|-1|Magically wounded and loosing 1HP per round|half-heart],[w:^^swordType#0^^ of Wounding, +:1,msg:These wounds can only be healed by natural means (rest etc) and cannot be healed by any potion spell or other magical means short of a *wish*,cmd:!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Wounding|#10|-1|Magically wounded and loosing 1HP per round|half-heart]{{}}%{MI-DB|Sword+Format}{{To-hit=+1 + Str bonus}}{{Damage=+1 and another 1HP per wound/round for 10 rounds, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with images of ever-flowing blood which magically seem to move as the blade is tilted.\nThis is a sword of only +1 bonus, but any hit made with it cannot be healed by *regeneration*. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword.\nThus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn).\nDamage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a wish. Note that successive wounds will damage in the same manner as the first.}}'},
+ {name:'Sword-of-the-Planes',type:'melee',ct:'0',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of the Planes}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[gp:4000]{{}}ToHitData=[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],[w:^^swordType#0^^ vs. Astral-Etherial, +:4]{{}}DmgData=[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],{{}}%{MI-DB|Sword+Format}{{To-hit=+1/2/3/4 + Str bonus}}{{Damage=+1/2/3/4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This magical weapon has a base bonus of +1 on the Prime Material Plane, but on any Inner Plane its bonus increases to +2. (The +2 bonus also applies on the Prime Material Plane when the weapon is used against opponents from the Inner Planes.) Similarly, when used on an Outer Plane or against creatures from the Outer Planes, the sword becomes a +3 weapon. Finally, it operates as a +4 weapon on the Astral or Ethereal Plane or when used against opponents from either of those planes.}}'},
+ {name:'Throwing-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Throwing Axe}}{{subtitle=Axe}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee \\amp thrown axe}}Specs=[Throwing Axe,Melee,1H,Axe],[Throwing Axe,Ranged,1H,Axe]{{}}WeapData=[gp:1,wt:5]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Throwing Axe,sb:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4],[w:Throwing Axe,sb:1,db:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,sp:4]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Throwing Axe,sb:1,+:0,SM:1d6,L:1d4],[]{{Ammo=+0, SM:1d6, L:1d4, + Str bonus}}AmmoData=[w:Throwing Axe,t:Throwing Axe,st:Axe,sb:1,+:0,SM:1d6,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Throwing Axe,+:0,r:1/2/3]{{desc=This is a normal Hand- or Throwing-Axe. The blade is extra sharp and it is well balanced, but nothing special.}}'},
+ {name:'Throwing-Axe+2',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Throwing-Axe,Melee,1H,Axe,Throwing-axe+1],[Throwing-Axe,Ranged,1H,Throwing-axe,Throwing-axe+1]{{}}WeapData=[gp:1500]{{}}ToHitData=[w:Throwing Axe+2,+:2],[w:Throwing Axe+2,+:2]{{}}DmgData=[w:Throwing Axe+2,+:2],[]{{}}AmmoData=[w:Throwing Axe+2,+:2]{{}}RangeData=[t:Throwing-Axe,+:2,r:-/1/2/3]{{}}%{MI-DB|Throwing-axe+1}{{name=Throwing Axe+2}}{{To-hit=+2 + Str \\amp Dex bonuses}}{{Damage=+2, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=+2, vs SM:1d6, L:1d4, + Str bonus}}{{desc=A standard Throwing Axe of fine quality, good enough to be enchanted to be a +1 magical weapon}}'},
+ {name:'Throwing-Dagger+1',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+1}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:500]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+1,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+1,+:1]{{}}RangeData=[t:Dagger,+:1]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +1 when thrown, + Str \\amp Dex bonus}}{{Ammo=+1, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +1 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
+ {name:'Throwing-Dagger+2',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'700',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:700]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+2,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+2,+:2]{{}}RangeData=[t:Dagger,+:2]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +2 when thrown, + Str \\amp Dex bonus}}{{Ammo=+2, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +2 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
+ {name:'Throwing-Dagger+3',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+3}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:900]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+3,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+3,+:3]{{}}RangeData=[t:Dagger,+:3]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +3 when thrown, + Str \\amp Dex bonus}}{{Ammo=+3, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +3 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
+ {name:'Throwing-Dagger+4',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'1100',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+4}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[gp:1100]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+4,+:0]{{}}DmgData=[w:Throwing Dagger+0,sb:1,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+4,t:Dagger,st:Dagger,sb:1,+:4]{{}}RangeData=[t:Dagger,+:4]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +4 when thrown, + Str \\amp Dex bonus}}{{Damage=+0, vs SM:1d4, L:1d3, + Str bonus}}{{Ammo=+4, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +4 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'},
+ {name:'Throwing-Dagger-Cursed',type:'melee|ranged',ct:'2',charge:'cursed',cost:'(4+)',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dagger,Melee,1H,Short-blade,Cursed-Throwing-Dagger],[Dagger,Ranged,1H,Throwing-blade,Cursed-Throwing-Dagger]{{}}%{MI-DB|Cursed-Throwing-Dagger}'},
+ {name:'Throwing-axe+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'750',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Throwing Axe+1}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown axe}}Specs=[Throwing-Axe,Melee,1H,Axe],[Throwing-Axe,Ranged,1H,Throwing-axe]{{}}WeapData=[gp:750,wt:5]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Throwing Axe+1,sb:1,+:1,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,r:3,sp:4],[w:Throwing Axe+1,sb:1,db:1,+:1,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,sp:4,r:-/1/2/3]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Throwing Axe+1,sb:1,+:1,SM:1d6,L:1d4],[]{{Ammo=+1, vs SM:1d6, L:1d4, + Str bonus}}AmmoData=[w:Throwing Axe,t:Throwing-Axe,sb:1,+:1,SM:1d6,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Throwing-Axe,+:1,r:-/1/2/3]{{desc=A standard Throwing Axe of fine quality, good enough to be enchanted to be a +1 magical weapon}}'},
+ {name:'Titan-Special-Attack',type:'melee|ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Titan Special Attack}}{{subtitle=Special Attack}}{{Speed=[[10]]}}{{Size=N/A}}{{Weapon=Some Titans kick, some punch, others use a breath attack, lightning, etc.}}Specs=[Titan-Special-Attack,Melee|DMitem,1H,Titan-Special-Attack],[Titan-Special-Attack,Ranged|DMitem,1H,Titan-Special-Attack]{{To-hit=+0 no str bonus}}ToHitData=[w:Titans Special Melee Attack,dx:0,sb:0,+:0,n:1/2, ty:SPB,sp:10,r:1000,rc:uncharged],[w:Titans Special Ranged Attack,dx:0,sb:0,+:0,n:1/2, ty:SPB,sp:10,rc:uncharged]{{Attacks=one every two rounds, either Melee or Ranged}}DmgData=[w:Titan Special Attack,sb:0,+:0,SM:10*1d6,L:10*1d6],[]{{Damage=10 to 60 HP damage}}AmmoData=[w:Titans Special Ranged Attack,t:Titan-Special-Attack,st:Titan-Special-Attack,sb:0, ru:1,+:0,SM:10*1d6,L:10*1d6]{{Range=Special}}RangeData=[t:Titan-Special-Attack,r:1000/2000/3000]{{desc=Titans may choose to make a single other attack in a round. This form of special attack is so destructive and deadly, that a titan will use it only if there are no other options left open. The form of each titan\'s attack will be different (some kick, some punch, others use a breath attack, lightning, etc.), but the effect is the same for each. The special attack inflicts 10-60 points of damage per hit and can be used every other round. These mighty attacks have been known to destroy buildings and sink ships.}}'},
+ {name:'Trident-of-Fish-Command',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Fish Command}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Enchantment-Charm]{{}}WeapData=[w:Trident of Fish Command,sp:7,gp:1000,rc:rechargeable]{{}}ToHitData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:0],[w:Fish Command,desc:Fish-Command,sp:1,lv:6,c:1]{{}}DmgData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[]{{}}AmmoData=[w:Trident Fish Command,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Fish Command}}{{desc=This three-tined fork atop a stout 6-foot long rod appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60-foot radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident.\nIn addition to ordinary fish, the trident affects sharks and eels. It doesn\'t affect molluscs, crustaceans, amphibians, reptiles, mammals, and similar sorts of non-piscine marine creatures. A school of fish should be checked as a single entity.\nA trident of this type contains 1d4+16 charges. It is otherwise a +1 magical weapon.}}'},
+ {name:'Trident-of-Submission',type:'melee|ranged',ct:'7',charge:'rechargeable',cost:'3000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Submission}}Specs=[Trident of Submission,Melee,1H,Spears,Trident],[Trident of Submission,Melee,2H,Spears,Trident],[Trident of Submission,Ranged,1H,Throwing-Spears,Trident]{{}}WeapData=[w:Trident of Submission,qty:16+1d4,sp:7,gp:3000,rc:rechargeable]{{}}ToHitData=[w:Trident of Submission,+:1,c:1],[w:Trident of Submission,+:1,c:1],[w:Trident of Submission,+:1,c:1]{{}}DmgData=[w:Trident of Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds],[w:Trident of Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds],[]{{}}AmmoData=[w:Trident of Submission,t:Trident-of-Submission,st:Trident-of-Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds]{{}}RangeData=[t:Trident-of-Submission,+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus, + possibly make opponent surrender}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus, + possibly make opponent surrender}}{{desc=A weapon of this nature appears unremarkable, exactly as any normal trident. The wielder of a trident of submission causes any opponent struck to save vs. spell. If the opponent fails to save, it must check morale the next round instead of attacking; if morale is good, the opponent may act normally next round, but if it is poor, the opponent will cease fighting and surrender, overcome with a feeling of hopelessness. The duration of this hopelessness is 2-8 rounds. Thereafter the creature is normal once again. The trident has 17-20 charges. A trident of this type is a +1 magical weapon.}}'},
+ {name:'Trident-of-Warning',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'2000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Warning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Divination]{{}}WeapData=[w:Trident of Warning,sp:7,sz:L,gp:2000,rc:rechargeable]{{}}ToHitData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[w:Trident of Warning,+:0],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range]{{}}DmgData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[]{{}}AmmoData=[w:Trident of Warning,+:2]{{}}RangeData=[+:3]{{}}%{MI-DB|Trident}{{subtitle=Magical Spear}}{{To-hit=+2 + Str \\amp Dex bonuses}}{{Damage=+2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+2, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Aquatic Hostiles detection}}{{desc=A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon}}'},
+ {name:'Trident-of-Yearning',type:'melee',ct:'7',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Yearning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident]{{}}WeapData=[w:Trident of Yearning, gp:900, rc:cursed, on:\\api;magic ~~message `{selected|token_id}|Trident of Yearning|You feel an overwhelming desire to immerse yourself in as great a depth of water as possible. This unquenchable longing causes you to proceed immediately toward the largest/deepest body of water - one that is sufficient to completely cover your person. Once there you will immerse yourself permanently \n\\api;rounds ~~target caster¦`{selected¦token_id}¦Yearning for Water¦99¦0¦Proceeding to water for immersion¦chained-heart]{{}}ToHitData=[w:Trident of Yearning,+:-2],[w:Trident of Yearning,+:-2]{{}}DmgData=[w:Trident of Yearning,+:-2],[w:Trident of Yearning,+:-2]{{}}%{MI-DB|Trident}{{subtitle=Cursed Spear}}{{To-hit=-2 + Str bonuses, cursed}}{{Damage=-2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{desc=A *trident of yearning* looks exactly like any normal trident, and its aura is indistinguishable from that of other enchanted weapons of this sort. Any character grasping this type of trident immediately feels an overwhelming desire to immerse himself in as great a depth of water as possible. This unquenchable longing causes the affected character to proceed immediately toward the largest/deepest body of water—in any event, one that is sufficient to completely cover his or her person. Once there, he will immerse himself permanently.\nThe character cannot loose his grip on the trident, and only a *water breathing* spell (after submersion) or a *wish* will enable the character to do so. The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater.}}'},
+ {name:'Vorpal-Sword',type:'melee',ct:'0',charge:'uncharged',cost:'20000',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal],[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal],[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal]{{}}%{MI-DB|Sword-Vorpal}'},
]},
- MI_DB_Weapons_Custom: {bio:'Weapons Database v7.01 26/01/2025
This sheet holds definitions of custom weapons that do not appear in the DMG or other manuals. They can optionally be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
- gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.28 22/12/2024 Simplified type text in database entries v6.27 08/02/2024 A few tweeks to conform to new standards v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons. v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions v6.19 31/01/2023 Added Axe of Hurling and other new weapons v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook v6.17 16/12/2022 Added weapons used by creatures in the creatures database v6.16 11/12/2022 Fixed spell/power storing weapons v6.14-5 03/12/2022 Added more weapons including Flindbars v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions. v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.04 31/05/2022 Refixed various errors that had crept back in v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave v6.01 01/05/2022 Various minor fixes v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies v5.8 04/02/2022 Added Scimitar+3 v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency. v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife v5.5 05/11/2021 Split the Ammo and Weapons databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
+ MI_DB_Weapons_Custom: {bio:'Weapons Database v7.02 04/07/2025
This sheet holds definitions of custom weapons that do not appear in the DMG or other manuals. They can optionally be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
+ gmnotes:'Change Log: v7.02 04/07/2025 Added values to each item v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.28 22/12/2024 Simplified type text in database entries v6.27 08/02/2024 A few tweeks to conform to new standards v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons. v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions v6.19 31/01/2023 Added Axe of Hurling and other new weapons v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook v6.17 16/12/2022 Added weapons used by creatures in the creatures database v6.16 11/12/2022 Fixed spell/power storing weapons v6.14-5 03/12/2022 Added more weapons including Flindbars v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions. v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.04 31/05/2022 Refixed various errors that had crept back in v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave v6.01 01/05/2022 Various minor fixes v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies v5.8 04/02/2022 Added Scimitar+3 v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency. v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife v5.5 05/11/2021 Split the Ammo and Weapons databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
root:'MI-DB',
api:'attk,magic',
type:'mi',
controlledby:'all',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/52530/max.png?1340359343',
- version:7.01,
- db:[{name:'Acid-Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Acid Dart}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Acid Dart,Ranged,1H,Acid Dart,Dart]{{To-hit=+2, + Str \\amp Dex bonuses}}ToHitData=[w:Acid Dart,sb:1,db:1,+:2,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}AmmoData=[w:Acid Dart,t:Acid Dart,st:Acid Dart,sb:1,+:0,SM:1d3+2d4,L:1d2+2d4, msg:The acid does the extra damage of 2d4]{{Range=S:10, M:20, L:40}}RangeData=[t:Dart,+:0,r:1/2/4]{{desc=Deep Gnome Elite warriors (3rd-level and above) often carry hollow darts with acid inside (+2d4 additional acid damage)}}'},
- {name:'Bastardsword-of-Adaptation+1',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bastardsword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Bastardsword of Adapt+1, +:1],[w:Bastardsword of Adapt 2H+1, +:1]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1,\n **1H:** SM:1d8, L:1d12\n**2H:** SM:2d4, L:2d8\n+ Str bonus}}DmgData=[w:Bastardsword of Adapt+1,+:1],[w:Bastardsword of Adapt 2H+1,+:1]{{}}%{MI-DB|Bastard-sword}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
- {name:'Blackrazor',type:'melee|magic',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Greatsword,Melee,2H,Long-blade,Greatsword],[Greatsword,Melee,2H,Long-blade,Greatsword],[Greatsword,Magic,2H,Long-blade,Greatsword],[Greatsword,Magic,2H,Long-blade,Greatsword]{{}}WeapData=[w:Blackrazor,ns:1],[cl:PW,w:Blackrazor-Haste,sp:3,lv:12,pd:1]{{}}ToHitData=[w:Blackrazor, +:3,rc:uncharged],[w: Blackrazor vs Undead,+:3,sp:8,rc:uncharged],[w:Haste,pw:Blackrazor-Haste,sp:3,lv:12,c:0],[w:Devour Soul,msg:If reduce target to 0HP you get temporary HP equal to slain creature\'s HP max - subsequent kills overwrite. HP fade after Long Rest. While have temporary HP and *Blackrazor* is in hand have advantage on attacks / saves / NWP checks]{{}}DmgData=[w:Blackrazor,sb:1,+:3,SM:2d6,L:2d10],[w:Blackrazor vs Undead,sb:1,SM:0-1d10,L:0-1d10]{{}}%{MI-DB|Greatsword}{{title=Blackrazor\nIntelligent, Chaotic Neutral}}{{subtitle=Magic Sword}}{{Speed=[[8]]}}{{To-hit=+3 + Str Bonus}}{{Damage=+3 + Str Bonus, SM:2d6, L:2d10, drain HP on kill, -ve vs. Undead}}{{resistance=Charm \\amp Fright (e.g. *Spook, Fear*)}}{{saves=Advantage on To-Hit, Saves \\amp NWP roles}}{{desc=**Blackrazor:** Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)\n\n**Attacks:** +3 on attack and damage\n**Devour Soul:** If reduce target to [[0]] HP, you get temporary HP equal to slain creature\'s HP max (subsequent kills overwrite). HP fade after Long Rest. While have temporary HP and *Blackrazor* is in hand, have advantage on attacks, saves, and NWP checks - roll d20 twice \\amp take best roll.\n**Undead:** If hit undead, you take [1d10](!\\amp#13;\\amp#47;r 1d10) necrotic damage, target regains the HP you loose. If this necrotic damage reduces you to 0 hit points, *Blackrazor* devours your soul.\n**Soul Hunter:** While held, you are aware of Tiny or larger creatures within [[60]] feet, not constructs or undead.\n**Immunity:** Can\'t be *charmed* or *frightened*.\n**Haste.** 1/day ***It*** decides to cast and maintains concentration on it so that you don\'t have to.}}'},
- {name:'Bow-of-Dancing',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=^^weaponMagic#0^^ of Dancing}}Specs=[Bow-of-Dancing,Ranged,2H,Bow]{{}}WeapData=[query:weaponMagic=What type of bow?|Long Bow%%L/8/0|Short Bow%%M/7/0|Composite Long Bow%%L/7/0|Composite Short Bow%%M/6/0|Strong Long Bow%%L/8/1|Strong Short Bow%%M/7/1|War Bow%%L/9/1,d:+1|4]{{}}ToHitData=[w:Dancing ^^weaponMagic#0^^, t:^^weaponMagic#0^^, sz:^^weaponMagic#1^^, sp:^^weaponMagic#2^^,sb:^^weaponMagic#3^^,+:0,n:2,ch:20,cm:1]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Bow}}{{Speed=[[^^weaponMagic#2^^]]}}{{Size=^^weaponMagic#1^^}}{{Weapon=Magical ranged dancing bow}}{{To-hit=+1/2/3/4 + Str bonus}}{{Attacks=2 per round, no increase}}{{Damage=Dependent on ammunition and type of bow}}{{Looks Like=A standard ^^weaponMagic#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a very special bow. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'},
- {name:'Dancing-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Dancing }}WeapData=[d:+1/4]{{}}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}ToHitData=[w:Dancing Longbow]{{}}%{MI-DB|Longbow}{{subtitle=Magical Bow}}{{Weapon=2-handed ranged dancing bow}}{{To-hit=+1/2/3/4 + Dex bonus (only when held)}}{{desc=This is a dancing longbow. Use it in hand for 4 rounds, and it will improve your aim by 1, then 2 then 3, then 4 points. Then it will dance for 1, 2, 3, 4 rounds before returning to your side.}}'},
- {name:'Extended-Range-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Extended Range }}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}ToHitData=[w:X-range Longbow,r:+0/+2/+2/+2]{{}}%{MI-DB|Longbow}{{subtitle=Magical Bow}}{{Range=Range of Ammo +20 at each of S, M \\amp L}}{{desc=This is a strong longbow which imparts extra range to its ammunition. The wood is polished, the string taut, and the limbs seem both stronger and more springy than the average bow. As a result, it can both impart the bowyer\'s strength bonus and 20 extra yards per range category (except PB)}}'},
- {name:'Felling-Axe',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Felling Axe}}{{subtitle=Magic Weapon}}{{Speed=[[7]]}}{{Size=M}}{{Weapon=2-handed melee axe or 1-handed ranged throwing axe}}Specs=[Felling-Axe,Melee,2H,Axe,Hand-Axe],[Throwing-Axe,Ranged,1H,Throwing-blade,Hand-Axe]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Felling Axe,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,rc:uncharged],[w:Felling Axe,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:-/1/2/3,sp:7,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=As melee weapon +1, vs. SM:2d6, L:2d6 + Str bonus}}DmgData=[w:Felling Axe,sb:1,+:1,SM:2d6,L:2d6],[]{{Ammo=As ranged weapon +1, SM:1d6, L1d4 + Str Bonus}}AmmoData=[w:Felling Axe,t:Felling-Axe,st:Felling-Axe,sb:1,+:1,SM1d6,L:1d4]{{Range=S:10, M:20, L:30}}[t:Felling-Axe,+:1,r:-/1/2/3]{{desc=Axe of unsurpassed balance and sharpness. Used as a Weapon it is +1, 2D6+1, but if used as a felling axe any individual of 12 or greater strength can fell a 2\' diameter tree in one round (pro-rate to other trees on ratio of diameters). A character of 17 strength can use it as a throwing axe.}}'},
- {name:'Huge-Flaming-Scimitar',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Huge Flaming Scimitar}}{{subtitle=Magic Sword}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee long-blade}}Specs=[Huge Scimitar,Melee,2H,Great-blade,Scimitar],[Huge Scimitar,Melee,2H,Great-blade,Scimitar]{{To-hit=+1 + Str bonus}}ToHitData=[w:Huge Scimitar+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:S,r:5,sp:8,rc:uncharged],[w:Huge Scimitar+1 Flaming,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:S,r:5,sp:8,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, normally SM:2d8, L:2d8, + Str bonus, when flaming add 1d8}}DmgData=[w:Huge Scimitar+1,sb:1,+:1,SM:2d8,L:2d8],[w:Huge Scimitar+1 Flaming,sb:1,+:1,SM:3d8,L:3d8]{{desc=This sword is a huge 2-handed version of a Flaming Scimitar+1, normally wielded by creatures from the elemental plane of fire, or other flame-oriented magical creatures. It requires at least *Hill Giant Strength* (Strength 19 or greater) in order to wield it. It flames upon the command of the wielder, causing flame to appear all along the blade as if fed from some invisible magical oil channels running from the hilt. The flame easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. For creatures who take flame damage, does an additional 1d8 of flaming damage}}'},
- {name:'Jim-the-Sun-Blade',type:'melee|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Jim the Sun Blade\nIntelligent, Neutral}}{{subtitle=Magic Sword}}{{Speed=[[3]]}}WeapData=[w:Jim the Sun Blade,rc:uncharged,ns:5][cl:PW,w:Jims-Locate-Object,sp:100,lv:6,pd:1],[cl:PW,w:Jims-Find-Traps,sp:5,lv:6,pd:2],[cl:PW,w:Jims-Levitation,sp:2,lv:1,pd:3],[cl:PW,w:Jims-Sunlight,sp:3,lv:6,pd:1],[cl:PW,w:Jims-Fear,sp:4,lv:6,pd:2]{{Size=Special (feels like a Shortsword)}}{{Weapon=1 or 2 handed melee Long or Short blade}}Specs=[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-Sword],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-sword],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Magic,0H,Divination],[Bastard-sword,Magic,0H,Divination],[Bastard-sword,Magic,0H,Alteration],[Bastard-sword,Magic,0H,Alteration],,[Bastard-sword,Magic,0H,Illusion-Phantasm]{{To-hit=+2, +4 vs Evil + Str Bonus}}ToHitData=[w:Jim +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim 2H +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Jim 2H vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Jim 2H vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Locate Object,pw:Jims-Locate-Object,sp:2,lv:6],[w:Detect Traps,pw:Jims-Find-Traps,sp:5,lv:6],[w:Levitate,pw:Jims-Levitation,sp:2,lv:1],[w:Sunlight,pw:Jims-Sunlight,sp:3,lv:6],[w:Fear,pw:Jims-Fear,sp:4,lv:6]{{Attacks=1 per round}}{{Damage=+2, +4 vs Evil, double vs. Negative Plane or those drawing power from there, + 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Jim+2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Jim vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8],[w:Jim 2H +2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim 2H vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Jim 2H vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8]{{desc=An intelligent weapon: A Sun Blade called Jim (DMs Guide Page 185). It is Neutral. It needs its owner to be proficient with either a Short or Bastard Sword or promise to get such proficiency as soon as possible. It cannot be used by someone who is not proficient. It requires its owner to be Neutral on at least one of its axis, and may not be Evil. NG LN CN and of cause true N are all ok. Abilities:\n**1:** It is +2 normally, or +4 against evil creatures, and does Bastard sword damage.\n**2:** It feels and react as if it is a short sword and uses short sword striking time.\n**3:** *Locate Object* at [[6]]th Level in 120\' radius (1x day). \n**4:** *Detect traps* of large size in 10\' radius (2xday). \n**5:** *Levitation* 3x a day for 1 turn (cast at 1st Level).\n**6:** *Sunlight* Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely.\n**7:** It has a special purpose namely Defeat Evil. \n**8:** On hitting an Evil being it causes *Fear* for 1d4 rounds (unless saving throw is made). It can do this **twice a day** when the wielder desires.\n**9:** It speaks Common and its name is Jim. It will talk to the party.\n**10:** It has an ego of 16 and is from Yorkshire. \n**11:** It will insist on having a Neutral wielder. (See Intelligent weapons on page 187 in DMG). \n**12:** If picked by a player, it will be keen to become the players main weapon.\n**13:** If picked up by a player who is not Neutral it will do them 16 points of damage}}'},
- {name:'LightBringer-Mace',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=LightBringer Mace+1}}{{subtitle=Magical Weapon}}{{Speed=7}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Footmans-Mace,Melee,1H,Clubs,Footmans-Mace],[Footmans-Mace,Melee,1H,Clubs,Footmans-Mace]{{To-hit=+1 + Str bonus}}ToHitData=[w:Lightbringer Mace+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7],[w:Lightbringer vs Undead,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+1\n**vs Undead** SM:2d6+1, L:2d6,\n**vs other** SM:1d6+1, L:1d6}}DmgData=[w:Lightbringer Mace+1,sb:1,+:1,SM:1+1d6,L:1d6],[w:Lightbringer vs Undead,sb:1,+:1,SM:1+2d6,L:2d6]{{Other Powers=Torch [On](!rounds --target caster|@{selected|token_id}|Lightbringer-mace|99|0|Lightbringer is lit|aura) or [Off](!tj --removestatus lightbringer-mace) \\amp [Light burst](!\\amp#13;\\amp#47;r 1d6 radient damage vs undead) vs undead}}{{desc= This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.\nIt can be used by anyone.\nIt glows on command without limitation as brightly as a torch}}'},
- {name:'Longsword+1+2-vs-Orcs',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword Orc-slayer}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +2 vs Orcs, + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Orcs+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, +2 vs Orcs, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Orcs+2,sb:1,+:2,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Orc\'s face, scowling. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Orcs, its blade seems to glisten, and the increasing sharpness can almost be seen by the wielder. \n It is +[[2]] on attack and damage vs. Orcs}}'},
- {name:'Longsword+1+3-vs-undead',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword +1,+3 vs Undead}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +3 vs Undead, + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Undead+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round +level \\amp specialisation, Slashing}}{{Damage=+1, +3 vs Undead, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Undead+3,sb:1,+:3,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Skull. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Undead, its blade seems to darken, and the increasing sharpness can almost be seen by the wielder. \n It is +[[3]] on attack and damage vs. Undead}}'},
- {name:'Longsword+2-Planteater',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword+2, Planteater}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-hit=+2 + Str bonus}}ToHitData=[w:Longsword+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Plant+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:1d8, L:1d12, + Str bonus. Always max damage vs plants}}DmgData=[w:Longsword+2,sb:1,+:2,SM:1d8,L:1d12],[w:Longsword vs Plant+2,sb:1,+:2,SM:8,L:12]{{desc=This is an extra fine magical sword. The blade is very sharp and keen with a greenish hue and engraved with pictures of vines, leaves, branches, plants and plant-based monsters. It is a +[[2]] magical weapon at all times, and does automatic ***maximum*** damage if it hits plant-based material.}}'},
- {name:'Longsword-of-Adaptation+1',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Longsword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword of Adapt+1,sb:1,+:1,SM:1d8,L:1d12]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
- {name:'Ogre-Club-Flyswatter+2+4',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ogre Club of Flyswatting +2,+4}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Ogre-Club,Melee,1H,Clubs,Ogre-club+0],[Ogre-Club,Melee,1H,Clubs,Ogre-club+0]{{To-hit=+2, +4 vs insectoids, + Str bonus, requires Str 18 to wield}}ToHitData=[w:Ogre-Club+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Ogre-Club+4 vs insectoids,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation if strong enough, Bludgeoning}}{{Damage=+2, +4 vs insectoids, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Ogre-Club+2,sb:1,+:2,SM:2d8,L:2d8],[w:Ogre-Club+4 vs Insectoids,sb:1,+:4,SM:2d8,L:2d8]{{desc=This is a large, heavy club needing a strength of at least 18 to wield, originally used by an Ogre. A [Medallion of Flyswatting](-MI-DB|Medallion-of-Flyswatting) has been attached. When attached to any type of weapon, will turn it into +2, +4 vs Insectoids - any existing plusses and powers are "overwritten" while this medallion is attached. On examination it will be found to display the holy symbol of the holder (changes with holder), and may be used to turn undead at +1 level, cumulative with other turning undead items or powers. If used by a holder with no power to turn, gives power as a 1st level cleric}}'},
+ avatar:'https://files.d20.io/images/52530/max.png?1340359343',
+ version:7.02,
+ db:[{name:'Acid-Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Acid Dart}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Acid Dart,Ranged,1H,Acid Dart,Dart]{{}}WeapData=[gp:10]{{To-hit=+2, + Str \\amp Dex bonuses}}ToHitData=[w:Acid Dart,sb:1,db:1,+:2,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}AmmoData=[w:Acid Dart,t:Acid Dart,st:Acid Dart,sb:1,+:0,SM:1d3+2d4,L:1d2+2d4, msg:The acid does the extra damage of 2d4]{{Range=S:10, M:20, L:40}}RangeData=[t:Dart,+:0,r:1/2/4]{{desc=Deep Gnome Elite warriors (3rd-level and above) often carry hollow darts with acid inside (+2d4 additional acid damage)}}'},
+ {name:'Bastardsword-of-Adaptation+1',type:'melee',ct:'6',charge:'uncharged',cost:'1025',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bastardsword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[gp:1025]{{To-hit=+1 + Str bonus}}ToHitData=[w:Bastardsword of Adapt+1, +:1],[w:Bastardsword of Adapt 2H+1, +:1]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1,\n **1H:** SM:1d8, L:1d12\n**2H:** SM:2d4, L:2d8\n+ Str bonus}}DmgData=[w:Bastardsword of Adapt+1,+:1],[w:Bastardsword of Adapt 2H+1,+:1]{{}}%{MI-DB|Bastard-sword}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
+ {name:'Blackrazor',type:'melee|magic',ct:'9',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Greatsword,Melee,2H,Long-blade,Greatsword],[Greatsword,Melee,2H,Long-blade,Greatsword],[Greatsword,Magic,2H,Long-blade,Greatsword],[Greatsword,Magic,2H,Long-blade,Greatsword]{{}}WeapData=[w:Blackrazor,gp:10000,ns:1],[cl:PW,w:Blackrazor-Haste,sp:3,lv:12,pd:1]{{}}ToHitData=[w:Blackrazor, +:3,rc:uncharged],[w: Blackrazor vs Undead,+:3,sp:8,rc:uncharged],[w:Haste,pw:Blackrazor-Haste,sp:3,lv:12,c:0],[w:Devour Soul,msg:If reduce target to 0HP you get temporary HP equal to slain creature\'s HP max - subsequent kills overwrite. HP fade after Long Rest. While have temporary HP and *Blackrazor* is in hand have advantage on attacks / saves / NWP checks]{{}}DmgData=[w:Blackrazor,sb:1,+:3,SM:2d6,L:2d10],[w:Blackrazor vs Undead,sb:1,SM:0-1d10,L:0-1d10]{{}}%{MI-DB|Greatsword}{{title=Blackrazor\nIntelligent, Chaotic Neutral}}{{subtitle=Magic Sword}}{{Speed=[[8]]}}{{To-hit=+3 + Str Bonus}}{{Damage=+3 + Str Bonus, SM:2d6, L:2d10, drain HP on kill, -ve vs. Undead}}{{resistance=Charm \\amp Fright (e.g. *Spook, Fear*)}}{{saves=Advantage on To-Hit, Saves \\amp NWP roles}}{{desc=**Blackrazor:** Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)\n\n**Attacks:** +3 on attack and damage\n**Devour Soul:** If reduce target to [[0]] HP, you get temporary HP equal to slain creature\'s HP max (subsequent kills overwrite). HP fade after Long Rest. While have temporary HP and *Blackrazor* is in hand, have advantage on attacks, saves, and NWP checks - roll d20 twice \\amp take best roll.\n**Undead:** If hit undead, you take [1d10](!\\amp#13;\\amp#47;r 1d10) necrotic damage, target regains the HP you loose. If this necrotic damage reduces you to 0 hit points, *Blackrazor* devours your soul.\n**Soul Hunter:** While held, you are aware of Tiny or larger creatures within [[60]] feet, not constructs or undead.\n**Immunity:** Can\'t be *charmed* or *frightened*.\n**Haste.** 1/day ***It*** decides to cast and maintains concentration on it so that you don\'t have to.}}'},
+ {name:'Bow-of-Dancing',type:'ranged',ct:'0',charge:'uncharged',cost:'8800',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=^^bowMagic#0^^ of Dancing}}Specs=[Bow-of-Dancing,Ranged,2H,Bow]{{}}WeapData=[gp:8800,query:bowMagic=What type of bow?|Long Bow%%L/8/0|Short Bow%%M/7/0|Composite Long Bow%%L/7/0|Composite Short Bow%%M/6/0|Strong Long Bow%%L/8/1|Strong Short Bow%%M/7/1|War Bow%%L/9/1,d:+1|4]{{}}ToHitData=[w:Dancing ^^bowMagic#0^^, t:^^bowMagic#0^^, sz:^^bowMagic#1^^, sp:^^bowMagic#2^^,sb:^^bowMagic#3^^,+:0,n:2,ch:20,cm:1]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Bow}}{{Speed=[[^^bowMagic#2^^]]}}{{Size=^^bowMagic#1^^}}{{Weapon=Magical ranged dancing bow}}{{To-hit=+1/2/3/4 + Str bonus}}{{Attacks=2 per round, no increase}}{{Damage=Dependent on ammunition and type of bow}}{{Looks Like=A standard ^^bowMagic#0^^. See descriptions elsewhere for what that type of bow looks like.}}{{desc=This is a very special bow. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'},
+ {name:'Dancing-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'8800',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Dancing }}WeapData=[gp:8800,d:+1/4]{{}}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}ToHitData=[w:Dancing Longbow]{{}}%{MI-DB|Longbow}{{subtitle=Magical Bow}}{{Weapon=2-handed ranged dancing bow}}{{To-hit=+1/2/3/4 + Dex bonus (only when held)}}{{desc=This is a dancing longbow. Use it in hand for 4 rounds, and it will improve your aim by 1, then 2 then 3, then 4 points. Then it will dance for 1, 2, 3, 4 rounds before returning to your side.}}'},
+ {name:'Extended-Range-Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Extended Range }}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}WeapData=[gp:2000]{{}}ToHitData=[w:X-range Longbow,r:+0/+2/+2/+2]{{}}%{MI-DB|Longbow}{{subtitle=Magical Bow}}{{Range=Range of Ammo +20 at each of S, M \\amp L}}{{desc=This is a strong longbow which imparts extra range to its ammunition. The wood is polished, the string taut, and the limbs seem both stronger and more springy than the average bow. As a result, it can both impart the bowyer\'s strength bonus and 20 extra yards per range category (except PB)}}'},
+ {name:'Felling-Axe',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Felling Axe}}{{subtitle=Magic Weapon}}{{Speed=[[7]]}}{{Size=M}}WeapData=[gp:1000]{{Weapon=2-handed melee axe or 1-handed ranged throwing axe}}Specs=[Felling-Axe,Melee,2H,Axe,Hand-Axe],[Throwing-Axe,Ranged,1H,Throwing-Axe,Hand-Axe]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Felling Axe,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,rc:uncharged],[w:Felling Axe,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:-/1/2/3,sp:7,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=As melee weapon +1, vs. SM:2d6, L:2d6 + Str bonus}}DmgData=[w:Felling Axe,sb:1,+:1,SM:2d6,L:2d6],[]{{Ammo=As ranged weapon +1, SM:1d6, L1d4 + Str Bonus}}AmmoData=[w:Felling Axe,t:Felling-Axe,st:Felling-Axe,sb:1,+:1,SM1d6,L:1d4]{{Range=S:10, M:20, L:30}}[t:Felling-Axe,+:1,r:-/1/2/3]{{desc=Axe of unsurpassed balance and sharpness. Used as a Weapon it is +1, 2D6+1, but if used as a felling axe any individual of 12 or greater strength can fell a 2\' diameter tree in one round (pro-rate to other trees on ratio of diameters). A character of 17 strength can use it as a throwing axe.}}'},
+ {name:'Fire-Giant-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Fire-Giant-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[st:Great Blade,gp:100]{{}}ToHitData=[w:Fire Giant Sword,+:0]{{}}DmgData=[w:Fire Giant Sword,+:0,sm:2d10,L:2d10]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+0 + Str bonus}}{{Damage=+0, vs SM:2d10, L:2d10, + Str bonus}}{{desc=This is a really well balanced, but enormous sword, for use with Fire Giant strength. The blade is sharp, but nothing special}}'},
+ {name:'Huge-Flaming-Scimitar',type:'melee',ct:'8',charge:'uncharged',cost:'2700',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Huge Flaming Scimitar}}{{subtitle=Magic Sword}}{{Speed=[[8]]}}{{Size=Large}}WeapData=[gp:2700]{{Weapon=2-handed melee long-blade}}Specs=[Huge Scimitar,Melee,2H,Great-blade,Scimitar],[Huge Scimitar,Melee,2H,Great-blade,Scimitar]{{To-hit=+1 + Str bonus}}ToHitData=[w:Huge Scimitar+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:S,r:5,sp:8,rc:uncharged],[w:Huge Scimitar+1 Flaming,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:S,r:5,sp:8,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, normally SM:2d8, L:2d8, + Str bonus, when flaming add 1d8}}DmgData=[w:Huge Scimitar+1,sb:1,+:1,SM:2d8,L:2d8],[w:Huge Scimitar+1 Flaming,sb:1,+:1,SM:3d8,L:3d8]{{desc=This sword is a huge 2-handed version of a Flaming Scimitar+1, normally wielded by creatures from the elemental plane of fire, or other flame-oriented magical creatures. It requires at least *Hill Giant Strength* (Strength 19 or greater) in order to wield it. It flames upon the command of the wielder, causing flame to appear all along the blade as if fed from some invisible magical oil channels running from the hilt. The flame easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. For creatures who take flame damage, does an additional 1d8 of flaming damage}}'},
+ {name:'Jim-the-Sun-Blade',type:'melee|magic',ct:'3',charge:'uncharged',cost:'25',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Jim the Sun Blade\nIntelligent, Neutral}}{{subtitle=Magic Sword}}{{Speed=[[3]]}}WeapData=[w:Jim the Sun Blade,rc:uncharged,ns:5][cl:PW,w:Jims-Locate-Object,sp:100,lv:6,pd:1],[cl:PW,w:Jims-Find-Traps,sp:5,lv:6,pd:2],[cl:PW,w:Jims-Levitation,sp:2,lv:1,pd:3],[cl:PW,w:Jims-Sunlight,sp:3,lv:6,pd:1],[cl:PW,w:Jims-Fear,sp:4,lv:6,pd:2]{{Size=Special (feels like a Shortsword)}}{{Weapon=1 or 2 handed melee Long or Short blade}}Specs=[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-Sword],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-sword],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Magic,0H,Divination],[Bastard-sword,Magic,0H,Divination],[Bastard-sword,Magic,0H,Alteration],[Bastard-sword,Magic,0H,Alteration],,[Bastard-sword,Magic,0H,Illusion-Phantasm]{{To-hit=+2, +4 vs Evil + Str Bonus}}ToHitData=[w:Jim +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim 2H +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Jim 2H vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Jim 2H vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Locate Object,pw:Jims-Locate-Object,sp:2,lv:6],[w:Detect Traps,pw:Jims-Find-Traps,sp:5,lv:6],[w:Levitate,pw:Jims-Levitation,sp:2,lv:1],[w:Sunlight,pw:Jims-Sunlight,sp:3,lv:6],[w:Fear,pw:Jims-Fear,sp:4,lv:6]{{Attacks=1 per round}}{{Damage=+2, +4 vs Evil, double vs. Negative Plane or those drawing power from there, + 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Jim+2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Jim vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8],[w:Jim 2H +2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim 2H vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Jim 2H vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8]{{desc=An intelligent weapon: A Sun Blade called Jim (DMs Guide Page 185). It is Neutral. It needs its owner to be proficient with either a Short or Bastard Sword or promise to get such proficiency as soon as possible. It cannot be used by someone who is not proficient. It requires its owner to be Neutral on at least one of its axis, and may not be Evil. NG LN CN and of cause true N are all ok. Abilities:\n**1:** It is +2 normally, or +4 against evil creatures, and does Bastard sword damage.\n**2:** It feels and react as if it is a short sword and uses short sword striking time.\n**3:** *Locate Object* at [[6]]th Level in 120\' radius (1x day). \n**4:** *Detect traps* of large size in 10\' radius (2xday). \n**5:** *Levitation* 3x a day for 1 turn (cast at 1st Level).\n**6:** *Sunlight* Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely.\n**7:** It has a special purpose namely Defeat Evil. \n**8:** On hitting an Evil being it causes *Fear* for 1d4 rounds (unless saving throw is made). It can do this **twice a day** when the wielder desires.\n**9:** It speaks Common and its name is Jim. It will talk to the party.\n**10:** It has an ego of 16 and is from Yorkshire. \n**11:** It will insist on having a Neutral wielder. (See Intelligent weapons on page 187 in DMG). \n**12:** If picked by a player, it will be keen to become the players main weapon.\n**13:** If picked up by a player who is not Neutral it will do them 16 points of damage}}'},
+ {name:'LightBringer-Mace',type:'melee',ct:'7',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=LightBringer Mace+1}}{{subtitle=Magical Weapon}}{{Speed=7}}{{Size=Medium}}WeapData=[gp:500]{{Weapon=1-handed melee club}}Specs=[Footmans-Mace,Melee,1H,Clubs,Footmans-Mace],[Footmans-Mace,Melee,1H,Clubs,Footmans-Mace]{{To-hit=+1 + Str bonus}}ToHitData=[w:Lightbringer Mace+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7],[w:Lightbringer vs Undead,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+1\n**vs Undead** SM:2d6+1, L:2d6,\n**vs other** SM:1d6+1, L:1d6}}DmgData=[w:Lightbringer Mace+1,sb:1,+:1,SM:1+1d6,L:1d6],[w:Lightbringer vs Undead,sb:1,+:1,SM:1+2d6,L:2d6]{{Other Powers=Torch [On](!rounds --target caster|@{selected|token_id}|Lightbringer-mace|99|0|Lightbringer is lit|aura) or [Off](!tj --removestatus lightbringer-mace) \\amp [Light burst](!\\amp#13;\\amp#47;r 1d6 radient damage vs undead) vs undead}}{{desc= This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.\nIt can be used by anyone.\nIt glows on command without limitation as brightly as a torch}}'},
+ {name:'Longsword+1+2-vs-Orcs',type:'melee',ct:'5',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword Orc-slayer}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}WeapData=[gp:1000]{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +2 vs Orcs, + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Orcs+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, +2 vs Orcs, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Orcs+2,sb:1,+:2,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Orc\'s face, scowling. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Orcs, its blade seems to glisten, and the increasing sharpness can almost be seen by the wielder. \n It is +[[2]] on attack and damage vs. Orcs}}'},
+ {name:'Longsword+1+3-vs-undead',type:'melee',ct:'5',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword +1,+3 vs Undead}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}WeapData=[gp:1400]{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +3 vs Undead, + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Undead+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round +level \\amp specialisation, Slashing}}{{Damage=+1, +3 vs Undead, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Undead+3,sb:1,+:3,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Skull. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Undead, its blade seems to darken, and the increasing sharpness can almost be seen by the wielder. \n It is +[[3]] on attack and damage vs. Undead}}'},
+ {name:'Longsword+2-Planteater',type:'melee',ct:'5',charge:'uncharged',cost:'1800',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword+2, Planteater}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}WeapData=[gp:1800]{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-hit=+2 + Str bonus}}ToHitData=[w:Longsword+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Plant+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:1d8, L:1d12, + Str bonus. Always max damage vs plants}}DmgData=[w:Longsword+2,sb:1,+:2,SM:1d8,L:1d12],[w:Longsword vs Plant+2,sb:1,+:2,SM:8,L:12]{{desc=This is an extra fine magical sword. The blade is very sharp and keen with a greenish hue and engraved with pictures of vines, leaves, branches, plants and plant-based monsters. It is a +[[2]] magical weapon at all times, and does automatic ***maximum*** damage if it hits plant-based material.}}'},
+ {name:'Longsword-of-Adaptation+1',type:'melee',ct:'5',charge:'uncharged',cost:'1015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}WeapData=[gp:1015]{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Longsword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword of Adapt+1,sb:1,+:1,SM:1d8,L:1d12]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
+ {name:'Magical-Spiked-Shield',type:'melee|shield',ct:'3',charge:'uncharged',cost:'^^armourPlus#2^^',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Magical}}Specs=[Spiked Shield,Melee|Shield,1H,Shields,Spiked-Shield]{{}}ACData=[a:Spiked Shield^^armourPlus#0^^,query:armourPlus=How magical is this shield?|+0%%0/10|+1%%1/510|+2%%2/1020|+3%%3/1530|+4%%4/2040|+5%%5/3050,+:^^armourPlus#1^^,gp:^^armourPlus#2^^]{{}}ToHitData=[w:Spiked Shield^^armourPlus#0^^,+:^^armourPlus#1^^]{{}}DmgData=[w:Spiked Shield^^armourPlus#0^^,+:^^armourPlus#1^^]{{}}%{MI-DB|Spiked-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{AC=^^armourPlus#0^^, Medium spiked shield}}{{To-hit=^^armourPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=^^armourPlus#0^^, vs SM:1d6+2, L:1d6+2, + Str bonus}}{{desc=This medium spiked shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'},
+ {name:'Ogre-Club-Flyswatter+2+4',type:'melee',ct:'4',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ogre Club of Flyswatting +2,+4}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}WeapData=[gp:1000,t:Ogre-club+0]{{Weapon=1-handed melee club}}Specs=[Ogre-Club,Melee,1H,Clubs,Ogre-club+0],[Ogre-Club,Melee,1H,Clubs,Ogre-club+0]{{To-hit=+2, +4 vs insectoids, + Str bonus, requires Str 18 to wield}}ToHitData=[w:Ogre-Club+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Ogre-Club+4 vs insectoids,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation if strong enough, Bludgeoning}}{{Damage=+2, +4 vs insectoids, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Ogre-Club+2,sb:1,+:2,SM:2d8,L:2d8],[w:Ogre-Club+4 vs Insectoids,sb:1,+:4,SM:2d8,L:2d8]{{desc=This is a large, heavy club needing a strength of at least 18 to wield, originally used by an Ogre. A [Medallion of Flyswatting](-MI-DB|Medallion-of-Flyswatting) has been attached. When attached to any type of weapon, will turn it into +2, +4 vs Insectoids - any existing plusses and powers are "overwritten" while this medallion is attached. On examination it will be found to display the holy symbol of the holder (changes with holder), and may be used to turn undead at +1 level, cumulative with other turning undead items or powers. If used by a holder with no power to turn, gives power as a 1st level cleric}}'},
{name:'Pearl-Handled-Dagger+2',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'20',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Pearl Handled Dagger+2}}{{subtitle=Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee or ranged short-bladed}}Specs=[Dagger,Melee,1H,Short-blade],[Dagger,Ranged,1H,Throwing-blade]{{To-hit=+2 + Str Bonus (and Dex if thrown)}}ToHitData=[w:Pearl Dagger+2,sb:1,+:2,n:2,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,rc:uncharged],[w:Pearl Dagger+2,sb:1,db:1,+:2,n:2,ch:20,cm:1,sz:S,ty:P,sp:2,rc:uncharged]{{Attacks=2 per round, + specialisation \\amp level, Piercing}}WeapData=[w:Pearl-Handled-Dagger+2,st:Dagger,gp:20,rc:uncharged]{{Damage=+2, vs. SM:1d4, L:1d3, + Str Bonus}}DmgData=[w:Pearl Dagger+2,sb:1,+:2,SM:1d4,L:1d3],[ ]{{Ammo=+2, vs. SM:1d4, L:1d3 + Str bonus}}AmmoData=[w:Pearl Dagger+2,t:Dagger,st:Dagger,sb:1,+:2,SM:1d4,L:1d3,]{{Range=S:10, M:20, L:30}}RangeData=[t:Dagger,+:0,r:1/2/3]{{Looks Like=A pearl-handled dagger of fine quality. It looks very sharp, and perhaps worth as much as 20gp}}{{desc=A Dagger with a pearl handle of extra-fine quality, and its edge glints brightly. It seems to be +2 for hit and damage}}'},
- {name:'Powerful-Longsword+2',type:'melee|magic',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Powerful Longsword+2}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Magic,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-hit=+2 + Str bonus}}ToHitData=[w:Longsword+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Powers,cmd:!magic --cast-spell mi-power|\\amp#64;{selected|token_id}|Powerful-Longsword+2|6,sp:1,lv:6]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+2 + Str bonus}}DmgData=[w:Longsword+2,sb:1,+:2,SM:1d8,L:1d12]{{Powers=[View](!magic --view-spell mi-power|@{selected|token_id}|Powerful-Longsword+2|6) powers}}{{desc=This is a very fine magical sword, perhaps with some personality. The blade is very sharp and keen, and is a +[[2]] magical weapon at all times, and it also seems to exude power! Use the *View* button to see what it does. Access the powers after taking the weapon in-hand using *Change Weapon*, then the *Powers* button on the *Attack* action.}}'},
- {name:'Quarterstaff-of-Dancing',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Quarterstaff-of-Dancing}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed \\amp dancing melee staff}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{To-hit=+1/2/3/4 increasing over 4 rounds, + Str bonus (no bonus when dancing)}}ToHitData=[w:Quarterstaff-of-Dancing,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation, even when dancing, Bludgeoning}}{{Damage=+1/2/3/4 increasing over 4 rounds, vs SM: 1d6, L:1d6, + Str bonus (no bonus when dancing)}}DmgData=[w:Quarterstaff-of-Dancing,sb:1,+:1,SM:1d6,L:1d6]{{desc=This quarterstaff acts the same as a standard Sword of Dancing. Round one weapon is +1, on the second +2, on the third +3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the cycle begins again. In addition, after four rounds of melee its wielder can opt to allow it to "dance."\nDancing consists of loosing the staff on any round (after the first) when its bonus is +1. The staff then fights on its own at the same level of experience as its wielder. After four rounds of dancing, the staff returns to its wielder, who must hold it (and use it) for four rounds before it can dance again. When dancing, the staff will leave its owner\'s hand and may go up to [[30]] feet distant. At the end of its fourth round of solo combat, it will move to its possessor\'s hand automatically. Note that when dancing the staff cannot be physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.\nFinally, remember that the dancing staff fights alone exactly the same; if a 7th-level thief is the wielder, the staff will so fight when dancing. Relieved of his weapon for four melee rounds, the possessor may act in virtually any manner desired—resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat, etc.—as long as he remains within [[30]] feet of the staff. If he moves more than 30 feet from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.}}'},
- {name:'Scimitar-of-Adaptation+1',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Adaptation +1}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar of Adapt+1,+:1],[w:Hilt Punch+1,+:1]{{}}DmgData=[w:Scimitar of Adapt+1,+:1],[w:Hilt Punch+1,+:1]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch for 1d3 + Str bonus}}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
- {name:'Shadowbane-Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sword +2, Dragon Slayer (special)}}{{subtitle=Magic Sword}}{{Speed=[[5]] or by sword}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword]{{To-hit=+2, +4 vs dragons, + Str bonus}}ToHitData=[w:Shadowbane+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Dragon,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Silver,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Black,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, +4 vs dragons except Silver \\amp Black}}DmgData=[w:Shadowbane+2,sb:1,+:2,SM:2d4,L:1+1d6],[w:Shadowbane vs Dragon,sb:1,+:4,SM:1d12,L:1d12],[w:Shadowbane vs Silver,sb:1,+:2,SM:2d4,L:1+1d6],[w:Shadowbane vs Black,sb:1,+:4,SM:2000,L:2000]{{Special=vs. Black Dragon, a hit kills, then sword disintegrates\nvs. Silver Dragon normal damage}}{{desc=This has a +[[4]] bonus against any sort of true dragon. It automatically kills one sort of dragon but then immediately disintegrates and can no longer be used. Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:\n1 black (CE) 6 gold (LG)\n2 blue (LE) 7 green (LE)\n3 brass (CG) 8 red (CE)\n4 bronze (LG) 9 silver (LG)\n5 copper (CG) 10 white (CE)}}'},
- {name:'Shortbow-of-Targeting',type:'ranged',ct:'7',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Targeting}}}Specs=[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow]{{}}ToHitData=[w:Shortbow +0,c:0,rc:recharging],[w:Shortbow +1,sb:0,db:1,+:1,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,c:1,rc:recharging],[w:Shortbow +2,sb:0,db:1,+:2,n:2,ch:20,cm:1,sz:M,ty:P,sp:5,c:2,rc:recharging],[w:Shortbow +4,sb:0,db:1,+:4,n:2,ch:20,cm:1,sz:M,ty:P,sp:3,c:3,rc:recharging]{{}}%{MI-DB|Shortbow}{{subtitle=Magical Bow}}{{Speed=7/6/5/3}}{{To-hit=Dexterity bonus +\n0 charges = normal bow\n1 charge = +1 to hit\n2 charges = +2 to hit\n3 charges = +4 to hit}}{{desc=This shortbow has a charged magical targeting sight which incorporates a zoom dial. Increasing the zoom uses more magical charges, but improves the attack roll: 1 charge = +1, 2 charges = +2 and 3 charges = +4. Extra charges also speed up the bow as it is easier to draw the shot. The zoom can be returned to zero, and the bow shot as a normal shortbow.\nOnce all charges are expended, the bow continues to operate as a normal bow, and the charges will be regained after a long rest.}}'},
- {name:'Shortsword-of-Adaptation+1',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shortsword of Adaptation +1}}{{subtitle=Magic Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Shortsword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+1, vs SM:1d6, L:1d8, + Str bonus}}DmgData=[w:Shortsword of Adapt+1,sb:1,+:1,SM:1d6,L:1d8]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
- {name:'Spiked-Shield',type:'melee|shield',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Spiked Shield}}{{subtitle=Melee Shield Weapon}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee weapon}}Specs=[Spiked Shield,Melee|Shield,1H,Shields]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Spiked Shield,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6+2, L:1d6+2, + Str bonus}}DmgData=[w:Spiked Shield,sb:1,+:0,SM:2+1d6,L:2+1d6]{{AC=+0, Medium shield}}ACData=[a:Spiked Shield,t:Medium-Shield,st:Shields,+:0,sz:M,wt:10]{{desc=This is a normal shield with a spike in its centre, ready to do damage to anyone approaching too close. The point is sharp and it is well balanced, but nothing special.}}'},
- {name:'Magical-Spiked-Shield',type:'melee|shield',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Magical}}Specs=[Spiked Shield,Melee|Shield,1H,Shields,Spiked-Shield]{{}}ACData=[a:Spiked Shield^^armourPlus#0^^,query:armourPlus=How magical is this shield?|+0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourPlus#1^^]{{}}ToHitData=[w:Spiked Shield^^armourPlus#0^^,+:^^armourPlus#1^^]{{}}DmgData=[w:Spiked Shield^^armourPlus#0^^,+:^^armourPlus#1^^]{{}}%{MI-DB|Spiked-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{AC=^^armourPlus#0^^, Medium spiked shield}}{{To-hit=^^armourPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=^^armourPlus#0^^, vs SM:1d6+2, L:1d6+2, + Str bonus}}{{desc=This medium spiked shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'},
+ {name:'Powerful-Longsword+2',type:'melee|magic',ct:'5',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Powerful Longsword+2}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}WeapData=[gp:3000]{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Magic,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-hit=+2 + Str bonus}}ToHitData=[w:Longsword+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Powers,cmd:!magic --cast-spell mi-power|\\amp#64;{selected|token_id}|Powerful-Longsword+2|6,sp:1,lv:6]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+2 + Str bonus}}DmgData=[w:Longsword+2,sb:1,+:2,SM:1d8,L:1d12]{{Powers=[View](!magic --view-spell mi-power|@{selected|token_id}|Powerful-Longsword+2|6) powers}}{{GM Info=Add powers to this sword using *Add Items \\gt Store Spells/Powers* or the **!magic --gm-edit-mi** command. Adjust the value in gp of the item appropriately using *Add Items \\gt Change Cost* }}{{desc=This is a very fine magical sword, perhaps with some personality. The blade is very sharp and keen, and is a +[[2]] magical weapon at all times, and it also seems to exude power! Use the *View* button to see what it does. Access the powers after taking the weapon in-hand using *Change Weapon*, then the *Powers* button on the *Attack* action.}}'},
+ {name:'Quarterstaff-of-Dancing',type:'melee',ct:'4',charge:'uncharged',cost:'7700',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Quarterstaff-of-Dancing}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Large}}WeapData=[gp:7700]{{Weapon=2-handed \\amp dancing melee staff}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{To-hit=+1/2/3/4 increasing over 4 rounds, + Str bonus (no bonus when dancing)}}ToHitData=[w:Quarterstaff-of-Dancing,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation, even when dancing, Bludgeoning}}{{Damage=+1/2/3/4 increasing over 4 rounds, vs SM: 1d6, L:1d6, + Str bonus (no bonus when dancing)}}DmgData=[w:Quarterstaff-of-Dancing,sb:1,+:1,SM:1d6,L:1d6]{{desc=This quarterstaff acts the same as a standard Sword of Dancing. Round one weapon is +1, on the second +2, on the third +3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the cycle begins again. In addition, after four rounds of melee its wielder can opt to allow it to "dance."\nDancing consists of loosing the staff on any round (after the first) when its bonus is +1. The staff then fights on its own at the same level of experience as its wielder. After four rounds of dancing, the staff returns to its wielder, who must hold it (and use it) for four rounds before it can dance again. When dancing, the staff will leave its owner\'s hand and may go up to [[30]] feet distant. At the end of its fourth round of solo combat, it will move to its possessor\'s hand automatically. Note that when dancing the staff cannot be physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.\nFinally, remember that the dancing staff fights alone exactly the same; if a 7th-level thief is the wielder, the staff will so fight when dancing. Relieved of his weapon for four melee rounds, the possessor may act in virtually any manner desired—resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat, etc.—as long as he remains within [[30]] feet of the staff. If he moves more than 30 feet from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.}}'},
+ {name:'Scimitar-of-Adaptation+1',type:'melee',ct:'5',charge:'uncharged',cost:'1015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Adaptation +1}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[gp:1015]{{}}ToHitData=[w:Scimitar of Adapt+1,+:1],[w:Hilt Punch+1,+:1]{{}}DmgData=[w:Scimitar of Adapt+1,+:1],[w:Hilt Punch+1,+:1]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch for 1d3 + Str bonus}}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
+ {name:'Shadowbane-Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'2600',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sword +2, Dragon Slayer (special)}}{{subtitle=Magic Sword}}{{Speed=[[5]] or by sword}}{{Size=Medium}}WeapData=[gp:2600]{{Weapon=1-handed melee long-blade}}Specs=[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword]{{To-hit=+2, +4 vs dragons, + Str bonus}}ToHitData=[w:Shadowbane+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Dragon,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Silver,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Black,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, +4 vs dragons except Silver \\amp Black}}DmgData=[w:Shadowbane+2,sb:1,+:2,SM:2d4,L:1+1d6],[w:Shadowbane vs Dragon,sb:1,+:4,SM:1d12,L:1d12],[w:Shadowbane vs Silver,sb:1,+:2,SM:2d4,L:1+1d6],[w:Shadowbane vs Black,sb:1,+:4,SM:2000,L:2000]{{Special=vs. Black Dragon, a hit kills, then sword disintegrates\nvs. Silver Dragon normal damage}}{{desc=This has a +[[4]] bonus against any sort of true dragon. It automatically kills one sort of dragon but then immediately disintegrates and can no longer be used. Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:\n1 black (CE) 6 gold (LG)\n2 blue (LE) 7 green (LE)\n3 brass (CG) 8 red (CE)\n4 bronze (LG) 9 silver (LG)\n5 copper (CG) 10 white (CE)}}'},
+ {name:'Shortbow-of-Targeting',type:'ranged',ct:'7',charge:'recharging',cost:'5000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Targeting}}}Specs=[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow]{{}}WeapData=[gp:5000]{{}}ToHitData=[w:Shortbow +0,c:0,rc:recharging],[w:Shortbow +1,sb:0,db:1,+:1,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,c:1,rc:recharging],[w:Shortbow +2,sb:0,db:1,+:2,n:2,ch:20,cm:1,sz:M,ty:P,sp:5,c:2,rc:recharging],[w:Shortbow +4,sb:0,db:1,+:4,n:2,ch:20,cm:1,sz:M,ty:P,sp:3,c:3,rc:recharging]{{}}%{MI-DB|Shortbow}{{subtitle=Magical Bow}}{{Speed=7/6/5/3}}{{To-hit=Dexterity bonus +\n0 charges = normal bow\n1 charge = +1 to hit\n2 charges = +2 to hit\n3 charges = +4 to hit}}{{desc=This shortbow has a charged magical targeting sight which incorporates a zoom dial. Increasing the zoom uses more magical charges, but improves the attack roll: 1 charge = +1, 2 charges = +2 and 3 charges = +4. Extra charges also speed up the bow as it is easier to draw the shot. The zoom can be returned to zero, and the bow shot as a normal shortbow.\nOnce all charges are expended, the bow continues to operate as a normal bow, and the charges will be regained after a long rest.}}'},
+ {name:'Shortsword-of-Adaptation+1',type:'melee',ct:'3',charge:'uncharged',cost:'1015',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shortsword of Adaptation +1}}{{subtitle=Magic Sword}}{{Speed=[[3]]}}{{Size=Medium}}WeapData=[gp:1015]{{Weapon=1-handed melee short-blade}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Shortsword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+1, vs SM:1d6, L:1d8, + Str bonus}}DmgData=[w:Shortsword of Adapt+1,sb:1,+:1,SM:1d6,L:1d8]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
+ {name:'Spiked-Shield',type:'melee|shield',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}WeapData=[gp:10]{{}}Specs=[Spiked Shield,Melee|Shield,1H,Shields]{{}}ToHitData=[w:Spiked Shield,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3]{{}}DmgData=[w:Spiked Shield,sb:1,+:0,SM:2+1d6,L:2+1d6]{{}}ACData=[a:Spiked Shield,t:Medium-Shield,st:Shields,+:0,sz:M,wt:10]{{}}%{MI-DB|Shield-Info}{{title=Spiked Shield}}{{subtitle=Melee Shield Weapon}}{{Speed=[[3]]}}{{Size=Medium}}{{AC=+0, Medium shield}}{{Weapon=1-handed melee weapon}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Damage=+0, vs SM:1d6+2, L:1d6+2, + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{desc=This is a normal shield with a spike in its centre, ready to do damage to anyone approaching too close. The point is sharp and it is well balanced, but nothing special.}}'},
{name:'Sword-of-adaptation+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}Specs=[Sword of Adaptation,Melee,1H,Sword]{{To-hit=+[[1]]}}{{Damage=+[[1]]}}{{Roll=Varies by use}}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
- {name:'Trident-of-Fish-Command',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Fish Command}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Enchantment-Charm]{{}}WeapData=[w:Trident of Fish Command,sp:7,rc:rechargeable]{{}}ToHitData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:0],[w:Fish Command,desc:Fish-Command,sp:1,lv:6,c:1]{{}}DmgData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[]{{}}AmmoData=[w:Trident Fish Command,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Fish Command}}{{desc=This three-tined fork atop a stout 6-foot long rod appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60-foot radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident.\nIn addition to ordinary fish, the trident affects sharks and eels. It doesn\'t affect molluscs, crustaceans, amphibians, reptiles, mammals, and similar sorts of non-piscine marine creatures. A school of fish should be checked as a single entity.\nA trident of this type contains 1d4+16 charges. It is otherwise a +1 magical weapon.}}'},
- {name:'Trident-of-Warning',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Warning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Divination]{{}}WeapData=[w:Trident of Warning,sp:7,sz:L,rc:rechargeable]{{}}ToHitData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[w:Trident of Warning,+:0],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range]{{}}DmgData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[]{{}}AmmoData=[w:Trident of Warning,+:2]{{}}RangeData=[+:3]{{}}%{MI-DB|Trident}{{subtitle=Magical Spear}}{{To-hit=+2 + Str \\amp Dex bonuses}}{{Damage=+2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+2, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Aquatic Hostiles detection}}{{desc=A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon}}'},
- {name:'Two-Handed-Sword-of-Adaptation+1',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Two Handed Sword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed melee long-blade}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade,Two-Handed-Sword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Two-Handed Sword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d10, L:3d6, + Str bonus}}DmgData=[w:Two-Handed Sword of Adapt+1,sb:1,+:1,SM:1d10,L:3d6]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
- {name:'Wave',type:'melee|ranged|magic',ct:'7',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Wave\nIntelligent, Neutral}}{{subtitle=Magic Trident}}WeapData=[w:Wave,sp:7,rc:recharging]{{Speed=[[7]]}}{{Size=M}}{{Weapon=1-handed melee or thrown spear}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,1H,Enchantment-Charm],[Trident,Magic,1H,Divination],[Trident,Magic,1H,Alteration],[Trident,Magic,1H,Evocation],[Trident,Magic,1H,Evocation],[Trident,Magic,1H,Alteration]{{To-hit=+3 + Str bonus}}ToHitData=[w:Wave,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Wave,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Wave,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7],[w:Fish Command,desc:Fish-Command,sp:1,lv:12,c:1],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:\\amp#64;{selected|token_id}|Trident of Warning|The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range,c:1,sp:1,lv:12],[w:Cap of Water Breathing,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wave-Breath|99|0|Breathing under water|strong,msg:Able to breathe underwater as if from a *cap of water breathing*,c:1,sp:1,lv:12],[w:Cube of Force,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{Which function of the Cube of Force?|Gasses+Wind\\amp#44;-1|Non-living Matter\\amp#44;-2|Living Matter\\amp#44;-3|Magic\\amp#44;-4|Everything\\amp#44;-6}|Wave\\amp#13;!rounds --movable-aoe \\amp#64;{selected|token_id}|square|feet|0|10|10|magic|false --target caster|\\amp#64;{selected|token_id}|Cube of Force|10|-1|Inside a Cube of Force|aura,sp:5,lv:12,c:0],[w:Cube Extras,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{What extra situation does the Cube protect?|Catapult-like missiles\\amp#44;1|Very hot normal fire\\amp#44;2|Horn of Blasting\\amp#44;6|Delayed blast fireball\\amp#44;3|Disintegrate\\amp#44;6|Fireball\\amp#44;3|Fire Storm\\amp#44;3|Flame Strike\\amp#44;3|Lightning Bolt\\amp#44;4|Meteor Storm\\amp#44;8|Passwall\\amp#44;3|Phase Door\\amp#44;5|Prismatic spray\\amp#44;7|Wall of Fire\\amp#44;2}|Wave],[w:Squeak with Aquatic Animals,desc:PR-Speak-with-Animals,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wave Speak with Animals|24|-1|Able to speak with an animal within 30ft,sp:5,lv:12,c:1]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+3, vs SM:1d6+1, L:3d4, + Str bonus}}DmgData=[w:Wave,sb:1,+:3,SM:1+1d6,L:3d4],[w:Wave,sb:1,+:3,SM:1+1d8,L:3d4],[]{{Ammo=+3, vs SM:1d6+1, L:3d4, + Str bonus}}AmmoData=[w:Wave,t:Trident,st:Spear,sb:1,+:3,SM:1+1d6,L:3d4,qty:1]{{Range=S:10, L:20}}RangeData=[t:Trident,+:3,r:1/1/2]{{desc=**Wave**\nWeapon (trident), legendary (requires attunement by a creature that worships a god of the sea)\n\n**Powers**\n+3 bonus to attack and damage rolls\nCritical hit causes extra damage of half target\'s HP maximum.\nFunctions as\n**1.** Trident of Fish Command (1 charge)\n**2.** Weapon of Warning (1 charge)\n**3.** Cap of Water Breathing (1 charge)\n**4.** Cube of Force (Various no. of charges)\n**5.** Squeak with Aquatic Animals (1 charge)\n\n***Sentience:*** Neutral alignment, Int 14, Wisdom 10, Chr 18. Hearing and *darkvision* range [[120]] feet. Telepathic with wielder, can speak, read, and understand Aquan}}{{Use=Take Wave in-hand using *Change Weapon* to be able to use its attacks and powers via the *Attack* action}}\n!setattr --charid @{selected|character_id} --silent --casting-level|12 --casting-name|Wave'},
- {name:'Waveblade',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Waveblade}}{{subtitle=Sword}}{{Speed=1H [[6]], 2H [[8]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}Specs=[Bastard-sword, Melee, 1H, Long-blade],[Bastard-sword, Melee, 2H, Long-blade]{{To-hit=+3 + Str Bonus}}ToHitData=[w:Waveblade, sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:6,rc:uncharged],[w:Bastard-Sword 2H,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8]{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=Magical +3 blade, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Waveblade,sb:1,+:3,SM:1d8,L:1d12],[w:Bastard-Sword 2H,sb:1,+:0,SM:2d4,L:2d8]{{Looks Like=A prettily decorated bastard sword of exceptional crafting.}}{{desc=This is a very fine blade, decorated with etchings of waves and the sharks that patrol them. The blade is extremely sharp and keen, and glints with magical sharpness.}}'},
- {name:'Whelm',type:'melee|ranged|magic',ct:'4',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Whelm\nIntelligent, Lawful Neutral}}{{subtitle=Magic Warhammer}}{{Speed=[[10]]}}{{Size=M}}WeapData=[w:Whelm,wt:10,sp:4,rc:single-uncharged,ns:4],[cl:PW,w:Whelm-Shockwave,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Detect-Evil,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Detect-Good,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Locate-Object,sp:100,pd:1,lv:12]{{Weapon=1-handed melee or thrown club}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs,Warhammer],[Warhammer,Magic,1H|2H,Evocation],[Warhammer,Magic,1H|2H,Divination],[Warhammer,Magic,1H|2H,Divination],[Warhammer,Magic,1H|2H,Divination]{{To-hit=+3 + Str \\amp Dex bonuses}}ToHitData=[w:Whelm,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Whelm,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,sp:4],[w:Whelm,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Shockwave,pw:Whelm-Shockwave,sp:10,lv:12],[w:Detect Evil,pw:Whelm-Detect-Evil,sp:10,lv:12],[w:Detect Good,pw:Whelm-Detect-Good,sp:10,lv:12],[w:Locate Object,pw:Whelm-Locate-Object,sp:10,lv:12]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+3, vs SM:1d4+1, L:1d4, + Str bonus}}DmgData=[w:Whelm,sb:1,+:3,SM:1+1d4,L:1d4],[],[w:Whelm,sb:1,+:3,SM:1+1d4,L:1d4]{{Ammo=+3, vs SM:1d4+1d8+1, L:1d4+2d8, + Str Bonus, and automatically returns}}AmmoData=[w:Whelm,t:Warhammer,st:Throwing-club,+:3,ru:1,SM:1+1d4+1d8,L:1d4+2d8]{{Range=S:20, M:40, L:60}}RangeData=[t:Warhammer,+:3,r:2/4/6]{{desc=**Whelm:** Weapon (warhammer), legendary. Powerful war-hammer forged by dwarves.\n\n**Attacks:** +3 attack and damage rolls.\n**Disadvantage:** Wielder has fear of being outdoors. Disadvantage (roll twice and take the worse outcome) on attack, saves, and ability checks under daytime sky.\n**Thrown Weapon:** range 20/40/60 feet. extra 1d8 (TSM) 2d8 (LG) bludgeoning damage when thrown. Flies back to your hand after attack. If don\'t have hand free, weapon lands at your feet.\n**Shock Wave:** Strike the ground with *Whelm* and send out *Shock Wave* (1 per day). Creatures of your choice within [[60]]ft of impact point must save vs. Staves or stunned for [[1]] turn (additional save each round)\n**Detect Evil:** 1/day\n**Detect Good:** 1/day\n**Locate Object:** 1/day\n\n***Sentience:*** Lawful Neutral weapon, Int 15, Wisdom 12, Chr 15.Hearing and *darkvision* range 120 ft, uses powers at L12. Communicates telepathically with wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.}}{{Use=Take Wave in-hand using *Change Weapon* to be able to use its attacks and powers via the *Attack* action}}\n!setattr --charid @{selected|character_id} --silent --MI-used|Whelm doing Shock Wave --MI-cast|Whelm-Stunned --MI-duration|10 --MI-direction|-1 --MI-msg|Stunned roll save vs Staves again --MI-marker|fishing-net --casting-level|12 --casting-name|Whelm'},
- {name:'Fire-Giant-Sword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Fire-Giant-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[st:Great Blade]{{}}ToHitData=[w:Fire Giant Sword,+:0]{{}}DmgData=[w:Fire Giant Sword,+:0,sm:2d10,L:2d10]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+0 + Str bonus}}{{Damage=+0, vs SM:2d10, L:2d10, + Str bonus}}{{desc=This is a really well balanced, but enormous sword, for use with Fire Giant strength. The blade is sharp, but nothing special}}'},
- {name:'Tentacle-Rod',type:'rod|innate-melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Tentacle Rod}}{{subtitle=Rod}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee rod}}Specs=[Tentacle Rod,Rod|Innate-Melee,1H,Rod]{{Range=[[15]] ft}}WandData=[query:attackBonus=What plus does each tentacle attack with? |+3%%+3 |+4%%+4 |+5%%+5 |+6%%+6 |+7%%+7 |+8%%+8 |+9%%+9 ]{{Attacks=^^attackBonus#1^^ magical weapon, 3 per round vs. up to 3 creatures}}ToHitData=[w:Tentacle Rod,sb:0,+:^^attackBonus#1^^,n:3,ch:20,cm:1,sz:M,ty:B,r:15,sp:5,rc:uncharged]{{Damage=SM:1d6, L:1d6 per tentacle hit (bonus does not apply to damage). All tentacles successfully hit 1 creature save vs. Rod or *Slowed*. Save again each round to negate}}DmgData=[w:Tentacle Rod,sb:0,+:0,SM:1d6,L:1d6,msg:If all 3 tentacles hit the same creature in 1 round click \\lbrak;Slow\\rbrak;(!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Which creature has been struck 3 times?|token_id}|Slow|99|0|You are slowed until you save vs. rod|snail|svrod\\clon;0) ***then*** ask creature to make save vs. rod or the creature will be slowed]{{Use=Take rod in-hand, then attack as a melee weapon up to three times per round. If all 3 attacks hit the same creature successfully then click the [Slow] button in the Damage dialog message which will prompt for a Save vs. Rod to be done which, if failed, will automatically slow the creature. Creature tries to save again each round and, once successful Use Item to display Tentacle Rod and click [Remove Slow](!rounds --removetargetstatus \\amp#64;{target|Remove slow from which creature?|token_id}|Slow) }}{{desc=Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.}}{{hide1= Each tentacle makes a melee attack roll with a ^^attackBonus#1^^ bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a saving throw vs. rod. On a failure, the creature is *Slowed*. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.}}'},
+ {name:'Tentacle-Rod',type:'rod|innate-melee',ct:'5',charge:'uncharged',cost:'^^attackBonus#2^^',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Tentacle Rod}}{{subtitle=Rod}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee rod}}Specs=[Tentacle Rod,Rod|Innate-Melee,1H,Rod]{{Range=[[15]] ft}}WandData=[query:attackBonus=What plus does each tentacle attack with? |+3%%+3/2000 |+4%%+4/3000 |+5%%+5/5000 |+6%%+6/7000 |+7%%+7/10000 |+8%%+8/14000 |+9%%+9/20000, gp:^^attackBonus#2^^ ]{{Attacks=^^attackBonus#1^^ magical weapon, 3 per round vs. up to 3 creatures}}ToHitData=[w:Tentacle Rod,sb:0,+:^^attackBonus#1^^,n:3,ch:20,cm:1,sz:M,ty:B,r:15,sp:5,rc:uncharged]{{Damage=SM:1d6, L:1d6 per tentacle hit (bonus does not apply to damage). All tentacles successfully hit 1 creature save vs. Rod or *Slowed*. Save again each round to negate}}DmgData=[w:Tentacle Rod,sb:0,+:0,SM:1d6,L:1d6,msg:If all 3 tentacles hit the same creature in 1 round click \\lbrak;Slow\\rbrak;(!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Which creature has been struck 3 times?|token_id}|Slow|99|0|You are slowed until you save vs. rod|snail|svrod\\clon;0) ***then*** ask creature to make save vs. rod or the creature will be slowed]{{Use=Take rod in-hand, then attack as a melee weapon up to three times per round. If all 3 attacks hit the same creature successfully then click the [Slow] button in the Damage dialog message which will prompt for a Save vs. Rod to be done which, if failed, will automatically slow the creature. Creature tries to save again each round and, once successful Use Item to display Tentacle Rod and click [Remove Slow](!rounds --removetargetstatus \\amp#64;{target|Remove slow from which creature?|token_id}|Slow) }}{{desc=Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.}}{{hide1= Each tentacle makes a melee attack roll with a ^^attackBonus#1^^ bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a saving throw vs. rod. On a failure, the creature is *Slowed*. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.}}'},
+ {name:'Two-Handed-Sword-of-Adaptation+1',type:'melee',ct:'10',charge:'uncharged',cost:'1050',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Two Handed Sword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[10]]}}{{Size=Medium}}WeapData=[gp:1050]{{Weapon=2-handed melee long-blade}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade,Two-Handed-Sword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Two-Handed Sword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d10, L:3d6, + Str bonus}}DmgData=[w:Two-Handed Sword of Adapt+1,sb:1,+:1,SM:1d10,L:3d6]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'},
+ {name:'Wave',type:'melee|ranged|magic',ct:'7',charge:'recharging',cost:'15',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Wave\nIntelligent, Neutral}}{{subtitle=Magic Trident}}WeapData=[w:Wave,sp:7,rc:recharging]{{Speed=[[7]]}}{{Size=M}}{{Weapon=1-handed melee or thrown spear}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,1H,Enchantment-Charm],[Trident,Magic,1H,Divination],[Trident,Magic,1H,Alteration],[Trident,Magic,1H,Evocation],[Trident,Magic,1H,Evocation],[Trident,Magic,1H,Alteration]{{To-hit=+3 + Str bonus}}ToHitData=[w:Wave,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Wave,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Wave,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7],[w:Fish Command,desc:Fish-Command,sp:1,lv:12,c:1],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:\\amp#64;{selected|token_id}|Trident of Warning|The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range,c:1,sp:1,lv:12],[w:Cap of Water Breathing,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wave-Breath|99|0|Breathing under water|strong,msg:Able to breathe underwater as if from a *cap of water breathing*,c:1,sp:1,lv:12],[w:Cube of Force,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{Which function of the Cube of Force?|Gasses+Wind\\amp#44;-1|Non-living Matter\\amp#44;-2|Living Matter\\amp#44;-3|Magic\\amp#44;-4|Everything\\amp#44;-6}|Wave\\amp#13;!rounds --movable-aoe \\amp#64;{selected|token_id}|square|feet|0|10|10|magic|false --target caster|\\amp#64;{selected|token_id}|Cube of Force|10|-1|Inside a Cube of Force|aura,sp:5,lv:12,c:0],[w:Cube Extras,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{What extra situation does the Cube protect?|Catapult-like missiles\\amp#44;1|Very hot normal fire\\amp#44;2|Horn of Blasting\\amp#44;6|Delayed blast fireball\\amp#44;3|Disintegrate\\amp#44;6|Fireball\\amp#44;3|Fire Storm\\amp#44;3|Flame Strike\\amp#44;3|Lightning Bolt\\amp#44;4|Meteor Storm\\amp#44;8|Passwall\\amp#44;3|Phase Door\\amp#44;5|Prismatic spray\\amp#44;7|Wall of Fire\\amp#44;2}|Wave],[w:Squeak with Aquatic Animals,desc:PR-Speak-with-Animals,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wave Speak with Animals|24|-1|Able to speak with an animal within 30ft,sp:5,lv:12,c:1]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+3, vs SM:1d6+1, L:3d4, + Str bonus}}DmgData=[w:Wave,sb:1,+:3,SM:1+1d6,L:3d4],[w:Wave,sb:1,+:3,SM:1+1d8,L:3d4],[]{{Ammo=+3, vs SM:1d6+1, L:3d4, + Str bonus}}AmmoData=[w:Wave,t:Trident,st:Spear,sb:1,+:3,SM:1+1d6,L:3d4,qty:1]{{Range=S:10, L:20}}RangeData=[t:Trident,+:3,r:1/1/2]{{desc=**Wave**\nWeapon (trident), legendary (requires attunement by a creature that worships a god of the sea)\n\n**Powers**\n+3 bonus to attack and damage rolls\nCritical hit causes extra damage of half target\'s HP maximum.\nFunctions as\n**1.** Trident of Fish Command (1 charge)\n**2.** Weapon of Warning (1 charge)\n**3.** Cap of Water Breathing (1 charge)\n**4.** Cube of Force (Various no. of charges)\n**5.** Squeak with Aquatic Animals (1 charge)\n\n***Sentience:*** Neutral alignment, Int 14, Wisdom 10, Chr 18. Hearing and *darkvision* range [[120]] feet. Telepathic with wielder, can speak, read, and understand Aquan}}{{Use=Take Wave in-hand using *Change Weapon* to be able to use its attacks and powers via the *Attack* action}}\n!setattr --charid @{selected|character_id} --silent --casting-level|12 --casting-name|Wave'},
+ {name:'Waveblade',type:'melee',ct:'6',charge:'uncharged',cost:'1520',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Waveblade}}{{subtitle=Sword}}{{Speed=1H [[6]], 2H [[8]]}}{{Size=Medium}}WeapData=[gp:1520,wt:10]{{Weapon=1 or 2-handed melee long blade}}Specs=[Bastard-sword, Melee, 1H, Long-blade],[Bastard-sword, Melee, 2H, Long-blade]{{To-hit=+3 + Str Bonus}}ToHitData=[w:Waveblade, sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:6,rc:uncharged],[w:Waveblade 2H,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8]{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=Magical +3 blade, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Waveblade,sb:1,+:3,SM:1d8,L:1d12],[w:Waveblade 2H,sb:1,+:0,SM:2d4,L:2d8]{{Looks Like=A prettily decorated bastard sword of exceptional crafting.}}{{desc=This is a very fine blade, decorated with etchings of waves and the sharks that patrol them. The blade is extremely sharp and keen, and glints with magical sharpness.}}'},
+ {name:'Whelm',type:'melee|ranged|magic',ct:'4',charge:'single-uncharged',cost:'2',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Whelm\nIntelligent, Lawful Neutral}}{{subtitle=Magic Warhammer}}{{Speed=[[10]]}}{{Size=M}}WeapData=[w:Whelm,wt:10,sp:4,rc:single-uncharged,ns:4],[cl:PW,w:Whelm-Shockwave,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Detect-Evil,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Detect-Good,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Locate-Object,sp:100,pd:1,lv:12]{{Weapon=1-handed melee or thrown club}}Specs=[Whelm,Melee,1H,Clubs,Warhammer],[Whelm,Ranged,1H,Throwing-Clubs,Warhammer],[Whelm,Melee,2H,Clubs,Warhammer],[Whelm,Magic,1H|2H,Evocation],[Whelm,Magic,1H|2H,Divination],[Whelm,Magic,1H|2H,Divination],[Whelm,Magic,1H|2H,Divination]{{To-hit=+3 + Str \\amp Dex bonuses}}ToHitData=[w:Whelm,t:Whelm,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Whelm,t:Whelm,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,sp:4],[w:Whelm,t:Whelm,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Shockwave,t:Whelm,pw:Whelm-Shockwave,sp:10,lv:12],[w:Detect Evil,t:Whelm,pw:Whelm-Detect-Evil,sp:10,lv:12],[w:Detect Good,t:Whelm,pw:Whelm-Detect-Good,sp:10,lv:12],[w:Locate Object,t:Whelm,pw:Whelm-Locate-Object,sp:10,lv:12]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+3, vs SM:1d4+1, L:1d4, + Str bonus}}DmgData=[w:Whelm,sb:1,+:3,SM:1+1d4,L:1d4],[],[w:Whelm,sb:1,+:3,SM:1+1d4,L:1d4]{{Ammo=+3, vs SM:1d4+1d8+1, L:1d4+2d8, + Str Bonus, and automatically returns}}AmmoData=[w:Whelm,t:Warhammer,st:Throwing-club,+:3,ru:1,SM:1+1d4+1d8,L:1d4+2d8]{{Range=S:20, M:40, L:60}}RangeData=[t:Warhammer,+:3,r:2/4/6]{{desc=**Whelm:** Weapon (warhammer), legendary. Powerful war-hammer forged by dwarves.\n\n**Attacks:** +3 attack and damage rolls.\n**Disadvantage:** Wielder has fear of being outdoors. Disadvantage (roll twice and take the worse outcome) on attack, saves, and ability checks under daytime sky.\n**Thrown Weapon:** range 20/40/60 feet. extra 1d8 (TSM) 2d8 (LG) bludgeoning damage when thrown. Flies back to your hand after attack. If don\'t have hand free, weapon lands at your feet.\n**Shock Wave:** Strike the ground with *Whelm* and send out *Shock Wave* (1 per day). Creatures of your choice within [[60]]ft of impact point must save vs. Staves or stunned for [[1]] turn (additional save each round)\n**Detect Evil:** 1/day\n**Detect Good:** 1/day\n**Locate Object:** 1/day\n\n***Sentience:*** Lawful Neutral weapon, Int 15, Wisdom 12, Chr 15.Hearing and *darkvision* range 120 ft, uses powers at L12. Communicates telepathically with wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.}}{{Use=Take Wave in-hand using *Change Weapon* to be able to use its attacks and powers via the *Attack* action}}\n!setattr --charid @{selected|character_id} --silent --MI-used|Whelm doing Shock Wave --MI-cast|Whelm-Stunned --MI-duration|10 --MI-direction|-1 --MI-msg|Stunned roll save vs Staves again --MI-marker|fishing-net --casting-level|12 --casting-name|Whelm'},
]},
- MI_DB_Ammo: {bio:'Weapons Database v7.03 18/04/2025
This sheet holds definitions of weapons that can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
- gmnotes:'Change Log: v7.03 18/04/2025 Fixed magical flight arrows for shortbows v7.02 10/04/2025 Fixed hidden arrow infinate loop error v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.07 22/12/2024 Corrected speed and charge type of several entries v6.05 30/01/2024 Added more magical ammo options v6.04 23/01/2024 Compressed database items and added standard magical versions v6.03 16/10/2023 Added Ballista Javelin v6.02 10/12/2022 Added quarrels for crossbows used underwater v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.8 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.7 06/04/2022 Force update to RPGMaster templates v5.6 01/01/2022 Added summoned Rainbow Sheaf Arrows for Rainbow spell v5.5 05/11/2021 Split the Weapon and Ammo databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
+ MI_DB_Ammo: {bio:'Weapons Database v7.05 04/07/2025
This sheet holds definitions of weapons that can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.',
+ gmnotes:'Change Log: v7.05 04/07/2025 Added values to all items v7.04 10/06/2025 Added "Magic-Flight/Sheaf-Arrows" v7.03 18/04/2025 Fixed magical flight arrows for shortbows v7.02 10/04/2025 Fixed hidden arrow infinate loop error v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.07 22/12/2024 Corrected speed and charge type of several entries v6.05 30/01/2024 Added more magical ammo options v6.04 23/01/2024 Compressed database items and added standard magical versions v6.03 16/10/2023 Added Ballista Javelin v6.02 10/12/2022 Added quarrels for crossbows used underwater v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.8 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.7 06/04/2022 Force update to RPGMaster templates v5.6 01/01/2022 Added summoned Rainbow Sheaf Arrows for Rainbow spell v5.5 05/11/2021 Split the Weapon and Ammo databases v5.4 31/10/2021 Further encoded using machine readable data to support API databases v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword v5.3.3 07/06/2021 Added the missing Scimitar macro v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section. v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB v5.3 14/05/2021 All standard weapons from the PHB now encoded. v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons v5.1 06/05/2021 Added a number of standard and magical weapons v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB',
root:'MI-DB',
api:'attk,magic',
type:'mi',
controlledby:'all',
avatar:'https://files.d20.io/images/52530/max.png?1340359343',
- version:7.03,
+ version:7.05,
db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'This is a blank slot in your Magic Item bag. Go search out some new Magic Items to fill it up!'},
{name:'Ammo-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Weapon-Info,Format,0H,Format]{{}}WeapData=[a:Weapon Info]{{Speed=}}{{Size=Small}}{{Ammo=}}{{Range=}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this weapon will automatically hide as a standard weapon of its type when added to a container and by default will reveal manually (see Magic Help Handout about hiding and revealing items).}}{{Use=Ammunition will automatically be transferred to the quiver or pouch when the appropriate ranged weapon is taken in-hand using the *Attk Menu \\gt Change Weapon* dialog.)}}'},
- {name:'Arrow-of-Direction',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[ns:1],[cl:PW,w:MU-Locate-Object,sp:2,pd:1]{{}}AmmoData=[w:Arrow of Direction]{{}}%{MI-DB|Flight-Arrow}{{Power=Limited [Locate Object](!magic --mi-power @{selected|token_id}|MU-Locate-Object|Flight-Arrow-of-Direction) capability}}{{Use=To indicate use of the Power, select the *Locate Object* button on the displayed information. Ammunition will automatically be transferred to the quiver or pouch when the appropriate ranged weapon is taken in-hand using the *Attk Menu \\gt Change Weapon* dialog.}}{{desc=This typically appears to be a normal arrow. However, its magical properties make it function like a locate object spell, empowering the arrow to show the direction to the nearest stairway, passage, cave, etc.\nOnce per day the device can be tossed into the air; it will fall and point in the requested direction. This process can be repeated seven times during the next seven turns. The request must be for one of the following:\n• Stairway (up or down)\n• Sloping passage (up or down)\n• Dungeon exit or entrance\n• Cave or cavern\nRequests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.).}}'},
- {name:'Arrow-of-Slaying',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow+3]{{}}WeapData=[query:Slays=Which creatures does this arrow slay outright?|Arachnids%% |Avians%% |Bards%% |Clerics%% |Dragons%% |Druids%% Elementals%% |Fighters%% |Giants%% |Golems%% |Illusionists%% |Mages%% |Mammals%% |Paladins%% |Rangers%% |Reptiles%% |Sea Monsters%% |Thieves%% |Titans%% |Undead%%, qty:1 ]{{}}AmmoData=[w:Arrow of Slaying ^^Slays#0^^]{{}}%{MI-DB|Flight-Arrow+3}{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what creature type it slays. The list is as given in the DMG. Create your own version to alter the list. If Auto-Hide config is set, this weapon will also automatically hide as a standard flight arrow when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.}}{{Power=If this arrow successfully hits a ^^Slays#0^^, the creature is instantly slayed (no saving throw specified - DM\'s discression)}}{{Looks Like=This arrow has unusual physical characteristics—a shaft of some special material, feathers of some rare creature, a head of some strange design, a rune carved on the nock, etc.}}{{desc=This is an arrow +3. The characteristics indicate the arrow is effective against some creature type. If the arrow is employed against ^^Slays#0^^, the missile will kill it instantly if it hits the target creature.}}'},
- {name:'Ballista-Javelin',type:'ammo|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Ballista Javelin}}{{subtitle=Ammo}}{{Speed=As per Ballista}}{{Size=Large}}Specs=[Ballista Javelin,Ammo|dmitem,1H,Quarrel]{{Ammo=+0, vs SM:1d4+1, L:1d6+1, Piercing}}AmmoData=[w:Ballista Javelin,t:Ballista,+:0,SM:3d6,L:1+2d6],{{Range=PB:60 S:160 M:320 L:480}}RangeData=[t:Ballista,+:0,r:6/16/32/48]{{desc=Ammunition for a Ballista, of good quality but otherwise ordinary}}'},
- {name:'Barbed-Dart-Magical',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Barbed Dart,Ammo,1H,Blowgun,Magical-Barbed-Dart]{{}}%{MI-DB|Magical-Barbed-Dart}'},
- {name:'Barbed-dart',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Barbed Dart}}Specs=[Barbed Dart,Ammo,1H,Blowgun]{{}}WeapData=[qty:1d20]{{}}AmmoData=[w:Barbed Dart,t:Blowgun,+:0,SM:1d3,L:1d2,rc:uncharged]{{}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}{{Ammo=For Blowgun, SM:1d3, L:1d2}}{{Range=1/2/3}}{{Looks Like=The blowgun dart is a small arrow with a wad of cotton or other plant fibers instead of fletching. Barbed darts have backward-facing barbs as part of the tip to prevent or cause damage on removal.}}{{desc=A Blowgun dart, barbed and of good quality but otherwise ordinary}}'},
- {name:'Bullet',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Sling Bullet}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:sling,+:0,r:3/4/8/16]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}WeapData=[qty:10+1d20]{{Speed=As per sling}}{{Size=Tiny}}{{Ammo=+0, vs SM:1+1d4, L:1+1d6}}{{Range=Point Blank 6-30,\nShort 31-40,\nMedium 41-80,\nLong 81-160}}{{Looks Like=A small, spherical bullet made of lead. While stones are easier to find, the lead bullet causes more damage and flies farther than the stone.}}{{desc=A Sling Bullet of good quality but otherwise ordinary}}'},
- {name:'Bullet+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Bullet}{{Ammo=+1, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
- {name:'Bullet+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Bullet}{{Ammo=+2, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
- {name:'Bullet+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Bullet}{{Ammo=+3, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
- {name:'Bullet+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Bullet}{{Ammo=+4, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
- {name:'Bullet-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Bullet,Ammo,1H,Bullet,Cursed-Bullet]{{}}%{MI-DB|Cursed-Bullet}'},
- {name:'Chalk',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Chalk Stone}}Specs=[Chalk,Ammo,1H,Bullet]{{}}WeapData=[qty:10+1d10]{{}}AmmoData=[w:Chalk,st:Sling,+:2,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:sling,+:0,r:3/5/10/20]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}{{Ammo=+2, vs SM:1+1d4, L:1+1d6}}{{Range=Point Blank 6-30,\nShort 31-50,\nMedium 51-100,\nLong 101-200}}{{desc=A piece of teacher\'s chalk, which can be used to great effect in a sling (though teachers can possibly just throw it with the same effect!)}}'},
- {name:'Cursed-Bullet',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Bullet,Ammo,1H,Bullet]{{}}WeapData=[w:Bullet,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Bullet^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Bullet}{{Ammo=^^weaponCurse#0^^, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of good quality, perfectly spherical and with some unknown substance alloyed with the lead. But is there something odd?}}'},
- {name:'Cursed-Flight-Arrow',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Warbow Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:longbow,+:^^weaponCurse#1^^],[t:shortbow,+:^^weaponCurse#1^^],[t:warbow,+:^^weaponCurse#1^^],[t:compositelongbow,+:^^weaponCurse#1^^],[t:compositeshortbow,+:^^weaponCurse#1^^]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=^^weaponCurse#0^^,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of good quality, but there\'s something not quite right about the markings on the shaft}}'},
- {name:'Cursed-Hand-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Hand Quarrel ^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Hand-Quarrel}{{}}%{MI-DB|Magical-Ammo-Info}{{subtitle=Cursed Ammo}}{{Ammo=^^weaponCurse#0^^, vs SM:1d3, L:1d2, Piercing}}{{desc=A quarrel for a hand crossbow, which has some odd markings on the shaft.}}'},
- {name:'Cursed-Heavy-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Heavy Quarrel ^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Heavy-Quarrel}{{}}%{MI-DB|Magical-Ammo-Info}{{subtitle=Cursed Ammo}}{{Ammo=^^weaponCurse#0^^, vs SM:1d4+1, L:1d6+1, Piercing}}{{desc=A quarrel for a heavy crossbow, which has some odd markings on the shaft and head.}}'},
- {name:'Cursed-Light-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Light Quarrel^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Cursed-Light-Quarrel}{{}}%{MI-DB|Magical-Weapon-Info}{{Ammo=^^weaponCurse#0^^, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of questionable quality but suitable for holding an enchantment. The designs etched into the pointed metal head are disturbing.}}'},
- {name:'Cursed-Sheaf-Arrow',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name= ^^weaponCurse#0^^}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Sheaf Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Warbow Sheaf Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:longbow,+:^^weaponCurse#1^^],[t:warbow,+:^^weaponCurse#1^^],[t:compositelongbow,+:^^weaponCurse#1^^]{{}}%{MI-DB|Sheaf-Arrow}{{}}%{MI-DB|Magical-Weapon-Info}{{Ammo=^^weaponCurse#0^^,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of questionable quality with odd markings on the shaft and etched into the head}}'},
- {name:'Daikyu-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Daikyu Arrow}}specs=[Daikyu-arrow,Ammo,1H,Arrow]{{}}WeapData=[qty:10+1d10]{{}}AmmoData=[w:Daikyu Arrow,t:Daikyu,+:0,sm:1d8,l:1d6,rc:uncharged]{{}}RangeData=[t:Daikyu,sb:1,+:0,r:3/7/14/21]{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=small}}{{Ammo=+0,\n**Daikyu** vs. sm:1d8, l:1d6,\n**Other bows** does not work, Piercing}}{{Range=PB:30, S:70, M:140, L:210}}{{desc=An arrow that, due to the nock and the shape of the flights, can only be used with a Daikyu bow.}}'},
- {name:'Flight-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Flight Arrow}}Specs=[Flight-Arrow,Ammo,1H,Arrow],[Flight-Arrow,Ammo,1H,Arrow],[Flight-Arrow,Ammo,1H,Arrow]{{}}WeapData=[qty:10+1d20]{{}}AmmoData=[w:Flight Arrow,st:Bow,+:0,SM:1d6,L:1d6,rc:uncharged],[w:Warbow Flight Arrow,t:warbow,+:0,SM:1d8,L:1d8,rc:uncharged],[w:Flight Arrow,t:shortbow,+:0,SM:1d6,L:1d6,rc:uncharged]{{}}RangeData=[t:longbow,sb:1,+:0,r:3/6/12/21],[t:shortbow,+:0,r:3/5/10/15],[t:warbow,sb:1,+:0,r:3/9/16/25],[t:compositelongbow,sb:1,+:0,r:3/7/14/21],[t:compositeshortbow,sb:1,+:0,r:3/5/10/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=Small}}{{Ammo=+0,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{Range=PB:30, others vary by bow\n**Shortbow:**\nS:50, M:100, L150,\n**Longbow:**\nS:60, M:120, L:210,\n**Warbow:**\nS90, M:160, L:250,\n**Composite Sbow:**\nS:50, M:100, L:180,\n**Composite Lbow:**\nS:70, M:140, L:210}}{{Looks Like=An arrow of 30 to 40 ins.}}{{Hide1=In general, arrows range in length from 20 to 40 inches. The feathers, or fletching, of the arrow consist of two or more feathers set coaxially to the shaft. The flight arrow is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long.}}{{desc=A Flight Arrow of good quality but otherwise ordinary}}'},
- {name:'Flight-Arrow+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+1,+:1],[w:Warbow Flight Arrow+1,+:1],[w:Shortbow Flight Arrow+1,+:1]{{}}RangeData=[t:longbow,+:1],[t:shortbow,+:1],[t:warbow,+:1],[t:compositelongbow,+:1],[t:compositeshortbow,+:1]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+1,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
- {name:'Flight-Arrow+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+2,+:2],[w:Warbow Flight Arrow+2,+:2],[w:Shortbow Flight Arrow+2,+:2]{{}}RangeData=[t:longbow,+:2],[t:shortbow,+:2],[t:warbow,+:2],[t:compositelongbow,+:2],[t:compositeshortbow,+:2]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+2,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
- {name:'Flight-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+3,+:3],[w:Warbow Flight Arrow+3,+:3],[w:Shortbow Flight Arrow+3,+:3]{{}}RangeData=[t:longbow,+:3],[t:shortbow,+:3],[t:warbow,+:3],[t:compositelongbow,+:3],[t:compositeshortbow,+:3]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+3,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
- {name:'Flight-Arrow+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+4,+:4],[w:Warbow Flight Arrow+4,+:4],[w:Shortbow Flight Arrow+4,+:4]{{}}RangeData=[t:longbow,+:4],[t:shortbow,+:4],[t:warbow,+:4],[t:compositelongbow,+:4],[t:compositeshortbow,+:4]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+4,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
- {name:'Flight-Arrow-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow]{{}}%{MI-DB|Cursed-Flight-Arrow}'},
- {name:'Flight-Arrow-Stone',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Flight arrow - stone}}WeapData=[qty:4+1d6]{{subtitle=ammo}}{{speed=As per bow}}{{size=Small}}specs=[flight-arrow,ammo,1h,arrow],[flight-arrow,ammo,1h,arrow],[flight-arrow,ammo,1h,arrow]{{ammo=+0,\n**warbow** vs. sm:0, l:0,\n**other bows** vs. sm:1d4, l:1d4, piercing}}ammodata=[w:Stone flight arrow,st:bow,+:0,sm:1d4,l:1d4,rc:uncharged],[w:Stone flight arrow,t:warbow,+:0,sm:0,l:0,rc:uncharged,msg:Automatically shatters with the force from the bow],[w:Stone flight arrow,t:shortbow,+:0,sm:1d4,l:1d4,rc:uncharged]{{range=pb:30, others vary by bow\n**shortbow:**\ns:50, m:100, l150,\n**longbow:**\ns:60, m:120, l:210,\n**warbow:**\ns:0, m:0, l:0,\n**composite sbow:**\ns:50, m:100, l:180,\n**composite lbow:**\ns:70, m:140, l:210}}rangedata=[t:longbow,sb:1,+:0,r:3/6/12/21],[t:shortbow,+:0,r:3/5/10/15],[t:warbow,sb:1,+:0,r:3/9/16/25],[t:compositelongbow,sb:1,+:0,r:3/7/14/21],[t:compositeshortbow,sb:1,+:0,r:3/5/10/18]{{desc=A stone flight arrow. Shatters 1 in 6 times. If used with a warbow, will shatter as soon as fired from the bow without doing any damage (won\'t travel even 5ft) as the bow is just too powerful for it.}}'},
- {name:'Flight-Arrows',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}%{MI-DB|Flight-Arrow}'},
+ {name:'Arrow-of-Direction',type:'ammo',ct:'0',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[gp:5000,wt:0.1,ns:1],[cl:PW,w:MU-Locate-Object,sp:2,pd:1]{{}}AmmoData=[w:Arrow of Direction]{{}}%{MI-DB|Flight-Arrow}{{Power=Limited [Locate Object](!magic --mi-power @{selected|token_id}|MU-Locate-Object|Flight-Arrow-of-Direction) capability}}{{Use=To indicate use of the Power, select the *Locate Object* button on the displayed information. Ammunition will automatically be transferred to the quiver or pouch when the appropriate ranged weapon is taken in-hand using the *Attk Menu \\gt Change Weapon* dialog.}}{{desc=This typically appears to be a normal arrow. However, its magical properties make it function like a locate object spell, empowering the arrow to show the direction to the nearest stairway, passage, cave, etc.\nOnce per day the device can be tossed into the air; it will fall and point in the requested direction. This process can be repeated seven times during the next seven turns. The request must be for one of the following:\n• Stairway (up or down)\n• Sloping passage (up or down)\n• Dungeon exit or entrance\n• Cave or cavern\nRequests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.).}}'},
+ {name:'Arrow-of-Slaying',type:'ammo',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow+3]{{}}WeapData=[query:Slays=Which creatures does this arrow slay outright?|Arachnids%% |Avians%% |Bards%% |Clerics%% |Dragons%% |Druids%% Elementals%% |Fighters%% |Giants%% |Golems%% |Illusionists%% |Mages%% |Mammals%% |Paladins%% |Rangers%% |Reptiles%% |Sea Monsters%% |Thieves%% |Titans%% |Undead%%, qty:1, gp:500, wt:0.1 ]{{}}AmmoData=[w:Arrow of Slaying ^^Slays#0^^]{{}}%{MI-DB|Flight-Arrow+3}{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what creature type it slays. The list is as given in the DMG. Create your own version to alter the list. If Auto-Hide config is set, this weapon will also automatically hide as a standard flight arrow when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.}}{{Power=If this arrow successfully hits a ^^Slays#0^^, the creature is instantly slayed (no saving throw specified - DM\'s discression)}}{{Looks Like=This arrow has unusual physical characteristics—a shaft of some special material, feathers of some rare creature, a head of some strange design, a rune carved on the nock, etc.}}{{desc=This is an arrow +3. The characteristics indicate the arrow is effective against some creature type. If the arrow is employed against ^^Slays#0^^, the missile will kill it instantly if it hits the target creature.}}'},
+ {name:'Ballista-Javelin',type:'ammo|dmitem',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Ballista Javelin}}{{subtitle=Ammo}}{{Speed=As per Ballista}}{{Size=Large}}Specs=[Ballista Javelin,Ammo|dmitem,1H,Quarrel]{{Ammo=+0, vs SM:1d4+1, L:1d6+1, Piercing}}WeapData=[gp:1,wt:6]{{}}AmmoData=[w:Ballista Javelin,t:Ballista,+:0,SM:3d6,L:1+2d6],{{Range=PB:60 S:160 M:320 L:480}}RangeData=[t:Ballista,+:0,r:6/16/32/48]{{desc=Ammunition for a Ballista, of good quality but otherwise ordinary}}'},
+ {name:'Barbed-Dart-Magical',type:'ammo',ct:'0',charge:'uncharged',cost:'(a(/2.5))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Barbed Dart,Ammo,1H,Blowgun,Magical-Barbed-Dart]{{}}%{MI-DB|Magical-Barbed-Dart}'},
+ {name:'Barbed-dart',type:'ammo',ct:'0',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Barbed Dart}}Specs=[Barbed Dart,Ammo,1H,Blowgun]{{}}WeapData=[gp:0.1,wt:0.1,qty:1d20]{{}}AmmoData=[w:Barbed Dart,t:Blowgun,+:0,SM:1d3,L:1d2,rc:uncharged]{{}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}{{Ammo=For Blowgun, SM:1d3, L:1d2}}{{Range=1/2/3}}{{Looks Like=The blowgun dart is a small arrow with a wad of cotton or other plant fibers instead of fletching. Barbed darts have backward-facing barbs as part of the tip to prevent or cause damage on removal.}}{{desc=A Blowgun dart, barbed and of good quality but otherwise ordinary}}'},
+ {name:'Bullet',type:'ammo',ct:'0',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Sling Bullet}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:sling,+:0,r:3/4/8/16]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}WeapData=[gp:0.01,wt:0.5,qty:10+1d20]{{Speed=As per sling}}{{Size=Tiny}}{{Ammo=+0, vs SM:1+1d4, L:1+1d6}}{{Range=Point Blank 6-30,\nShort 31-40,\nMedium 41-80,\nLong 81-160}}{{Looks Like=A small, spherical bullet made of lead. While stones are easier to find, the lead bullet causes more damage and flies farther than the stone.}}{{desc=A Sling Bullet of good quality but otherwise ordinary}}'},
+ {name:'Bullet+1',type:'ammo',ct:'0',charge:'uncharged',cost:'200.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Bullet,Ammo,1H,Bullet]{{}}WeapData=[gp:200.01]{{}}AmmoData=[w:Bullet+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Bullet}{{Ammo=+1, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
+ {name:'Bullet+2',type:'ammo',ct:'0',charge:'uncharged',cost:'400.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Bullet,Ammo,1H,Bullet]{{}}WeapData=[gp:400.01]{{}}AmmoData=[w:Bullet+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Bullet}{{Ammo=+2, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
+ {name:'Bullet+3',type:'ammo',ct:'0',charge:'uncharged',cost:'800.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Bullet,Ammo,1H,Bullet]{{}}WeapData=[gp:800.01]{{}}AmmoData=[w:Bullet+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Bullet}{{Ammo=+3, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
+ {name:'Bullet+4',type:'ammo',ct:'0',charge:'uncharged',cost:'1600.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Bullet,Ammo,1H,Bullet]{{}}WeapData=[gp:1600.01]{{}}AmmoData=[w:Bullet+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Bullet}{{Ammo=+4, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'},
+ {name:'Bullet-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(95*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Bullet,Ammo,1H,Bullet,Cursed-Bullet]{{}}%{MI-DB|Cursed-Bullet}'},
+ {name:'Chalk',type:'ammo',ct:'0',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Chalk Stone}}Specs=[Chalk,Ammo,1H,Bullet]{{}}WeapData=[gp:0.01,wt:0.05,qty:10+1d10]{{}}AmmoData=[w:Chalk,st:Sling,+:2,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:sling,+:0,r:3/5/10/20]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}{{Ammo=+2, vs SM:1+1d4, L:1+1d6}}{{Range=Point Blank 6-30,\nShort 31-50,\nMedium 51-100,\nLong 101-200}}{{desc=A piece of teacher\'s chalk, which can be used to great effect in a sling (though teachers can possibly just throw it with the same effect!)}}'},
+ {name:'Cursed-Bullet',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(95*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Bullet,Ammo,1H,Bullet]{{}}WeapData=[w:Bullet,query:weaponCurse,+:^^weaponCurse#1^^,gp:(a(95*^^weaponCurse#1^^)),rc:Cursed]{{}}AmmoData=[w:Bullet^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Bullet}{{Ammo=^^weaponCurse#0^^, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of good quality, perfectly spherical and with some unknown substance alloyed with the lead. But is there something odd?}}'},
+ {name:'Cursed-Flight-Arrow',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(180*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,gp:(a(180*^^weaponCurse#1^^)),rc:Cursed]{{}}AmmoData=[w:Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Warbow Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:longbow,+:^^weaponCurse#1^^],[t:shortbow,+:^^weaponCurse#1^^],[t:warbow,+:^^weaponCurse#1^^],[t:compositelongbow,+:^^weaponCurse#1^^],[t:compositeshortbow,+:^^weaponCurse#1^^]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=^^weaponCurse#0^^,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of good quality, but there\'s something not quite right about the markings on the shaft}}'},
+ {name:'Cursed-Hand-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(285*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,gp:(a(285*^^weaponCurse#1^^)),rc:Cursed]{{}}AmmoData=[w:Hand Quarrel ^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Hand-Quarrel}{{}}%{MI-DB|Magical-Ammo-Info}{{subtitle=Cursed Ammo}}{{Ammo=^^weaponCurse#0^^, vs SM:1d3, L:1d2, Piercing}}{{desc=A quarrel for a hand crossbow, which has some odd markings on the shaft.}}'},
+ {name:'Cursed-Heavy-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(150*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,gp:(a(150*^^weaponCurse#1^^)),rc:Cursed]{{}}AmmoData=[w:Heavy Quarrel ^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Heavy-Quarrel}{{}}%{MI-DB|Magical-Ammo-Info}{{subtitle=Cursed Ammo}}{{Ammo=^^weaponCurse#0^^, vs SM:1d4+1, L:1d6+1, Piercing}}{{desc=A quarrel for a heavy crossbow, which has some odd markings on the shaft and head.}}'},
+ {name:'Cursed-Light-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(95*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,gp:(a(95*^^weaponCurse#1^^)),rc:Cursed]{{}}AmmoData=[w:Light Quarrel^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Cursed-Light-Quarrel}{{}}%{MI-DB|Magical-Weapon-Info}{{Ammo=^^weaponCurse#0^^, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of questionable quality but suitable for holding an enchantment. The designs etched into the pointed metal head are disturbing.}}'},
+ {name:'Cursed-Sheaf-Arrow',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(275*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name= ^^weaponCurse#0^^}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,gp:(a(275*^^weaponCurse#1^^)),rc:Cursed]{{}}AmmoData=[w:Sheaf Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Warbow Sheaf Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:longbow,+:^^weaponCurse#1^^],[t:warbow,+:^^weaponCurse#1^^],[t:compositelongbow,+:^^weaponCurse#1^^]{{}}%{MI-DB|Sheaf-Arrow}{{}}%{MI-DB|Magical-Weapon-Info}{{Ammo=^^weaponCurse#0^^,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of questionable quality with odd markings on the shaft and etched into the head}}'},
+ {name:'Daikyu-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Daikyu Arrow}}specs=[Daikyu-arrow,Ammo,1H,Arrow]{{}}WeapData=[gp:0.05,wt:0.16,qty:10+1d10]{{}}AmmoData=[w:Daikyu Arrow,t:Daikyu,+:0,sm:1d8,l:1d6,rc:uncharged]{{}}RangeData=[t:Daikyu,sb:1,+:0,r:3/7/14/21]{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=small}}{{Ammo=+0,\n**Daikyu** vs. sm:1d8, l:1d6,\n**Other bows** does not work, Piercing}}{{Range=PB:30, S:70, M:140, L:210}}{{desc=An arrow that, due to the nock and the shape of the flights, can only be used with a Daikyu bow.}}'},
+ {name:'Flight-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0.025',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Flight Arrow}}Specs=[Flight-Arrow,Ammo,1H,Arrow],[Flight-Arrow,Ammo,1H,Arrow],[Flight-Arrow,Ammo,1H,Arrow]{{}}WeapData=[gp:0.025,wt:0.1,qty:10+1d20]{{}}AmmoData=[w:Flight Arrow,st:Bow,+:0,SM:1d6,L:1d6,rc:uncharged],[w:Warbow Flight Arrow,t:warbow,+:0,SM:1d8,L:1d8,rc:uncharged],[w:Flight Arrow,t:shortbow,+:0,SM:1d6,L:1d6,rc:uncharged]{{}}RangeData=[t:longbow,sb:1,+:0,r:3/6/12/21],[t:shortbow,+:0,r:3/5/10/15],[t:warbow,sb:1,+:0,r:3/9/16/25],[t:compositelongbow,sb:1,+:0,r:3/7/14/21],[t:compositeshortbow,sb:1,+:0,r:3/5/10/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=Small}}{{Ammo=+0,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{Range=PB:30, others vary by bow\n**Shortbow:**\nS:50, M:100, L150,\n**Longbow:**\nS:60, M:120, L:210,\n**Warbow:**\nS90, M:160, L:250,\n**Composite Sbow:**\nS:50, M:100, L:180,\n**Composite Lbow:**\nS:70, M:140, L:210}}{{Looks Like=An arrow of 30 to 40 ins.}}{{Hide1=In general, arrows range in length from 20 to 40 inches. The feathers, or fletching, of the arrow consist of two or more feathers set coaxially to the shaft. The flight arrow is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long.}}{{desc=A Flight Arrow of good quality but otherwise ordinary}}'},
+ {name:'Flight-Arrow+1',type:'ammo',ct:'0',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[gp:200]{{}}AmmoData=[w:Flight Arrow+1,+:1],[w:Warbow Flight Arrow+1,+:1],[w:Shortbow Flight Arrow+1,+:1]{{}}RangeData=[t:longbow,+:1],[t:shortbow,+:1],[t:warbow,+:1],[t:compositelongbow,+:1],[t:compositeshortbow,+:1]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+1,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
+ {name:'Flight-Arrow+2',type:'ammo',ct:'0',charge:'uncharged',cost:'400',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[gp:400]{{}}AmmoData=[w:Flight Arrow+2,+:2],[w:Warbow Flight Arrow+2,+:2],[w:Shortbow Flight Arrow+2,+:2]{{}}RangeData=[t:longbow,+:2],[t:shortbow,+:2],[t:warbow,+:2],[t:compositelongbow,+:2],[t:compositeshortbow,+:2]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+2,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
+ {name:'Flight-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'700',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[gp:700]{{}}AmmoData=[w:Flight Arrow+3,+:3],[w:Warbow Flight Arrow+3,+:3],[w:Shortbow Flight Arrow+3,+:3]{{}}RangeData=[t:longbow,+:3],[t:shortbow,+:3],[t:warbow,+:3],[t:compositelongbow,+:3],[t:compositeshortbow,+:3]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+3,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
+ {name:'Flight-Arrow+4',type:'ammo',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[gp:1000]{{}}AmmoData=[w:Flight Arrow+4,+:4],[w:Warbow Flight Arrow+4,+:4],[w:Shortbow Flight Arrow+4,+:4]{{}}RangeData=[t:longbow,+:4],[t:shortbow,+:4],[t:warbow,+:4],[t:compositelongbow,+:4],[t:compositeshortbow,+:4]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+4,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'},
+ {name:'Flight-Arrow-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(180*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow]{{}}%{MI-DB|Cursed-Flight-Arrow}'},
+ {name:'Flight-Arrow-Stone',type:'ammo',ct:'0',charge:'uncharged',cost:'0.03',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Flight arrow - stone}}WeapData=[gp:0.03,wt:0.1,qty:4+1d6]{{subtitle=ammo}}{{speed=As per bow}}{{size=Small}}specs=[flight-arrow,ammo,1h,arrow],[flight-arrow,ammo,1h,arrow],[flight-arrow,ammo,1h,arrow]{{ammo=+0,\n**warbow** vs. sm:0, l:0,\n**other bows** vs. sm:1d4, l:1d4, piercing}}ammodata=[w:Stone flight arrow,st:bow,+:0,sm:1d4,l:1d4,rc:uncharged],[w:Stone flight arrow,t:warbow,+:0,sm:0,l:0,rc:uncharged,msg:Automatically shatters with the force from the bow],[w:Stone flight arrow,t:shortbow,+:0,sm:1d4,l:1d4,rc:uncharged]{{range=pb:30, others vary by bow\n**shortbow:**\ns:50, m:100, l150,\n**longbow:**\ns:60, m:120, l:210,\n**warbow:**\ns:0, m:0, l:0,\n**composite sbow:**\ns:50, m:100, l:180,\n**composite lbow:**\ns:70, m:140, l:210}}rangedata=[t:longbow,sb:1,+:0,r:3/6/12/21],[t:shortbow,+:0,r:3/5/10/15],[t:warbow,sb:1,+:0,r:3/9/16/25],[t:compositelongbow,sb:1,+:0,r:3/7/14/21],[t:compositeshortbow,sb:1,+:0,r:3/5/10/18]{{desc=A stone flight arrow. Shatters 1 in 6 times. If used with a warbow, will shatter as soon as fired from the bow without doing any damage (won\'t travel even 5ft) as the bow is just too powerful for it.}}'},
+ {name:'Flight-Arrows',type:'ammo',ct:'0',charge:'uncharged',cost:'0.025',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}%{MI-DB|Flight-Arrow}'},
{name:'Flight-arrow+?',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Flight Arrow+?}}{{subtitle=Magic Weapon}}{{Speed=As per bow}}{{Size=Small}}Specs=[Flight-Arrow,Ammo|DMinfo,1H,Arrow]{{To-hit=Unknown}}{{damage=Unknown}}{{desc=A magical Flight Arrow of very fine quality, but with unknown plusses}}'},
- {name:'Glass-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Glass Sheaf Arrow+3}}{{subtitle=Magic Weapon}}WeapData=[qty:1d6]{{Speed=As per bow}}{{Size=Small}}Specs=[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow]{{Ammo=+3 Piercing,\n**Warbow** vs\nSM:1d10, L:1d10\n**Other Bows** vs\nSM:1d8, L:1d8,\nbreaks on use}}AmmoData=[w:Glass Arrow+3,st:Bow,+:3,ru:-1,SM:1d8,L:1d8],[w:Glass Arrow+3,t:warbow,+:3,ru:-1,SM:1d10,L:1d10],[w:Glass Arrow+3,t:shortbow,+:3,ru:-1,SM:1d8,L:1d8]{{Range=Varies by bow:\n**Longbow**\nPB:30 S:50 M:100 L:170\n**Shortbow**\nPB:30 S:40 M:80 L:150\n**Warbow**\nPB:30 S:70 M:120 L:210\n**Composite Lbow**\nPB:30 S:50 M:100 L:180\n**Composite Sbow**\nPB:30 S:50 M:100 L:150}}RangeData=[t:longbow,+:3,r:3/5/10/17],[t:shortbow,+:3,r:3/4/8/15],[t:warbow,+:3,r:3/7/12/21],[t:compositelongbow,+:3,r:3/5/10/18],[t:compositeshortbow:,+:3,r:3/5/10/17]{{desc=A magical Sheaf Arrow made of ultra-sharp glass. The arrows always shatter on use.}}'},
- {name:'Glass-arrow+10',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Glass Sheaf Arrow+3}}{{subtitle=Magic Weapon}}WeapData=[qty:1d3]{{Speed=As per bow}}{{Size=Small}}Specs=[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow]{{Ammo=+10 Piercing,\n**Warbow** vs\nSM:1d10, L:1d10\n**Other Bows** vs\nSM:1d8, L:1d8,\nbreaks on use}}AmmoData=[w:Glass Arrow+10,st:Bow,+:10,ru:-1,SM:1d8,L:1d8],[w:Glass Arrow+10,t:warbow,+:10,ru:-1,SM:1d10,L:1d10],[w:Glass Arrow+10,t:shortbow,+:10,ru:-1,SM:1d8,L:1d8]{{Range=Varies by bow:\n**Longbow**\nPB:30 S:50 M:100 L:170\n**Shortbow**\nPB:30 S:40 M:80 L:150\n**Warbow**\nPB:30 S:70 M:120 L:210\n**Composite Lbow**\nPB:30 S:50 M:100 L:180\n**Composite Sbow**\nPB:30 S:50 M:100 L:150}}RangeData=[t:longbow,+:10,r:3/5/10/17],[t:shortbow,+:10,r:3/4/8/15],[t:warbow,+:10,r:3/7/12/21],[t:compositelongbow,+:10,r:3/5/10/18],[t:compositeshortbow:,+:10,r:3/5/10/17]{{desc=A magical Sheaf Arrow made of ultra-sharp glass. The arrows always shatter on use.}}'},
- {name:'Hand-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Hand Quarrel}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel]{{}}WeapData=[qty:20+1d10]{{}}AmmoData=[w:Hand Quarrel,t:Hand Crossbow,+:0,SM:1d3,L:1d2]{{}}RangeData=[t:Hand Crossbow,+:0,r:2/2/4/6]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d3, L:1d2, Piercing}}{{Range=PB:20, S:20, M:40, L:60}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a hand crossbow, of good quality but otherwise ordinary}}'},
- {name:'Hand-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel]{{}}AmmoData=[w:Hand Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Hand-Quarrel}{{subtitle=Magical Ammo}}{{Ammo=+1, vs SM:1d3, L:1d2, Piercing}}{{desc=A well made quarrel for a hand crossbow, of excellent quality and suitable for enchanting}}'},
- {name:'Hand-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}AmmoData=[w:Hand Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+2}}{{Ammo=+2, vs SM:1d3, L:1d2, Piercing}}'},
- {name:'Hand-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}AmmoData=[w:Hand Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+3}}{{Ammo=+3, vs SM:1d3, L:1d2, Piercing}}'},
- {name:'Hand-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}AmmoData=[w:Hand Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+4}}{{Ammo=+4, vs SM:1d3, L:1d2, Piercing}}'},
- {name:'Hand-Quarrel+poison',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel+poison,Ammo,1H,Quarrel,Hand-Quarrel]{{}}WeapData=[qty:1d6]{{}}AmmoData=[w:Hand-Quarrel+poison,t:Hand-Crossbow,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;[60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi\\clon;-4,msg:This is a poisoned quarrel which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;]{{}}%{MI-DB|Hand-Quarrel}{{}}{{Use=Ammunition will automatically be transferred to the quiver or pouch when the appropriate ranged weapon is taken in-hand using the Attk Menu \\gt Change Weapon dialog.). On a successful hit, obey the instruction to target (or target again) the victim hit, a saving throw will be prompted for and the poison will then be automatically applied if the save is failed.}}'},
- {name:'Hand-Quarrel-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Cursed-Hand-Quarrel]{{}}%{MI-DB|Cursed-Hand-Quarrel}'},
- {name:'Heavy-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Heavy Quarrel}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel]{{}}WeapData=[qty:10+1d10]{{}}AmmoData=[w:Heavy Quarrel,t:Heavy Crossbow,+:0,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:Heavy Crossbow,+:0,r:3/8/16/24]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d4+1, L:1d6+1, Piercing}}{{Range=PB:30 S:80 M:160 L:240}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a heavy crossbow, of good quality but otherwise ordinary}}'},
- {name:'Heavy-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}AmmoData=[w:Heavy Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Heavy-Quarrel}{{subtitle=Magic Ammo}}{{Ammo=+1, vs SM:1d4+1, L:1d6+1, Piercing}}{{desc=A quarrel for a heavy crossbow, of excellent quality and suitable for holding an enchantment}}'},
- {name:'Heavy-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}AmmoData=[w:Heavy Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+2}}{{Ammo=+2, vs SM:1d4+1, L:1d6+1, Piercing}}'},
- {name:'Heavy-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}AmmoData=[w:Heavy Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+3}}{{Ammo=+3, vs SM:1d4+1, L:1d6+1, Piercing}}'},
- {name:'Heavy-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}AmmoData=[w:Heavy Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+4}}{{Ammo=+4, vs SM:1d4+1, L:1d6+1, Piercing}}'},
- {name:'Heavy-Quarrel-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Cursed-Heavy-Quarrel]{{}}%{MI-DB|Cursed-Heavy-Quarrel}'},
- {name:'Heavy-Quarrel-Magical-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Magical-Heavy-Quarrel-Underwater]{{}}%{MI-DB|Magical-Heavy-Quarrel-Underwater}'},
- {name:'Heavy-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= used Underwater}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}AmmoData=[w:Heavy Quarrel Underwater]{{}}RangeData=[t:Heavy Crossbow,r:2/5/8/12]{{}}%{MI-DB|Heavy-Quarrel}{{Range=PB:20 S:50 M:80 L:120}}{{desc=A quarrel for a heavy crossbow, of good quality but otherwise ordinary, used underwater so range is halved}}'},
+ {name:'Glass-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'800',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Glass Sheaf Arrow+3}}{{subtitle=Magic Weapon}}WeapData=[gp:800,wt:0.2,qty:1d6]{{Speed=As per bow}}{{Size=Small}}Specs=[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow]{{Ammo=+3 Piercing,\n**Warbow** vs\nSM:1d10, L:1d10\n**Other Bows** vs\nSM:1d8, L:1d8,\nbreaks on use}}AmmoData=[w:Glass Arrow+3,st:Bow,+:3,ru:-1,SM:1d8,L:1d8],[w:Glass Arrow+3,t:warbow,+:3,ru:-1,SM:1d10,L:1d10],[w:Glass Arrow+3,t:shortbow,+:3,ru:-1,SM:1d8,L:1d8]{{Range=Varies by bow:\n**Longbow**\nPB:30 S:50 M:100 L:170\n**Shortbow**\nPB:30 S:40 M:80 L:150\n**Warbow**\nPB:30 S:70 M:120 L:210\n**Composite Lbow**\nPB:30 S:50 M:100 L:180\n**Composite Sbow**\nPB:30 S:50 M:100 L:150}}RangeData=[t:longbow,+:3,r:3/5/10/17],[t:shortbow,+:3,r:3/4/8/15],[t:warbow,+:3,r:3/7/12/21],[t:compositelongbow,+:3,r:3/5/10/18],[t:compositeshortbow:,+:3,r:3/5/10/17]{{desc=A magical Sheaf Arrow made of ultra-sharp glass. The arrows always shatter on use.}}'},
+ {name:'Glass-arrow+10',type:'ammo',ct:'0',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Glass Sheaf Arrow+3}}{{subtitle=Magic Weapon}}WeapData=[gp:2000,wt:0.2,qty:1d3]{{Speed=As per bow}}{{Size=Small}}Specs=[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow]{{Ammo=+10 Piercing,\n**Warbow** vs\nSM:1d10, L:1d10\n**Other Bows** vs\nSM:1d8, L:1d8,\nbreaks on use}}AmmoData=[w:Glass Arrow+10,st:Bow,+:10,ru:-1,SM:1d8,L:1d8],[w:Glass Arrow+10,t:warbow,+:10,ru:-1,SM:1d10,L:1d10],[w:Glass Arrow+10,t:shortbow,+:10,ru:-1,SM:1d8,L:1d8]{{Range=Varies by bow:\n**Longbow**\nPB:30 S:50 M:100 L:170\n**Shortbow**\nPB:30 S:40 M:80 L:150\n**Warbow**\nPB:30 S:70 M:120 L:210\n**Composite Lbow**\nPB:30 S:50 M:100 L:180\n**Composite Sbow**\nPB:30 S:50 M:100 L:150}}RangeData=[t:longbow,+:10,r:3/5/10/17],[t:shortbow,+:10,r:3/4/8/15],[t:warbow,+:10,r:3/7/12/21],[t:compositelongbow,+:10,r:3/5/10/18],[t:compositeshortbow:,+:10,r:3/5/10/17]{{desc=A magical Sheaf Arrow made of ultra-sharp glass. The arrows always shatter on use.}}'},
+ {name:'Hand-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Hand Quarrel}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel]{{}}WeapData=[gp:1,wt:0.1,qty:20+1d10]{{}}AmmoData=[w:Hand Quarrel,t:Hand Crossbow,+:0,SM:1d3,L:1d2]{{}}RangeData=[t:Hand Crossbow,+:0,r:2/2/4/6]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d3, L:1d2, Piercing}}{{Range=PB:20, S:20, M:40, L:60}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a hand crossbow, of good quality but otherwise ordinary}}'},
+ {name:'Hand-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel]{{}}WeapData=[gp:300]{{}}AmmoData=[w:Hand Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Hand-Quarrel}{{subtitle=Magical Ammo}}{{Ammo=+1, vs SM:1d3, L:1d2, Piercing}}{{desc=A well made quarrel for a hand crossbow, of excellent quality and suitable for enchanting}}'},
+ {name:'Hand-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}WeapData=[gp:600]{{}}AmmoData=[w:Hand Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+2}}{{Ammo=+2, vs SM:1d3, L:1d2, Piercing}}'},
+ {name:'Hand-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}WeapData=[gp:1000]{{}}AmmoData=[w:Hand Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+3}}{{Ammo=+3, vs SM:1d3, L:1d2, Piercing}}'},
+ {name:'Hand-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}WeapData=[gp:1500]{{}}AmmoData=[w:Hand Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+4}}{{Ammo=+4, vs SM:1d3, L:1d2, Piercing}}'},
+ {name:'Hand-Quarrel+poison',type:'ammo',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel+poison,Ammo,1H,Quarrel,Hand-Quarrel]{{}}WeapData=[gp:10,qty:1d6]{{}}AmmoData=[w:Hand-Quarrel+poison,t:Hand-Crossbow,cmd:!rounds ~~target-save single|@{selected|token_id}|`{target|Which creature did you hit?|token_id}|Unconscious|\\lbrak;\\lbrak;[60*\\lbrak;\\lbrak;2d4\\rbrak;\\rbrak; \\rbrak;\\rbrak;|-1|Rendered unconscious by Drow poison|broken-skull|svpoi\\clon;-4,msg:This is a poisoned quarrel which if a save is not made renders the victim unconscious for 2d4 hours. Select the victim hit when prompted and then ask them to make a save vs. poison \\lpar;the -4 penalty to the roll and the effect is automatically applied if failed\\rpar;]{{}}%{MI-DB|Hand-Quarrel}{{}}{{Use=Ammunition will automatically be transferred to the quiver or pouch when the appropriate ranged weapon is taken in-hand using the Attk Menu \\gt Change Weapon dialog.). On a successful hit, obey the instruction to target (or target again) the victim hit, a saving throw will be prompted for and the poison will then be automatically applied if the save is failed.}}'},
+ {name:'Hand-Quarrel-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(285*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Cursed-Hand-Quarrel]{{}}%{MI-DB|Cursed-Hand-Quarrel}'},
+ {name:'Heavy-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Heavy Quarrel}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel]{{}}WeapData=[gp:0.2,qty:10+1d10]{{}}AmmoData=[w:Heavy Quarrel,t:Heavy Crossbow,+:0,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:Heavy Crossbow,+:0,r:3/8/16/24]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d4+1, L:1d6+1, Piercing}}{{Range=PB:30 S:80 M:160 L:240}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a heavy crossbow, of good quality but otherwise ordinary}}'},
+ {name:'Heavy-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'160',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}WeapData=[gp:160]{{}}AmmoData=[w:Heavy Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Heavy-Quarrel}{{subtitle=Magic Ammo}}{{Ammo=+1, vs SM:1d4+1, L:1d6+1, Piercing}}{{desc=A quarrel for a heavy crossbow, of excellent quality and suitable for holding an enchantment}}'},
+ {name:'Heavy-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'320',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}WeapData=[gp:320]{{}}AmmoData=[w:Heavy Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+2}}{{Ammo=+2, vs SM:1d4+1, L:1d6+1, Piercing}}'},
+ {name:'Heavy-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'640',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}WeapData=[gp:640]{{}}AmmoData=[w:Heavy Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+3}}{{Ammo=+3, vs SM:1d4+1, L:1d6+1, Piercing}}'},
+ {name:'Heavy-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}WeapData=[gp:1000]{{}}AmmoData=[w:Heavy Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+4}}{{Ammo=+4, vs SM:1d4+1, L:1d6+1, Piercing}}'},
+ {name:'Heavy-Quarrel-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(150*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Cursed-Heavy-Quarrel]{{}}%{MI-DB|Cursed-Heavy-Quarrel}'},
+ {name:'Heavy-Quarrel-Magical-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'(a(/3))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Magical-Heavy-Quarrel-Underwater]{{}}%{MI-DB|Magical-Heavy-Quarrel-Underwater}'},
+ {name:'Heavy-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= used Underwater}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}AmmoData=[w:Heavy Quarrel Underwater]{{}}RangeData=[t:Heavy Crossbow,r:2/5/8/12]{{}}%{MI-DB|Heavy-Quarrel}{{Range=PB:20 S:50 M:80 L:120}}{{desc=A quarrel for a heavy crossbow, of good quality but otherwise ordinary, used underwater so range is halved}}'},
{name:'Heavy-Xbow-Bolt+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Magic Crossbow Bolts}}{{subtitle=Magic Ammo}}{{Size=Tiny}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel]{{Ammo=+2, vs SM:1d4+1, L:1d6+1, no other bonuses}}AmmoData=[t:heavy-crossbow,st:heavy-crossbow,sb:0,+:2,SM:1+1d4,L:1+1d6]{{Range=PB:30 S:80 M:160 L:240}}RangeData=[t:heavy-crossbow,+:2,r:3/8/16/24]{{desc=Fine quality heavy crossbow bolts which are +2 on to-hit and damage. The tips are sharp and keen, and are very shiny.}}'},
{name:'Indirect',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{'},
- {name:'Light-Ballista-Bolt',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light-Ballista Bolt}}{{subtitle=Ammo}}{{Speed=As per Ballista}}{{Size=Large}}Specs=[Light Ballista Bolt,Ammo|DMinfo,1H,Quarrel]{{Ammo=+0, vs SM:2d6, L:3d6, Piercing}}AmmoData=[w:Light Ballista Bolt,t:Light-Ballista,+:0,SM:2d6,L:3d6],{{Range=S:110 M:220 L:330}}RangeData=[t:Light-Ballista,+:0,r:110/220/330]{{desc=A bolt for a light ballista, of good quality but otherwise ordinary}}'},
- {name:'Light-Catapult-Stone',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light Catapult Stone}}{{subtitle=Ammo}}{{Speed=As per Catapult}}{{Size=Large}}Specs=[Light Catapult Stone,Ammo|DMinfo,1H,Stone]{{Ammo=+0, vs SM:2d10, L:2d10, Bludgeoning}}AmmoData=[w:Light Catapult Stone,t:Light-Catapult,+:0,SM:2d10,L:2d10],{{Range=300}}RangeData=[t:Light-Catapult,+:0,r:300]{{desc=An ordinary stone sized for a light catapult}}'},
- {name:'Light-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Light Quarrel}}Specs=[Light Quarrel,Ammo,1H,Quarrel]{{}}WeapData=[qty:10+1d10]{{}}AmmoData=[w:Light Quarrel,t:Light Crossbow,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Light Crossbow,+:0,r:3/6/12/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d4, L:1d4, Piercing}}{{Range=PB:30 S:60 M:120 L:180}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary}}'},
- {name:'Light-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+1, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
- {name:'Light-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+2, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
- {name:'Light-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+3, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
- {name:'Light-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+4, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
- {name:'Light-Quarrel-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Cursed-Light-Quarrel]{{}}%{MI-DB|Cursed-Light-Quarrel}'},
- {name:'Light-Quarrel-Magical-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light-Quarrel,Ammo,1H,Quarrel,Magical-Light-Quarrel-Underwater]{{}}%{MI-DB|Magical-Light-Quarrel-Underwater}'},
- {name:'Light-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= used Underwater}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel Underwater,t:Light Crossbow,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Light Crossbow,+:0,r:2/4/6/9]{{}}%{MI-DB|Light-Quarrel}{{Range=PB:20 S:40 M:60 L:90}}{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary, used underwater to the range is halved}}'},
+ {name:'Light-Ballista-Bolt',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light-Ballista Bolt}}{{subtitle=Ammo}}{{Speed=As per Ballista}}{{Size=Large}}Specs=[Light Ballista Bolt,Ammo|DMinfo,1H,Quarrel]{{}}WeapData=[gp:1]{{Ammo=+0, vs SM:2d6, L:3d6, Piercing}}AmmoData=[w:Light Ballista Bolt,t:Light-Ballista,+:0,SM:2d6,L:3d6],{{Range=S:110 M:220 L:330}}RangeData=[t:Light-Ballista,+:0,r:110/220/330]{{desc=A bolt for a light ballista, of good quality but otherwise ordinary}}'},
+ {name:'Light-Catapult-Stone',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light Catapult Stone}}{{subtitle=Ammo}}{{Speed=As per Catapult}}{{Size=Large}}Specs=[Light Catapult Stone,Ammo|DMinfo,1H,Stone]{{}}WeapData=[gp:0.01]{{Ammo=+0, vs SM:2d10, L:2d10, Bludgeoning}}AmmoData=[w:Light Catapult Stone,t:Light-Catapult,+:0,SM:2d10,L:2d10],{{Range=300}}RangeData=[t:Light-Catapult,+:0,r:300]{{desc=An ordinary stone sized for a light catapult}}'},
+ {name:'Light-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Light Quarrel}}Specs=[Light Quarrel,Ammo,1H,Quarrel]{{}}WeapData=[gp:0.1,wt:0.1,qty:10+1d10]{{}}AmmoData=[w:Light Quarrel,t:Light Crossbow,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Light Crossbow,+:0,r:3/6/12/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d4, L:1d4, Piercing}}{{Range=PB:30 S:60 M:120 L:180}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary}}'},
+ {name:'Light-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}WeapData=[gp:100]{{}}AmmoData=[w:Light Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+1, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
+ {name:'Light-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}WeapData=[gp:200]{{}}AmmoData=[w:Light Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+2, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
+ {name:'Light-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'350',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}WeapData=[gp:350]{{}}AmmoData=[w:Light Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+3, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
+ {name:'Light-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}WeapData=[gp:600]{{}}AmmoData=[w:Light Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+4, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'},
+ {name:'Light-Quarrel-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(95*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Cursed-Light-Quarrel]{{}}%{MI-DB|Cursed-Light-Quarrel}'},
+ {name:'Light-Quarrel-Magical-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'(a(/3))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light-Quarrel,Ammo,1H,Quarrel,Magical-Light-Quarrel-Underwater]{{}}%{MI-DB|Magical-Light-Quarrel-Underwater}'},
+ {name:'Light-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= used Underwater}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel Underwater,t:Light Crossbow,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Light Crossbow,+:0,r:2/4/6/9]{{}}%{MI-DB|Light-Quarrel}{{Range=PB:20 S:40 M:60 L:90}}{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary, used underwater to the range is halved}}'},
{name:'Magic-Ammo',type:'ammo|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Unknown Magical Ammo}}{{subtitle=Magic Ammo}}{{Speed=As per ranged weapon?}}{{Size=Small}}Specs=[Magic-Ammo,Ammo|DMitem,1H,Ammo]{{To-hit=Unknown}}{{damage=Unknown}}{{desc=Magical Ammo of fine quality}}'},
+ {name:'Magic-Flight-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'(a(/2.5))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight Arrow]{{}}WeapData=[gp:(a(^^weaponMagic#3^^/2.5)),wt:0.1,qty:10+1d20,query:weaponMagic]{{}}AmmoData=[w:Flight Arrow^^weaponMagic#0^^,st:Bow,+:^^weaponMagic#0^^,SM:1d6,L:1d6,rc:^^weaponMagic#1^^],[w:Warbow Flight Arrow^^weaponMagic#0^^,t:warbow,+:^^weaponMagic#0^^,SM:1d8,L:1d8,rc:^^weaponMagic#1^^],[w:Flight Arrow^^weaponMagic#0^^,t:shortbow,+:^^weaponMagic#0^^,SM:1d6,L:1d6,rc:^^weaponMagic#1^^]{{}}RangeData=[t:longbow,sb:1,+:^^weaponMagic#0^^,r:3/6/12/21],[t:shortbow,+:^^weaponMagic#0^^,r:3/5/10/15],[t:warbow,sb:1,+:^^weaponMagic#0^^,r:3/9/16/25],[t:compositelongbow,sb:1,+:^^weaponMagic#0^^,r:3/7/14/21],[t:compositeshortbow,sb:1,+:^^weaponMagic#0^^,r:3/5/10/18]{{}}%{MI-DB|Flight-Arrow}{{name=^^WeaponMagic#0^^}}{{Ammo=^^weaponMagic#0^^,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A Flight Arrow of fine quality which might be something better than ordinary.}}'},
{name:'Magic-Heavy-Xbow-Bolts',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Magic Crossbow Bolts}}WeapData=[qty:1d6]{{subtitle=Magic Ammo}}{{Size=Tiny}}Specs=[Magic-Ammo,Ammo,1H,Ammo]{{Ammo=[t:heavy-xbow,st:heavy-xbow,sb:0,+:2,SM:1+1d4,L:1+1d6]{{desc=Fine quality heavy crossbow bolts. The tips are sharp and keen, and are very shiny.}}'},
- {name:'Magical-Barbed-Dart',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Barbed Dart,Ammo,1H,Blowgun,Barbed-Dart]{{}}WeapData=[w:Barbed-Dart,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^{{}}AmmoData=[w:Barbed Dart^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Barbed-Dart}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Ammo for Blowgun}}{{Ammo=For Blowgun, ^^weaponMagic#0^^ SM:1d3, L:1d2}}{{desc=A Blowgun dart, barbed and is something special}}'},
- {name:'Magical-Heavy-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel-Underwater]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Heavy Quarrel ^^weaponMagic#0^^ Underwater,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[t:Heavy Crossbow,+:^^weaponMagic#1^^]{{}}%{MI-DB|Heavy-Quarrel-Underwater}{{}}%{MI-DB|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^ used Underwater}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4+1, L:1d6+1, Piercing}}{{Range=Underwater PB:20 S:50 M:80 L:120}}{{desc=A quarrel for a heavy crossbow, of exceptional quality made with special materials, used underwater so range is halved. The markings on the shaft and etched into the head are intriguing}}'},
- {name:'Magical-Light-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light-Quarrel,Ammo,1H,Quarrel,Light-Quarrel-Underwater]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Light Quarrel ^^weaponMagic#0^^ Underwater,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[t:Light Crossbow,+:^^weaponMagic#1^^]{{}}%{MI-DB|Light-Quarrel-Underwater}{{}}%{MI-DB|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^ used Underwater}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4, Piercing}}'},
- {name:'Magical-Needle',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^}}Specs=[Needle,Ammo,1H,Blowgun,Needle]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Needle ^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Needle}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Ammo for Blowgun}}{{Ammo=^^weaponMagic#0^^, vs SM:1, L:1, no bonuses}}{{desc=A Blowgun needle, tiny and sharp, made of some exotic material that gleams and sparcles - careful! Perhaps dipped in poison?}}'},
- {name:'Magical-Sheaf-Arrows',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Unknown Magical Sheaf Arrow}}{{subtitle=Magic Ammo}}{{Speed=As per bow?}}{{Size=Small}}Specs=[Magic-Ammo,Ammo|DMinfo,1H,Ammo]{{To-hit=Unknown}}{{damage=Unknown}}{{desc=A magical Sheaf Arrow of fine quality}}'},
+ {name:'Magic-Sheaf-Arrow',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf Arrow]{{}}WeapData=[gp:(a(^^weapMagic#3^^/2)),qty:10+1d10,query:weaponMagic,rc:^^weapMagic#1^^]{{}}AmmoData=[w:Sheaf Arrow^^weapMagic#0^^,st:Bow,sb:1,+:^^weapMagic#0^^,SM:1d8,L:1d8,rc:^^weapMagic#1^^],[w:Warbow Sheaf Arrow^^weapMagic#0^^,t:warbow,sb:1,+:^^weapMagic#0^^,SM:1d10,L:1d10,rc:^^weapMagic#1^^]{{}}RangeData=[t:longbow,+:^^weapMagic#0^^,r:3/5/10/17],[t:warbow,+:^^weapMagic#0^^,r:3/7/12/21],[t:compositelongbow,+:^^weapMagic#0^^,r:3/5/10/18]{{}}%{MI-DB|Sheaf-Arrow}{{name=^^weapMagic#0^^}}{{Ammo=^^weapMagic#0^^,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of fine quality that might be something out of the ordinary}}'},
+ {name:'Magical-Barbed-Dart',type:'ammo',ct:'0',charge:'uncharged',cost:'(a(/2.5))',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Barbed Dart,Ammo,1H,Blowgun,Barbed-Dart]{{}}WeapData=[w:Barbed-Dart,query:weaponMagic,+:^^weaponMagic#1^^,gp:(a(^^weaponMagic#3^^/2.5)),rc:^^weaponMagic#2^^{{}}AmmoData=[w:Barbed Dart^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Barbed-Dart}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Ammo for Blowgun}}{{Ammo=For Blowgun, ^^weaponMagic#0^^ SM:1d3, L:1d2}}{{desc=A Blowgun dart, barbed and is something special}}'},
+ {name:'Magical-Heavy-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'(a(/3))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel-Underwater]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(a(^^weaponMagi#3^^/3)),rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Heavy Quarrel ^^weaponMagic#0^^ Underwater,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[t:Heavy Crossbow,+:^^weaponMagic#1^^]{{}}%{MI-DB|Heavy-Quarrel-Underwater}{{}}%{MI-DB|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^ used Underwater}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4+1, L:1d6+1, Piercing}}{{Range=Underwater PB:20 S:50 M:80 L:120}}{{desc=A quarrel for a heavy crossbow, of exceptional quality made with special materials, used underwater so range is halved. The markings on the shaft and etched into the head are intriguing}}'},
+ {name:'Magical-Light-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'(a(/3))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light-Quarrel,Ammo,1H,Quarrel,Light-Quarrel-Underwater]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp:(a(^^weaponMagic#3^^/3)),rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Light Quarrel ^^weaponMagic#0^^ Underwater,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[t:Light Crossbow,+:^^weaponMagic#1^^]{{}}%{MI-DB|Light-Quarrel-Underwater}{{}}%{MI-DB|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^ used Underwater}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4, Piercing}}'},
+ {name:'Magical-Needle',type:'ammo',ct:'0',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^}}Specs=[Needle,Ammo,1H,Blowgun,Needle]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,gp(a(^^weaponMagic#3^^/4)),rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Needle ^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Needle}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Ammo for Blowgun}}{{Ammo=^^weaponMagic#0^^, vs SM:1, L:1, no bonuses}}{{desc=A Blowgun needle, tiny and sharp, made of some exotic material that gleams and sparcles - careful! Perhaps dipped in poison?}}'},
+ {name:'Magical-Sheaf-Arrows?',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Unknown Magical Sheaf Arrow}}{{subtitle=Magic Ammo}}{{Speed=As per bow?}}{{Size=Small}}Specs=[Magic-Ammo,Ammo|DMinfo,1H,Ammo]{{To-hit=Unknown}}{{damage=Unknown}}{{desc=A magical Sheaf Arrow of fine quality}}'},
{name:'Manticore-Tail-Spikes',type:'ammo|dminfo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Manticore Tail Spikes}}{{subtitle=Ammo}}{{Size=Tiny}}Specs=[Manticore Tail Spikes,Ammo|DMinfo,1H,Manticore Tail Spikes],[Manticore Tail Spikes,Ammo|DMinfo,1H,Manticore Tail Spikes]{{Ammo=+1, vs SM:1d6, L:1d6, for a light crossbow with no other bonuses}}AmmoData=[w:Manticore Tail Spikes,t:manticore-tail,sb:0,+:0,SM:1d6,L:1d6],[w:Manticore Tail Spikes,t:light-crossbow,sb:0,+:1,SM:1d6,L:1d6]{{Range=PB:30 S:60 M:120 L:180}}RangeData=[t:manticore-tail,+:0,r:3/6/12/18],[t:light-crossbow,+:1,r:3/6/12/18]{{desc=These Manticore Tail Spikes can be used as ammunition for a light crossbow with a +1 to hit \\amp on damage}}'},
- {name:'Needle',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Needle}}Specs=[Needle,Ammo,1H,Blowgun]{{}}WeapData=[qty:10+1d20]{{}}AmmoData=[w:Needle,t:Blowgun,+:0,SM:1,L:1]{{}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}{{Ammo=+0, vs SM:1, L:1, no bonuses}}{{Range=S:10, M:20, L:30}}{{Looks Like=A thin needle made of metal or a very hard wood which might have a groove or be hollow. One end might have a wider section to fit a blowgun barrel}}{{desc=A Blowgun needle, tiny and sharp, of good quality but otherwise ordinary - careful! Perhaps dipped in poison?}}'},
- {name:'Needle+Magical',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Needle,Ammo,1H,Blowgun,Magical-Needle]{{}}%{MI-DB|Magical-Needle}'},
- {name:'Poisoned-Light-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light Quarrel}}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}Specs=[Poisoned Light Quarrel,Ammo,1H,Quarrel]{{Ammo=+0, vs SM:1d4, L:1d4}}AmmoData=[w:Poisoned Light Quarrel,t:Light Crossbow,+:0,SM:1d4,L:1d4,msg:Save vs. poison or be \\lbrakincapacitated\\rbrak\\lpar!rounds \\dash-target single|^^tid^^|\\amp#64;{target|Who\'s the victim?|token_id}|Locathah venom|2|-1|Incapacitated and prone due to venom|back-pain\\rpar for 2 rounds]{{Range=PB:30 S:60 M:120 L:180}}RangeData=[t:Light Crossbow,+:0,r:3/6/12/18]{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary}}'},
+ {name:'Needle',type:'ammo',ct:'0',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Needle}}Specs=[Needle,Ammo,1H,Blowgun]{{}}WeapData=[gp:0.02,wt:0.05,qty:10+1d20]{{}}AmmoData=[w:Needle,t:Blowgun,+:0,SM:1,L:1]{{}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}{{Ammo=+0, vs SM:1, L:1, no bonuses}}{{Range=S:10, M:20, L:30}}{{Looks Like=A thin needle made of metal or a very hard wood which might have a groove or be hollow. One end might have a wider section to fit a blowgun barrel}}{{desc=A Blowgun needle, tiny and sharp, of good quality but otherwise ordinary - careful! Perhaps dipped in poison?}}'},
+ {name:'Needle+Magical',type:'ammo',ct:'0',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Needle,Ammo,1H,Blowgun,Magical-Needle]{{}}%{MI-DB|Magical-Needle}'},
+ {name:'Poisoned-Light-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light Quarrel}}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}Specs=[Poisoned Light Quarrel,Ammo,1H,Quarrel]{{}}WeapData=[gp:1,wt:0.1]{{Ammo=+0, vs SM:1d4, L:1d4}}AmmoData=[w:Poisoned Light Quarrel,t:Light Crossbow,+:0,SM:1d4,L:1d4,msg:Save vs. poison or be \\lbrakincapacitated\\rbrak\\lpar!rounds \\dash-target single|^^tid^^|\\amp#64;{target|Who\'s the victim?|token_id}|Locathah venom|2|-1|Incapacitated and prone due to venom|back-pain\\rpar for 2 rounds]{{Range=PB:30 S:60 M:120 L:180}}RangeData=[t:Light Crossbow,+:0,r:3/6/12/18]{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary}}'},
{name:'Rainbow-Sheaf-Arrow',type:'ammo',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Rainbow Sheaf Arrow+2}}{{subtitle=Magic Weapon}}WeapData=[qty:1]{{Speed=As per bow}}{{Size=Small}}Specs=[Rainbow-Sheaf-Arrow,Ammo,1H,Arrow]{{Ammo=+2,\n**Rainbow Bow** vs. SM:1d8, L:1d8}}AmmoData=[w:Rainbow-Sheaf Arrow+2,st:Rainbow-Bow,sb:1,+:2,SM:1d8,L:1d8,rc:recharging]{{Range=PB:30, S:50, M:100, L:170}}RangeData=[t:rainbow-bow,+:2,r:3/5/10/17]{{desc=A magical rainbow-hewed Sheaf Arrow of pure magic. See *Rainbow* spell for full details.}}'},
- {name:'Sheaf-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Sheaf Arrow}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow]{{}}WeapData=[qty:10+1d10]{{}}AmmoData=[w:Sheaf Arrow,st:Bow,sb:1,+:0,SM:1d8,L:1d8],[w:Warbow Sheaf Arrow,t:warbow,sb:1,+:0,SM:1d10,L:1d10]{{}}RangeData=[t:longbow,+:0,r:3/5/10/17],[t:warbow,+:0,r:3/7/12/21],[t:compositelongbow,+:0,r:3/5/10/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=Small}}{{Ammo=+0,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{Range=PB:30, others vary by bow\n**Longbow:**\nS:50, M:100, L:170,\n**Warbow:**\nS70, M:120, L:210,\n**Composite Lbow:**\nS:70, M:100, L:180}}{{Looks Like=A heavier arrow with a steel arrowhead.}}{{hide1=Sheaf arrows, also known as war arrows, are heavier arrows with less range than flight arrows, but cause more damage. The arrowheads are steel and quite sharp. Sheaf arrows are used in warfare and can be fired only by long bows. These arrows range in length from 20 to 27 inches.}}{{desc=A Sheaf Arrow of good quality but otherwise ordinary}}'},
- {name:'Sheaf-Arrow+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +1}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+1,+:1],[w:Warbow Sheaf Arrow+1,+:1]{{}}RangeData=[t:longbow,+:1],[t:warbow,+:1],[t:compositelongbow,+:1]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+1,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
- {name:'Sheaf-Arrow+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +2}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+2,+:2],[w:Warbow Sheaf Arrow+2,+:2]{{}}RangeData=[t:longbow,+:2],[t:warbow,+:2],[t:compositelongbow,+:2]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+2,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
- {name:'Sheaf-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +3}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+3,+:3],[w:Warbow Sheaf Arrow+3,+:3]{{}}RangeData=[t:longbow,+:3],[t:warbow,+:3],[t:compositelongbow,+:3]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+3,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
- {name:'Sheaf-Arrow+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +4}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+4,+:4],[w:Warbow Sheaf Arrow+4,+:4]{{}}RangeData=[t:longbow,+:4],[t:warbow,+:4],[t:compositelongbow,+:4]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+4,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
- {name:'Sheaf-Arrow-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Cursed-Sheaf-Arrow]{{}}%{MI-DB|Cursed-Sheaf-Arrow}'},
- {name:'Sheaf-Arrows',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}%{MI-DB|Sheaf-Arrow}'},
- {name:'Silver-Bullets',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Silver Bullet}}{{subtitle=Ammo}}WeapData=[qty:4+1d6]{{Speed=As per sling}}{{Size=Tiny}}Specs=[Silver Bullet,Ammo,1H,Bullet]{{Ammo=+0, vs SM:1d4+1, L:1d6+1, no bonuses}}[w:Silver Bullet,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{Range=PB:30 S:40 M:80 L:160}}RangeData=[t:sling,+:0,r:3/4/8/16]{{desc=A Sling Bullet coated or made of silver of good quality but otherwise ordinary}}'},
- {name:'Silver-tipped-Sheaf',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Silver-Tipped Sheaf Arrow}}{{subtitle=Ammo}}WeapData=[qty:4+1d6]{{Speed=As per bow}}{{Size=Small}}Specs=[Sheaf Arrow,Ammo,1H,Arrow]{{Ammo=+0,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}AmmoData=[w:Silver Sheaf Arrow,st:Bow,+:0,SM:1d8,L:1d8],[w:Warbow Silver Sheaf Arrow,t:warbow,+:0,SM:1d10,L:1d10]{{Range=PB:30, others vary by bow\n**Longbow:**\nS:50, M:100, L:170,\n**Warbow:**\nS70, M:120, L:210,\n**Composite Lbow:**\nS:70, M:100, L:180}}RangeData=[t:longbow,+:0,r:3/5/10/17],[t:warbow,+:0,r:3/7/12/21],[t:compositelongbow,+:0,r:3/5/10/18]{{desc=A Sheaf Arrow of good quality with a silver tip, good against werecreatures}}'},
- {name:'Stone',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Sling Stone}}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}Specs=[Stone,Ammo,1H,Bullet]{{Ammo=+0, no bonuses}}AmmoData=[w:Stone,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{Range=PB:20 S:30 M:60 L:120}}RangeData=[t:sling,+:0,r:2/3/6/12]{{desc=A nicely rounded stone that can be used in a sling}}'},
+ {name:'Sheaf-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Sheaf Arrow}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow]{{}}WeapData=[gp:0.05,wt:0.1,qty:10+1d10]{{}}AmmoData=[w:Sheaf Arrow,st:Bow,sb:1,+:0,SM:1d8,L:1d8],[w:Warbow Sheaf Arrow,t:warbow,sb:1,+:0,SM:1d10,L:1d10]{{}}RangeData=[t:longbow,+:0,r:3/5/10/17],[t:warbow,+:0,r:3/7/12/21],[t:compositelongbow,+:0,r:3/5/10/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=Small}}{{Ammo=+0,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{Range=PB:30, others vary by bow\n**Longbow:**\nS:50, M:100, L:170,\n**Warbow:**\nS70, M:120, L:210,\n**Composite Lbow:**\nS:70, M:100, L:180}}{{Looks Like=A heavier arrow with a steel arrowhead.}}{{hide1=Sheaf arrows, also known as war arrows, are heavier arrows with less range than flight arrows, but cause more damage. The arrowheads are steel and quite sharp. Sheaf arrows are used in warfare and can be fired only by long bows. These arrows range in length from 20 to 27 inches.}}{{desc=A Sheaf Arrow of good quality but otherwise ordinary}}'},
+ {name:'Sheaf-Arrow+1',type:'ammo',ct:'0',charge:'uncharged',cost:'250',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +1}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[gp:250]{{}}AmmoData=[w:Sheaf Arrow+1,+:1],[w:Warbow Sheaf Arrow+1,+:1]{{}}RangeData=[t:longbow,+:1],[t:warbow,+:1],[t:compositelongbow,+:1]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+1,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
+ {name:'Sheaf-Arrow+2',type:'ammo',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +2}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[gp:500]{{}}AmmoData=[w:Sheaf Arrow+2,+:2],[w:Warbow Sheaf Arrow+2,+:2]{{}}RangeData=[t:longbow,+:2],[t:warbow,+:2],[t:compositelongbow,+:2]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+2,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
+ {name:'Sheaf-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'850',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +3}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[gp:850]{{}}AmmoData=[w:Sheaf Arrow+3,+:3],[w:Warbow Sheaf Arrow+3,+:3]{{}}RangeData=[t:longbow,+:3],[t:warbow,+:3],[t:compositelongbow,+:3]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+3,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
+ {name:'Sheaf-Arrow+4',type:'ammo',ct:'0',charge:'uncharged',cost:'1250',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +4}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[gp:1250]{{}}AmmoData=[w:Sheaf Arrow+4,+:4],[w:Warbow Sheaf Arrow+4,+:4]{{}}RangeData=[t:longbow,+:4],[t:warbow,+:4],[t:compositelongbow,+:4]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+4,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'},
+ {name:'Sheaf-Arrow-Cursed',type:'ammo',ct:'0',charge:'Cursed',cost:'(a(275*))',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Cursed-Sheaf-Arrow]{{}}%{MI-DB|Cursed-Sheaf-Arrow}'},
+ {name:'Sheaf-Arrows',type:'ammo',ct:'0',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}%{MI-DB|Sheaf-Arrow}'},
+ {name:'Silver-Bullets',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Silver Bullet}}{{subtitle=Ammo}}WeapData=[qty:4+1d6]{{Speed=As per sling}}{{Size=Tiny}}Specs=[Silver Bullet,Ammo,1H,Bullet]{{}}WeapData=[gp:0.5]{{Ammo=+0, vs SM:1d4+1, L:1d6+1, no bonuses}}[w:Silver Bullet,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{Range=PB:30 S:40 M:80 L:160}}RangeData=[t:sling,+:0,r:3/4/8/16]{{desc=A Sling Bullet coated or made of silver of good quality but otherwise ordinary}}'},
+ {name:'Silver-tipped-Sheaf',type:'ammo',ct:'0',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Silver-Tipped Sheaf Arrow}}{{subtitle=Ammo}}WeapData=[gp:0.5,wt:0.12,qty:4+1d6]{{Speed=As per bow}}{{Size=Small}}Specs=[Sheaf Arrow,Ammo,1H,Arrow]{{Ammo=+0,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}AmmoData=[w:Silver Sheaf Arrow,st:Bow,+:0,SM:1d8,L:1d8],[w:Warbow Silver Sheaf Arrow,t:warbow,+:0,SM:1d10,L:1d10]{{Range=PB:30, others vary by bow\n**Longbow:**\nS:50, M:100, L:170,\n**Warbow:**\nS70, M:120, L:210,\n**Composite Lbow:**\nS:70, M:100, L:180}}RangeData=[t:longbow,+:0,r:3/5/10/17],[t:warbow,+:0,r:3/7/12/21],[t:compositelongbow,+:0,r:3/5/10/18]{{desc=A Sheaf Arrow of good quality with a silver tip, good against werecreatures}}'},
+ {name:'Stone',type:'ammo',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Sling Stone}}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}Specs=[Stone,Ammo,1H,Bullet]{{}}WeapData=[gp:0.001]{{Ammo=+0, no bonuses}}AmmoData=[w:Stone,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{Range=PB:20 S:30 M:60 L:120}}RangeData=[t:sling,+:0,r:2/3/6/12]{{desc=A nicely rounded stone that can be used in a sling}}'},
]},
- MI_DB_Equipment:{bio:'Equipment Database v7.01 26/01/2025
This database holds definitions for equipment such as torches & lanterns that can be carried by creatures or found in locations and picked up.',
- gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.07 26/12/2024 Mark items that can\'t be allocated randomly as DMitems v6.06 22/12/2024 Fixed certain entries with corrected data v6.04-5 31/03/2024 Added more standard equipment v6.03 17/03/2024 Added equipment for the Robe of Useful Items v6.02 28/02/2024 Changed from MI-DB-Light to -Equipment and added basic equipment objects v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 06/04/2022 Force update to RPGMaster templates v5.7 01/02/2022 Added common light sources v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 08/10/2021 Initial creation by separating out the MI-DB into item types',
+ MI_DB_Equipment:{bio:'Equipment Database v7.02 04/07/2025
This database holds definitions for equipment such as torches & lanterns that can be carried by creatures or found in locations and picked up.',
+ gmnotes:'Change Log: v7.02 04/07/2025 Ensured all equipment have costs assigned v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.07 26/12/2024 Mark items that can\'t be allocated randomly as DMitems v6.06 22/12/2024 Fixed certain entries with corrected data v6.04-5 31/03/2024 Added more standard equipment v6.03 17/03/2024 Added equipment for the Robe of Useful Items v6.02 28/02/2024 Changed from MI-DB-Light to -Equipment and added basic equipment objects v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 06/04/2022 Force update to RPGMaster templates v5.7 01/02/2022 Added common light sources v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 08/10/2021 Initial creation by separating out the MI-DB into item types',
root:'MI-DB',
api:'magic',
type:'mi',
controlledby:'all',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/6671/thumb.png?1336327350',
- version:7.01,
- db:[{name:'Backpack',type:'equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Backpack}}{{subtitle=Equipment}}MiscData=[w:Sack,sp:0,wt:1,qty:1,rc:single-uncharged,loc:back,Bag:0]{{Size=Medium}}Specs=[Sack,Equipment,1H,Equipment]{{Use=When viewed or used as an item, a "Backpack" character sheet will be created the ownership of which will follow the ownership of this item. Items can be stored in it or removed from it by dragging it onto the playing surface and using the *Items Menu \\gt Search* \\amp *\\gt Store* functions}}{{GM Info=In order to keep sacks separate and easily identifyable, the GM should use the facilities of the [Add Items] dialog to rename them individually}}{{desc=A backpack that can hold other items.}}'},
+ avatar:'https://files.d20.io/images/6671/max.png?1336327350',
+ version:7.02,
+ db:[{name:'Backpack',type:'equipment',ct:'0',charge:'single-uncharged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Backpack}}{{subtitle=Equipment}}MiscData=[w:Sack,sp:0,gp:2,wt:1,qty:1,rc:single,loc:back,Bag:0]{{Size=Medium}}Specs=[Sack,Equipment,1H,Equipment]{{Use=When viewed or used as an item, a "Backpack" character sheet will be created the ownership of which will follow the ownership of this item. Items can be stored in it or removed from it by dragging it onto the playing surface and using the *Items Menu \\gt Search* \\amp *\\gt Store* functions}}{{GM Info=In order to keep sacks separate and easily identifyable, the GM should use the facilities of the [Add Items] dialog to rename them individually}}{{desc=A backpack that can hold other items.}}'},
{name:'Bag-of-100gp',type:'equipment',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Coin Bag}}{{name=of 100gp}}{{subtitle=Equipment}}MiscData=[w:Coin Bag,gp:100,sp:0,wt:10,rc:uncharged,loc:belt|backpack]{{Size=Small}}Specs=[Coin Bag,Equipment,1H,Equipment]{{Use=Does not automatically change coins: do this manually}}{{desc=A simple bag containing 100gp}}'},
{name:'Beacon-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Beacon Lantern}}{{subtitle=Light Source}}Data=[w:Beacon Lantern,sp:0,gp:150,wt:50,rc:uncharged,qty:1,loc:left hand|right hand]{{Cost=150gp - this is a substantial piece of kit!}}{{Size=Medium}}{{Weight=50 lbs - heavy iron and glass}}{{Lantern=Put down on a pillar, table or other foundation, and provides a beamed light source}}Specs=[Beacon Lantern,Light,2H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'},
{name:'Bullseye-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bullseye Lantern}}{{subtitle=Light Source}}Data=[w:Bullseye Lantern,gp:12,sp:0,qty:1,wt:3,rc:uncharged,loc:left hand|right hand]{{Cost=12gp}}{{Size=Small}}{{Weight=3 lbs}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Bullseye Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'},
- {name:'Chain-Heavy-feet',type:'equipment',ct:'0',charge:'uncharged',cost:'4',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Heavy}}{{title=Chain}}{{subtitle=Equipment}}MiscData=[w:Heavy Chain,gp:4,sp:0,wt:3,qty:10,rc:uncharged]{{Size=Medium}}{{Cost=4gp per foot}}{{Weight=3 lbs per foot}}Specs=[Chain,Equipment,1H,Chain]{{Use=Heavy chain is defined by the foot. Add the quantity of feet you require}}{{desc=Heavy chain that is reasonably made and will take the expected weight before breaking}}'},
+ {name:'Chain-Heavy-feet',type:'equipment',ct:'0',charge:'uncharged',cost:'4',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Heavy}}{{title=Chain}}{{subtitle=Equipment}}MiscData=[w:Heavy Chain,sp:0,gp:4,wt:3,qty:10,rc:uncharged]{{Size=Medium}}{{Cost=4gp per foot}}{{Weight=3 lbs per foot}}Specs=[Chain,Equipment,1H,Chain]{{Use=Heavy chain is defined by the foot. Add the quantity of feet you require}}{{desc=Heavy chain that is reasonably made and will take the expected weight before breaking}}'},
{name:'Chain-Light-feet',type:'equipment',ct:'0',charge:'uncharged',cost:'3',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Light}}{{title=Chain}}{{subtitle=Equipment}}MiscData=[w:Light Chain,gp:3,sp:0,wt:1,qty:10,rc:uncharged]{{Size=Medium}}{{Cost=3gp per foot}}{{Weight=1 lb per foot}}Specs=[Chain,Equipment,1H,Chain]{{Use=Light chain is defined by the foot. Add the quantity of feet you require}}{{desc=Light chain that is reasonably made and will take the expected weight before breaking}}'},
- {name:'Continual-Light-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Continual Light Lantern}}{{subtitle=Light Source}}Data=[w:Continual Light Lantern,sp:0,qty:1,rc:uncharged,loc:left hand|right hand]{{Cost=7gp for a hooded lantern, plus cost of casting or procuring a *continual light* spell}}{{Size=Medium}}{{Weight=As per host lantern, e.g. a hooded lantern weighs 2 lbs}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Continual Light Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'},
- {name:'Empty-Oil-Flask',type:'equipment',ct:'0',charge:'change-each',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Empty}}{{title=Oil Flask}}{{subtitle=Bottle}}MiscData=[w:Empty Oil Flask,gp:1,sp:0,wt:1,rc:change-each,to:oil-flask]{{Size=Small, 1 dose}}{{Cost=1gp}}Specs=[Empty Oil Flask,Equipment,1H,Bottle]{{Use=If you want to fill this flask, for instance to fill from a barrel of oil, just select it by using the *Use MI* or *Use Item* actions - the empty bottle will change to a full "Oil Flask" which can then be used as a weapon, if desired}}{{desc=A well made empty bottle ready to take oil.}}'},
+ {name:'Continual-Light-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'307',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Continual Light Lantern}}{{subtitle=Light Source}}Data=[w:Continual Light Lantern,sp:0,qty:1,gp:307,wt:2,rc:uncharged,loc:left hand|right hand]{{Cost=7gp for a hooded lantern, plus cost of casting or procuring a *continual light* spell}}{{Size=Medium}}{{Weight=As per host lantern, e.g. a hooded lantern weighs 2 lbs}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Continual Light Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'},
+ {name:'Empty-Oil-Flask',type:'equipment',ct:'0',charge:'change-each',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Empty}}{{title=Oil Flask}}{{subtitle=Bottle}}MiscData=[w:Empty Oil Flask,gp:1,sp:0,gp:2,wt:1,rc:change-each,to:oil-flask]{{Size=Small, 1 dose}}{{Cost=1gp}}Specs=[Empty Oil Flask,Equipment,1H,Bottle]{{Use=If you want to fill this flask, for instance to fill from a barrel of oil, just select it by using the *Use MI* or *Use Item* actions - the empty bottle will change to a full "Oil Flask" which can then be used as a weapon, if desired}}{{desc=A well made empty bottle ready to take oil.}}'},
{name:'Empty-Potion-Bottle',type:'equipment',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Empty}}{{title=Potion Bottle}}{{subtitle=Bottle}}MiscData=[w:Empty Potion Bottle,gp:10,sp:0,wt:1,rc:charged]{{Size=Small, holds only 1 dose per bottle}}{{Cost=10gp due to fine nature \\amp special glass resistant to most potions}}Specs=[Empty Potion Bottle,Equipment,1H,Bottle]{{Use=If you want to fill this bottle, for instance to split doses of a potion between two characters, just select it by using the *Use MI* or *Use Item* actions - the empty bottle will be consumed. Then just loot or store doses from the original source container/character with the potion up to the number of empty bottles consumed}}{{desc=A well made empty bottle ready to take up to 4 doses of most potions, as long as extra-special materials are not required.}}'},
{name:'Empty-Wineskin',type:'equipment',ct:'10',charge:'change-each',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Empty}}{{title=Wineskin}}{{subtitle=Food \\amp Drink}}MiscData=[w:Empty Wineskin,gp:0.1,sp:10,st:Wineskin,qty:7,wt:1,rc:change-each,to:Full-Wineskin]{{Size=Small}}{{Cost=1sp and fill it soon...}}Specs=[Wineskin,Equipment,1H,Food]{{Use=To fill this wineskin, use it by selecting it using *Use MI/Item*}}{{desc=A standard empty wineskin, ready to be filled with your favourite tipple}}'},
- {name:'Fishing-Net',type:'ranged|equipment',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[folded fishing net,ranged|equipment,1H,nets,net],[unfolded fishing net,ranged|equipment,1H,nets,net]{{}}WeapData=[qty:1,rc:uncharged]{{}}ToHitData=[w:Folded Fishing Net,+:-1],[w:Unfolded Fishing Net,+:-4]{{}}AmmoData=[w:Folded Fishing Net,t:Folded Fishing Net],[w:Unfolded Fishing Net,t:Unfolded Fishing Net]{{}}RangeData=[st:nets,r:1/2/3],[st:nets,r:1/2/3]{{}}%{MI-DB|Net}{{prefix=Fishing}}{{title=Net}}{{name=}}{{Size=10ft square}}{{Weapon=1-handed ranged net}}{{To-Hit=+0 + dex bonus}}{{Range=S:10, M:20, L:30}}{{desc=This is a normal fishing net. The rope is strong, but nothing special. It can be used in the same way as a gladiator\'s net, but it is -1 to hit (-4 when unfolded) and easier to cut and escape from}}'},
+ {name:'Fishing-Net',type:'ranged|equipment',ct:'10',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[folded fishing net,ranged|equipment,1H,nets,net],[unfolded fishing net,ranged|equipment,1H,nets,net]{{}}WeapData=[qty:1,rc:uncharged]{{}}ToHitData=[w:Folded Fishing Net,+:-1],[w:Unfolded Fishing Net,+:-4]{{}}AmmoData=[w:Folded Fishing Net,t:Folded Fishing Net],[w:Unfolded Fishing Net,t:Unfolded Fishing Net]{{}}RangeData=[st:nets,r:1/2/3],[st:nets,r:1/2/3]{{}}%{MI-DB|Net}{{prefix=Fishing}}{{title=Net}}{{name=}}{{Size=10ft square}}{{Weapon=1-handed ranged net}}{{To-Hit=+0 + dex bonus}}{{Range=S:10, M:20, L:30}}{{desc=This is a normal fishing net. The rope is strong, but nothing special. It can be used in the same way as a gladiator\'s net, but it is -1 to hit (-4 when unfolded) and easier to cut and escape from}}'},
{name:'Flint+Steel',type:'equipment',ct:'1+1d6',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flint \\amp Steel}}{{subtitle=Equipment}}MiscData=[w:Flint+Steel,gp:0.5,sp:1+1d6,wt:1,qty:1,rc:uncharged]{{Size=Small}}{{Cost=5sp}}Specs=[Flint+Steel,Equipment,1H,Equipment]{{desc=A standard fire-making kit}}'},
{name:'Full-Wineskin',type:'equipment',ct:'10',charge:'change-each',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Full}}{{title=Wineskin}}{{subtitle=Food \\amp Drink}}MiscData=[w:Full Wineskin,gp:0.5,sp:10,qty:7,st:Wineskin,wt:1,rc:change-each,to:Empty-Wineskin]{{Size=Small}}{{Cost=1gp and don\'t drink it too quickly!}}Specs=[Wineskin,Equipment,1H,Food]{{Use=Using this wineskin will empty it. Select it using the *Use MI / Item* action}}{{desc=A standard wineskin, hopefully filled with an exceptional vintage - or at least something drinkable}}'},
{name:'Gem-of-100gp-value',type:'equipment',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gem}}{{name=worth 100gp}}{{subtitle=Equipment}}MiscData=[w:Gem worth 100gp,gp:100,sp:0,rc:uncharged]{{Size=Tiny}}Specs=[Gem,Equipment,1H,Equipment]{{Use=Trade directly for goods, or manually add value to character\'s money}}{{desc=A gem worth 100gp}}'},
{name:'Grappling-Hook',type:'equipment',ct:'3',charge:'uncharged',cost:'0.8',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Grappling Hook}}{{subtitle=Equipment}}MiscData=[w:Grappling Hook,gp:0.8,sp:3,wt:4,qty:1,rc:uncharged]{{Size=Medium}}{{Cost=8sp}}Specs=[Grappling Hook,Equipment,1H,Equipment]{{desc=A standard three- or four-pointed grappling hook - much more useful if you also have rope!}}'},
+ {name:'Hat',type:'equipment',ct:'0',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hat}}{{subtitle=Equipment}}MiscData=[w:Hat,gp:0.1,sp:0,wt:0.2,rc:uncharged,loc:head]{{Cost=1sp}}{{Size=Small}}Specs=[Hat,Equipment,1H,Equipment]{{desc=An ordinary hat - use your imagination to decide what it looks like for your character}}'},
{name:'Hooded-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'7',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Hooded Lantern}}{{subtitle=Light Source}}Data=[w:Hooded Lantern,gp:7,sp:0,qty:1,wt:2,rc:uncharged,loc:left hand|right hand]{{Size=Medium}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Hooded Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'},
{name:'Horseshoes-Set-of-4',type:'equipment',ct:'0',charge:'charged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Set of 4 Horseshoes}}{{subtitle=Equipment}}MiscData=[w:Horseshoes,gp:0.5,sp:0,wt:10,rc:charged]{{Size=Small}}{{Cost=5sp per set}}{{Weight=10 lbs}}Specs=[Horseshoes,Equipment,1H,Horseshoes]{{desc=A set of 4 standard iron horseshoes that require fitting by a skilled farrier at an additional cost of 5sp}}'},
{name:'Iron-Door',type:'hide|equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Iron Door}}{{subtitle=Equipment}}MiscData=[w:Iron Door,sp:0,wt:100,qty:1,rc:single-uncharged]{{Size=Huge}}{{Weight=100 lbs}}Specs=[Door,Hide|Equipment,0H,Equipment]{{desc=Door, made of iron (up to 10 feet wide and 10 feet high) barred on 1 side - must be placed upright, will attach and hinge itself.\nThis is typically an item found as part of a magic item, such as a *Robe of Useful Items*}}'},
- {name:'Key-1',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 1}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag & Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "1" stamped on its fob}}'},
- {name:'Key-11',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 11}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag & Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "11" stamped on its fob}}'},
- {name:'Key-25',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 25}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag & Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "25" stamped on its fob}}'},
- {name:'Key-41',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 41}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag & Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "41" stamped on its fob}}'},
- {name:'Ladder-24ft',type:'equipment|dmitem',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=24ft}}{{title=Ladder}}{{subtitle=Equipment}}MiscData=[w:Ladder,sp:0,wt:50,qty:1,rc:single-uncharged]{{Size=Large}}{{Weight=50 lbs}}Specs=[Ladder,Equipment|DMitem,1H,Equipment]{{desc=A ladder which is 24ft long}}'},
+ {name:'Key-1',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 1}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag \\amp Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "1" stamped on its fob}}'},
+ {name:'Key-11',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 11}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag \\amp Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "11" stamped on its fob}}'},
+ {name:'Key-25',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 25}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag \\amp Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "25" stamped on its fob}}'},
+ {name:'Key-41',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Key 41}}Specs=[Key,equipment,1H,Treasure]{{GM Info=For use to match to a *Drag \\amp Drop* chest or table locked with a numbered key}}{{desc=This is a key, with the number "41" stamped on its fob}}'},
+ {name:'Ladder-24ft',type:'equipment|dmitem',ct:'0',charge:'single-uncharged',cost:'0.3',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=24ft}}{{title=Ladder}}{{subtitle=Equipment}}MiscData=[w:Ladder,sp:0,gp:0.3,wt:50,qty:1,rc:single-uncharged]{{Size=Large}}{{Weight=50 lbs}}Specs=[Ladder,Equipment|DMitem,1H,Equipment]{{desc=A ladder which is 24ft long}}'},
{name:'Lantern',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lantern}}{{subtitle=Light Source}}Data=[w:Lantern,sp:0,qty:1,rc:uncharged,loc:left hand|right hand]{{Size=Medium}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'},
{name:'Lantern-Beacon',type:'light',ct:'0',charge:'uncharged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Beacon Lantern,Light,2H,Lantern,Beacon-Lantern]{{}}%{MI-DB|Beacon-Lantern}{{}}'},
{name:'Lantern-Bullseye',type:'light',ct:'0',charge:'uncharged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Bullseye Lantern,Light,1H,Lantern,Bullseye-Lantern]{{}}%{MI-DB|Bullseye-Lantern}{{}}'},
- {name:'Lantern-Continual-Light',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Continual Light Lantern,Light,1H,Lantern,Continual-Light-Lantern]{{}}%{MI-DB|Continual-Light-Lantern}{{}}'},
+ {name:'Lantern-Continual-Light',type:'light',ct:'0',charge:'uncharged',cost:'307',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Continual Light Lantern,Light,1H,Lantern,Continual-Light-Lantern]{{}}%{MI-DB|Continual-Light-Lantern}{{}}'},
{name:'Lantern-Hooded',type:'light',ct:'0',charge:'uncharged',cost:'7',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hooded Lantern,Light,1H,Lantern,Hooded-Lantern]{{}}%{MI-DB|Hooded-Lantern}{{}}'},
{name:'Mirror',type:'equipment',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mirror}}{{subtitle=Equipment}}MiscData=[w:Mirror,gp:10,sp:0,qty:1,rc:uncharged,loc:left hand|right hand]{{Cost=10gp}}{{Size=Medium}}{{Mirror=Held in 1 hand, and provides a reflection of an object or creature}}Specs=[Mirror,Equipment,1H,Equipment]{{desc=Provides a means of reflecting a scene without viewing it directly. Thus a creature like a *medusa* can be viewed safely, or the situation around a corner observed without exposure to attack}}'},
- {name:'Mule-with-Saddle-Bags',type:'hide|equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mule}}{{name=with Saddle Bags}}{{subtitle=Equipment}}MiscData=[w:Mule,sp:0,qty:1,rc:single-uncharged,bag:0]{{Size=Large}}Specs=[Mule,Hide|Equipment,0H,Equipment]{{Use=Viewing or Using this item will create a character sheet called *Mule with Saddle Bags* owned and controlled by whomever has this item. The ownership of the character seet will automatically follow the ownership of this item. Drag the Mule\'s character sheet onto the playing surface and use *Item Menu \\gt Store* and *\\gt Search* functions to store and retrieve items from the saddle bags}}{{GM Info=Rename this item *before* it creates a character sheet to make it unique and avoid clashes}}{{desc=A mule equipped with saddle bags}}'},
+ {name:'Mule-with-Saddle-Bags',type:'hide|equipment',ct:'0',charge:'single-uncharged',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mule}}{{name=with Saddle Bags}}{{subtitle=Equipment}}MiscData=[w:Mule,sp:0,gp:100,qty:1,rc:single-uncharged,bag:0]{{Size=Large}}Specs=[Mule,Hide|Equipment,0H,Equipment]{{Use=Viewing or Using this item will create a character sheet called *Mule with Saddle Bags* owned and controlled by whomever has this item. The ownership of the character seet will automatically follow the ownership of this item. Drag the Mule\'s character sheet onto the playing surface and use *Item Menu \\gt Store* and *\\gt Search* functions to store and retrieve items from the saddle bags}}{{GM Info=Rename this item *before* it creates a character sheet to make it unique and avoid clashes}}{{desc=A mule equipped with saddle bags}}'},
{name:'Oil-Flask-Empty',type:'equipment',ct:'0',charge:'change-each',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Oil-Flask,Equipment,1H,Equipment,Empty-Oil-Flask]{{}}%{MI-DB|Empty-Oil-Flask}{{}}'},
{name:'Pit-10ft-cube',type:'hide|equipment',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=10ft cube}}{{title=Pit}}{{subtitle=Equipment}}MiscData=[w:Pit,sp:0,qty:1,rc:charged]{{Size=Large}}Specs=[Pit,Hide|Equipment,1H,Equipment]{{Use=If you use this pit, draw the pit onto the playing surface}}{{desc=A pit 10ft on a side}}'},
- {name:'Pole-10ft',type:'innate-melee|equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=10ft}}{{title=Pole}}{{subtitle=Equipment}}MiscData=[w:Pole-10ft,wt:2,sp:0,rc:uncharged,loc:left hand|right hand]{{Size=Medium}}Specs=[Pole,Innate-Melee|Equipment,1H,Equipment]{{}}ToHitData=[w:Pole 10ft,sp:5,r:8,ty:B]{{}}DmgData=[w:Pole 10ft,sm:1,l:1]{{desc=A pole generally made of wood which has many uses, and is often used for testing ground, or poking ceilings to check for safety.}}'},
+ {name:'Pole-10ft',type:'innate-melee|equipment',ct:'0',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=10ft}}{{title=Pole}}{{subtitle=Equipment}}MiscData=[w:Pole-10ft,gp:0.02,wt:2,sp:0,rc:uncharged,loc:left hand|right hand]{{Size=Medium}}Specs=[Pole,Innate-Melee|Equipment,1H,Equipment]{{}}ToHitData=[w:Pole 10ft,sp:5,r:8,ty:B]{{}}DmgData=[w:Pole 10ft,sm:1,l:1]{{desc=A pole generally made of wood which has many uses, and is often used for testing ground, or poking ceilings to check for safety.}}'},
{name:'Potion-Bottle-Empty',type:'equipment',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Potion-Bottle,Equipment,1H,Equipment,Empty-Potion-Bottle]{{}}%{MI-DB|Empty-Potion-Bottle}{{}}'},
{name:'Rations-Common',type:'equipment',ct:'100',charge:'charged',cost:'0.3',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Standard}}{{title=Rations}}{{subtitle=Food}}MiscData=[w:Standard Rations,gp:0.3,sp:100,wt:1,qty:7,rc:charged]{{Size=Small}}{{Cost=3sp per day-pack}}Specs=[Rations,Equipment,1H,Food]{{desc=A day\'s ration pack made of perfectly edible parts, but nothing special}}'},
{name:'Rations-Good',type:'equipment',ct:'150',charge:'charged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Good}}{{title=Rations}}{{subtitle=Food}}MiscData=[w:Good Rations,gp:0.5,sp:150,wt:1,qty:7,rc:charged]{{Size=Small}}{{Cost=5sp per day-pack}}Specs=[Rations,Equipment,1H,Food]{{desc=A day\'s ration pack with high quality ingredients and tasty treats. After eating this you feel nourished and motivated}}'},
@@ -2784,424 +2919,457 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Sack-Large',type:'equipment',ct:'0',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Large}}{{title=Sack}}{{subtitle=Equipment}}MiscData=[w:Sack,gp:0.2,sp:0,wt:1,rc:uncharged,loc:back,bag:0]{{Cost=2sp}}{{Size=Medium}}Specs=[Sack,Equipment,1H,Equipment]{{Use=When viewed or used as an item, a "Sack-Large" character sheet will be created the ownership of which will follow the ownership of this item. Items can be stored in it or removed from it by dragging it onto the playing surface and using the *Items Menu \\gt Search* \\amp *\\gt Store* functions}}{{GM Info=In order to keep sacks separate and easily identifyable, the GM should use the facilities of the [Add Items] dialog to rename them individually}}{{desc=A large sack that can hold other items.}}'},
{name:'Silver-Coffer',type:'equipment',ct:'0',charge:'single-uncharged',cost:'500',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Silver}}{{title=Coffer}}{{subtitle=Equipment}}MiscData=[w:Silver Coffer,gp:500,sp:0,wt:5,qty:1,rc:single-uncharged,loc:backpack]{{Size=Medium}}{{Weight=5 lbs}}Specs=[Coffer,Equipment,1H,Equipment]{{desc=A coffer, 1ft x 6ins x 6ins, made of silver, with a value of 500gp}}'},
{name:'Thieves-Tools',type:'equipment',ct:'3',charge:'uncharged',cost:'30',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Thieves Tools}}{{subtitle=Equipment}}MiscData=[w:Thieves Tools,gp:30,sp:3,wt:1,qty:1,rc:uncharged]{{Size=Small}}{{Cost=30gp and don\'t get caught with them!}}Specs=[Thieves Tools,Equipment,1H,Equipment]{{desc=A standard set of lock picks, pliers, micro-files, etc. Generally very personal to the owner, with favourite tools. May take many uses to get used to a new set.}}'},
- {name:'Torch',type:'innate-melee|innate-ranged|light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Torch}}Specs=[Torch,Innate-Melee,1H,Torch],[Torch,Innate-Ranged,1H,Torch],[Torch,Light,1H,Lantern]{{subtitle=Light Source}}ToHitData=[w:Torch,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:0,rc:uncharged],[w:Torch,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:N,sp:0,rc:uncharged]{{Size=Medium}}DmgData=[w:Torch,sb:0,+:0,SM:2d6,L:2d6],[ ]{{Torch=Held in 1 hand, with flame}}AmmoData=[w:Torch,t:Torch,sb:0,+:0,SM:2d6,L:2d6]{{Attack=Thrust or throw to set light to a target}}LightData=[qty:1,loc:left hand|right hand]{{Range=S:10, M:20, L:30}}RangeData=[t:Torch,+:0,r:1/2/3]{{desc=Provides some crude illumination in dark places, or can be used to set fire to objects}}'},
- {name:'War-Dog',type:'hide|equipment',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=War Dog}}{{subtitle=Equipment}}MiscData=[w:War Dog,sp:0,qty:1,rc:charged]{{Size=Medium}}Specs=[War Dog,Hide|Equipment,0H,Equipment]{{Use=When used, the GM should drag a *Drag \\amp Drop* War Dog onto the playing surface and grant control to the player or NPC using the item}}{{desc=A War Dog, generally *summoned* as part of a power of a magic item}}'},
- {name:'Whetstone',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Whetstone}}{{subtitle=Equipment}}MiscData=[w:Whetstone,gp:0.02,sp:10,wt:1,rc:uncharged]{{Size=Small}}{{Cost=2cp or picked up}}Specs=[Whetstone,Equipment,1H,Stone]{{desc=A standard whetstone used for sharpening ordinary edged weapons}}'},
+ {name:'Torch',type:'innate-melee|innate-ranged|light',ct:'0',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Torch}}Specs=[Torch,Innate-Melee,1H,Torch],[Torch,Innate-Ranged,1H,Torch],[Torch,Light,1H,Lantern]{{}}MiscData=[gp:0.01,wt:1]{{subtitle=Light Source}}ToHitData=[w:Torch,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:0,rc:uncharged],[w:Torch,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:N,sp:0,rc:uncharged]{{Size=Medium}}DmgData=[w:Torch,sb:0,+:0,SM:2d6,L:2d6],[ ]{{Torch=Held in 1 hand, with flame}}AmmoData=[w:Torch,t:Torch,sb:0,+:0,SM:2d6,L:2d6]{{Attack=Thrust or throw to set light to a target}}LightData=[qty:1,loc:left hand|right hand,gp:0.01]{{Range=S:10, M:20, L:30}}RangeData=[t:Torch,+:0,r:1/2/3]{{desc=Provides some crude illumination in dark places, or can be used to set fire to objects}}'},
+ {name:'War-Dog',type:'hide|equipment',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=War Dog}}{{subtitle=Equipment}}MiscData=[w:War Dog,gp:20,sp:0,qty:1,rc:charged]{{Size=Medium}}Specs=[War Dog,Hide|Equipment,0H,Equipment]{{Use=When used, the GM should drag a *Drag \\amp Drop* War Dog onto the playing surface and grant control to the player or NPC using the item}}{{desc=A War Dog, generally *summoned* as part of a power of a magic item}}'},
+ {name:'Whetstone',type:'equipment',ct:'10',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Whetstone}}{{subtitle=Equipment}}MiscData=[w:Whetstone,gp:0.02,sp:10,wt:1,rc:uncharged]{{Size=Small}}{{Cost=2cp or picked up}}Specs=[Whetstone,Equipment,1H,Stone]{{desc=A standard whetstone used for sharpening ordinary edged weapons}}'},
{name:'Window',type:'hide|equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Window}}{{subtitle=Equipment}}MiscData=[w:Window,qty:1,sp:0,wt:50,rc:single-uncharged]{{Size=Large}}Specs=[Window,Hide|Equipment,0H,Equipment]{{desc=A Window (2 feet by 4 feet - can form a window of this size in any wall up to 2 feet deep). Often created as part of a magic item power, such as a *Robe of Useful Items*}}'},
{name:'Wineskin-Empty',type:'equipment',ct:'10',charge:'change-each',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Wineskin,Equipment,1H,Food,Empty-Wineskin]{{}}%{MI-DB|Empty-Wineskin}{{}}'},
{name:'Wineskin-Full',type:'equipment',ct:'10',charge:'change-each',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Wineskin,Equipment,1H,Food,Full-Wineskin]{{}}%{MI-DB|Full-Wineskin}{{}}'},
]},
- MI_DB_Potions: {bio:'Potions, Pills and Oils v7.01 26/01/2025
This Magic Item database holds definitions for Potions, Pills, Oils and other consumable liquids and similar substances.',
- gmnotes:'Change Log v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.06 22/12/2024 Fixed variable speed value for some entries v6.05 07/05/2024 Updated potion effects to use latest features, especially save mod table v6.04 27/04/2024 Added Ointments of Seeing v6.03 04/04/2024 Started adding hide#= sections to get "show more..." button for long texts v6.02 10/02/2023 Fixed a number of potion duration macros v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.7 13/03/2022 Added Oil Flask which can be thrown as a Ranged Weapon v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 08/10/2021 Initial creation by separating out the MI-DB into item types',
+ MI_DB_Potions: {bio:'Potions, Pills and Oils v7.02 04/07/2025
This Magic Item database holds definitions for Potions, Pills, Oils and other consumable liquids and similar substances.',
+ gmnotes:'Change Log v7.02 04/07/2025 Added values to each item v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.06 22/12/2024 Fixed variable speed value for some entries v6.05 07/05/2024 Updated potion effects to use latest features, especially save mod table v6.04 27/04/2024 Added Ointments of Seeing v6.03 04/04/2024 Started adding hide#= sections to get "show more..." button for long texts v6.02 10/02/2023 Fixed a number of potion duration macros v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.7 13/03/2022 Added Oil Flask which can be thrown as a Ranged Weapon v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 08/10/2021 Initial creation by separating out the MI-DB into item types',
root:'MI-DB',
api:'magic',
type:'mi',
controlledby:'all',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/40483/thumb.png?1339823257',
- version:7.01,
- db:[{name:'Elixier-of-Madness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixier}}{{name=of Madness}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Elixier of Madness,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[Permanent](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Elixier of Madness|99|0|Totally mad...|broken-skull|svspe\\clon;-2) }}{{aoe=Consumer}}{{save=Negates at -2 \\amp Wisdom mod}}{{Looks like=A curious liquid, perhaps with a hint of sparcle in it, in an unmarked bottle}}{{effects=A single sip of this elixir causes the imbiber to go mad, as if affected by the 4th-level wizard spell, confusion, until a heal, restoration, or wish spell is used to remove the madness. Once any creature is affected by the elixir, the remaining draught loses all magical properties, becoming merely a foul-tasting liquid.}}{{hide1=\nCauses confusion in one or more creatures within the area, creating indecision and the inability to take effective action. \nConfused creatures react as follows:\n\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D10 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt; Action\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wander away (unless prevented)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stand confused for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Attack nearest creature for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Act normally for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThose who fail a saving throw vs spell are checked by the DM for actions each round for the duration of the spell, or until the "wander away" result occurs.\nWandering creatures move as far from their original location as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.}}{{materials=Potion}}{{use=Use the *Duration* button to add a marker to the affected creature}}'},
- {name:'Elixier-of-Youth',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixier}}{{name= of Youth}}{{splevel=Potion}}{{school=Alteration}}Specs=[Elixier of Youth,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{Looks like=A liquid of swirling colours in an ornate crystal bottle}}{{effects=Quaffing this rare and potent elixir will reverse aging. Taking the full potion at once reduces the imbiber\'s age by [1d4 + 1 years](!\\amp#13;\\amp#47;r 1d4+1 years). Taking just a sip first, instead of drinking it down, will reduce the potency of the liquid, and drinking the lower-potency liquid reduces age by only [1d3 years](!\\amp#13;\\amp#47;r \\amp#91;[ceil(1d6/2\\amp#41;]\\amp#93; years.)) }}{{materials=Potion}}{{use=Apply the effects manually to your character sheet}}'},
- {name:'Elixir-of-Health',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixir}}{{name= of Health}}{{splevel=Potion}}{{school=Healing}}Specs=[Elixir of Health,Potion,1H,Healing]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{Looks like=A pink liquid in a small potion bottle}}{{effects=This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DM\'s choice).}}{{materials=Potion}}{{use=Apply the effects manually to your character sheet}}'},
+ avatar:'https://files.d20.io/images/40483/max.png?1339823257',
+ version:7.02,
+ db:[{name:'Elixier-of-Madness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'350',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixier}}{{name=of Madness}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Elixier of Madness,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:350,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[Permanent](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Elixier of Madness|99|0|Totally mad...|broken-skull|svspe\\clon;-2) }}{{aoe=Consumer}}{{save=Negates at -2 \\amp Wisdom mod}}{{Looks like=A curious liquid, perhaps with a hint of sparcle in it, in an unmarked bottle}}{{effects=A single sip of this elixir causes the imbiber to go mad, as if affected by the 4th-level wizard spell, confusion, until a heal, restoration, or wish spell is used to remove the madness. Once any creature is affected by the elixir, the remaining draught loses all magical properties, becoming merely a foul-tasting liquid.}}{{hide1=\nCauses confusion in one or more creatures within the area, creating indecision and the inability to take effective action. \nConfused creatures react as follows:\n\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D10 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt; Action\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wander away (unless prevented)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stand confused for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Attack nearest creature for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Act normally for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThose who fail a saving throw vs spell are checked by the DM for actions each round for the duration of the spell, or until the "wander away" result occurs.\nWandering creatures move as far from their original location as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.}}{{materials=Potion}}{{use=Use the *Duration* button to add a marker to the affected creature}}'},
+ {name:'Elixier-of-Youth',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixier}}{{name= of Youth}}{{splevel=Potion}}{{school=Alteration}}Specs=[Elixier of Youth,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{Looks like=A liquid of swirling colours in an ornate crystal bottle}}{{effects=Quaffing this rare and potent elixir will reverse aging. Taking the full potion at once reduces the imbiber\'s age by [1d4 + 1 years](!\\amp#13;\\amp#47;r 1d4+1 years). Taking just a sip first, instead of drinking it down, will reduce the potency of the liquid, and drinking the lower-potency liquid reduces age by only [1d3 years](!\\amp#13;\\amp#47;r \\amp#91;[ceil(1d6/2\\amp#41;]\\amp#93; years.)) }}{{materials=Potion}}{{use=Apply the effects manually to your character sheet}}'},
+ {name:'Elixir-of-Health',type:'potion',ct:'2+1d4',charge:'change-each',cost:'350',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixir}}{{name= of Health}}{{splevel=Potion}}{{school=Healing}}Specs=[Elixir of Health,Potion,1H,Healing]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:350,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{Looks like=A pink liquid in a small potion bottle}}{{effects=This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DM\'s choice).}}{{materials=Potion}}{{use=Apply the effects manually to your character sheet}}'},
{name:'Firebreath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Potion}}{{name= of Firebreath}}{{save=Save vs breath weapon halves flame damage}}{{One draught=[10 x 20ft](!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|20|10|fire --removetargetstatus \\amp#64;{selected|token_id}|Potion of Firebreath) doing [1d10 + 2](!\\amp#13;\\amp#47;r 1d10+2 HP fire damage) HP fire damage}}{{Two draughts=[10 x 20ft](!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|40|10|fire --removetargetstatus \\amp#64;{selected|token_id}|Potion of Firebreath\\amp#13;!magic --mi-charges \\amp#64;{selected|token_id}|-1|Potion of Firebreath) doing [2d10 + 4](!\\amp#13;\\amp#47;r 2d10+4 HP fire damage) HP fire damage}}{{Four draughts=[10 x 20ft](!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|80|20|fire --removetargetstatus \\amp#64;{selected|token_id}|Potion of Firebreath\\amp#13;!magic --mi-charges \\amp#64;{selected|token_id}|-3|Potion of Firebreath) doing [5d10](!\\amp#13;\\amp#47;r 5d10 HP fire damage) HP fire damage}}'},
- {name:'Nasty-tasting-marsh-potion',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Nasty Smelly Bad-tasting Marsh Liquid}}{{splevel=?}}{{school=?}}Specs=[Marsh potion,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=?}}{{aoe=?}}{{save=None}}{{effects=What? Appart from feeling ill just from looking at it?}}{{materials=Potion}}{{use=Apply all effects manually}}'},
- {name:'Oil-of-Acid-Resistance',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Acid Resistance}}{{splevel=Oil}}{{school=Protection}}Specs=[Oil of Acid Resistance,Potion,1H,Protection]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[1440 rounds](!rounds --target-nosave multi|@{selected|token_id}|Oil of Acid Resistance|1440|-#|Invulnerability to acid for creature and its equipment|chemical-bolt) divided across 1 or more creatures}}{{aoe=Creatures and equipment covered}}{{save=None}}{{Looks like=An oily liquid with a green tint in a bottle of think glass}}{{effects=When this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The oil wears off, but slowly—one application lasts for a whole day (1440 rounds).}}{{hide1=Each time the protected material is exposed to acid, the duration of the oil is reduced by as many rounds as hit points of damage the acid would have caused to exposed flesh. Thus, if a black dragon breathes for 64 points of acid damage, a person protected by this oil would lose 1 hour and 4 minutes of protection (64 rounds—32 if a saving throw vs. breath weapon was successful).\nEach flask contains sufficient oil to protect one man-sized creature (and equipment) for 24 hours; or to protect any combination of creatures and duration between these extremes.}}{{materials=Potion}}{{use=Use the *Duration* button, select all the tokens representing creatures to gain the benefit and then press *add status changes* to set a timed status marker to each (**Note:** requires the Turn Order to be incremented, or the *Maintenance Menu* used to increment the Round Counter).}}'},
- {name:'Oil-of-Disenchantment',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Disenchantment}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Disenchantment,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=Creature: Permanent\nObject: [1d10+20 Turns](!\\amp#13;\\amp#47;gr 20+1d10 Turns duration on object applied to) }}{{aoe=1 Creature or 1 Object}}{{save=None}}{{Looks like=A thin and oily grey liquid in a plain ordinary bottle}}{{effects=Enables the removal of all enchantments and charms placed upon living things, and the suppression of such effects on objects. If the oil is rubbed in a creature, all enchantments and charms on it are immediately removed. If rubbed onto objects bearing an enchantment, the magic will be lost for 1d10 + 20 turns. After this time, the oil loses potency and the item regains its enchantment. The oil does not radiate magic once it is applied, and masks the enchantment of whatever it coats, so that an item so coated will not show any enchantment for as long as the oil remains effective.}}{{materials=Potion}}{{use=The *Duration* button just rolls the relevant dice. Apply all effects manually as appropriate.}}'},
- {name:'Oil-of-Elemental-Invulnerability',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{bane= of Elemental Invulnerability}}{{splevel=Oil}}{{school=Protection}}Specs=[Oil of Elemental Invulnerability,Potion,1H,Protection]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability|99|0|Invulnerability to damage from one of air, earth, fire or water|bolt-shield) divided across 1 to 8 creatures}}{{aoe=Creatures and equipment covered}}{{save=None}}{{Looks like=An oily liquid in an interesting bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: wind storms, fires, earth slides, floods, and so forth.}}{{hide1=There is a 10% chance that each such flask will also be effective on the relevant Elemental plane - this allows the protected individual to operate freely and without danger from elemental forces. Attacks by elemental creatures are still effective, but with a -1 penalty per die of damage. A flask contains enough oil to coat one man-sized creature for eight days or eight individuals for one day.\nThe element protected against is determined randomly by rolling 1d4. \n1: Air\n2: Earth\n3: Fire\n4: Water}}{{materials=Potion}}{{use=Use the *Duration* button then select 1 to 8 creatures before pressing the *add status changes* button in the the chat window to place a status marker on each protected creature. Apply all effects manually.}}'},
- {name:'Oil-of-Elemental-Invulnerability-vs-Air',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Air,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Air]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Air}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Air|99|0|Invulnerability to damage from air|flying-flag) divided across 1 to 8 creatures}}{{Looks like=A very light and insubstantial oily liquid in a thin, fragile bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case air damage such as wind storms.}}'},
- {name:'Oil-of-Elemental-Invulnerability-vs-Earth',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Earth,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Earth]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Earth}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Earth|99|0|Invulnerability to damage from earth|tread) divided across 1 to 8 creatures}}{{Looks like=A heavy brown oily liquid in a think, heavy bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case earth damage such as a land slip.}}'},
- {name:'Oil-of-Elemental-Invulnerability-vs-Fire',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Fire,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Fire]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Fire}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Fire|99|0|Invulnerability to damage from fire|three-leaves) divided across 1 to 8 creatures}}{{Looks like=An opaque bottle made of some white thick papery substance containing an oily liquid that sparkles with red flecks which leave trails of red in the liquid (almost appearing like flames)}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case fire damage such as forest fires.}}'},
- {name:'Oil-of-Elemental-Invulnerability-vs-Water',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Water,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Water]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Water}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Water|99|0|Invulnerability to damage from water|frozen-orb) divided across 1 to 8 creatures}}{{Looks like=A very watery thin oil, with a hint of a blue-green colour, in an ordinary potion bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case water damage such as floods.}}'},
- {name:'Oil-of-Etherealness',type:'potion',ct:'30',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Etherealness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Etherealness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}}PotionData=[sp:30,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Ethereal|Ninja-mask) }}{{aoe=Imbiber}}{{save=None}}{{Looks like=An oily liquid with swirling patterns of "nothingness" in what is clearly a very special container}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness.}}{{hide1=In the ethereal state, the individual can pass through solid objects in any direction—sideways, upward, downward—or to different planes. The individual cannot touch non-ethereal objects.\nThe oil takes effect three rounds after application, and it lasts for 4+1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.}}{{materials=Oil}}{{use=Use the *Duration* button to place a timed status marker on the protected creature (requires use of the Turn Order or the *Maint Menu* to increment the Round Counter). Automatically improves AC by 4 for the duration.}}'},
- {name:'Oil-of-Fiery-Burning',type:'potion|innate-ranged',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Fiery Burning}}{{splevel=Oil}}{{school=Evocation}}Specs=[Flask,Potion|Innate-Ranged,1H,Flask]{{components=M}}PotionData=[sp:1,rc:charged]{{time=1}}ToHitData=[w:Oil of Fiery Burning,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:charged]{{duration=Instantanious}}AmmoData=[w:Oil of Fiery Burning,t:Flask,st:Flask,sb:0,+:0,SM:5d6,L:5d6]{{Range=S:10, M:20, L:30}}RangeData=[t:Oil of Fiery Burning,+:0,r:1/2/3]{{aoe=Special}}{{save=Halves}}{{Looks Like=An oil flask, sealed, with some liquid sloshing around inside - but it does not behave like ordinary oil...}}{{effects=When this oil is exposed to air, it immediately bursts into flame, inflicting [5d6](!\\amp#13;\\amp#47;gmroll 5d6 fire damage) points of damage to any creature directly exposed to the substance (save vs. spell for half damage). If hurled, the flask will always break. Any creature within 10 feet of the point of impact (up to a maximum of six creatures) will be affected.\nThe oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers [1d4](!\\amp#13;\\amp#47;gmroll 1d4 fire damage) points of damage. Unless a roll equal to or less than the creature\'s Dexterity is made on [2d10](!\\amp#13;\\amp#47;gmroll 2d10 Dexterity check), the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above.}}{{materials=Potion}}{{use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack. All damage, even from splash, is as if a direct hit, doing 5d6}}'},
- {name:'Oil-of-Fumbling',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Fumbling}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Fumbling,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s the unlucky victim?|token_id}|Oil of Fumbling|\\amp#91;[100\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-10|50% chance of fumbling and dropping whatever you hold every round|broken-shield) }}{{aoe=1 creature}}{{save=None}}{{effects=This oil will seem to be of a useful type - acid resistance, slipperiness, etc. - until the wearer is under stress in an actual melee situation. At that point, he has a 50% chance each round to fumble and drop whatever he holds - weapon, shield, spell components, and so forth. Only a thorough bath of some solvent (alcohol, etc.) will remove the oil before it wears off.}}{{materials=Potion}}{{use=The DM should "Hide" the oil as another type until the true nature is revealed (see the MagicMaster command --gm-edit-mi). When used, the user or the DM should press the *Duration* button and select the creature to which the oil is applied - each turn a message will be displayed for that creature requesting a dice roll to see if what is held is then dropped.}}'},
- {name:'Oil-of-Impact',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Impact}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Impact,Potion,1H,Alteration]{{components=M}}{{time=[1d4+1](!\\amp#13;\\amp#47;r 1d4+1) }}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=One hit within [8+1d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Oil of Impact|\\amp#91;[8+1d4]\\amp#93;|-1|Coated weapons that have not yet hit still have +3/+6|strong)}}{{aoe=4-5 sling stones or two larger \nweapons per application}}{{save=None}}{{materials=Oil}}{{Looks like=An oil with a steely grey colour in a metal bottle}}{{effects=This oil has beneficial effects on blunt weapons and missiles, both magical and nonmagical. When applied to a blunt weapon such as a club, hammer, or mace, it bestows a +3 bonus to attack rolls and a +6 bonus to damage. The effect lasts 1d4 + 8 rounds per application. One application will treat one weapon.\nWhen applied to a blunt missile, such as a hurled hammer, hurled club, sling stone, or bullet, it bestows a +3 bonus to attack rolls and a +3 bonus to damage. The effect last until the missile is used once. One application will treat 4-5 sling stones or two larger weapons. A flask of oil of impact holds 1d3+2 applications.}}{{use=Pressing the *Duration* button will apply a status timer to the holder of the oil for the maximum duration of the effect. Weapon bonuses currently must be applied manually - future enhancement needed.}}'},
- {name:'Oil-of-Slipperiness',type:'potion',ct:'30',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Slipperiness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Slipperiness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}}PotionData=[sp:30,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=[8 hours](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Oil-of-Slipperiness|99|0|Slippery customer, cannot be grabbed or hugged|drink-me)}}{{aoe=User}}{{save=None}}{{Looks like=A light oily substance that coats the inside of its container}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh. This application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster\'s tentacles could not entwine the opponent coated with *oil of slipperiness*.)}}{{hide1=In addition, such obstructions as webs, magical or otherwise, will not effect an anointed individual. Bonds such an ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, there is a 95% chance that creatures standing on the surface will slip and fall. The oil requires eight hours to wear off normally, or it can be wiped off with an alcohol solution (even wine!)}}{{materials=Oil}}{{use=Press the *Duration* button and select a target creature to set a status timer for the duration of effectiveness (requires the Turn Order or the *Mentenance Menu* to be used to increment the Round Counter). Effects should then be played out manually.}}'},
- {name:'Oil-of-Timelessness',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Timelessness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Timelessness,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=Permanent}}{{aoe=1 flask can treat 8 man-sized objects or equivalent area}}{{save=None}}{{Looks like=An oily liquid in what looks like a brand new potion bottle - no scratches, misting, or chips in the glass}}{{effects=When this oil is applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, etc, note not living flesh), it allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object has a +1 bonus on all saving throws. The oil never wears off, although it can be magically removed. One flask contains enough oil to coat eight mansized objects, or an equivalent area.}}{{materials=Potion}}{{use=Apply all effects manually.}}'},
- {name:'Ointment-of-False-Seeing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment}}{{name= of False Seeing}}{{splevel=Potion}}{{school=Divination}}Specs=[Ointment of False Seeing,Potion,1H,Divination]{{components=M}}{{time=1 to apply\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=Special}}{{aoe=User}}{{save=None}}{{Looks like=An ointment in a small, shallow screw-top container}}{{effects=Imbued with the effects of the *False Seeing* priest spell used to create the ointment. Causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The duration is 1 round per level of the caster / creator of the ointment. The victim must be fooled, charmed or otherwise persuaded to use the ointment}}{{use=Once persuaded to use it, target the victim with [apply ointment](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate victim?|token_id}|False Seeing_Comfy Eyes|\\amp#63;{Level of ointment creator?|9|10|11|12|13|14|15|16|17|18|19|20}|-1|Eyes seem fine \\amp ointment works well|bleeding-eye)}}{{materials=Potion}}'},
- {name:'Ointment-of-True-Seeing',type:'potion',ct:'8',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment}}{{name= of True Seeing}}{{splevel=Potion}}{{school=Divination}}Specs=[Ointment of True Seeing,Potion,1H,Divination]{{components=M}}{{time=8 to apply and take effect}}PotionData=[sp:8,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=Special}}{{aoe=User}}{{save=None}}{{Looks like=An ointment in a small, shallow screw-top container}}{{effects=Imbued with the effects of the *True Seeing* priest spell used to create the ointment. Causes the person to see all things as they actually are.}}{{hide1=The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Further, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. *True seeing*, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. In addition, the spell effects cannot be further enhanced with known magic.}}{{use=Once persuaded to use it, target the victim with [apply ointment](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate victim?|token_id}|False Seeing_Comfy Eyes|\\amp#63;{Level of ointment creator?|9|10|11|12|13|14|15|16|17|18|19|20}|-1|Eyes seem fine \\amp ointment works well|bleeding-eye)}}{{materials=Potion}}'},
- {name:'Philter-of-Glibness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Glibness}}{{splevel=Potion}}{{school=Alteration}}Specs=[Philter of Glibness,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Glibness|\\amp#91;[10*\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Have the gift of the gab|trophy)}}{{aoe=Anyone listening to the Consumer}}{{save=None}}{{Looks like=A very clear and pure potion liquid in a potion bottle with a space for a label (but nothing written on it)}}{{effects=This potion enables the imbiber to speak fluently—even tell lies—smoothly, believably, and undetectably. Magical investigation (such as the 4th level priest spell, *detect lie*) will not give the usual results, but will reveal that some minor "stretching of the truth\'\' might be occurring.}}{{use=Press the* *Duration* button and select the token of the creature who is drinking the Philter of Glibness to add a status timer (requires the Turn Order or *Maintenance Menu* to be used to increment the Round Counter).}}{{materials=Potion}}'},
- {name:'Philter-of-Love',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'!setattr --charid @{selected|character_id} --MIduration|[[10*(4+1d4)]]\n\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Love}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Philter of Love,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Love|\\amp#64;{@{selected|character_name}|MIduration}|-1|Charmed by, and perhaps enamoured with \\amp#64;{target|Who is the subject of their amourous actions?|character_name}|chained-heart --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the subject of their amourous actions?|token_id}|Philter of Love|\\amp#64;{@{selected|character_name}|MIduration}|-1|Subject of amourous advances by \\amp#64;{target|Who is drinking the Philter?|character_name}|chained-heart)}}{{aoe=The Consumer and the first creature they see}}{{save=None}}{{Looks like=A pink liquid in a ornately engraved potion bottle}}{{effects=Causes the individual drinking it to become charmed (see *charm* spells) with the first creature seen after consuming the draught. The imbiber may actually become enamored if the creature is of a similar race.\nCharm effects wear off in 1d4+4 turns, but the enamoring effects last until a dispel magic spell is cast upon the individual.}}{{use=Press the *Duration* button then first select the creature that is drinking the potion, then select the creature that they see and become charmed by (requires the Turn Order or *Maintenance Menu* to be used to increment the Round Counter).}}{{materials=Potion}}'},
- {name:'Philter-of-Persuasiveness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Persuasiveness}}{{splevel=Potion}}{{school=Evocation}}Specs=[Philter of Persuasiveness,Potion,1H,Evocation]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who becomes persuasive?|token_id}|Philter of Persuasiveness|\\amp#91;[40+10\\amp#42;1d4]\\amp#93;|-1|You seem incredibly persuasive|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=A very plain, straight sided potion bottle containing a clear liquid}}{{effects=When this potion is imbibed the individual becomes more charismatic, gaining a bonus of +5 on reaction dice rolls. The individual is also able to [Suggest](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion) (see the 3rd-level wizard spell, *Suggestion*) once per turn to all creatures within 30 yards of him.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to apply a status timer **and** automatically improve the Reaction Adjustment score for that duration (requires Turn Order or *Maintenance Menu* to increment the Round Counter).}}'},
- {name:'Philter-of-Stammering-and-Stuttering',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Stammering and Stuttering}}{{splevel=Potion}}{{school=Alteration}}Specs=[Philter of Stammering and Stuttering,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Stammering|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Can\'t seem to get your words right, -5 penalty on reactions|pummeled)}}{{aoe=Consumer}}{{save=None}}{{Looks Like=A potion bottle with an interesting liquid inside. Nothing can be told by just looking at it!}}{{effects=When consumed, it will seem to be beneficial - *philter of glibness* or *persuasiveness*, for instance. However, whenever a meaningful utterance must be spoken (the verbal component of a spell, the text of a scroll, negotiation with a monster, etc.), the potion\'s true effect is revealed - nothing can be said properly, and the reactions of all creatures hearing such nonsense will be at a -5 penalty.}}{{GM Info=The DM should "Hide" this item using the !magic --gm-edit-mi command, only revealing its true nature when appropriate.}}{{Use=The consumer or DM should press the *Duration* button then select the creature that is drinking the potion - their *Reaction Adjustment* will be altered appropriately for the duration (requires the Turn Order or *Maintenance menu* to increment the Round Counter)}}{{materials=Potion}}'},
- {name:'Poison-Potion',type:'innate-ranged|potion',ct:'1',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{prefix=Poison }}{{title=Potion}}{{splevel=Poison}}{{school=Necromancy}}Specs=[Poison Potion,Innate-Ranged|Potion,1H,Grenade]{{components=M}}PotionData=[w:Poison Potion,sp:1,rc:change-each,to:Empty-Potion-Bottle]{{time=1}}ToHitData=[w:Poison Potion,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:change-each,to:Empty-Potion-Bottle]{{duration=Special}}AmmoData=[w:Poison Potion,t:Poison Potion,sb:0,+:0,SM:Special,L:Special,msg:The DM will determine the type of poison\\amp#44; the saving throw required\\amp#44; and the damage done using table 51 *Poison Strength* in the DMG]{{Range=S:10, M:20, L:30}}RangeData=[t:Poison Potion,+:0,r:1/2/3]{{aoe=Special}}{{save=Special}}{{Looks like=An odorless liquid of any colour in a fragile bottle that will clearly break if dropped}}{{effects=A poison potion is simply a highly toxic liquid in a potion flask. Typically, poison potions are odorless and can be of any color. Ingestion, introduction of the poison through a break in the skin, or, in some cases, just skin contact, will cause death. Poison can be weak (+4 to +1 bonus to the saving throw), average, or deadly (-1 to -4 penalty or greater on the saving throw). Some poison can be so toxic that a neutralize poison spell will simply lower the toxicity level by 40%—say, from a -4 penalty to a +4 bonus to the saving throw vs. poison. The DM selects the strength of poison desired, although most are strength "J\'\' (see Table 51, Poison Strength). You might wish to allow characters to hurl poison flasks (see Combat, "Grenade-Like Missiles").}}{{materials=Potion}}{{use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack. The DM will determine the outcome, depending on the success or failure of the attack roll and any splash that results}}'},
- {name:'Potion-of-Animal-Control-Any',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{title=Potion}}{{name= of Control Any Animal}}{{splevel=Potion}}{{school=Enchantment-Charm}}{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}{{range=Consumer}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which animals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{aoe=Special}}{{save=Special}}{{effects=Enables the imbiber to empathize with and control the emotions of any animal of one type—eagles, rats, snakes, fish, etc.}}{{hide1=The number of animals controlled depends upon size: 5d4 animals of the size of giant rats; 3d4 animals of about man-size; or 1d4 animals weighing about 1/2 ton or more.\nAnimals with Intelligence of 5 (low Intelligence) or better are entitled to a saving throw vs. spell. Control is limited to emotions or drives unless some form of communication is possible. Note that many monsters can\'t be controlled by the use of this potion, nor can humans, demihumans, or humanoids (see ring of mammal control).}}{{materials=Potion}}{{use=Press the *Duration* button and select each target in turn to potentially add a status timer (requires use of Turn Order or *Maintenance Menu* to increment the Round Counter) - the DM will be given a chance to Confirm or Reject based on any saving throw.}}'},
- {name:'Potion-of-Animal-Control-Avians',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Animal Control-Avians]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of Avian Control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which avians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of avians of one type—eagles, robins, falcons etc.}}'},
- {name:'Potion-of-Animal-Control-Cold-Blooded',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Animal Control-Cold Blooded]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of Cold Blooded animal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which cold-blooded animals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of cold-blooded animals (reptiles, amphibians, fish) of one type—snakes, toads, sharks etc.}}'},
- {name:'Potion-of-Animal-Control-Fish',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Fish Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of fish control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which fish to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of fish of one type—sea bass, sharks, tuna etc.}}'},
- {name:'Potion-of-Animal-Control-Mammals',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Mammal Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of mammal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which mammals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of mammals or marsupials of one type—cats, dogs, horses, etc.}}'},
- {name:'Potion-of-Animal-Control-Reptiles+Amphibians',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Reptile \\amp Amphibian Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of reptile \\amp amphibian control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which reptiles \\amp amphibians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of reptiles or amphibians of one type—lizards, snakes, frogs etc.}}'},
- {name:'Potion-of-Animal-Control-Warm-Blooded',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of warm blooded animal control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of warm blooded animal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which reptiles \\amp amphibians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of warm-blooded animals (mammals, marsupials, avians) of one type—dogs, kangaroo, eagles, etc.}}'},
- {name:'Potion-of-Clairaudience',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Clairaudience}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Clairaudience,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Special}}{{duration=[2 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Clairaudience|20|-1|Hear distant conversations|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=Concentrate upon some locale and hear in their mind any noise within a 60-foot radius of that point.}}{{hide1=Distance is not a factor except that, unlike the spell, the potion can be used on unknown locales within 30yds of the consumer. Only sounds that are normally detectable by the consumer can be heard by use of this potion. Lead sheeting or magical protections prevent operation, and the consumer has some indication that the potion operation is so blocked. The potion creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The potion functions only on the wizard\'s current plane of existence.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
- {name:'Potion-of-Clairvoyance',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Clairvoyance}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Clairvoyance,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Special}}{{duration=[1 turn](!rounds --target-nosave caster|@{selected|token_id}|Potion of Clairaudience|10|-1|Hear distant conversations|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=See in their mind whatever is within sight range from the locale chosen.}}{{hide1=Distance from the consumer is not a factor except that, unlike the spell, the potion can be used on unknown locales within 30yds of the consumer. 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 protections prevent operation, and the consumer has some indication that the potion operation is so blocked. The potion creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The potion functions only on the wizard\'s current plane of existence.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
- {name:'Potion-of-Climbing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Climbing}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Climbing,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[10+5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Potion of Climbing|\\amp#91;[10+5d4]\\amp#93;|-1|Climb like a thief|strong)}}{{aoe=Consumer}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle, but with what seems to be grit in the bottom of the bottle}}{{effects=Climb as a thief, up or down vertical surfaces.}}{{hide1=The base chance of slipping and falling is 1%. Make a percentile check at the halfway point of the climb—01 means the character falls. For every 100 pounds carried by the character, add 1% to the chance of slipping. If the climber wears armor, add the following to the falling chance:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Armor\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Chance to Fall\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;studded leather\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;ring mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;scale mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;chain mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;banded or splinted armor\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;plate mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;field plate\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;full plate\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;magical armor, any type\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
- {name:'Potion-of-Delusion',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Delusion}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Delusion,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Special}}{{aoe=Consumer}}{{save=Special}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=Affects the mind of the character so that he believes the liquid is some other potion (healing, for example, is a good choice—damage is "restored\'\' by drinking it, and only death or rest after an adventure will reveal that the potion only caused the imbiber to believe that he was aided). If several individuals taste this potion, it is 90% probable that they will all agree it is the same potion (or whatever type the DM announces or hints at).}}{{materials=Potion}}{{GM Info=The DM should "Hide" this potion using the MagicMaster --gm-edit-mi command as whatever other potion is desired, and only reveal it as appropriate.}}'},
- {name:'Potion-of-Diminution',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Diminution}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Diminution,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[7 + 1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Diminution|\\amp#91;[10\\amp#42;\\amp#40;7+1d4\\amp#41;]\\amp#93;|-1|Shrunk in the wash...|drink-me)}}{{aoe=Consumer}}{{save=None}}{{Looks like=An ordinary clear potion in a small but ordinary potion bottle}}{{effects=The individual (and everything they are carrying and wearing) diminishes in size—to as small as 5% of normal size. The percentage of the potion drunk determines the amount a character shrinks: For example, if 40% of the contents are swallowed, the person shrinks to 60% of normal size.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
- {name:'Potion-of-Dragon-Control-Black',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Black Dragon Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=60 yds}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Black Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{aoe=Consumer}}{{save=Negates at -2}}{{effects=Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}{{hide1=\nAny affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm.}}{{materials=Potion}}{{use=Press the *Duration* button and select the dragon to control to prompt a saving throw and, if failed, add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A liquid contained in a small bottle with a stopper}}'},
- {name:'Potion-of-Dragon-Control-Blue',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Blue Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Blue Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-Brass',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Brass Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Brass Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-Bronze',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Bronze Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Bronze Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-Copper',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Copper Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Copper Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-Evil',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Evil Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Evil Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{effects=Evil dragons are Black, Blue, Green, Red and White. Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}'},
- {name:'Potion-of-Dragon-Control-Gold',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Gold Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Gold Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-Good',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Good Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Good Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{effects=Good dragons are Brass, Bronze, Copper, Gold and Silver. Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}'},
- {name:'Potion-of-Dragon-Control-Green',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Green Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Green Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-Red',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Red Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Red Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-Silver',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Silver Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Silver Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-Dragon-Control-White',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of White Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which White Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
- {name:'Potion-of-ESP',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of ESP}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of ESP,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{aoe=[[[{ {[[5*@{selected|casting-level}]]}, {90} }kl1}]] yds](!rounds --aoe @{selected|token_id}|circle|yards|0|[[{ {[[5*@{selected|casting-level}]]}, {90} }kl1}]]|0|magic|true)}}{{save=None}}{{duration=[Read Thoughts for 5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion-of-ESP|\\amp#91;[5d8]\\amp#93;|-1|Reading surface thoughts|broken-skull)}}{{effects=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.}}{{hide1=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. The material component of this spell is a copper piece.}}{{materials=Potion}}{{use=Press the *Area of Effect* button to display the aoe. Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A thick syrupy potion in a small phile}}'},
- {name:'Potion-of-Extra-Healing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Extra Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Extra Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.}}{{materials=Potion}}{{use=Apply all effects manually}}'},
- {name:'Potion-of-Fire-Resistance',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Fire Resistance}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Fire Resistance,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[10 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Fire-Resistance|\\amp#63;{Consume how much?|All,10|Half,5}|-1|Immune to normal fire, +4 save -2/die dmg from intense fire|white-tower)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood).}}{{hide1=It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is rolled with a +4 bonus. If one-half of the potion is consumed, it confers invulnerability to normal fires and half the benefits noted above (-1, +2). The potion lasts one turn, or five rounds for half doses.}}{{materials=Potion}}{{use=Press the *Duration* button and select the dragon to control to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A potion with red specks floating in it that leave trails of red as they swirl around}}'},
- {name:'Potion-of-Firebreath',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Firebreath}}{{splevel=Potion}}{{school=Evocation}}Specs=[Potion of Firebreath,Potion,1H,Evocation]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,qty:4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[1 hour](!rounds --target-nosave caster|@{selected|token_id}|Potion of Firebreath|60|-1|Ready to [spew fire!]\\lpar;!magic \\dash-display-ability @{selected|token_id}\\vbar;MI-DB\\vbar;Firebreath\\rpar;|three-leaves)}}{{aoe=Special}}{{save=Halves flame dmg}}{{effects=This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small draughts.}}{{hide1=One draught allows the imbiber to breathe a cone of fire 10 feet wide and up to 20 feet long that inflicts 1d10 + 2 points of damage (d10 + 2). A double draught doubles the range and damage. If the entire potion is taken at once, the cone is 20 feet wide, up to 80 feet long, and inflicts 5d10 points of damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber\'s system, inflicting double damage upon him, with no saving throw allowed.}}{{materials=Potion}}{{use=Press the *Duration* button to add a status timer to the holder of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter). Each round, the holder will get a *Spew Fire* button on their Turn Announcement - do not press until you want to spew fire, when you will be asked how many draughts you took and be allowed to roll the appropriate damage.}}{{Looks like=A potion with red bits floating in it that leave firey trails of red as they swirl around}}'},
- {name:'Potion-of-Flying',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Flying}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Flying,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion-of-Flying|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Flying|fluffy-wing)}}{{aoe=Consumer}}{{save=None}}{{effects=Equivalent to the 3rd level MU Spell.\nThis 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,\ntwice that if descending in a dive).}}{{hide1=The manoeuvrability class 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.\nThe material component of the fly spell is a wing feather of any bird.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=Difficult to see any potion in the bottle - almost seems as if filled with air but there is a faint hint of a very clear and insubstantial liquid}}'},
- {name:'Potion-of-Gaseous-Form',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Gaseous Form}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Gaseous Form,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{Who is drinking the potion?|token_id}|Potion of Gaseous Form|\\amp#91;[10*\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|In transparent gaseous form|chemical-bolt)}}{{aoe=Consumer}}{{save=None}}{{effects=Causes the consumer\'s body, as\nwell as anything he\'s carrying or wearing, to become gaseous. The gaseous form is able to flow at a base speed of 3/round. (A gust of wind spell, or even normal strong air currents, will blow the gaseous form at air speed.)}}{{hide1=The gaseous form is transparent and insubstantial. It wavers and shifts, and can\'t be harmed except by magical fire or lightning, which do normal damage. A whirlwind inflicts double damage upon a creature in gaseous form. When in such condition the individual is able to enter any space that is not airtight—even a small crack or hole that allows air to penetrate also allows entry by a creature in gaseous form. The entire potion must be consumed to achieve this result}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=Difficult to see any potion in the bottle - almost seems as if filled with air but there is a faint hint of a misty and insubstantial liquid}}'},
- {name:'Potion-of-Giant-Control-Cloud',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{title=Potion}}{{name= of Cloud Giant Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}{{range=Consumer}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Cloud Giant?|token_id}|Potion of Cloud Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{aoe=1 or 2 Cloud Giants}}{{save=1 giant affected at -4 penalty, 2 giants at +2 bonus}}{{effects=A full draught of this potion must be consumed for its effects to be felt. It will influence one or two giants like a charm monster spell.}}{{hide1=Control lasts for 5d6 rounds. If only one giant is influenced, it is entitled to a saving throw vs. spell with a -4 penalty; if two are influenced, the die rolls gain a +2 bonus—you\'re weakening the effect of the potion.}}{{materials=Potion}}{{use=Press the *Duration* button and select the one or two giant(s) being controlled before clicking *add status changes* in the chat window (prompts for saving throws with correct penalty/bonus) to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A big draught of a cloudy potion}}'},
- {name:'Potion-of-Giant-Control-Fire',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Fire Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Fire Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Fire Giants?|token_id}|Potion of Fire Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A big draught of a potion with large, crunchy red flakes drifting through it}}'},
- {name:'Potion-of-Giant-Control-Frost',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Frost Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Frost Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Frost Giants?|token_id}|Potion of Frost Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A big draught of a potion with what appear to be snow flakes drifting through it}}'},
- {name:'Potion-of-Giant-Control-Hill',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Hill Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Hill Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Hill Giants?|token_id}|Potion of Hill Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A potion contained in a very knobbly potion bottle}}'},
- {name:'Potion-of-Giant-Control-Stone',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Stone Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Stone Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Stone Giants?|token_id}|Potion of Stone Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A big draught of a potion with crunchy grey grit drifting through it}}'},
- {name:'Potion-of-Giant-Control-Storm',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Storm Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Storm Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Storm Giants?|token_id}|Potion of Storm Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A draught of a potion seems to be continually swirling and moving, even when the bottle is at rest}}'},
- {name:'Potion-of-Giant-Strength',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Giant Strength}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Giant Strength,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|\\amp#63;{Which type of Giant - roll 1d20?|1,Hill|2,Hill|3,Hill|4,Hill|5,Hill|6,Hill|7,Stone|8,Stone|9,Stone|10,Stone|11,Frost|12,Frost|13,Frost|14,Frost|15,Fire|16,Fire|17,Fire|18,Cloud|19,Cloud|20,Storm}-Giant-Strength|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Gained \\amp#63;{Which type of Giant - roll 1d20?} Giant Strength|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=Can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when they score a hit with any hand-held or thrown weapon. Note that the type of giant strength gained by drinking the potion is randomly determined by rolling 1d20 when consuming.}}{{hide1=It is also possible for the person to hurl rocks as shown on the table below.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Giant\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Range\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hill\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;160 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Frost\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire\\amplt;/td\\ampgt;\\amplt;td\\ampgt;120 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18-19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cloud\\amplt;/td\\ampgt;\\amplt;td\\ampgt;140 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;160 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). Roll the type of potion when prompted. The selected creature\'s strength will automatically be increased appropriately for the duration, and returned to normal afterwards.}}{{Looks like=A large draght of a glittery potion with a strong scent}}'},
- {name:'Potion-of-Giant-Strength-Cloud',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Cloud Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength}{{name= of Cloud Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Cloud-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Cloud Giant Strength=23|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 140yds\n**Damage:** = [1d10](!\\amp#13;\\amp#47;r 1d10 damage from a hearled rock)}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). The selected creature\'s strength will automatically be increased appropriately for the duration, and returned to normal afterwards.}}'},
- {name:'Potion-of-Giant-Strength-Fire',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Fire Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Fire Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Fire-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Fire Giant Strength=22|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'},
- {name:'Potion-of-Giant-Strength-Frost',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Frost Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Frost Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Frost-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Frost Giant Strength=21|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 100yds\n**Damage:** = [1d8](!\\amp#13;\\amp#47;r 1d8 damage from a hearled rock)}}'},
- {name:'Potion-of-Giant-Strength-Hill',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Hill Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Hill Giant Strength}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Hill-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Hill Giant Strength=19|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 80yds\n**Damage:** = [1d6](!\\amp#13;\\amp#47;r 1d6 damage from a hearled rock)}}'},
- {name:'Potion-of-Giant-Strength-Stone',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Stone Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Stone Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Stone-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Stone Giant Strength=20|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'},
- {name:'Potion-of-Giant-Strength-Storm',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Storm Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Storm Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Storm-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Storm Giant Strength=24|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'},
- {name:'Potion-of-Growth',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Growth}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Growth,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is consuming the potion?|token_id}|Potion of Growth|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Grown by [[6\\amp#42;\\amp#63;{How many doses?|1|2|3|4}]]ft, moves and weight as appropriate|strong\\amp#13;!magic --mi-charges @{selected|token_id}|-\\amp#91;[\\amp#63;{How many doses?|1|2|3|4}-1]\\amp#93;)}}{{aoe=Consumer}}{{save=None}}{{effects=Causes the height and weight of the person consuming it to increase.}}{{hide1=Garments and other worn and carried gear also grow in size. Each fourth of the liquid consumed causes 6 feet of height growth—in other words, a full potion increases height by 24 feet. Weight increases should be proportional to the change in height.\nStrength is increased sufficiently to allow bearing armor and weapons commensurate with the increased size, but does not provide combat bonuses. Movement increases to that of a giant of approximately equal size.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion, and the number of doses, to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=This potion bottle only seems to have a small amount of liquid in it - must be potent!}}'},
- {name:'Potion-of-Healing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[2d4+2](!\\amp#13;\\amp#47;r 2d4+2)}}{{effects=An entire potion must be consumed in a single round. If this is done, the potion restores [2d4+2](!\\amp#13;\\amp#47;r 2d4+2) hit points of damage}}{{materials=Potion}}{{use=Press the *Healing* button to roll the dice}}{{Looks like=The liquid appears to be the clearest water, but it smells of wild flowers and herbs}}'},
- {name:'Potion-of-Heroism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Heroism}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Heroism,Potion,1H,Alteration]{{components=M}}{{time=1+1d4+1}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Heroism-\\amp#91;[{ {4-ceil\\amp#40;\\amp#64;{target|Who is drinking the potion?|level-class1}/3\\amp#41;}, {0} }kh1]\\amp#93;|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Increased skill in fighting, improved THAC0 \\amp HD|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=Gives the imbiber a temporary increase in levels (hit points, combat ability, and saves) if he has fewer than 10 levels of experience.}}{{hide1=\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Level of Imbiber\\amplt;/th\\ampgt;\\amplt;th width="40%" scope="col"\\ampgt;No. of Levels Bestowed\\amplt;/th\\ampgt;\\amplt;th width="35%" scope="col"\\ampgt;Addl. Temp HP\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4d10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3d10+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d10+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d10+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nWhen the potion is quaffed, the individual fights as if he were at the experience level bestowed by the magic of the elixir. Damage sustained is taken first from magically gained hit dice and bonus points. This potion can only be used by warriors.}}{{use=Select the *Duration* button and target the creature drinking the potion to apply a status timer and the benefits for the duration of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=A heavy potion bottle made of led crystal, containing a swirling liquid of indeterminate colour}}'},
- {name:'Potion-of-Humanoid-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Humanoid Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink, 1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=[120 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|magic|true)}}{{duration=[Control Humanoids for 5d6 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Humanoid-Control|\\amp#91;[5d6]\\amp#93;|-1|Humanoid Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{aoe=Up to 32 levels/HD}}{{save=Negates}}{{effects=A potion of humanoid control (humanoid variety) allows the imbiber to control up to 32 levels or Hit Dice of gnolls, orcs, goblins, etc. as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{materials=Potion}}{{use=Optionally use the Range button to display the range.\nClick on the Duration button and, when prompted, select each humanoid creature in turn to try to control it (remember to select the next one using the button that appears in the Chat Window). Requires use of Turn Order or *Maint Menu* to increment Round Counter.}}{{Looks like=A liquid of swirling colours in a normal potion bottle}}'},
- {name:'Potion-of-Humanoid-Control-Dwarf',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Dwarf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Dwarf Control}}{{duration=[Control Dwarves for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Dwarf-Control|\\amp#91;[5d6]\\amp#93;|-1|Dwarf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (dwarf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely orange coloured potion in a normal potion bottle}}'},
- {name:'Potion-of-Humanoid-Control-Elf',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Elf+Half Elf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Elf \\amp Half-Elf Control}}{{duration=[Control for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Elf+Half-Elf-Control|\\amp#91;[5d6]\\amp#93;|-1|Elf+Half-Elf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (elf \\amp half-elf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely green coloured potion in a normal potion bottle}}'},
- {name:'Potion-of-Humanoid-Control-Elf+Human',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Human+Elf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Human, Elf \\amp Half-Elf Control}}{{duration=[Control for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Human+Elf-Control|\\amp#91;[5d6]\\amp#93;|-1|Human+Elf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (human, elf \\amp half-elf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely blue-coloured potion in a normal potion bottle}}'},
- {name:'Potion-of-Humanoid-Control-Gnome',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Gnome Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Gnome Control}}{{duration=[Control Gnomes for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Gnome-Control|\\amp#91;[5d6]\\amp#93;|-1|Gnome Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (gnome variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely steely-coloured potion in a normal potion bottle}}'},
- {name:'Potion-of-Humanoid-Control-Half-Orc',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Half-Orc Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Half-Orc Control}}{{duration=[Control Half-Orcs for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Half-Orc-Control|\\amp#91;[5d6]\\amp#93;|-1|Half-Orc Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (half-orc variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely reddish coloured potion in a normal potion bottle}}'},
- {name:'Potion-of-Humanoid-Control-Halfling',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Halfling Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Halfling Control}}{{duration=[Control Halflings for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Halfling-Control|\\amp#91;[5d6]\\amp#93;|-1|Halfling Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (halfling variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely brown potion in a normal potion bottle}}'},
- {name:'Potion-of-Humanoid-Control-Human',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Human Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Human Control}}{{duration=[Control Humans for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Human-Control|\\amp#91;[5d6]\\amp#93;|-1|Human Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (human variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely pink coloured potion in a normal potion bottle}}'},
- {name:'Potion-of-Invisibility',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Invisibility}}{{splevel=as per Level 2 Wizard spell}}{{school=Illusion/Phantasm}}Specs=[Potion of Invisibility,Potion,1H,Illusion-Phantasm]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,qty:8,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[Full Dose](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|99|0|Invisible|half-haze\\amp#13;!magic --mi-charges @{selected|token_id}|-7|Potion-of-Invisibility) until attack or [[24]] hours or [Gulp: 3 to 6](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|\\amp#91;[100\\amp#42;\\amp#40;2+1d4\\amp#41;]\\amp#93;|-10|Invisible|half-haze) turns for 1/8th}}{{aoe=Consumer}}{{save=None}}{{effects=Same as 2nd Level Wizard spell, *Invisibility*. }}{{hide1=Consumer vanishes from sight, undetectable by normal vision or infravision. Not magically silenced. Allies cannot see the invisible creature or gear, unless can normally see invisible things or employ magic to do so. Items put down become visible; items picked up disappear if tucked into the clothing or pouches. Light never becomes invisible, although source of light can become so.\nRemains in effect until magically broken or dispelled, until recipient attacks any creature, or until [[24]] hours have passed. If only a gulp is taken, equal to 1/8th, will last 3 to 6 turns - system rolls and player does not know result. If creature attacks, the invisibility enables him to attack first, but then appears. Note that priest spells bless, chant, and prayer are not attacks for this purpose. All Intelligence [[13]] or more creatures with \\gt [[10]] Hit Dice or Levels can roll saving throws vs. spell; success means they noticed the invisible object.}}{{materials=Potion}}{{use=Select either *Full Dose* or *Gulp* button, then select who is drinking the potion to add a status marker/timer (requires use of Turn Order or *Maint Menu* to increment the Round Counter). AC will automatically improve by 4 for the duration.}}{{GM Info=Set quantity to 8. 1 = 1/8th of potion, 8 = Full Dose}}{{Looks like=A very clear liquid in a finely blown potion bottle}}'},
- {name:'Potion-of-Invulnerability',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Invulnerability}}{{splevel=Potion}}{{school=Protection}}Specs=[Potion of Invulnerability,Potion,1H,Protection]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invulnerability|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Invulnerable, Magic weapon to hit, +[[2]] on AC+saves|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion confers immunity to nonmagical weapons. It also protects against attacks from creatures (not characters) with no magical properties or with fewer than 4 Hit Dice.}}{{hide1=Thus, an 8th-level character without a magical weapon could not harm the imbiber of an invulnerability potion.\nThe potion also improves Armor Class rating by 2 classes and gives a bonus of +2 to the individual on his saving throws versus all forms of attack. Its effects are realized only when the entire potion is consumed, and they last for 5d4 rounds. Only warriors can use this potion}}{{materials=Potion}}{{use=Select *Duration* button, then select who is drinking the potion to add a status marker/timer (requires use of Turn Order or *Maint Menu* to increment the Round Counter). AC will automatically improve by 2 for the duration.}}{{Looks like=A potion bottle made of metal hides the colour and nature of this potion}}'},
- {name:'Potion-of-Levitation',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Levitation}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Levitation,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Levitate|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing)}}{{aoe=Consumer}}{{save=None}}{{effects=A levitation potion enables the consumer to levitate in much the same manner as the 2nd-level wizard spell of the same name.}}{{hide1=The potion allows levitation of the individual only, to a maximum weight of 600 pounds. The consumer can carry\nanother person, as long as their total weight is within this limit.\nWhen a levitate potion is consumed, they can move vertically up or down at a movement rate of 2 per round. The potion does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally.\nOnce consumed, the effect 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 [[0-1]], the second [[0-2]], the third [[0-3]], etc., up to a maximum of [[0-5]]. 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.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=This potion in its bottle seems lighter than it looks}}'},
- {name:'Potion-of-Longevity',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Longevity}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Longevity,Potion,1H,Necromancy]{{components=M}}{{time=1+1d4+1}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Reduces the character\'s age by [1d12](!\\amp#13;\\amp#47;r 1d12 years regained) years, restoring youth and vigor. The entire potion must be consumed to achieve the desired result. It is also useful as a counter to magical or monster-based aging attacks.\nEach time one drinks a longevity potion, there is a 1% cumulative chance the effect will be the reverse of what the consumer wants—all age removed by previous drinks will be restored!}}{{materials=Potion}}{{use=Apply all effects manually}}{{Looks like=A thick, grey potion with the consistency of syrup}}'},
- {name:'Potion-of-Plant-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Plant Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Plant Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer)}}{{duration=[4+1d4 turns](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Plant Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Able to control plants within 90 yds|three-leaves --aoe \\amp#64;{target|Who is drinking the Potion?|token_id}|circle|yards|0|90|90|magic|true)}}{{aoe=90 yards}}{{save=Special}}{{effects=Enables the individual who consumes it to influence the behavior of vegetable life forms. This includes normal plants, fungi, and even molds and shambling mounds - within the parameters of their normal abilities. Vegetable monsters with Intelligence of 5 or higher are entitled to a saving throw vs. spell.}}{{hide1=The imbiber can cause the vegetable forms to remain still or silent, move, entwine, etc., according to their limits. Plants within a 20-foot by 20-foot square can be controlled, subject to the limitations set forth above, for 5d4 rounds. Self-destructive control is not directly possible if the plants are intelligent (see *charm plants* spell). Control range is 90 yards.}}{{use=Press the *Duration* button then select the creature that is drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter) and show the area of effect. Check any relevant saving throws in the area shown}}{{materials=Potion}}{{Looks like=A thick green syrup in a standard potion bottle}}'},
- {name:'Potion-of-Polymorph-Self',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Polymorph Self}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Polymorph Self,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Polymorph Self|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Can poly-self as per spell into any corporial animal size from wren to hippo|snail)}}{{aoe=Imbiber}}{{save=None}}{{effects=As per Wizard 4th Level Polymorph-Self spell, able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well.}}{{hide1=No system shock roll is required. The spell does not give the new form\'s other abilities (attack, magic, special movement, etc.), nor does it run the risk of the wizard changing personality and mentality. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls (as practical for the new form), and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=Very much reminds you of the fruit juice of some sort of exotic fruit, the type with bits}}'},
- {name:'Potion-of-Rainbow-Hues',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Rainbow Hues}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Rainbow Hues,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,qty:7,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=[1 hour](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Rainbow Hues|60|-1|Can change your own colour just by thinking about it|aura)}}{{aoe=Imbiber}}{{save=None}}{{effects=This rather syrupy potion must be stored in a metallic container. The imbiber can become any hue or combination of hues desired at will. Any color or combination of colors is possible, if the user simply holds the thought in his mind long enough for the hue to be effected. If the potion is quaffed sparingly, a flask will yield up to seven draughts of one hour duration each.}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=A metalic container containing a syrupy liquid}}'},
- {name:'Potion-of-Speed',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Speed}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Speed,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select who drinks the potion|token_id}|Haste|\\amp#91;[5d4]\\amp#93;|-1|Hasted, double attacks, move etc|Strong)}}{{aoe=The Imbiber}}{{save=None}}{{effects=The imbiber of the potion functions at double normal movement and attack rates.}}{{materials=Potion of Speed}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). Double attacks will automatically be applied for duration (if using *InitMaster* for initiative each round).}}{{Looks like=A very slick and clear, light potion}}'},
- {name:'Potion-of-Super-Heroism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Super-Heroism}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Super Heroism,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Super-heroism-(6-c( v(@{target|Who is drinking the potion?|level-class1},12)/3))|[[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Superhero, level increase|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion gives the individual a temporary increase in levels (see heroism potion) if he has fewer than 13 levels of experience. It is similar to the heroism potion, but more powerful, and its effects last just 5d6 melee rounds:\n\\amplt;table\\ampgt; \\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Imbiber\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Levels Bestowed\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Additonal Temporary Hit Dice\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[5d10](!\\amp#13;\\amp#47;r 5d10)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[4d10+1](!\\amp#13;\\amp#47;r 4d10+1)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[3d10+2](!\\amp#13;\\amp#47;r 3d10+2)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[2d10+3](!\\amp#13;\\amp#47;r 2d10+3)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10th-12th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[1d10+4](!\\amp#13;\\amp#47;r 1d10+4)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Select the *Duration* button and target the creature drinking the potion to apply a status timer and the benefits for the duration of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A heavy potion bottle made of cut led crystal, containing a swirling liquid of indeterminate colour}}'},
- {name:'Potion-of-Treasure-Finding',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Treasure Finding}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Treasure Finding,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select who is drinking the potion|token_id}|Potion of Treasure Finding|\\amp#91;[5d4]\\amp#93;|-1|Can sense the direction of lots of teasure|aura)}}{{aoe=Imbiber}}{{save=None}}{{effects=Empowers the drinker with a location sense, so that he can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination.}}{{hide1=Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located. The potion won\'t locate worthless metals or magical items which don\'t contain precious metals or gems. The imbiber of the potion can "feel\'\' the direction in which the treasure lies, but not its distance.\nIntervening substances other than special magical wards or lead-lined walls will not withstand the powers that the liquor bestows upon the individual. The effects of the potion last for 5d4 rounds.}}{{use=Press the *Duration* button and select the creature drinking the potion (requires rounds to be counted in the Turn Order, which can be incremented using the *Maintenance Menu*.}}{{materials=Potion}}{{Looks like=A yellowish potion with flecks of a gold-coloured substance floating in it}}'},
- {name:'Potion-of-Undead-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Undead Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|magic|true)}}{{duration=5d4 rounds}}{{aoe=16HD of Undead}}{{save=Special}}{{effects=Gives the imbiber the ability to charm undead.}}{{hide1=The charm ability is similar to the 1st-level wizard spell, *charm person*. It affects a maximum of 16 Hit Dice of undead, rounding down any hit point additions to the lowest die (e.g., 4 + 1 equals 4 Hit Dice). The undead are entitled to saving throws vs. spell only if they have intelligence. Saving throws are rolled with -2 penalties due to the power of the potion; the effects wear off in 5d4 rounds. To determine the type of undead\naffected by a particular potion, roll 1d10 and consult the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D10 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Undead Type\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghasts](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghast-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghast-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghosts](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghost-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghost-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghouls](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghoul-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghoul-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Shadows](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Shadow-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Shadow-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Skeletons](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Skeleton-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Skeleton-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Spectres](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Spectre-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Spectre-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Wights](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Wight-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Wight-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Wraiths](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Wraith-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Wraith-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Vampires](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Vampire-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Vampire-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Zombies](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Zombie-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Zombie-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{use=To change this potion into that to control a specific undead *show more*, roll a d10 to identify which undead is controlled and then select the relevant undead button}}{{materials=Potion}}{{Looks like=A swirling, blackish liquid which sparkles with many different hues}}'},
- {name:'Potion-of-Undead-Ghast-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghast Control]{{}}%{MI-DB|Potion-of-Undead-Control}{{name= of Undead Control vs Ghasts}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Ghast to control|token_id}|Potion of Ghast Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 4 Ghasts (16HD)}}{{save=At -2 penalty, Negates}}{{effects=Gives the imbiber the ability to charm ghasts (a type of *Potion of Undead Control*).}}{{hide1=The charm ability is similar to the 1st-level wizard spell, *charm person*. It affects a maximum of 16 Hit Dice of undead, rounding down any hit point additions to the lowest die (e.g., 4 + 1 equals 4 Hit Dice). The undead are entitled to saving throws vs. spell only if they have intelligence. Saving throws are rolled with -2 penalties due to the power of the potion; the effects wear off in 5d4 rounds.}}{{use=Press the *Duration* button and select each creature to be charmed in turn. Each selection will prompt to make saving throws and confirm the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with flecks of red}}'},
- {name:'Potion-of-Undead-Ghost-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghost Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Ghosts}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select The Ghost to control|token_id}|Potion of Ghost Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=1 Ghost of 10HD}}{{effects=Gives the imbiber the ability to charm a ghost (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of white}}'},
- {name:'Potion-of-Undead-Ghoul-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghoul Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Ghoul}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Ghoul to control|token_id}|Potion of Ghoul Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 8 Ghouls (16HD)}}{{effects=Gives the imbiber the ability to charm ghouls (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of grey}}'},
- {name:'Potion-of-Undead-Shadow-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Shadow Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Shadows}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Shadow to control|token_id}|Potion of Shadow Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 5 Shadows (15HD)}}{{effects=Gives the imbiber the ability to charm shadows (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of darker black}}'},
- {name:'Potion-of-Undead-Skeleton-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Skeleton Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Skeletons}}{{duration=[5d4 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first Skeleton to control|token_id}|Potion of Skeleton Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart)}}{{aoe=Up to 16 Skeletons (16HD)}}{{save=None}}{{effects=Gives the imbiber the ability to charm skeletons (a type of *Potion of Undead Control*).}}{{use=Press the *Duration* button and select each creature to be charmed in turn to set the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with flecks of ivory}}'},
- {name:'Potion-of-Undead-Spectre-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Spectre Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Spectres}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a Spectre to control|token_id}|Potion of Spectre Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=One Spectre (13-14HD)}}{{effects=Gives the imbiber the ability to charm a spectre (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of pink}}'},
- {name:'Potion-of-Undead-Vampire-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Vampire Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Vampires}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Vampire to control|token_id}|Potion of Vampire Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=One or two Vampires (16HD)}}{{effects=Gives the imbiber the ability to charm one or two vampires (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with spots of blood red}}'},
- {name:'Potion-of-Undead-Wight-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Wight Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Wights}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Wight to control|token_id}|Potion of Wight Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 4 Wights (16HD)}}{{effects=Gives the imbiber the ability to charm wights (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with floating flesh-like bits}}'},
- {name:'Potion-of-Undead-Wraith-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Wraith Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Wraith}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Wraith to control|token_id}|Potion of Wraith Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to three Wraiths (15HD)}}{{effects=Gives the imbiber the ability to charm wraiths (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with insubstantial dark grey smudges}}'},
- {name:'Potion-of-Undead-Zombie-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Zombie Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Zombies}}{{duration=[5d4 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first Zombie to control|token_id}|Potion of Zombie Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart)}}{{aoe=Up to 8 Zombies (16HD)}}{{save=None}}{{effects=Gives the imbiber the ability to charm zombies (a type of *Potion of Undead Control*).}}{{use=Press the *Duration* button and select each creature to be charmed in turn to set the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with what appears to be floating nail clippings}}'},
- {name:'Potion-of-Ventriloquism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Ventriloquism}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Ventriloquism,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=[90 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|90|90|magic|true)}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Ventriloquism|\\amp#91;[4+1d4]\\amp#93;|-1|Able to throw voice up to 6 times|radioactive)}}{{aoe=Imbiber}}{{save=vs. Spell at -2 penalty, Negates}}{{effects=Allows the user to make his voice sound as if it (or someone\'s voice or a similar sound) were issuing from someplace other than where he is—from another creature, a statue, from behind a door, down a passage, etc.}}{{hide1=The user can speak in any language he knows, or make any sound he can normally make. To detect the ruse, listeners must roll a successful saving throw vs. spell with a penalty of -2. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this effect—the combined illusion may be perfect! The imbiber can use the ventriloquism ability up to six times within the duration of the potion.}}{{use=Press the *Duration* button and select a token to set a timer on the Imbiber (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*). Use the *Range* button to show the area of effect.}}{{materials=Potion}}{{Looks like=A light purple liquid in a standard potion bottle}}'},
- {name:'Potion-of-Vitality',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Vitality}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Vitality,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=7 days}}{{aoe=Imbiber}}{{save=None}}{{effects=Restores the user to full vitality despite exertion, lack of sleep, and going without food and drink for up to seven days. It will nullify up to seven days of deprivation, and will continue in effect for the remainder of its seven-day duration. The potion also makes the user proof against poison and disease while it is in effect, and the user will recover lost hit points at the rate of 1 every 4 hours.}}{{use=Make a manual record of time and adjust HP manually as necessary}}{{materials=Potion}}{{Looks like=A dark brown liquid in a standard potion bottle}}'},
- {name:'Potion-of-Water-Breathing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Water Breathing}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Water Breathing,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[6 turns +1d10 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Water-breathing|\\amp#91;[\\amp#63;{Duration?|60+1d10}]\\amp#93;|-1|Water breathing like a fish|drink-me)}}{{aoe=Consumer}}{{save=None}}{{effects=The potion allows the character drinking it to breathe normally in liquids that contain suspended oxygen. This ability lasts for one full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A standard potion bottle contains slightly dirty water, such as might be found in a river in the countryside (not from a town - that would be much dirtier)}}'},
+ {name:'Nasty-tasting-marsh-potion',type:'potion',ct:'2+1d4',charge:'charged',cost:'100',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Nasty Smelly Bad-tasting Marsh Liquid}}{{splevel=?}}{{school=?}}Specs=[Marsh potion,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:100,wt:0.5,rc:charged]{{range=Consumer}}{{duration=?}}{{aoe=?}}{{save=None}}{{effects=What? Appart from feeling ill just from looking at it?}}{{materials=Potion}}{{use=Apply all effects manually}}'},
+ {name:'Oil-of-Acid-Resistance',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Acid Resistance}}{{splevel=Oil}}{{school=Protection}}Specs=[Oil of Acid Resistance,Potion,1H,Protection]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[1440 rounds](!rounds --target-nosave multi|@{selected|token_id}|Oil of Acid Resistance|1440|-#|Invulnerability to acid for creature and its equipment|chemical-bolt) divided across 1 or more creatures}}{{aoe=Creatures and equipment covered}}{{save=None}}{{Looks like=An oily liquid with a green tint in a bottle of think glass}}{{effects=When this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The oil wears off, but slowly—one application lasts for a whole day (1440 rounds).}}{{hide1=Each time the protected material is exposed to acid, the duration of the oil is reduced by as many rounds as hit points of damage the acid would have caused to exposed flesh. Thus, if a black dragon breathes for 64 points of acid damage, a person protected by this oil would lose 1 hour and 4 minutes of protection (64 rounds—32 if a saving throw vs. breath weapon was successful).\nEach flask contains sufficient oil to protect one man-sized creature (and equipment) for 24 hours; or to protect any combination of creatures and duration between these extremes.}}{{materials=Potion}}{{use=Use the *Duration* button, select all the tokens representing creatures to gain the benefit and then press *add status changes* to set a timed status marker to each (**Note:** requires the Turn Order to be incremented, or the *Maintenance Menu* used to increment the Round Counter).}}'},
+ {name:'Oil-of-Disenchantment',type:'potion',ct:'1+1d4',charge:'change-each',cost:'750',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Disenchantment}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Disenchantment,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,gp:750,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=Creature: Permanent\nObject: [1d10+20 Turns](!\\amp#13;\\amp#47;gr 20+1d10 Turns duration on object applied to) }}{{aoe=1 Creature or 1 Object}}{{save=None}}{{Looks like=A thin and oily grey liquid in a plain ordinary bottle}}{{effects=Enables the removal of all enchantments and charms placed upon living things, and the suppression of such effects on objects. If the oil is rubbed in a creature, all enchantments and charms on it are immediately removed. If rubbed onto objects bearing an enchantment, the magic will be lost for 1d10 + 20 turns. After this time, the oil loses potency and the item regains its enchantment. The oil does not radiate magic once it is applied, and masks the enchantment of whatever it coats, so that an item so coated will not show any enchantment for as long as the oil remains effective.}}{{materials=Potion}}{{use=The *Duration* button just rolls the relevant dice. Apply all effects manually as appropriate.}}'},
+ {name:'Oil-of-Elemental-Invulnerability',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{bane= of Elemental Invulnerability}}{{splevel=Oil}}{{school=Protection}}Specs=[Oil of Elemental Invulnerability,Potion,1H,Protection]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability|99|0|Invulnerability to damage from one of air, earth, fire or water|bolt-shield) divided across 1 to 8 creatures}}{{aoe=Creatures and equipment covered}}{{save=None}}{{Looks like=An oily liquid in an interesting bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: wind storms, fires, earth slides, floods, and so forth.}}{{hide1=There is a 10% chance that each such flask will also be effective on the relevant Elemental plane - this allows the protected individual to operate freely and without danger from elemental forces. Attacks by elemental creatures are still effective, but with a -1 penalty per die of damage. A flask contains enough oil to coat one man-sized creature for eight days or eight individuals for one day.\nThe element protected against is determined randomly by rolling 1d4. \n1: Air\n2: Earth\n3: Fire\n4: Water}}{{materials=Potion}}{{use=Use the *Duration* button then select 1 to 8 creatures before pressing the *add status changes* button in the the chat window to place a status marker on each protected creature. Apply all effects manually.}}'},
+ {name:'Oil-of-Elemental-Invulnerability-vs-Air',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Air,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Air]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Air}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Air|99|0|Invulnerability to damage from air|flying-flag) divided across 1 to 8 creatures}}{{Looks like=A very light and insubstantial oily liquid in a thin, fragile bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case air damage such as wind storms.}}'},
+ {name:'Oil-of-Elemental-Invulnerability-vs-Earth',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Earth,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Earth]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Earth}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Earth|99|0|Invulnerability to damage from earth|tread) divided across 1 to 8 creatures}}{{Looks like=A heavy brown oily liquid in a think, heavy bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case earth damage such as a land slip.}}'},
+ {name:'Oil-of-Elemental-Invulnerability-vs-Fire',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Fire,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Fire]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Fire}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Fire|99|0|Invulnerability to damage from fire|three-leaves) divided across 1 to 8 creatures}}{{Looks like=An opaque bottle made of some white thick papery substance containing an oily liquid that sparkles with red flecks which leave trails of red in the liquid (almost appearing like flames)}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case fire damage such as forest fires.}}'},
+ {name:'Oil-of-Elemental-Invulnerability-vs-Water',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Water,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Water]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Water}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Water|99|0|Invulnerability to damage from water|frozen-orb) divided across 1 to 8 creatures}}{{Looks like=A very watery thin oil, with a hint of a blue-green colour, in an ordinary potion bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case water damage such as floods.}}'},
+ {name:'Oil-of-Etherealness',type:'potion',ct:'30',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Etherealness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Etherealness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}}PotionData=[sp:30,gp:600,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Ethereal|Ninja-mask) }}{{aoe=Imbiber}}{{save=None}}{{Looks like=An oily liquid with swirling patterns of "nothingness" in what is clearly a very special container}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness.}}{{hide1=In the ethereal state, the individual can pass through solid objects in any direction—sideways, upward, downward—or to different planes. The individual cannot touch non-ethereal objects.\nThe oil takes effect three rounds after application, and it lasts for 4+1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.}}{{materials=Oil}}{{use=Use the *Duration* button to place a timed status marker on the protected creature (requires use of the Turn Order or the *Maint Menu* to increment the Round Counter). Automatically improves AC by 4 for the duration.}}'},
+ {name:'Oil-of-Fiery-Burning',type:'potion|innate-ranged',ct:'1',charge:'charged',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Fiery Burning}}{{splevel=Oil}}{{school=Evocation}}Specs=[Oil-Flask,Potion|Innate-Ranged,1H,Flask]{{components=M}}PotionData=[sp:1,gp:500,wt:0.5,rc:charged]{{time=1}}ToHitData=[w:Oil of Fiery Burning,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:charged]{{duration=Instantanious}}AmmoData=[w:Oil of Fiery Burning,t:Flask,st:Flask,sb:0,+:0,SM:5d6,L:5d6]{{Range=S:10, M:20, L:30}}RangeData=[t:Oil of Fiery Burning,+:0,r:1/2/3]{{aoe=Special}}{{save=Halves}}{{Looks Like=An oil flask, sealed, with some liquid sloshing around inside - but it does not behave like ordinary oil...}}{{effects=When this oil is exposed to air, it immediately bursts into flame, inflicting [5d6](!\\amp#13;\\amp#47;gmroll 5d6 fire damage) points of damage to any creature directly exposed to the substance (save vs. spell for half damage). If hurled, the flask will always break. Any creature within 10 feet of the point of impact (up to a maximum of six creatures) will be affected.\nThe oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers [1d4](!\\amp#13;\\amp#47;gmroll 1d4 fire damage) points of damage. Unless a roll equal to or less than the creature\'s Dexterity is made on [2d10](!\\amp#13;\\amp#47;gmroll 2d10 Dexterity check), the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above.}}{{materials=Potion}}{{use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack. All damage, even from splash, is as if a direct hit, doing 5d6}}'},
+ {name:'Oil-of-Fumbling',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Fumbling}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Fumbling,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s the unlucky victim?|token_id}|Oil of Fumbling|\\amp#91;[100\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-10|50% chance of fumbling and dropping whatever you hold every round|broken-shield) }}{{aoe=1 creature}}{{save=None}}{{effects=This oil will seem to be of a useful type - acid resistance, slipperiness, etc. - until the wearer is under stress in an actual melee situation. At that point, he has a 50% chance each round to fumble and drop whatever he holds - weapon, shield, spell components, and so forth. Only a thorough bath of some solvent (alcohol, etc.) will remove the oil before it wears off.}}{{materials=Potion}}{{use=The DM should "Hide" the oil as another type until the true nature is revealed (see the MagicMaster command --gm-edit-mi). When used, the user or the DM should press the *Duration* button and select the creature to which the oil is applied - each turn a message will be displayed for that creature requesting a dice roll to see if what is held is then dropped.}}'},
+ {name:'Oil-of-Impact',type:'potion',ct:'1+1d4',charge:'change-each',cost:'750',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Impact}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Impact,Potion,1H,Alteration]{{components=M}}{{time=[1d4+1](!\\amp#13;\\amp#47;r 1d4+1) }}PotionData=[sp:1+1d4,gp:750,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=One hit within [8+1d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Oil of Impact|\\amp#91;[8+1d4]\\amp#93;|-1|Coated weapons that have not yet hit still have +3/+6|strong)}}{{aoe=4-5 sling stones or two larger \nweapons per application}}{{save=None}}{{materials=Oil}}{{Looks like=An oil with a steely grey colour in a metal bottle}}{{effects=This oil has beneficial effects on blunt weapons and missiles, both magical and nonmagical. When applied to a blunt weapon such as a club, hammer, or mace, it bestows a +3 bonus to attack rolls and a +6 bonus to damage. The effect lasts 1d4 + 8 rounds per application. One application will treat one weapon.\nWhen applied to a blunt missile, such as a hurled hammer, hurled club, sling stone, or bullet, it bestows a +3 bonus to attack rolls and a +3 bonus to damage. The effect last until the missile is used once. One application will treat 4-5 sling stones or two larger weapons. A flask of oil of impact holds 1d3+2 applications.}}{{use=Pressing the *Duration* button will apply a status timer to the holder of the oil for the maximum duration of the effect. Weapon bonuses currently must be applied manually - future enhancement needed.}}'},
+ {name:'Oil-of-Slipperiness',type:'potion',ct:'30',charge:'change-each',cost:'400',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Slipperiness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Slipperiness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}}PotionData=[sp:30,gp:400,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=[8 hours](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Oil-of-Slipperiness|99|0|Slippery customer, cannot be grabbed or hugged|drink-me)}}{{aoe=User}}{{save=None}}{{Looks like=A light oily substance that coats the inside of its container}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh. This application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster\'s tentacles could not entwine the opponent coated with *oil of slipperiness*.)}}{{hide1=In addition, such obstructions as webs, magical or otherwise, will not effect an anointed individual. Bonds such an ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, there is a 95% chance that creatures standing on the surface will slip and fall. The oil requires eight hours to wear off normally, or it can be wiped off with an alcohol solution (even wine!)}}{{materials=Oil}}{{use=Press the *Duration* button and select a target creature to set a status timer for the duration of effectiveness (requires the Turn Order or the *Mentenance Menu* to be used to increment the Round Counter). Effects should then be played out manually.}}'},
+ {name:'Oil-of-Timelessness',type:'potion',ct:'1+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Timelessness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Timelessness,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=Permanent}}{{aoe=1 flask can treat 8 man-sized objects or equivalent area}}{{save=None}}{{Looks like=An oily liquid in what looks like a brand new potion bottle - no scratches, misting, or chips in the glass}}{{effects=When this oil is applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, etc, note not living flesh), it allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object has a +1 bonus on all saving throws. The oil never wears off, although it can be magically removed. One flask contains enough oil to coat eight mansized objects, or an equivalent area.}}{{materials=Potion}}{{use=Apply all effects manually.}}'},
+ {name:'Ointment-of-False-Seeing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'400',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment}}{{name= of False Seeing}}{{splevel=Potion}}{{school=Divination}}Specs=[Ointment of False Seeing,Potion,1H,Divination]{{components=M}}{{time=1 to apply\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:400,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=Special}}{{aoe=User}}{{save=None}}{{Looks like=An ointment in a small, shallow screw-top container}}{{effects=Imbued with the effects of the *False Seeing* priest spell used to create the ointment. Causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The duration is 1 round per level of the caster / creator of the ointment. The victim must be fooled, charmed or otherwise persuaded to use the ointment}}{{use=Once persuaded to use it, target the victim with [apply ointment](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate victim?|token_id}|False Seeing_Comfy Eyes|\\amp#63;{Level of ointment creator?|9|10|11|12|13|14|15|16|17|18|19|20}|-1|Eyes seem fine \\amp ointment works well|bleeding-eye)}}{{materials=Potion}}'},
+ {name:'Ointment-of-True-Seeing',type:'potion',ct:'8',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment}}{{name= of True Seeing}}{{splevel=Potion}}{{school=Divination}}Specs=[Ointment of True Seeing,Potion,1H,Divination]{{components=M}}{{time=8 to apply and take effect}}PotionData=[sp:8,gp:600,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=Special}}{{aoe=User}}{{save=None}}{{Looks like=An ointment in a small, shallow screw-top container}}{{effects=Imbued with the effects of the *True Seeing* priest spell used to create the ointment. Causes the person to see all things as they actually are.}}{{hide1=The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Further, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. *True seeing*, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. In addition, the spell effects cannot be further enhanced with known magic.}}{{use=Once persuaded to use it, target the victim with [apply ointment](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate victim?|token_id}|False Seeing_Comfy Eyes|\\amp#63;{Level of ointment creator?|9|10|11|12|13|14|15|16|17|18|19|20}|-1|Eyes seem fine \\amp ointment works well|bleeding-eye)}}{{materials=Potion}}'},
+ {name:'Philter-of-Glibness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Glibness}}{{splevel=Potion}}{{school=Alteration}}Specs=[Philter of Glibness,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Glibness|\\amp#91;[10*\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Have the gift of the gab|trophy)}}{{aoe=Anyone listening to the Consumer}}{{save=None}}{{Looks like=A very clear and pure potion liquid in a potion bottle with a space for a label (but nothing written on it)}}{{effects=This potion enables the imbiber to speak fluently—even tell lies—smoothly, believably, and undetectably. Magical investigation (such as the 4th level priest spell, *detect lie*) will not give the usual results, but will reveal that some minor "stretching of the truth\'\' might be occurring.}}{{use=Press the* *Duration* button and select the token of the creature who is drinking the Philter of Glibness to add a status timer (requires the Turn Order or *Maintenance Menu* to be used to increment the Round Counter).}}{{materials=Potion}}'},
+ {name:'Philter-of-Love',type:'potion',ct:'2+1d4',charge:'change-each',cost:'200',body:'!setattr --charid @{selected|character_id} --MIduration|[[10*(4+1d4)]]\n\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Love}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Philter of Love,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:200,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Love|\\amp#64;{@{selected|character_name}|MIduration}|-1|Charmed by, and perhaps enamoured with \\amp#64;{target|Who is the subject of their amourous actions?|character_name}|chained-heart --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the subject of their amourous actions?|token_id}|Philter of Love|\\amp#64;{@{selected|character_name}|MIduration}|-1|Subject of amourous advances by \\amp#64;{target|Who is drinking the Philter?|character_name}|chained-heart)}}{{aoe=The Consumer and the first creature they see}}{{save=None}}{{Looks like=A pink liquid in a ornately engraved potion bottle}}{{effects=Causes the individual drinking it to become charmed (see *charm* spells) with the first creature seen after consuming the draught. The imbiber may actually become enamored if the creature is of a similar race.\nCharm effects wear off in 1d4+4 turns, but the enamoring effects last until a dispel magic spell is cast upon the individual.}}{{use=Press the *Duration* button then first select the creature that is drinking the potion, then select the creature that they see and become charmed by (requires the Turn Order or *Maintenance Menu* to be used to increment the Round Counter).}}{{materials=Potion}}'},
+ {name:'Philter-of-Persuasiveness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'400',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Persuasiveness}}{{splevel=Potion}}{{school=Evocation}}Specs=[Philter of Persuasiveness,Potion,1H,Evocation]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:400,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who becomes persuasive?|token_id}|Philter of Persuasiveness|\\amp#91;[40+10\\amp#42;1d4]\\amp#93;|-1|You seem incredibly persuasive|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=A very plain, straight sided potion bottle containing a clear liquid}}{{effects=When this potion is imbibed the individual becomes more charismatic, gaining a bonus of +5 on reaction dice rolls. The individual is also able to [Suggest](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion) (see the 3rd-level wizard spell, *Suggestion*) once per turn to all creatures within 30 yards of him.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to apply a status timer **and** automatically improve the Reaction Adjustment score for that duration (requires Turn Order or *Maintenance Menu* to increment the Round Counter).}}'},
+ {name:'Philter-of-Stammering-and-Stuttering',type:'potion',ct:'2+1d4',charge:'change-each',cost:'380',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Stammering and Stuttering}}{{splevel=Potion}}{{school=Alteration}}Specs=[Philter of Stammering and Stuttering,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:380,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Stammering|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Can\'t seem to get your words right, -5 penalty on reactions|pummeled)}}{{aoe=Consumer}}{{save=None}}{{Looks Like=A potion bottle with an interesting liquid inside. Nothing can be told by just looking at it!}}{{effects=When consumed, it will seem to be beneficial - *philter of glibness* or *persuasiveness*, for instance. However, whenever a meaningful utterance must be spoken (the verbal component of a spell, the text of a scroll, negotiation with a monster, etc.), the potion\'s true effect is revealed - nothing can be said properly, and the reactions of all creatures hearing such nonsense will be at a -5 penalty.}}{{GM Info=The DM should "Hide" this item using the !magic --gm-edit-mi command, only revealing its true nature when appropriate.}}{{Use=The consumer or DM should press the *Duration* button then select the creature that is drinking the potion - their *Reaction Adjustment* will be altered appropriately for the duration (requires the Turn Order or *Maintenance menu* to increment the Round Counter)}}{{materials=Potion}}'},
+ {name:'Poison-Potion',type:'innate-ranged|potion',ct:'1',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{prefix=Poison }}{{title=Potion}}{{splevel=Poison}}{{school=Necromancy}}Specs=[Poison Potion,Innate-Ranged|Potion,1H,Grenade]{{components=M}}PotionData=[w:Poison Potion,sp:1,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{time=1}}ToHitData=[w:Poison Potion,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:change-each,to:Empty-Potion-Bottle]{{duration=Special}}AmmoData=[w:Poison Potion,t:Poison Potion,sb:0,+:0,SM:Special,L:Special,msg:The DM will determine the type of poison\\amp#44; the saving throw required\\amp#44; and the damage done using table 51 *Poison Strength* in the DMG]{{Range=S:10, M:20, L:30}}RangeData=[t:Poison Potion,+:0,r:1/2/3]{{aoe=Special}}{{save=Special}}{{Looks like=An odorless liquid of any colour in a fragile bottle that will clearly break if dropped}}{{effects=A poison potion is simply a highly toxic liquid in a potion flask. Typically, poison potions are odorless and can be of any color. Ingestion, introduction of the poison through a break in the skin, or, in some cases, just skin contact, will cause death. Poison can be weak (+4 to +1 bonus to the saving throw), average, or deadly (-1 to -4 penalty or greater on the saving throw). Some poison can be so toxic that a neutralize poison spell will simply lower the toxicity level by 40%—say, from a -4 penalty to a +4 bonus to the saving throw vs. poison. The DM selects the strength of poison desired, although most are strength "J\'\' (see Table 51, Poison Strength). You might wish to allow characters to hurl poison flasks (see Combat, "Grenade-Like Missiles").}}{{materials=Potion}}{{use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack. The DM will determine the outcome, depending on the success or failure of the attack roll and any splash that results}}'},
+ {name:'Potion-of-Animal-Control-Any',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{title=Potion}}{{name= of Control Any Animal}}{{splevel=Potion}}{{school=Enchantment-Charm}}{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}{{range=Consumer}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which animals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{aoe=Special}}{{save=Special}}{{effects=Enables the imbiber to empathize with and control the emotions of any animal of one type—eagles, rats, snakes, fish, etc.}}{{hide1=The number of animals controlled depends upon size: 5d4 animals of the size of giant rats; 3d4 animals of about man-size; or 1d4 animals weighing about 1/2 ton or more.\nAnimals with Intelligence of 5 (low Intelligence) or better are entitled to a saving throw vs. spell. Control is limited to emotions or drives unless some form of communication is possible. Note that many monsters can\'t be controlled by the use of this potion, nor can humans, demihumans, or humanoids (see ring of mammal control).}}{{materials=Potion}}{{use=Press the *Duration* button and select each target in turn to potentially add a status timer (requires use of Turn Order or *Maintenance Menu* to increment the Round Counter) - the DM will be given a chance to Confirm or Reject based on any saving throw.}}'},
+ {name:'Potion-of-Animal-Control-Avians',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Animal Control-Avians]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of Avian Control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which avians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of avians of one type—eagles, robins, falcons etc.}}'},
+ {name:'Potion-of-Animal-Control-Cold-Blooded',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Animal Control-Cold Blooded]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of Cold Blooded animal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which cold-blooded animals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of cold-blooded animals (reptiles, amphibians, fish) of one type—snakes, toads, sharks etc.}}'},
+ {name:'Potion-of-Animal-Control-Fish',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Fish Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of fish control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which fish to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of fish of one type—sea bass, sharks, tuna etc.}}'},
+ {name:'Potion-of-Animal-Control-Mammals',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Mammal Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of mammal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which mammals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of mammals or marsupials of one type—cats, dogs, horses, etc.}}'},
+ {name:'Potion-of-Animal-Control-Reptiles+Amphibians',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Reptile \\amp Amphibian Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of reptile \\amp amphibian control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which reptiles \\amp amphibians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of reptiles or amphibians of one type—lizards, snakes, frogs etc.}}'},
+ {name:'Potion-of-Animal-Control-Warm-Blooded',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of warm blooded animal control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of warm blooded animal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which reptiles \\amp amphibians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of warm-blooded animals (mammals, marsupials, avians) of one type—dogs, kangaroo, eagles, etc.}}'},
+ {name:'Potion-of-Clairaudience',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Clairaudience}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Clairaudience,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Special}}{{duration=[2 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Clairaudience|20|-1|Hear distant conversations|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=Concentrate upon some locale and hear in their mind any noise within a 60-foot radius of that point.}}{{hide1=Distance is not a factor except that, unlike the spell, the potion can be used on unknown locales within 30yds of the consumer. Only sounds that are normally detectable by the consumer can be heard by use of this potion. Lead sheeting or magical protections prevent operation, and the consumer has some indication that the potion operation is so blocked. The potion creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The potion functions only on the wizard\'s current plane of existence.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
+ {name:'Potion-of-Clairvoyance',type:'potion',ct:'2+1d4',charge:'change-each',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Clairvoyance}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Clairvoyance,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:300,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Special}}{{duration=[1 turn](!rounds --target-nosave caster|@{selected|token_id}|Potion of Clairaudience|10|-1|Hear distant conversations|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=See in their mind whatever is within sight range from the locale chosen.}}{{hide1=Distance from the consumer is not a factor except that, unlike the spell, the potion can be used on unknown locales within 30yds of the consumer. 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 protections prevent operation, and the consumer has some indication that the potion operation is so blocked. The potion creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The potion functions only on the wizard\'s current plane of existence.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
+ {name:'Potion-of-Climbing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Climbing}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Climbing,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:300,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[10+5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Potion of Climbing|\\amp#91;[10+5d4]\\amp#93;|-1|Climb like a thief|strong)}}{{aoe=Consumer}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle, but with what seems to be grit in the bottom of the bottle}}{{effects=Climb as a thief, up or down vertical surfaces.}}{{hide1=The base chance of slipping and falling is 1%. Make a percentile check at the halfway point of the climb—01 means the character falls. For every 100 pounds carried by the character, add 1% to the chance of slipping. If the climber wears armor, add the following to the falling chance:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Armor\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Chance to Fall\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;studded leather\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;ring mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;scale mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;chain mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;banded or splinted armor\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;plate mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;field plate\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;full plate\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;magical armor, any type\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
+ {name:'Potion-of-Delusion',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Delusion}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Delusion,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Special}}{{aoe=Consumer}}{{save=Special}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=Affects the mind of the character so that he believes the liquid is some other potion (healing, for example, is a good choice—damage is "restored\'\' by drinking it, and only death or rest after an adventure will reveal that the potion only caused the imbiber to believe that he was aided). If several individuals taste this potion, it is 90% probable that they will all agree it is the same potion (or whatever type the DM announces or hints at).}}{{materials=Potion}}{{GM Info=The DM should "Hide" this potion using the MagicMaster --gm-edit-mi command as whatever other potion is desired, and only reveal it as appropriate.}}'},
+ {name:'Potion-of-Diminution',type:'potion',ct:'2+1d4',charge:'change-each',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Diminution}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Diminution,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:300,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[7 + 1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Diminution|\\amp#91;[10\\amp#42;\\amp#40;7+1d4\\amp#41;]\\amp#93;|-1|Shrunk in the wash...|drink-me)}}{{aoe=Consumer}}{{save=None}}{{Looks like=An ordinary clear potion in a small but ordinary potion bottle}}{{effects=The individual (and everything they are carrying and wearing) diminishes in size—to as small as 5% of normal size. The percentage of the potion drunk determines the amount a character shrinks: For example, if 40% of the contents are swallowed, the person shrinks to 60% of normal size.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
+ {name:'Potion-of-Dragon-Control-Black',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Black Dragon Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=60 yds}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Black Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{aoe=Consumer}}{{save=Negates at -2}}{{effects=Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}{{hide1=\nAny affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm.}}{{materials=Potion}}{{use=Press the *Duration* button and select the dragon to control to prompt a saving throw and, if failed, add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A liquid contained in a small bottle with a stopper}}'},
+ {name:'Potion-of-Dragon-Control-Blue',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Blue Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Blue Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-Brass',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Brass Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Brass Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-Bronze',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Bronze Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Bronze Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-Copper',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Copper Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Copper Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-Evil',type:'potion',ct:'2+1d4',charge:'change-each',cost:'1400',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:1400,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Evil Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Evil Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{effects=Evil dragons are Black, Blue, Green, Red and White. Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}'},
+ {name:'Potion-of-Dragon-Control-Gold',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Gold Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Gold Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-Good',type:'potion',ct:'2+1d4',charge:'change-each',cost:'1400',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:1400,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Good Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Good Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{effects=Good dragons are Brass, Bronze, Copper, Gold and Silver. Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}'},
+ {name:'Potion-of-Dragon-Control-Green',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Green Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Green Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-Red',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Red Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Red Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-Silver',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Silver Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Silver Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-Dragon-Control-White',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of White Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which White Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'},
+ {name:'Potion-of-ESP',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of ESP}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of ESP,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{aoe=[[[{ {[[5*@{selected|casting-level}]]}, {90} }kl1}]] yds](!rounds --aoe @{selected|token_id}|circle|yards|0|[[{ {[[5*@{selected|casting-level}]]}, {90} }kl1}]]|0|magic|true)}}{{save=None}}{{duration=[Read Thoughts for 5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion-of-ESP|\\amp#91;[5d8]\\amp#93;|-1|Reading surface thoughts|broken-skull)}}{{effects=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.}}{{hide1=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. The material component of this spell is a copper piece.}}{{materials=Potion}}{{use=Press the *Area of Effect* button to display the aoe. Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A thick syrupy potion in a small phile}}'},
+ {name:'Potion-of-Extra-Healing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'400',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Extra Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Extra Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:400,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.}}{{materials=Potion}}{{use=Apply all effects manually}}'},
+ {name:'Potion-of-Fire-Resistance',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Fire Resistance}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Fire Resistance,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[10 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Fire-Resistance|\\amp#63;{Consume how much?|All,10|Half,5}|-1|Immune to normal fire, +4 save -2/die dmg from intense fire|white-tower)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood).}}{{hide1=It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is rolled with a +4 bonus. If one-half of the potion is consumed, it confers invulnerability to normal fires and half the benefits noted above (-1, +2). The potion lasts one turn, or five rounds for half doses.}}{{materials=Potion}}{{use=Press the *Duration* button and select the dragon to control to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A potion with red specks floating in it that leave trails of red as they swirl around}}'},
+ {name:'Potion-of-Firebreath',type:'potion',ct:'2+1d4',charge:'change-each',cost:'100',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Firebreath}}{{splevel=Potion}}{{school=Evocation}}Specs=[Potion of Firebreath,Potion,1H,Evocation]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:100,wt:0.5,qty:4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[1 hour](!rounds --target-nosave caster|@{selected|token_id}|Potion of Firebreath|60|-1|Ready to [spew fire!]\\lpar;!magic \\dash-display-ability @{selected|token_id}\\vbar;MI-DB\\vbar;Firebreath\\rpar;|three-leaves)}}{{aoe=Special}}{{save=Halves flame dmg}}{{effects=This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small draughts.}}{{hide1=One draught allows the imbiber to breathe a cone of fire 10 feet wide and up to 20 feet long that inflicts 1d10 + 2 points of damage (d10 + 2). A double draught doubles the range and damage. If the entire potion is taken at once, the cone is 20 feet wide, up to 80 feet long, and inflicts 5d10 points of damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber\'s system, inflicting double damage upon him, with no saving throw allowed.}}{{materials=Potion}}{{use=Press the *Duration* button to add a status timer to the holder of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter). Each round, the holder will get a *Spew Fire* button on their Turn Announcement - do not press until you want to spew fire, when you will be asked how many draughts you took and be allowed to roll the appropriate damage.}}{{Looks like=A potion with red bits floating in it that leave firey trails of red as they swirl around}}'},
+ {name:'Potion-of-Flying',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Flying}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Flying,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion-of-Flying|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Flying|fluffy-wing)}}{{aoe=Consumer}}{{save=None}}{{effects=Equivalent to the 3rd level MU Spell.\nThis 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,\ntwice that if descending in a dive).}}{{hide1=The manoeuvrability class 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.\nThe material component of the fly spell is a wing feather of any bird.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=Difficult to see any potion in the bottle - almost seems as if filled with air but there is a faint hint of a very clear and insubstantial liquid}}'},
+ {name:'Potion-of-Gaseous-Form',type:'potion',ct:'2+1d4',charge:'change-each',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Gaseous Form}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Gaseous Form,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:300,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{Who is drinking the potion?|token_id}|Potion of Gaseous Form|\\amp#91;[10*\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|In transparent gaseous form|chemical-bolt)}}{{aoe=Consumer}}{{save=None}}{{effects=Causes the consumer\'s body, as\nwell as anything he\'s carrying or wearing, to become gaseous. The gaseous form is able to flow at a base speed of 3/round. (A gust of wind spell, or even normal strong air currents, will blow the gaseous form at air speed.)}}{{hide1=The gaseous form is transparent and insubstantial. It wavers and shifts, and can\'t be harmed except by magical fire or lightning, which do normal damage. A whirlwind inflicts double damage upon a creature in gaseous form. When in such condition the individual is able to enter any space that is not airtight—even a small crack or hole that allows air to penetrate also allows entry by a creature in gaseous form. The entire potion must be consumed to achieve this result}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=Difficult to see any potion in the bottle - almost seems as if filled with air but there is a faint hint of a misty and insubstantial liquid}}'},
+ {name:'Potion-of-Giant-Control-Cloud',type:'potion',ct:'2+1d4',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,gp:600,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{title=Potion}}{{name= of Cloud Giant Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}{{range=Consumer}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Cloud Giant?|token_id}|Potion of Cloud Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{aoe=1 or 2 Cloud Giants}}{{save=1 giant affected at -4 penalty, 2 giants at +2 bonus}}{{effects=A full draught of this potion must be consumed for its effects to be felt. It will influence one or two giants like a charm monster spell.}}{{hide1=Control lasts for 5d6 rounds. If only one giant is influenced, it is entitled to a saving throw vs. spell with a -4 penalty; if two are influenced, the die rolls gain a +2 bonus—you\'re weakening the effect of the potion.}}{{materials=Potion}}{{use=Press the *Duration* button and select the one or two giant(s) being controlled before clicking *add status changes* in the chat window (prompts for saving throws with correct penalty/bonus) to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A big draught of a cloudy potion}}'},
+ {name:'Potion-of-Giant-Control-Fire',type:'potion',ct:'2+1d4',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Fire Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Fire Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Fire Giants?|token_id}|Potion of Fire Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A big draught of a potion with large, crunchy red flakes drifting through it}}'},
+ {name:'Potion-of-Giant-Control-Frost',type:'potion',ct:'2+1d4',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Frost Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Frost Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Frost Giants?|token_id}|Potion of Frost Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A big draught of a potion with what appear to be snow flakes drifting through it}}'},
+ {name:'Potion-of-Giant-Control-Hill',type:'potion',ct:'2+1d4',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Hill Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Hill Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Hill Giants?|token_id}|Potion of Hill Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A potion contained in a very knobbly potion bottle}}'},
+ {name:'Potion-of-Giant-Control-Stone',type:'potion',ct:'2+1d4',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Stone Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Stone Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Stone Giants?|token_id}|Potion of Stone Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A big draught of a potion with crunchy grey grit drifting through it}}'},
+ {name:'Potion-of-Giant-Control-Storm',type:'potion',ct:'2+1d4',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Storm Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Storm Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Storm Giants?|token_id}|Potion of Storm Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;)}}{{Looks like=A draught of a potion seems to be continually swirling and moving, even when the bottle is at rest}}'},
+ {name:'Potion-of-Giant-Strength',type:'potion',ct:'2+1d4',charge:'change-each',cost:'550',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Giant Strength}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Giant Strength,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:550,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|\\amp#63;{Which type of Giant - roll 1d20?|1,Hill|2,Hill|3,Hill|4,Hill|5,Hill|6,Hill|7,Stone|8,Stone|9,Stone|10,Stone|11,Frost|12,Frost|13,Frost|14,Frost|15,Fire|16,Fire|17,Fire|18,Cloud|19,Cloud|20,Storm}-Giant-Strength|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Gained \\amp#63;{Which type of Giant - roll 1d20?} Giant Strength|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=Can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when they score a hit with any hand-held or thrown weapon. Note that the type of giant strength gained by drinking the potion is randomly determined by rolling 1d20 when consuming.}}{{hide1=It is also possible for the person to hurl rocks as shown on the table below.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Giant\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Range\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hill\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;160 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Frost\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire\\amplt;/td\\ampgt;\\amplt;td\\ampgt;120 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18-19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cloud\\amplt;/td\\ampgt;\\amplt;td\\ampgt;140 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;160 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). Roll the type of potion when prompted. The selected creature\'s strength will automatically be increased appropriately for the duration, and returned to normal afterwards.}}{{Looks like=A large draght of a glittery potion with a strong scent}}'},
+ {name:'Potion-of-Giant-Strength-Cloud',type:'potion',ct:'2+1d4',charge:'change-each',cost:'550',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Cloud Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength}{{name= of Cloud Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Cloud-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Cloud Giant Strength=23|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 140yds\n**Damage:** = [1d10](!\\amp#13;\\amp#47;r 1d10 damage from a hearled rock)}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). The selected creature\'s strength will automatically be increased appropriately for the duration, and returned to normal afterwards.}}'},
+ {name:'Potion-of-Giant-Strength-Fire',type:'potion',ct:'2+1d4',charge:'change-each',cost:'550',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Fire Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Fire Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Fire-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Fire Giant Strength=22|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'},
+ {name:'Potion-of-Giant-Strength-Frost',type:'potion',ct:'2+1d4',charge:'change-each',cost:'550',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Frost Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Frost Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Frost-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Frost Giant Strength=21|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 100yds\n**Damage:** = [1d8](!\\amp#13;\\amp#47;r 1d8 damage from a hearled rock)}}'},
+ {name:'Potion-of-Giant-Strength-Hill',type:'potion',ct:'2+1d4',charge:'change-each',cost:'550',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Hill Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Hill Giant Strength}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Hill-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Hill Giant Strength=19|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 80yds\n**Damage:** = [1d6](!\\amp#13;\\amp#47;r 1d6 damage from a hearled rock)}}'},
+ {name:'Potion-of-Giant-Strength-Stone',type:'potion',ct:'2+1d4',charge:'change-each',cost:'550',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Stone Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Stone Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Stone-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Stone Giant Strength=20|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'},
+ {name:'Potion-of-Giant-Strength-Storm',type:'potion',ct:'2+1d4',charge:'change-each',cost:'550',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Storm Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Storm Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Storm-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Storm Giant Strength=24|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'},
+ {name:'Potion-of-Growth',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Growth}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Growth,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is consuming the potion?|token_id}|Potion of Growth|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Grown by [[6\\amp#42;\\amp#63;{How many doses?|1|2|3|4}]]ft, moves and weight as appropriate|strong\\amp#13;!magic --mi-charges @{selected|token_id}|-\\amp#91;[\\amp#63;{How many doses?|1|2|3|4}-1]\\amp#93;)}}{{aoe=Consumer}}{{save=None}}{{effects=Causes the height and weight of the person consuming it to increase.}}{{hide1=Garments and other worn and carried gear also grow in size. Each fourth of the liquid consumed causes 6 feet of height growth—in other words, a full potion increases height by 24 feet. Weight increases should be proportional to the change in height.\nStrength is increased sufficiently to allow bearing armor and weapons commensurate with the increased size, but does not provide combat bonuses. Movement increases to that of a giant of approximately equal size.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion, and the number of doses, to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=This potion bottle only seems to have a small amount of liquid in it - must be potent!}}'},
+ {name:'Potion-of-Healing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:200,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[2d4+2](!\\amp#13;\\amp#47;r 2d4+2)}}{{effects=An entire potion must be consumed in a single round. If this is done, the potion restores [2d4+2](!\\amp#13;\\amp#47;r 2d4+2) hit points of damage}}{{materials=Potion}}{{use=Press the *Healing* button to roll the dice}}{{Looks like=The liquid appears to be the clearest water, but it smells of wild flowers and herbs}}'},
+ {name:'Potion-of-Heroism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Heroism}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Heroism,Potion,1H,Alteration]{{components=M}}{{time=1+1d4+1}}PotionData=[sp:2+1d4,gp:300,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Heroism-\\amp#91;[{ {4-ceil\\amp#40;\\amp#64;{target|Who is drinking the potion?|level-class1}/3\\amp#41;}, {0} }kh1]\\amp#93;|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Increased skill in fighting, improved THAC0 \\amp HD|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=Gives the imbiber a temporary increase in levels (hit points, combat ability, and saves) if he has fewer than 10 levels of experience.}}{{hide1=\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Level of Imbiber\\amplt;/th\\ampgt;\\amplt;th width="40%" scope="col"\\ampgt;No. of Levels Bestowed\\amplt;/th\\ampgt;\\amplt;th width="35%" scope="col"\\ampgt;Addl. Temp HP\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4d10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3d10+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d10+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d10+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nWhen the potion is quaffed, the individual fights as if he were at the experience level bestowed by the magic of the elixir. Damage sustained is taken first from magically gained hit dice and bonus points. This potion can only be used by warriors.}}{{use=Select the *Duration* button and target the creature drinking the potion to apply a status timer and the benefits for the duration of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=A heavy potion bottle made of led crystal, containing a swirling liquid of indeterminate colour}}'},
+ {name:'Potion-of-Humanoid-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Humanoid Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink, 1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=[120 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|magic|true)}}{{duration=[Control Humanoids for 5d6 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Humanoid-Control|\\amp#91;[5d6]\\amp#93;|-1|Humanoid Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{aoe=Up to 32 levels/HD}}{{save=Negates}}{{effects=A potion of humanoid control (humanoid variety) allows the imbiber to control up to 32 levels or Hit Dice of gnolls, orcs, goblins, etc. as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{materials=Potion}}{{use=Optionally use the Range button to display the range.\nClick on the Duration button and, when prompted, select each humanoid creature in turn to try to control it (remember to select the next one using the button that appears in the Chat Window). Requires use of Turn Order or *Maint Menu* to increment Round Counter.}}{{Looks like=A liquid of swirling colours in a normal potion bottle}}'},
+ {name:'Potion-of-Humanoid-Control-Dwarf',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Dwarf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Dwarf Control}}{{duration=[Control Dwarves for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Dwarf-Control|\\amp#91;[5d6]\\amp#93;|-1|Dwarf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (dwarf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely orange coloured potion in a normal potion bottle}}'},
+ {name:'Potion-of-Humanoid-Control-Elf',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Elf+Half Elf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Elf \\amp Half-Elf Control}}{{duration=[Control for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Elf+Half-Elf-Control|\\amp#91;[5d6]\\amp#93;|-1|Elf+Half-Elf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (elf \\amp half-elf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely green coloured potion in a normal potion bottle}}'},
+ {name:'Potion-of-Humanoid-Control-Elf+Human',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Human+Elf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Human, Elf \\amp Half-Elf Control}}{{duration=[Control for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Human+Elf-Control|\\amp#91;[5d6]\\amp#93;|-1|Human+Elf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (human, elf \\amp half-elf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely blue-coloured potion in a normal potion bottle}}'},
+ {name:'Potion-of-Humanoid-Control-Gnome',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Gnome Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Gnome Control}}{{duration=[Control Gnomes for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Gnome-Control|\\amp#91;[5d6]\\amp#93;|-1|Gnome Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (gnome variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely steely-coloured potion in a normal potion bottle}}'},
+ {name:'Potion-of-Humanoid-Control-Half-Orc',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Half-Orc Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Half-Orc Control}}{{duration=[Control Half-Orcs for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Half-Orc-Control|\\amp#91;[5d6]\\amp#93;|-1|Half-Orc Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (half-orc variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely reddish coloured potion in a normal potion bottle}}'},
+ {name:'Potion-of-Humanoid-Control-Halfling',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Halfling Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Halfling Control}}{{duration=[Control Halflings for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Halfling-Control|\\amp#91;[5d6]\\amp#93;|-1|Halfling Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (halfling variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely brown potion in a normal potion bottle}}'},
+ {name:'Potion-of-Humanoid-Control-Human',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Human Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Human Control}}{{duration=[Control Humans for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Human-Control|\\amp#91;[5d6]\\amp#93;|-1|Human Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (human variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely pink coloured potion in a normal potion bottle}}'},
+ {name:'Potion-of-Invisibility',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Invisibility}}{{splevel=as per Level 2 Wizard spell}}{{school=Illusion/Phantasm}}Specs=[Potion of Invisibility,Potion,1H,Illusion-Phantasm]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:250,wt:0.5,qty:8,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[Full Dose](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|99|0|Invisible|half-haze\\amp#13;!magic --mi-charges @{selected|token_id}|-7|Potion-of-Invisibility) until attack or [[24]] hours or [Gulp: 3 to 6](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|\\amp#91;[100\\amp#42;\\amp#40;2+1d4\\amp#41;]\\amp#93;|-10|Invisible|half-haze) turns for 1/8th}}{{aoe=Consumer}}{{save=None}}{{effects=Same as 2nd Level Wizard spell, *Invisibility*. }}{{hide1=Consumer vanishes from sight, undetectable by normal vision or infravision. Not magically silenced. Allies cannot see the invisible creature or gear, unless can normally see invisible things or employ magic to do so. Items put down become visible; items picked up disappear if tucked into the clothing or pouches. Light never becomes invisible, although source of light can become so.\nRemains in effect until magically broken or dispelled, until recipient attacks any creature, or until [[24]] hours have passed. If only a gulp is taken, equal to 1/8th, will last 3 to 6 turns - system rolls and player does not know result. If creature attacks, the invisibility enables him to attack first, but then appears. Note that priest spells bless, chant, and prayer are not attacks for this purpose. All Intelligence [[13]] or more creatures with \\gt [[10]] Hit Dice or Levels can roll saving throws vs. spell; success means they noticed the invisible object.}}{{materials=Potion}}{{use=Select either *Full Dose* or *Gulp* button, then select who is drinking the potion to add a status marker/timer (requires use of Turn Order or *Maint Menu* to increment the Round Counter). AC will automatically improve by 4 for the duration.}}{{GM Info=Set quantity to 8. 1 = 1/8th of potion, 8 = Full Dose}}{{Looks like=A very clear liquid in a finely blown potion bottle}}'},
+ {name:'Potion-of-Invulnerability',type:'potion',ct:'2+1d4',charge:'change-each',cost:'350',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Invulnerability}}{{splevel=Potion}}{{school=Protection}}Specs=[Potion of Invulnerability,Potion,1H,Protection]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:350,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invulnerability|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Invulnerable, Magic weapon to hit, +[[2]] on AC+saves|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion confers immunity to nonmagical weapons. It also protects against attacks from creatures (not characters) with no magical properties or with fewer than 4 Hit Dice.}}{{hide1=Thus, an 8th-level character without a magical weapon could not harm the imbiber of an invulnerability potion.\nThe potion also improves Armor Class rating by 2 classes and gives a bonus of +2 to the individual on his saving throws versus all forms of attack. Its effects are realized only when the entire potion is consumed, and they last for 5d4 rounds. Only warriors can use this potion}}{{materials=Potion}}{{use=Select *Duration* button, then select who is drinking the potion to add a status marker/timer (requires use of Turn Order or *Maint Menu* to increment the Round Counter). AC will automatically improve by 2 for the duration.}}{{Looks like=A potion bottle made of metal hides the colour and nature of this potion}}'},
+ {name:'Potion-of-Levitation',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Levitation}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Levitation,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Levitate|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing)}}{{aoe=Consumer}}{{save=None}}{{effects=A levitation potion enables the consumer to levitate in much the same manner as the 2nd-level wizard spell of the same name.}}{{hide1=The potion allows levitation of the individual only, to a maximum weight of 600 pounds. The consumer can carry\nanother person, as long as their total weight is within this limit.\nWhen a levitate potion is consumed, they can move vertically up or down at a movement rate of 2 per round. The potion does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally.\nOnce consumed, the effect 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 [[0-1]], the second [[0-2]], the third [[0-3]], etc., up to a maximum of [[0-5]]. 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.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=This potion in its bottle seems lighter than it looks}}'},
+ {name:'Potion-of-Longevity',type:'potion',ct:'2+1d4',charge:'change-each',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Longevity}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Longevity,Potion,1H,Necromancy]{{components=M}}{{time=1+1d4+1}}PotionData=[sp:2+1d4,gp:500,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Reduces the character\'s age by [1d12](!\\amp#13;\\amp#47;r 1d12 years regained) years, restoring youth and vigor. The entire potion must be consumed to achieve the desired result. It is also useful as a counter to magical or monster-based aging attacks.\nEach time one drinks a longevity potion, there is a 1% cumulative chance the effect will be the reverse of what the consumer wants—all age removed by previous drinks will be restored!}}{{materials=Potion}}{{use=Apply all effects manually}}{{Looks like=A thick, grey potion with the consistency of syrup}}'},
+ {name:'Potion-of-Plant-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'250',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Plant Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Plant Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:250,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer)}}{{duration=[4+1d4 turns](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Plant Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Able to control plants within 90 yds|three-leaves --aoe \\amp#64;{target|Who is drinking the Potion?|token_id}|circle|yards|0|90|90|magic|true)}}{{aoe=90 yards}}{{save=Special}}{{effects=Enables the individual who consumes it to influence the behavior of vegetable life forms. This includes normal plants, fungi, and even molds and shambling mounds - within the parameters of their normal abilities. Vegetable monsters with Intelligence of 5 or higher are entitled to a saving throw vs. spell.}}{{hide1=The imbiber can cause the vegetable forms to remain still or silent, move, entwine, etc., according to their limits. Plants within a 20-foot by 20-foot square can be controlled, subject to the limitations set forth above, for 5d4 rounds. Self-destructive control is not directly possible if the plants are intelligent (see *charm plants* spell). Control range is 90 yards.}}{{use=Press the *Duration* button then select the creature that is drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter) and show the area of effect. Check any relevant saving throws in the area shown}}{{materials=Potion}}{{Looks like=A thick green syrup in a standard potion bottle}}'},
+ {name:'Potion-of-Polymorph-Self',type:'potion',ct:'2+1d4',charge:'change-each',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Polymorph Self}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Polymorph Self,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:200,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Polymorph Self|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Can poly-self as per spell into any corporial animal size from wren to hippo|snail)}}{{aoe=Imbiber}}{{save=None}}{{effects=As per Wizard 4th Level Polymorph-Self spell, able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well.}}{{hide1=No system shock roll is required. The spell does not give the new form\'s other abilities (attack, magic, special movement, etc.), nor does it run the risk of the wizard changing personality and mentality. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls (as practical for the new form), and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=Very much reminds you of the fruit juice of some sort of exotic fruit, the type with bits}}'},
+ {name:'Potion-of-Rainbow-Hues',type:'potion',ct:'2+1d4',charge:'change-each',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Rainbow Hues}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Rainbow Hues,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:200,wt:0.5,qty:7,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=[1 hour](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Rainbow Hues|60|-1|Can change your own colour just by thinking about it|aura)}}{{aoe=Imbiber}}{{save=None}}{{effects=This rather syrupy potion must be stored in a metallic container. The imbiber can become any hue or combination of hues desired at will. Any color or combination of colors is possible, if the user simply holds the thought in his mind long enough for the hue to be effected. If the potion is quaffed sparingly, a flask will yield up to seven draughts of one hour duration each.}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=A metalic container containing a syrupy liquid}}'},
+ {name:'Potion-of-Speed',type:'potion',ct:'2+1d4',charge:'change-each',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Speed}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Speed,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:200,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select who drinks the potion|token_id}|Haste|\\amp#91;[5d4]\\amp#93;|-1|Hasted, double attacks, move etc|Strong)}}{{aoe=The Imbiber}}{{save=None}}{{effects=The imbiber of the potion functions at double normal movement and attack rates.}}{{materials=Potion of Speed}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). Double attacks will automatically be applied for duration (if using *InitMaster* for initiative each round).}}{{Looks like=A very slick and clear, light potion}}'},
+ {name:'Potion-of-Super-Heroism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'450',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Super-Heroism}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Super Heroism,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:450,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Super-heroism-(6-c( v(\\amp#64;{target|Who is drinking the potion?|level-class1},12\\amp#41;/3\\amp#41;\\amp#41;|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Superhero, level increase|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion gives the individual a temporary increase in levels (see heroism potion) if he has fewer than 13 levels of experience. It is similar to the heroism potion, but more powerful, and its effects last just 5d6 melee rounds:\n\\amplt;table\\ampgt; \\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Imbiber\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Levels Bestowed\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Additonal Temporary Hit Dice\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[5d10](!\\amp#13;\\amp#47;r 5d10)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[4d10+1](!\\amp#13;\\amp#47;r 4d10+1)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[3d10+2](!\\amp#13;\\amp#47;r 3d10+2)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[2d10+3](!\\amp#13;\\amp#47;r 2d10+3)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10th-12th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[1d10+4](!\\amp#13;\\amp#47;r 1d10+4)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Select the *Duration* button and target the creature drinking the potion to apply a status timer and the benefits for the duration of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A heavy potion bottle made of cut led crystal, containing a swirling liquid of indeterminate colour}}'},
+ {name:'Potion-of-Treasure-Finding',type:'potion',ct:'2+1d4',charge:'change-each',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Treasure Finding}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Treasure Finding,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:600,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select who is drinking the potion|token_id}|Potion of Treasure Finding|\\amp#91;[5d4]\\amp#93;|-1|Can sense the direction of lots of teasure|aura)}}{{aoe=Imbiber}}{{save=None}}{{effects=Empowers the drinker with a location sense, so that he can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination.}}{{hide1=Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located. The potion won\'t locate worthless metals or magical items which don\'t contain precious metals or gems. The imbiber of the potion can "feel\'\' the direction in which the treasure lies, but not its distance.\nIntervening substances other than special magical wards or lead-lined walls will not withstand the powers that the liquor bestows upon the individual. The effects of the potion last for 5d4 rounds.}}{{use=Press the *Duration* button and select the creature drinking the potion (requires rounds to be counted in the Turn Order, which can be incremented using the *Maintenance Menu*.}}{{materials=Potion}}{{Looks like=A yellowish potion with flecks of a gold-coloured substance floating in it}}'},
+ {name:'Potion-of-Undead-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Undead Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:700,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|magic|true)}}{{duration=5d4 rounds}}{{aoe=16HD of Undead}}{{save=Special}}{{effects=Gives the imbiber the ability to charm undead.}}{{hide1=The charm ability is similar to the 1st-level wizard spell, *charm person*. It affects a maximum of 16 Hit Dice of undead, rounding down any hit point additions to the lowest die (e.g., 4 + 1 equals 4 Hit Dice). The undead are entitled to saving throws vs. spell only if they have intelligence. Saving throws are rolled with -2 penalties due to the power of the potion; the effects wear off in 5d4 rounds. To determine the type of undead\naffected by a particular potion, roll 1d10 and consult the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D10 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Undead Type\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghasts](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghast-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghast-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghosts](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghost-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghost-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghouls](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghoul-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghoul-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Shadows](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Shadow-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Shadow-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Skeletons](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Skeleton-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Skeleton-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Spectres](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Spectre-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Spectre-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Wights](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Wight-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Wight-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Wraiths](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Wraith-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Wraith-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Vampires](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Vampire-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Vampire-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Zombies](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Zombie-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Zombie-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{use=To change this potion into that to control a specific undead *show more*, roll a d10 to identify which undead is controlled and then select the relevant undead button}}{{materials=Potion}}{{Looks like=A swirling, blackish liquid which sparkles with many different hues}}'},
+ {name:'Potion-of-Undead-Ghast-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghast Control]{{}}%{MI-DB|Potion-of-Undead-Control}{{name= of Undead Control vs Ghasts}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Ghast to control|token_id}|Potion of Ghast Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 4 Ghasts (16HD)}}{{save=At -2 penalty, Negates}}{{effects=Gives the imbiber the ability to charm ghasts (a type of *Potion of Undead Control*).}}{{hide1=The charm ability is similar to the 1st-level wizard spell, *charm person*. It affects a maximum of 16 Hit Dice of undead, rounding down any hit point additions to the lowest die (e.g., 4 + 1 equals 4 Hit Dice). The undead are entitled to saving throws vs. spell only if they have intelligence. Saving throws are rolled with -2 penalties due to the power of the potion; the effects wear off in 5d4 rounds.}}{{use=Press the *Duration* button and select each creature to be charmed in turn. Each selection will prompt to make saving throws and confirm the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with flecks of red}}'},
+ {name:'Potion-of-Undead-Ghost-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghost Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Ghosts}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select The Ghost to control|token_id}|Potion of Ghost Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=1 Ghost of 10HD}}{{effects=Gives the imbiber the ability to charm a ghost (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of white}}'},
+ {name:'Potion-of-Undead-Ghoul-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghoul Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Ghoul}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Ghoul to control|token_id}|Potion of Ghoul Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 8 Ghouls (16HD)}}{{effects=Gives the imbiber the ability to charm ghouls (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of grey}}'},
+ {name:'Potion-of-Undead-Shadow-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Shadow Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Shadows}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Shadow to control|token_id}|Potion of Shadow Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 5 Shadows (15HD)}}{{effects=Gives the imbiber the ability to charm shadows (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of darker black}}'},
+ {name:'Potion-of-Undead-Skeleton-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Skeleton Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Skeletons}}{{duration=[5d4 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first Skeleton to control|token_id}|Potion of Skeleton Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart)}}{{aoe=Up to 16 Skeletons (16HD)}}{{save=None}}{{effects=Gives the imbiber the ability to charm skeletons (a type of *Potion of Undead Control*).}}{{use=Press the *Duration* button and select each creature to be charmed in turn to set the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with flecks of ivory}}'},
+ {name:'Potion-of-Undead-Spectre-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Spectre Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Spectres}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a Spectre to control|token_id}|Potion of Spectre Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=One Spectre (13-14HD)}}{{effects=Gives the imbiber the ability to charm a spectre (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of pink}}'},
+ {name:'Potion-of-Undead-Vampire-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Vampire Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Vampires}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Vampire to control|token_id}|Potion of Vampire Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=One or two Vampires (16HD)}}{{effects=Gives the imbiber the ability to charm one or two vampires (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with spots of blood red}}'},
+ {name:'Potion-of-Undead-Wight-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Wight Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Wights}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Wight to control|token_id}|Potion of Wight Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 4 Wights (16HD)}}{{effects=Gives the imbiber the ability to charm wights (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with floating flesh-like bits}}'},
+ {name:'Potion-of-Undead-Wraith-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Wraith Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Wraith}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Wraith to control|token_id}|Potion of Wraith Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to three Wraiths (15HD)}}{{effects=Gives the imbiber the ability to charm wraiths (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with insubstantial dark grey smudges}}'},
+ {name:'Potion-of-Undead-Zombie-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'700',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Zombie Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Zombies}}{{duration=[5d4 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first Zombie to control|token_id}|Potion of Zombie Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart)}}{{aoe=Up to 8 Zombies (16HD)}}{{save=None}}{{effects=Gives the imbiber the ability to charm zombies (a type of *Potion of Undead Control*).}}{{use=Press the *Duration* button and select each creature to be charmed in turn to set the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with what appears to be floating nail clippings}}'},
+ {name:'Potion-of-Ventriloquism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Ventriloquism}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Ventriloquism,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:200,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=[90 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|90|90|magic|true)}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Ventriloquism|\\amp#91;[4+1d4]\\amp#93;|-1|Able to throw voice up to 6 times|radioactive)}}{{aoe=Imbiber}}{{save=vs. Spell at -2 penalty, Negates}}{{effects=Allows the user to make his voice sound as if it (or someone\'s voice or a similar sound) were issuing from someplace other than where he is—from another creature, a statue, from behind a door, down a passage, etc.}}{{hide1=The user can speak in any language he knows, or make any sound he can normally make. To detect the ruse, listeners must roll a successful saving throw vs. spell with a penalty of -2. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this effect—the combined illusion may be perfect! The imbiber can use the ventriloquism ability up to six times within the duration of the potion.}}{{use=Press the *Duration* button and select a token to set a timer on the Imbiber (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*). Use the *Range* button to show the area of effect.}}{{materials=Potion}}{{Looks like=A light purple liquid in a standard potion bottle}}'},
+ {name:'Potion-of-Vitality',type:'potion',ct:'2+1d4',charge:'change-each',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Vitality}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Vitality,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:300,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=7 days}}{{aoe=Imbiber}}{{save=None}}{{effects=Restores the user to full vitality despite exertion, lack of sleep, and going without food and drink for up to seven days. It will nullify up to seven days of deprivation, and will continue in effect for the remainder of its seven-day duration. The potion also makes the user proof against poison and disease while it is in effect, and the user will recover lost hit points at the rate of 1 every 4 hours.}}{{use=Make a manual record of time and adjust HP manually as necessary}}{{materials=Potion}}{{Looks like=A dark brown liquid in a standard potion bottle}}'},
+ {name:'Potion-of-Water-Breathing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'400',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Water Breathing}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Water Breathing,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:400,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[6 turns +1d10 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Water-breathing|\\amp#91;[\\amp#63;{Duration?|60+1d10}]\\amp#93;|-1|Water breathing like a fish|drink-me)}}{{aoe=Consumer}}{{save=None}}{{effects=The potion allows the character drinking it to breathe normally in liquids that contain suspended oxygen. This ability lasts for one full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A standard potion bottle contains slightly dirty water, such as might be found in a river in the countryside (not from a town - that would be much dirtier)}}'},
{name:'Slippery-Oil-Flask',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil in a Slippery Flask}}{{splevel=Oil}}{{school=Unknown}}Specs=[Slippery Oil Flask,Potion,1H,Unknown]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s the unlucky victim?|token_id}|Oil of Fumbling|\\amp#91;[100\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-10|50% chance of fumbling and dropping whatever you hold every round|broken-shield)}}{{aoe=1 creature}}{{save=None}}{{effects=The flask definately contains oil, and it looks and smells of very fine quality: not an oil that burns, it seems more like an oil for the skin. However, the flask seems very slippery, so be careful not to drop it...}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature holding the oil flask to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'},
- {name:'Sweet-Water',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Sweet Water}}{{splevel=Potion}}{{school=Alteration}}Specs=[Sweet Water,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=Permanent, can\'t be recontaminated for [5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Sweet Water|\\amp#91;[5d4]\\amp#93;|-1|Purified water still protected from contamination|drink-me)}}{{aoe=Imbiber}}{{save=None}}{{effects=This liquid is not actually a potion to be drunk (though it tastes good). *Sweet Water* is added to other liquids in order to change them to pure, drinkable water. It will neutralize poison and ruin magical potions (no saving throw). The contents of a single container will change up to 100,000 cubic feet of polluted, salt, or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of the potion are permanent, but the liquid may be contaminated after an initial period of 5d4 rounds.}}{{use=To set a timer for the continuing purifying effects of *Sweet Water*, press the *Duration* button (requires rounds to be counted in the Turn Order, which can be incremented using the *Maintenance Menu*)}}{{materials=Potion}}{{Looks like=This potion (if it is a potion) just looks like normal water in a standard bottle}}'},
- {name:'Unknown-Potion',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
- {name:'Unknown-Potion-A',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion A,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
- {name:'Unknown-Potion-B',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion B,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
- {name:'Unknown-Potion-C',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion C,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
- {name:'Unknown-Potion-D',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion D,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
- {name:'Unknown-Potion-E',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion E,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
+ {name:'Sweet-Water',type:'potion',ct:'2+1d4',charge:'change-each',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Sweet Water}}{{splevel=Potion}}{{school=Alteration}}Specs=[Sweet Water,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:200,wt:0.5,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=Permanent, can\'t be recontaminated for [5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Sweet Water|\\amp#91;[5d4]\\amp#93;|-1|Purified water still protected from contamination|drink-me)}}{{aoe=Imbiber}}{{save=None}}{{effects=This liquid is not actually a potion to be drunk (though it tastes good). *Sweet Water* is added to other liquids in order to change them to pure, drinkable water. It will neutralize poison and ruin magical potions (no saving throw). The contents of a single container will change up to 100,000 cubic feet of polluted, salt, or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of the potion are permanent, but the liquid may be contaminated after an initial period of 5d4 rounds.}}{{use=To set a timer for the continuing purifying effects of *Sweet Water*, press the *Duration* button (requires rounds to be counted in the Turn Order, which can be incremented using the *Maintenance Menu*)}}{{materials=Potion}}{{Looks like=This potion (if it is a potion) just looks like normal water in a standard bottle}}'},
+ {name:'Unknown-Potion',type:'potion|DMitem',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion,Potion|DMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
+ {name:'Unknown-Potion-A',type:'potion|DMitem',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion A,Potion|DMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
+ {name:'Unknown-Potion-B',type:'potion|DMitem',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion B,Potion|DMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
+ {name:'Unknown-Potion-C',type:'potion|DMitem',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion C,Potion|DMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
+ {name:'Unknown-Potion-D',type:'potion|DMitem',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion D,Potion|DMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
+ {name:'Unknown-Potion-E',type:'potion|DMitem',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion E,Potion|DMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
]},
- MI_DB_Rings: {bio:'Rings v7.01 26/01/2025
This Magic Item database holds definitions for all types of rings.',
- gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.12 12/07/2024 More updates to use mods tables v6.10 07/06/2024 Updated all ring definitions to use the latest facilities v6.09 04/04/2024 Started to add hide#= sections to long descriptions to trigger "show more..." button v6.08 02/02/2024 Test update to Ring-of-Protection to trial MI inheritance and db compression v6.07 15/10/2023 Fixed Ring of Regeneration v6.06 20/04/2023 Implemented rule-based AC combination restrictions for rings o protection v6.05 17/04/2023 Fixed bug stopping cursed rings from being cursed. v6.04 13/04/2023 Maintenance release. v6.03 31/01/2023 Updated definition of Ring of Shocking Grasp v6.02 04/10/2022 Added lots more rings from DMG v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.92 23/09/2022 Updated with additional Ring definitions v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.7 09/03/2022 Added saving throw data to Rings of Protection v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.11 31/10/2021 Merged in Arc\'s Rings of Spell Storing v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
+ MI_DB_Rings: {bio:'Rings v7.03 04/07/2025
This Magic Item database holds definitions for all types of rings.',
+ gmnotes:'Change Log: v7.03 04/07/2025 Added values to each item v7.02 04/05/2025 Added missing rings v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.12 12/07/2024 More updates to use mods tables v6.10 07/06/2024 Updated all ring definitions to use the latest facilities v6.09 04/04/2024 Started to add hide#= sections to long descriptions to trigger "show more..." button v6.08 02/02/2024 Test update to Ring-of-Protection to trial MI inheritance and db compression v6.07 15/10/2023 Fixed Ring of Regeneration v6.06 20/04/2023 Implemented rule-based AC combination restrictions for rings o protection v6.05 17/04/2023 Fixed bug stopping cursed rings from being cursed. v6.04 13/04/2023 Maintenance release. v6.03 31/01/2023 Updated definition of Ring of Shocking Grasp v6.02 04/10/2022 Added lots more rings from DMG v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.92 23/09/2022 Updated with additional Ring definitions v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.8 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.7 09/03/2022 Added saving throw data to Rings of Protection v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.11 31/10/2021 Merged in Arc\'s Rings of Spell Storing v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
root:'MI-DB',
api:'magic',
type:'mi',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/8344/thumb.png?1336510825',
- version:7.01,
- db:[{name:'Ring-of-Animal-Friendship',type:'ring',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Animal Friendship}}{{subtitle=Ring}}Specs=[Ring of Animal Friendship,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Animal Friendship,sp:0,qty:27,c:0,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Area of Effect=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|magic|true)}}{{desc=When the wearer of this ring approaches within 10 feet of any animals of neutral alignment and animal intelligence, the creatures must roll saving throws vs. spell. If they succeed, they move rapidly away from the ring wearer. If the saving throws fail, the creatures become docile and follow the ring wearer around. The item functions at 6th level, so up to 12 Hit Dice of animals can be affected by this ring.}}{{hide1=Animals feeling friendship for the wearer will actually guard and protect that individual if he expends a charge from the ring to cause such behavior. A ring of this sort typically has 27 charges when discovered, and it cannot be recharged. A druid wearing this ring can influence twice the prescribed Hit Dice worth of animals (24 rather than 12), and a ranger is able to influence 18 Hit Dice worth of animals.}}{{Use=Befriend animals manually after displaying *area of effect* and failing saving throws. Click [Guard \\amp Protect](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select the first animal friend|token_id}|Animal Guard|99|0|Guarding \\amp protecting @{selected|token_name}|all-for-one\\amp#13;!magic --mi-charges @{selected|token_id}|-1|Ring-of-Animal-Friendship) only when requesting animal friends so to do, and select upto 12, 18 or 24HD of animal friends one at a time.}}{{Looks Like=A ring of base metal, engraved with pictures of common pets}}'},
- {name:'Ring-of-Berserk-Strength',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Berserk Strength}}{{subtitle=Ring}}Specs=[Ring of Weakness,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of Weakness,sp:0,rc:cursed+uncharged,loc:left finger|right finger,on:\\api;setattr --silent --charid @{selected|character_id} --ring-berserk-str|@{selected|strength}|@{selected|constitution}\\amp#13;\\api;rounds --target-nosave caster|@{selected|token_id}|@{selected|token_id}|Increasing-Strength_Ring-Effect|100|-10||spanner,off:\\api;setattr --silent --charid @{selected|character_id} --strength|`{selected|ring-berserk-str}|`{selected|ring-berserk-str} --constitution|`{selected|ring-berserk-str|max}|`{selected|ring-berserk-str|max}\\amp#13;\\api;rounds --deltargetstatus @{selected|token_id}|Increasing-Strength]{{Size=Tiny}}{{Use=Putting this ring on will start its effect. Taking it off will stop its effect}}{{desc=The *ring of weakness* can be removed only if a *remove curse* spell, followed by a *dispel magic*, is cast upon the ring. There is a 5% chance that this procedure will reverse the ring\'s effect, changing it to a *ring of berserk strength*. This increases Strength and Constitution at a rate of 1 point per ability per turn, to a maximum of 18 each (roll percentile dice for bonus Strength if the wearer is a warrior). However, once 18 is reached in both abilities, the wearer will ***immediately*** melee with any opponent he meets, regardless of circumstances. *Berserk strength* is lost when the ring is removed (by casting a remove curse), as are Constitution points gained.}}{{Looks Like=A dull, base metal ring}}'},
- {name:'Ring-of-Blinking',type:'ring',ct:'0',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Blinking}}{{subtitle=Ring}}Specs=[Ring of Blinking,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Blinking,sp:0,qty:1,rc:selfchargeable,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Activate=[Blink](!rounds --target-nosave caster|@{selected|token_id}|Ring-of-Blinking|6|-1|You are *blinking* as per the spell|half-haze)}}{{desc=When the wearer of this ring issues the proper verbal command, the item activates, and he is affected as if a [blink](!magic --display-ability standard-view|@{selected|token_id}|MU-Spells-DB|Blink) spell were operating upon his person. The effect lasts for six rounds.}}{{hide1=The ring then ceases to function for six turns (one hour) while it replenishes itself. The command word is usually engraved somewhere on the ring. The ring will activate whenever this word is spoken, even though the command might be given by someone other than the wearer, provided that the word is spoken within 10 feet of the ring.}}{{Looks Like=A polished base metal ring that catches the light and flashes}}'},
- {name:'Ring-of-Chameleon-Power',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Chameleon Power}}{{subtitle=Ring}}Specs=[Ring of Chameleon Power,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Chameleon Power,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Use=Click [Chameleon Power](!rounds --target-nosave caster|@{selected|token_id}|Chameleon-Power|1|+1|90% stealth in foliage, by walls etc, or seem same as others|ninja-mask) to set a duration status marker}}{{desc=Whenever the wearer of this ring desires, he is able to magically blend in with the surroundings. This enables 90% invisibility in foliage, against walls, and so forth.}}{{hide1=If the wearer is associating with creatures of Intelligence 4 or greater at a distance of 60 feet or less, the ring enables the wearer to seem to be one of those creatures, but each turn of such association carries a 5% cumulative chance that the creatures will detect the ring wearer for what he is. Thus, such an association can never persist for more than 20 turns without the wearer being detected—at the end of that time, the chance of detection has risen to 100%. Creatures with 16 or greater Intelligence use their Intelligence score as an addition to the base chance of detection. For example, a creature of Intelligence 16 would have a base chance of (16+5%) = 21% at the end of turn 1, 26% at the end of turn 2, and so forth. Creatures with 3 or lower Intelligence instinctively and automatically detect the wearer if they come within a 10-foot radius of him.}}{{Looks Like=A ring made of a metal with an iridescent surface}}'},
- {name:'Ring-of-Clumsiness',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration]{{}}RingData=[w:Ring of Clumsiness,hide:hide]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}}{{name= of Clumsiness}}{{hide2=The possible secondary powers are:\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Secondary Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Free action](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Free-Action+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Feather falling](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Feather-Falling+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-35\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Invisibility](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Invisibility+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;36-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Jumping](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Jumping+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Swimming](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Swimming+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Warmth](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Warmth+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-100\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Water walking](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Water-Walking+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Looks Like=A ring identical to that of the secondary power, but perhaps a little damaged}}'},
- {name:'Ring-of-Clumsiness+Feather-Falling',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{}}'},
- {name:'Ring-of-Clumsiness+Free-Action',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Free-Action+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Free-Action+Clumsiness}{{}}'},
- {name:'Ring-of-Clumsiness+Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Invisibility+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Invisibility+Clumsiness}{{}}'},
- {name:'Ring-of-Clumsiness+Jumping',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Jumping+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Jumping+Clumsiness}{{}}'},
- {name:'Ring-of-Clumsiness+Swimming',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Swimming+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Swimming+Clumsiness}{{}}'},
- {name:'Ring-of-Clumsiness+Warmth',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Warmth+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Warmth+Clumsiness}{{}}'},
- {name:'Ring-of-Clumsiness+Water-Walking',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Water-Walking+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Water-Walking+Clumsiness}{{}}'},
- {name:'Ring-of-Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:hide]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Contrariness}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}{{GM Info=These rings hide themselves as a ring appropriate to the secodary power, and set the reveal condition to be manual. Alternatively, use the GM [Add Items] dialog to hide as desired, and then when the wearer is stressed use the [Reveal Now] button to show its true nature. Apply all effects manually.}}{{hide2=The contrariness ring will have one of the following additional magical properties (select the appropriate button to turn this ring into the desired version):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Secondary Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Flying](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Flying+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-40\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Invisibility](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Invisibility+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;41-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Levitation](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Levitation+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Shocking Grasp (1/r)](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Shocking-Grasp+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Spell Turning](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Spell-Turning+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Strength](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Strength+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
- {name:'Ring-of-Contrariness+Flying',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness,sp:0,hide:Ring-of-Flying,rev:manual,rc:cursed+uncharged,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Contrariness}{{title=Ring}}{{name= of Flying \\amp Contrariness}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Flying*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Flying).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}{{desc=This magical ring is cursed, making its wearer unable to agree with any idea, statement, or action. Once put on, the ring can be removed only after a remove curse spell is cast upon the individual wearing it. Because of the curse, the wearer will resist any attempts to cast such a spell.}}{{hide1=Note that contrariness can never be removed from the ring. The wearer will use his own powers, plus those of the ring, to retain it on his finger. The wearer of the ring will never damage himself. If, for example, other characters suggest that the wearer make certain that attacks upon him are well-defended against, or that he should not strike his own head, the ring wearer will agree—possibly attacking or striking at the speaker\'s head—because obviously the result must be contrary in this case. If a ring of contrariness turns spells, the cumulative remove curse cast upon the individual wearing it must equal or exceed 100%.}}'},
- {name:'Ring-of-Contrariness+Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Invisibility]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Invisibility \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Invisibility*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility).}}{{Looks like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
- {name:'Ring-of-Contrariness+Levitation',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Levitation]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Levitation \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Levitation*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Levitation).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
- {name:'Ring-of-Contrariness+Shocking-Grasp',type:'ring|innate-melee',ct:'0',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring|Innate-Melee,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Shocking-Grasp,rc:selfchargeable,qty:3,off:!rounds --target-nosave caster|@{selected|token_id}|Ring Shocking Grasp Recharge|10|-1|Ring of Shocking Grasp is recharging|stopwatch]{{}}ToHitData=[w:Ring of Shocking Grasp,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:0,rc:selfchargeable]{{}}DmgData=[w:Ring of Shocking Grasp,c:1,sb:0,+:0,SM:6+1d8,L:6+1d8,rc:selfchargeable]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Shocking Grasp \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Shocking Grasp*](!magic --display-ability s-view|@{selected|token_id}|MI-DB|Ring-of-Shocking-Grasp) (once per round).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
- {name:'Ring-of-Contrariness+Spell-Turning',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Spell-Turning]{{}}%{MI-DB|Ring-of-Contrariness}{{name= of Spell Turning \\amp Contrariness}}{{GM Info=}}{{hide2=If a *ring of contrariness* turns spells, the cumulative *remove curse* cast upon the individual wearing it must equal or exceed 100%.}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Spell Turning*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Spell-Turning).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
- {name:'Ring-of-Contrariness+Strength',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:hide,on:\\api;setattr --name @{selected|character_name} --RoC+S|@{selected|strength} --strength|18(00),off::\\api;setattr --name @{selected|character_name} --strength|@{selected|RoC+S}]{{}}%{MI-DB|Ring-of-Contrariness}{{name= of Strength \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of giving the wearer a strength of 18(00). This change *should* be automatically applied when the ring is worn (do check)}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
- {name:'Ring-of-Delusion',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Delusion}}{{subtitle=Ring}}Specs=[Ring of Delusion,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Delusion,sp:0,rc:uncharged,loc:left finger|right finger,hide:hide,rev:use]{{Size=Tiny}}{{Immunity=None}}{{desc=A *delusion ring* convinces the wearer that it is some other sort of ring - whatever sort the wearer really desires. The wearer will be completely convinced that the ring is actually one with other magical properties, and he will unconsciously use his abilities of any sort (including those of other magical items available) to produce a result commensurate with the supposed properties of the *delusion* ring. The DM determines how successful the self-delusion is, as well as how observers are affected and what they will observe. The ring can be removed at any time, but the possessor continues to believe it is a useful ring and will wear it again when appropriate.}}{{Looks Like=A ring of some high quality precious metal and a design of a quality suitable for magical enchantment}}'},
- {name:'Ring-of-Djinni-Summoning',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Djinni Summoning}}{{subtitle=Ring}}Specs=[Ring of Djinni Summoning,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Djinni Summoning,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=One of the many fabled rings of fantasy legend, the "genie\'\' ring is most useful indeed, for it is a special "gate\'\' by means of which a certain djinni can be summoned from the elemental plane of Air. When the ring is rubbed, the summons is served, and the djinni will appear on the next round. The djinni will faithfully obey and serve the wearer of the ring, but if the servant of the ring is ever killed, the ring becomes nonmagical and worthless. See the *Monstrous Manual* for details of a djinni\'s abilities.}}{{Looks Like=A gold ring with a large semi-precious gem of some type set in it, perhaps slightly dull and could do with a polish}}'},
- {name:'Ring-of-Elemental-Air-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Air Elemental Command,sp:5,rc:uncharged,hide:Ring-of-Invisibility,rev:manual,loc:left finger|right finger,ns:5],[cl:PW,w:Gust-of-Wind,sp:5,lv:12,pd:1],[cl:PW,w:Fly,sp:5,lv:12,pd:-1],[cl:PW,w:Wall-of-Force,sp:5,lv:12,pd:1],[cl:PW,w:Control-Winds,sp:5,lv:12,pd:1],[cl:PW,w:Invisibility,sp:5,lv:12,pd:-1]{{title=Ring}}{{name= of Air Elemental Command}}{{subtitle=Ring}}{{Speed=[[5]]}}{{Size=Tiny}}{{Immunity=None}}{{desc=The ring will appear to be an [invisibility ring](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility) until a certain condition is met (having the ring blessed, slaying an air elemental, or whatever the DM determines as necessary to activate its full potential), but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Air Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the air elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with air elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. fire.\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Gust of wind](!magic --mi-power @{selected|token_id}|Gust-of-Wind|Ring-of-Elemental-Air-Command|12) (once per round)\n• [Fly](!magic --mi-power @{selected|token_id}|Fly|Ring-of-Elemental-Air-Command|12) (at will)\n• [Wall of force](!magic --mi-power @{selected|token_id}|Wall-of-Force|Ring-of-Elemental-Air-Command|12) (once per day)\n• [Control winds](!magic --mi-power @{selected|token_id}|Control-Winds|Ring-of-Elemental-Air-Command|12) (once per week)\n• [Invisibility](!magic --mi-power @{selected|token_id}|Invisibility|Ring-of-Elemental-Air-Command|12) (at will)}}{{Looks Like=A ring made of a durable translucent crystal}}'},
+ avatar:'https://files.d20.io/images/8344/max.png?1336510825',
+ version:7.03,
+ db:[{name:'Ring-of-Animal-Friendship',type:'ring',ct:'0',charge:'discharging',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Animal Friendship}}{{subtitle=Ring}}Specs=[Ring of Animal Friendship,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Animal Friendship,sp:0,qty:27,gp:2000,wt:0.1,c:0,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Area of Effect=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|magic|true)}}{{desc=When the wearer of this ring approaches within 10 feet of any animals of neutral alignment and animal intelligence, the creatures must roll saving throws vs. spell. If they succeed, they move rapidly away from the ring wearer. If the saving throws fail, the creatures become docile and follow the ring wearer around. The item functions at 6th level, so up to 12 Hit Dice of animals can be affected by this ring.}}{{hide1=Animals feeling friendship for the wearer will actually guard and protect that individual if he expends a charge from the ring to cause such behavior. A ring of this sort typically has 27 charges when discovered, and it cannot be recharged. A druid wearing this ring can influence twice the prescribed Hit Dice worth of animals (24 rather than 12), and a ranger is able to influence 18 Hit Dice worth of animals.}}{{Use=Befriend animals manually after displaying *area of effect* and failing saving throws. Click [Guard \\amp Protect](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select the first animal friend|token_id}|Animal Guard|99|0|Guarding \\amp protecting @{selected|token_name}|all-for-one\\amp#13;!magic --mi-charges @{selected|token_id}|-1|Ring-of-Animal-Friendship) only when requesting animal friends so to do, and select upto 12, 18 or 24HD of animal friends one at a time.}}{{Looks Like=A ring of base metal, engraved with pictures of common pets}}'},
+ {name:'Ring-of-Berserk-Strength',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Berserk Strength}}{{subtitle=Ring}}Specs=[Ring of Weakness,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of Weakness,sp:0,gp:1000,wt:0.1,rc:cursed+uncharged,loc:left finger|right finger,on:\\api;setattr --silent --charid @{selected|character_id} --ring-berserk-str|@{selected|strength}|@{selected|constitution}\\amp#13;\\api;rounds --target-nosave caster|@{selected|token_id}|@{selected|token_id}|Increasing-Strength_Ring-Effect|100|-10||spanner,off:\\api;setattr --silent --charid @{selected|character_id} --strength|`{selected|ring-berserk-str}|`{selected|ring-berserk-str} --constitution|`{selected|ring-berserk-str|max}|`{selected|ring-berserk-str|max}\\amp#13;\\api;rounds --deltargetstatus @{selected|token_id}|Increasing-Strength]{{Size=Tiny}}{{Use=Putting this ring on will start its effect. Taking it off will stop its effect}}{{desc=The *ring of weakness* can be removed only if a *remove curse* spell, followed by a *dispel magic*, is cast upon the ring. There is a 5% chance that this procedure will reverse the ring\'s effect, changing it to a *ring of berserk strength*. This increases Strength and Constitution at a rate of 1 point per ability per turn, to a maximum of 18 each (roll percentile dice for bonus Strength if the wearer is a warrior). However, once 18 is reached in both abilities, the wearer will ***immediately*** melee with any opponent he meets, regardless of circumstances. *Berserk strength* is lost when the ring is removed (by casting a remove curse), as are Constitution points gained.}}{{Looks Like=A dull, base metal ring}}'},
+ {name:'Ring-of-Blinking',type:'ring',ct:'0',charge:'selfchargeable',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Blinking}}{{subtitle=Ring}}Specs=[Ring of Blinking,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Blinking,sp:0,qty:1,gp:1000,wt:0.1,rc:selfchargeable,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Activate=[Blink](!rounds --target-nosave caster|@{selected|token_id}|Ring-of-Blinking|6|-1|You are *blinking* as per the spell|half-haze)}}{{desc=When the wearer of this ring issues the proper verbal command, the item activates, and he is affected as if a [blink](!magic --display-ability standard-view|@{selected|token_id}|MU-Spells-DB|Blink) spell were operating upon his person. The effect lasts for six rounds.}}{{hide1=The ring then ceases to function for six turns (one hour) while it replenishes itself. The command word is usually engraved somewhere on the ring. The ring will activate whenever this word is spoken, even though the command might be given by someone other than the wearer, provided that the word is spoken within 10 feet of the ring.}}{{Looks Like=A polished base metal ring that catches the light and flashes}}'},
+ {name:'Ring-of-Chameleon-Power',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Chameleon Power}}{{subtitle=Ring}}Specs=[Ring of Chameleon Power,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Chameleon Power,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Use=Click [Chameleon Power](!rounds --target-nosave caster|@{selected|token_id}|Chameleon-Power|1|+1|90% stealth in foliage, by walls etc, or seem same as others|ninja-mask) to set a duration status marker}}{{desc=Whenever the wearer of this ring desires, he is able to magically blend in with the surroundings. This enables 90% invisibility in foliage, against walls, and so forth.}}{{hide1=If the wearer is associating with creatures of Intelligence 4 or greater at a distance of 60 feet or less, the ring enables the wearer to seem to be one of those creatures, but each turn of such association carries a 5% cumulative chance that the creatures will detect the ring wearer for what he is. Thus, such an association can never persist for more than 20 turns without the wearer being detected—at the end of that time, the chance of detection has risen to 100%. Creatures with 16 or greater Intelligence use their Intelligence score as an addition to the base chance of detection. For example, a creature of Intelligence 16 would have a base chance of (16+5%) = 21% at the end of turn 1, 26% at the end of turn 2, and so forth. Creatures with 3 or lower Intelligence instinctively and automatically detect the wearer if they come within a 10-foot radius of him.}}{{Looks Like=A ring made of a metal with an iridescent surface}}'},
+ {name:'Ring-of-Clumsiness',type:'ring',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration]{{}}RingData=[w:Ring of Clumsiness,gp:500,wt:0.1,hide:hide]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}}{{name= of Clumsiness}}{{hide2=The possible secondary powers are:\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Secondary Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Free action](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Free-Action+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Feather falling](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Feather-Falling+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-35\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Invisibility](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Invisibility+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;36-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Jumping](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Jumping+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Swimming](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Swimming+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Warmth](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Warmth+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-100\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Water walking](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Water-Walking+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Looks Like=A ring identical to that of the secondary power, but perhaps a little damaged}}'},
+ {name:'Ring-of-Clumsiness+Feather-Falling',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{}}'},
+ {name:'Ring-of-Clumsiness+Free-Action',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Free-Action+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Free-Action+Clumsiness}{{}}'},
+ {name:'Ring-of-Clumsiness+Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Invisibility+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Invisibility+Clumsiness}{{}}'},
+ {name:'Ring-of-Clumsiness+Jumping',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Jumping+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Jumping+Clumsiness}{{}}'},
+ {name:'Ring-of-Clumsiness+Swimming',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Swimming+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Swimming+Clumsiness}{{}}'},
+ {name:'Ring-of-Clumsiness+Warmth',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Warmth+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Warmth+Clumsiness}{{}}'},
+ {name:'Ring-of-Clumsiness+Water-Walking',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Water-Walking+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Water-Walking+Clumsiness}{{}}'},
+ {name:'Ring-of-Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,gp:500,wt:0.1,hide:hide]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Contrariness}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}{{GM Info=These rings hide themselves as a ring appropriate to the secodary power, and set the reveal condition to be manual. Alternatively, use the GM [Add Items] dialog to hide as desired, and then when the wearer is stressed use the [Reveal Now] button to show its true nature. Apply all effects manually.}}{{hide2=The contrariness ring will have one of the following additional magical properties (select the appropriate button to turn this ring into the desired version):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Secondary Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Flying](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Flying+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-40\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Invisibility](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Invisibility+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;41-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Levitation](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Levitation+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Shocking Grasp (1/r)](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Shocking-Grasp+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Spell Turning](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Spell-Turning+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Strength](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Strength+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
+ {name:'Ring-of-Contrariness+Flying',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness,sp:0,hide:Ring-of-Flying,rev:manual,gp:1500,wt:0.1,rc:cursed+uncharged,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Contrariness}{{title=Ring}}{{name= of Flying \\amp Contrariness}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Flying*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Flying).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}{{desc=This magical ring is cursed, making its wearer unable to agree with any idea, statement, or action. Once put on, the ring can be removed only after a remove curse spell is cast upon the individual wearing it. Because of the curse, the wearer will resist any attempts to cast such a spell.}}{{hide1=Note that contrariness can never be removed from the ring. The wearer will use his own powers, plus those of the ring, to retain it on his finger. The wearer of the ring will never damage himself. If, for example, other characters suggest that the wearer make certain that attacks upon him are well-defended against, or that he should not strike his own head, the ring wearer will agree—possibly attacking or striking at the speaker\'s head—because obviously the result must be contrary in this case. If a ring of contrariness turns spells, the cumulative remove curse cast upon the individual wearing it must equal or exceed 100%.}}'},
+ {name:'Ring-of-Contrariness+Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,gp:1500,wt:0.1,hide:Ring-of-Invisibility]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Invisibility \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Invisibility*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility).}}{{Looks like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
+ {name:'Ring-of-Contrariness+Levitation',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,gp:1500,wt:0.1,hide:Ring-of-Levitation]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Levitation \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Levitation*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Levitation).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
+ {name:'Ring-of-Contrariness+Shocking-Grasp',type:'ring|innate-melee',ct:'0',charge:'selfchargeable',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring|Innate-Melee,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,gp:1500,wt:0.1,hide:Ring-of-Shocking-Grasp,rc:selfchargeable,qty:3,off:!rounds --target-nosave caster|@{selected|token_id}|Ring Shocking Grasp Recharge|10|-1|Ring of Shocking Grasp is recharging|stopwatch]{{}}ToHitData=[w:Ring of Shocking Grasp,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:0,rc:selfchargeable]{{}}DmgData=[w:Ring of Shocking Grasp,c:1,sb:0,+:0,SM:6+1d8,L:6+1d8,rc:selfchargeable]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Shocking Grasp \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Shocking Grasp*](!magic --display-ability s-view|@{selected|token_id}|MI-DB|Ring-of-Shocking-Grasp) (once per round).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
+ {name:'Ring-of-Contrariness+Spell-Turning',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,gp:1500,wt:0.1,hide:Ring-of-Spell-Turning]{{}}%{MI-DB|Ring-of-Contrariness}{{name= of Spell Turning \\amp Contrariness}}{{GM Info=}}{{hide2=If a *ring of contrariness* turns spells, the cumulative *remove curse* cast upon the individual wearing it must equal or exceed 100%.}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Spell Turning*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Spell-Turning).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
+ {name:'Ring-of-Contrariness+Strength',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,gp:2000,wt:0.1,hide:hide,on:\\api;setattr --name @{selected|character_name} --RoC+S|@{selected|strength} --strength|18(00),off::\\api;setattr --name @{selected|character_name} --strength|@{selected|RoC+S}]{{}}%{MI-DB|Ring-of-Contrariness}{{name= of Strength \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of giving the wearer a strength of 18(00). This change *should* be automatically applied when the ring is worn (do check)}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'},
+ {name:'Ring-of-Delusion',type:'ring',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Delusion}}{{subtitle=Ring}}Specs=[Ring of Delusion,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Delusion,sp:0,gp:500,wt:0.1,rc:uncharged,loc:left finger|right finger,hide:hide,rev:use]{{Size=Tiny}}{{Immunity=None}}{{desc=A *delusion ring* convinces the wearer that it is some other sort of ring - whatever sort the wearer really desires. The wearer will be completely convinced that the ring is actually one with other magical properties, and he will unconsciously use his abilities of any sort (including those of other magical items available) to produce a result commensurate with the supposed properties of the *delusion* ring. The DM determines how successful the self-delusion is, as well as how observers are affected and what they will observe. The ring can be removed at any time, but the possessor continues to believe it is a useful ring and will wear it again when appropriate.}}{{Looks Like=A ring of some high quality precious metal and a design of a quality suitable for magical enchantment}}'},
+ {name:'Ring-of-Djinni-Summoning',type:'ring',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Djinni Summoning}}{{subtitle=Ring}}Specs=[Ring of Djinni Summoning,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Djinni Summoning,sp:0,gp:6000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=One of the many fabled rings of fantasy legend, the "genie\'\' ring is most useful indeed, for it is a special "gate\'\' by means of which a certain djinni can be summoned from the elemental plane of Air. When the ring is rubbed, the summons is served, and the djinni will appear on the next round. The djinni will faithfully obey and serve the wearer of the ring, but if the servant of the ring is ever killed, the ring becomes nonmagical and worthless. See the *Monstrous Manual* for details of a djinni\'s abilities.}}{{Looks Like=A gold ring with a large semi-precious gem of some type set in it, perhaps slightly dull and could do with a polish}}'},
+ {name:'Ring-of-Elemental-Air-Command',type:'ring',ct:'5',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Air Elemental Command,sp:5,gp:10000,wt:0.1,rc:uncharged,hide:Ring-of-Invisibility,rev:manual,loc:left finger|right finger,ns:5],[cl:PW,w:Gust-of-Wind,sp:5,lv:12,pd:1],[cl:PW,w:Fly,sp:5,lv:12,pd:-1],[cl:PW,w:Wall-of-Force,sp:5,lv:12,pd:1],[cl:PW,w:Control-Winds,sp:5,lv:12,pd:1],[cl:PW,w:Invisibility,sp:5,lv:12,pd:-1]{{title=Ring}}{{name= of Air Elemental Command}}{{subtitle=Ring}}{{Speed=[[5]]}}{{Size=Tiny}}{{Immunity=None}}{{desc=The ring will appear to be an [invisibility ring](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility) until a certain condition is met (having the ring blessed, slaying an air elemental, or whatever the DM determines as necessary to activate its full potential), but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Air Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the air elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with air elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. fire.\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Gust of wind](!magic --mi-power @{selected|token_id}|Gust-of-Wind|Ring-of-Elemental-Air-Command|12) (once per round)\n• [Fly](!magic --mi-power @{selected|token_id}|Fly|Ring-of-Elemental-Air-Command|12) (at will)\n• [Wall of force](!magic --mi-power @{selected|token_id}|Wall-of-Force|Ring-of-Elemental-Air-Command|12) (once per day)\n• [Control winds](!magic --mi-power @{selected|token_id}|Control-Winds|Ring-of-Elemental-Air-Command|12) (once per week)\n• [Invisibility](!magic --mi-power @{selected|token_id}|Invisibility|Ring-of-Elemental-Air-Command|12) (at will)}}{{Looks Like=A ring made of a durable translucent crystal}}'},
{name:'Ring-of-Elemental-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Elemental Command,sp:5,rc:uncharged,hide:hide,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name= of Elemental Command}}{{desc=The four types of elemental command rings are very powerful. Each appears to be nothing more than an ordinary ring but has certain other powers as well:}}{{hide1=**1.** Elementals of the plane to which the ring is attuned can\'t attack or even approach within 5 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.\n**2.** Creatures, other than normal elementals, from the plane to which the ring is attuned attack with -1 penalties to their attack rolls. The ring wearer takes damage at -1 on each die of damage and makes applicable saving throws from the creature\'s attacks at +2. All attacks are made by the wearer of the ring with a +4 bonus to the attack roll (or -4 on the elemental creature\'s saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical.\n**3.** The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned. These creatures will recognize that he wears the ring, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty as follows:\n*Air* -2 vs. fire\n*Earth* -2 vs. petrification\n*Fire* -2 vs. water or cold\n*Water* -2 vs. lightning/electricity\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.}}{{hide2=In addition to the powers described above, the ring gives characters the following abilities:\n**Air**\n• Gust of wind (once per round)\n• Fly\n• Wall of force (once per day)\n• Control winds (once per week)\n• Invisibility\nThe ring will appear to be an [invisibility ring](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility) until a certain condition is met (having the ring blessed, slaying an air elemental, or whatever the DM determines as necessary to activate its full potential).\n**Earth**\n• Stone tell (once per day)\n• Passwall (twice per day)\n• Wall of stone (once per day)\n• Stone to flesh (twice per week)\n• Move earth (once per week)\n• Feather fall\nThe ring will appear to be a [ring of feather falling](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling) until the DM established condition is met.\n**Fire**\n• Burning hands (once per turn)\n• Pyrotechnics (twice per day)\n• Wall of fire (once per day)\n• Flame strike (twice per week)\n• Fire resistance\nThe ring will appear to be a [ring of fire resistance](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Fire-Resistance) until the DM-established condition is met.\n**Water**\n• Purify water\n• Create water (once per day)\n• Water breathing (5-foot radius touch)\n• Wall of ice (once per day)\n• Airy water\n• Lower water (twice per week)\n• Part water (twice per week)\n• Water walking\nThe ring will appear to be a [ring of water walking](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking) until the DM-established condition is met.}}{{hide3=These rings operate at 12th level of experience, or the minimum level needed to perform the equivalent magical spell, if greater. The additional powers have an initiative modifier of +5.}}{{Looks Like=A ring made of some type of metal, with an indistinct engraving}}'},
- {name:'Ring-of-Elemental-Earth-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Earth Elemental Command,sp:5,hide:Ring-of-Feather-Falling,rev:manual,rc:uncharged,loc:left finger|right finger,ns:6],[cl:PW,w:Stone-Tell,sp:5,lv:12,pd:1],[cl:PW,w:Passwall,sp:5,lv:12,pd:2],[cl:PW,w:Wall-of-Stone,sp:5,lv:12,pd:1],[cl:PW,w:Stone-to-Flesh,sp:5,lv:12,pd:2],[cl:PW,w:Move-Earth,sp:5,lv:12,pd:1],[cl:PW,w:Feather-Fall,sp:5,lv:12,pd:-1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Earth Elemental Command}}{{desc=The ring will appear to be a [ring of feather falling](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling) until the DM established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Earth Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the earth elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with earth elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. petrification.\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Stone tell](!magic --mi-power @{selected|token_id}|Stone-Tell|Ring-of-Elemental-Earth-Command|12) (once per day)\n• [Passwall](!magic --mi-power @{selected|token_id}|Passwall|Ring-of-Elemental-Earth-Command|12) (twice per day)\n• [Wall of stone](!magic --mi-power @{selected|token_id}|Wall-of-Stone|Ring-of-Elemental-Earth-Command|12) (once per day)\n• [Stone to flesh](!magic --mi-power @{selected|token_id}|Stone-to-Flesh|Ring-of-Elemental-Earth-Command|12) (twice per week)\n• [Move earth](!magic --mi-power @{selected|token_id}|Move-Earth|Ring-of-Elemental-Earth-Command|12) (once per week)\n• [Feather fall](!magic --mi-power @{selected|token_id}|Feather-Fall|Ring-of-Elemental-Earth-Command|12) (at will)}}{{hide2=}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
- {name:'Ring-of-Elemental-Fire-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Fire Elemental Command,sp:5,hide:Ring-of-Fire-Resistance,rev:manual,rc:uncharged,loc:left finger|right finger,ns:5],[cl:PW,w:Burning-Hands,sp:5,lv:12,pd:-1],[cl:PW,w:MU-Pyrotechnics,sp:5,lv:12,pd:2],[cl:PW,w:MU-Wall-of-Fire,sp:5,lv:12,pd:1],[cl:PW,w:Flame-Strike,sp:5,lv:12,pd:2],[cl:PW,w:Fire-Resistance,sp:5,lv:12,pd:1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Fire Elemental Command}}{{desc=The ring will appear to be a [ring of fire resistance](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Fire-Resistance) until the DM-established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Fire Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the fire elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with fire elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. water or cold\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Burning Hands](!magic --mi-power @{selected|token_id}|Burning-Hands|Ring-of-Elemental-Fire-Command|12) (once per turn)\n• [Pyrotechnics](!magic --mi-power @{selected|token_id}|MU-Pyrotechnics|Ring-of-Elemental-Fire-Command|12) (twice per day)\n• [Wall of fire](!magic --mi-power @{selected|token_id}|MU-Wall-of-Fire|Ring-of-Elemental-Fire-Command|12) (once per day)\n• [Flame strike](!magic --mi-power @{selected|token_id}|Flame-Strike|Ring-of-Elemental-Fire-Command|12) (twice per week)\n• [Fire resistance](!magic --mi-power @{selected|token_id}|PW-Fire-Resistance|Ring-of-Elemental-Fire-Command|12)}}{{hide2=}}{{Looks Like=A brass ring adorned with tiny rubies}}'},
- {name:'Ring-of-Elemental-Water-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Water Elemental Command,sp:5,hide:ring-of-water-walking,rev:manual,rc:uncharged,loc:left finger|right finger,ns:8],[cl:PW,w:Purify-Water,sp:5,lv:12,pd:-1],[cl:PW,w:Create-Water,sp:5,lv:12,pd:1],[cl:PW,w:PR-Water-Breathing,sp:5,lv:12,pd:-1],[cl:PW,w:Wall-of-Ice,sp:5,lv:12,pd:1],[cl:PW,w:Airy-Water,sp:5,lv:12,pd:-1],[cl:PW,w:PR-Lower-Water,sp:5,lv:12,pd:2],[cl:PW,w:PR-Part-Water,sp:5,lv:12,pd:2],[cl:PW,w:Water-Walk,sp:5,lv:12,pd:-1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Water Elemental Command}}{{desc=The ring will appear to be a [ring of water walking](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking) until the DM-established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Air Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the air elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with air elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. lightning/electricity\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Purify water](!magic --mi-power @{selected|token_id}|PW-Purify-Water|Ring-of-Elemental-Water-Command|12) (at will)\n• [Create water](!magic --mi-power @{selected|token_id}|Create-Water|Ring-of-Elemental-Water-Command|12) (once per day)\n• [Water breathing](!magic --mi-power @{selected|token_id}|PR-Water-Breathing|Ring-of-Elemental-Water-Command|12) (at will)\n• [Wall of ice](!magic --mi-power @{selected|token_id}|Wall-of-Ice|Ring-of-Elemental-Water-Command|12) (once per day)\n• [Airy water](!magic --mi-power @{selected|token_id}|Airy-Water|Ring-of-Elemental-Water-Command|12) (at will)\n• [Lower water](!magic --mi-power @{selected|token_id}|PR-Lower-Water|Ring-of-Elemental-Water-Command|12) (twice per week)\n• [Part water](!magic --mi-power @{selected|token_id}|PR-Part-Water|Ring-of-Elemental-Water-Command|12) (twice per week)\n• [Water walk](!magic --mi-power @{selected|token_id}|Water-Walk|Ring-of-Elemental-Water-Command|12) (at will)}}{{hide2=}}{{Looks Like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'},
- {name:'Ring-of-Eloquence+2',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Eloquence +2}}{{subtitle=Ring}}Specs=[Ring of Eloquence,Ring,1H,Enchantment-Charm]{{Speed=[[3]]}}RingData=[w:Ring of Eloquence,sp:3,rc:uncharged,loc:left finger|right finger,on:!magic --change-attr @{selected|token_id}|+2|Charisma,off:!magic --change-attr @{selected|token_id}|-2|Charisma]{{Size=Tiny}}{{desc=While worn, this ring increases the wearer\'s charisma by +2}}{{Looks Like=A plain silver ring on the outside, with runes engraved on the inside which translate to a common pleasant greeting in a local language}}'},
- {name:'Ring-of-Feather-Falling',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Feather Falling}}{{subtitle=Ring}}Specs=[Ring of Feather Falling,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Feather Falling,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring protects its wearer by automatic activation of a *feather fall* if the individual falls 5 feet or more, immediately assuming 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. The feather fall works as long as the maximum weight of the wearer and held objects does not exceed a combined total of 2400 pounds.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
- {name:'Ring-of-Feather-Falling+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Clumsiness]{{}}RingData=[w:Ring of Clumsiness,sp:0,rc:cursed+uncharged,loc:left finger|right finger,hide:Ring-of-Feather-Falling,rev:manual]{{}}%{MI-DB|Ring-of-Clumsiness}{{title=Ring}}{{name= of Feather Falling and Clumsiness}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Use=It has a secondary power as a [*Ring of Feather Fall*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling).}}{{GM Info=The ring should hide itself as a ring appropriate to the secodary power and set the reveal condition to be manual. Otherise use the GM\'s [Add Item] dialog to hide appropriately and then when the wearer is stressed use the [Reveal Now] button to show its true nature. Apply all effects manually.}}{{desc=This cursed ring typically radiates an aura like another, beneficial, ring to disguise a baneful nature. The ring works normally, except when the wearer is under stress - combat, stealth, delicate activity, and the like - at which time the clumsiness takes effect. Dexterity is lowered to half normal, rounded down. Chances for stealth and precise actions are also lowered by one-half, rounded down. Any attempt at spellcasting that requires the handling of a material component or the accomplishment of a somatic component will succeed only if the wearer rolls a successful saving throw vs. spell; otherwise, the spell is botched and annulled.}}{{hide1=The ring can be taken off only by a successfully cast dispel magic spell (vs. 12th-level magic). Success destroys both the primary and secondary power of the ring.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
- {name:'Ring-of-Fire-Resistance',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Fire Resistance}}{{subtitle=Ring}}Specs=[Ring of Fire Resistance,Ring,1H,Alteration-Protection]{{Speed=[[0]]}}RingData=[w:Ring of Fire Resistance,sp:0,rc:uncharged,loc:left finger|right finger,on:!attk --set-savemod @{selected|token_id}|spf=spe|Fire Spell|Fire Resistance|svspf\\clon;+4 --set-savemod @{selected|token_id}|brf=bre|Fire Breath|Fire Resistance|svbrf\\clon;+4 --set-savemod @{selected|token_id}|rof=rod|Fire Rod|Fire Resistance|svrof\\clon;+4,off:!attk --set-savemod @{selected|token_id}|delspell|Fire|Fire Resistance]{{Size=Tiny}}{{Immunity=Normal Fires}}{{Resistance=V.large/hot fires cause no more than 10HP/round}}{{Saves=Extremely hot fires save+[[4]] \\amp [[0-2]] per dice damage}}{{desc=The wearer of this ring is totally immune to the effects of normal fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration.\nExceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points)}}{{Looks Like=A brass ring adorned with tiny rubies}}'},
- {name:'Ring-of-Flying',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Flying}}{{subtitle=Ring}}Specs=[Ring of Flying,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Flying,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring bestows the power of magical flight. The wearer is able to move vertically and horizontally at will 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 ring 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).}}{{Looks Like=A ring made of a very light metal engraved with an image of feathers}}'},
- {name:'Ring-of-Flying+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{}}'},
- {name:'Ring-of-Free-Action',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Free Action}}{{subtitle=Ring}}Specs=[Ring of Free Action,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Free Action,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.}}{{Looks Like=A base metal ring engraved with the image of an open hand}}'},
- {name:'Ring-of-Free-Action+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Free-Action]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Free Action and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Free Action*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Free-Action).}}{{Looks Like=A base metal ring engraved with the image of an open hand}}'},
- {name:'Ring-of-Human-Influence',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Human Influence}}{{subtitle=Ring}}Specs=[Ring of Human Influence,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Human Influence,sp:3,rc:uncharged,loc:left finger|right finger,on:\\api;setattr --fb-from Magic Items --fb-header Ring of Human Influence - Put on --fb-content _CHARNAME_ chooses to put on the Ring of Human Influence and now has a Charisma of 18 vs Humans and Humanoids --name @{selected|character_name} --RoHI-chr|@{selected|charisma} --charisma|18,off:\\api;resetattr --fb-from Magic Items --fb-header Ring of Human Influence - Take off --fb-content _CHARNAME_ chooses to take off the ring and their Charisma returns to normal --name @{selected|character_name} --RoHI-chr --charisma|@{selected|RoHI-chr},ns:2],[cl:PW,w:Suggestion,sp:3,lv:12,pd:1],[cl:PW,w:MU-Charm-Person,sp:3,lv:12,pd:1]{{Size=Tiny}}{{Immunity=None}}{{desc=Has the effect of raising the wearer\'s Charisma to 18 on encounter reactions with humans and humanoids. The wearer can make a [*suggestion*](!magic --mi-power @{selected|token_id}|Suggestion|Ring-of-Human-Influence|12) to any human or humanoid (saving throw applies). The wearer can also [charm](!magic --mi-power @{selected|token_id}|Charm-Person|Ring-of-Human-Influence|12) up to 21 levels/Hit Dice of human/humanoids (saving throws apply) just as if he were using the wizard spell, *charm person*. The two latter uses of the ring are applicable but once per day. Suggestion or charm has an initiative penalty of +3.}}{{Use=Putting on the ring using the Change Weapon function changes Charisma to 18, and taking it off returns Charisma to its previous value. If using InitiativeMaster Group or Individual Initiative, select Initiative for a Magic Item, then the Ring of Human Influence to get the right item speed. Cast the spells by Using the Ring as a Magic Item, then selecting the appropriate spell in the Effect description.}}{{Looks Like=A silver ring with flat sections polished to a mirror finish that flashes and flickers in any light}}'},
- {name:'Ring-of-Invisibility',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Invisibility}}{{subtitle=Ring}}Specs=[Ring of Invisibility,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Invisibility,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze)}}{{desc=The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisible state is exactly the same as the wizard *invisibility* spell.\nThe wearer vanishes 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.}}{{hide1=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).\nThe effect remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, or until the recipient attacks any creature. 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.}}{{Looks Like=A ring made of a durable translucent crystal}}'},
- {name:'Ring-of-Invisibility+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Invisibility]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Invisibility and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Invisibility*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility).}}{{Looks Like=A ring made of a durable translucent crystal}}'},
- {name:'Ring-of-Invisibility+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Invisibility}{{}}'},
- {name:'Ring-of-Invisibility+Inaudibility',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Invisibility \\amp Inaudibility}}{{subtitle=Ring}}Specs=[Ring of Invisibility,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Invisibility,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible and inaudible, AC improved by 4|half-haze)}}{{desc=The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisible state is exactly the same as the wizard *invisibility* spell, except that they have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he breaks all silence features in order to do so.}}{{hide1=The wearer vanishes from sight and be undetectable by normal vision or even infravision and is magically silenced. 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).\nThe effect remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, or until the recipient attacks any creature. 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.}}'},
- {name:'Ring-of-Jumping',type:'ring',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Jumping}}{{subtitle=Ring}}Specs=[Ring of Jumping,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Jumping,sp:0,qty:4,rc:recharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet traveled (see the 1st level wizard spell, *jump*). The wearer must use the ring\'s power carefully, for it can perform only four times per day.}}{{Looks Like=A base metal ring engraved with the image of a frog}}'},
- {name:'Ring-of-Jumping+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Jumping]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Jumping and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Jumping*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Jumping).}}{{Looks Like=A base metal ring engraved with the image of a frog}}'},
- {name:'Ring-of-Levitation',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Levitation}}{{subtitle=Ring}}Specs=[Ring of Levitation,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Levitation,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=Bestows the power of Levitation at will, subject to a maximum weight limit of 1200 pounds. The wearer can move vertically up or down at a movement rate of 2 per round. This ring does not empower horizontal movement, but could push along the face of a cliff, for example, to move laterally. The wearer can cancel the effect as desired.\nThe ring effect 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.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
- {name:'Ring-of-Levitation+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Levitation}{{}}'},
- {name:'Ring-of-Mammal-Control',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Mammal Control}}{{subtitle=Ring}}Specs=[Ring of Mammal Control,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Mammal Control,sp:5,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=Enables its wearer to [exercise complete control](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Choose a mammal to control|token_id}|Ring of Mammal Control|99|0|Controlled by @{selected|character_name}|chained-heart) over mammals with Intelligence of 4 or less (animal or semi-intelligent mammals). Up to 30 Hit Dice of mammals can be controlled. The wearer\'s control over creatures is so great he can even command them to kill themselves, but complete concentration is required. (Note: The ring does not affect bird-mammal combinations, humans, semi-humans, and monsters such as lammasu, shedu, manticores, etc.). If the DM is in doubt about whether any creature can be controlled by the wearer of this ring, assume it can\'t be controlled.}}{{use=Select using the ring for initiative (if doing group or individual initiative) to get the right action speed. To mark mammals as influenced, use the ring as a magic item and then select the button in the Effect description, targeting each mammal in turn.}}{{Looks Like=A silver ring with the sculpted head of a male lion where a gem might be}}'},
- {name:'Ring-of-Mind-Shielding',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Mind Shielding}}{{subtitle=Ring}}Specs=[Ring of Mind Shielding,Ring,1H,Abjuration]{{Speed=[[0]]}}RingData=[w:Ring of Mind Shielding,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=Completely immune to *ESP, Detect Lie,* and *Know Alignment*}}{{desc=This ring is usually of fine workmanship and wrought from heavy gold. The wearer is completely immune to *ESP, detect lie,* and *know alignment.*}}{{Looks Like=A ring of beads on string, which reminds you of a miniature dream-catcher}}'},
- {name:'Ring-of-Protection',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection,w:Ring of Protection]{{}}%{MI-DB|Ring-of-Protection+1}{{GM Info=To determine the value of a protection ring, use the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D100 Roll](!\\amp#13;\\amp#47gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Level of Protection\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[01-10](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+0|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+0 cursed (optional)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[11-70](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+1|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[71-82](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+2|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[83](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+2-5ft-radius|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2, 5-foot radius protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[84-90](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+3|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[91](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+3-5ft-radius|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3, 5-foot radius protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[92-97](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection-AC+4-Save+2|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4 on AC, +2 to saving throws\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[98-00](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection-AC+6-Save+1|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+6 on AC, +1 to saving throws\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe radius bonus of 5 feet extends to all creatures within its circle, but applies only to their saving throws (i.e., only the ring wearer gains Armor Class additions)}}'},
- {name:'Ring-of-Protection+0',type:'protection ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+0,+:0,w:Ring of Protection+0,rc:cursed+uncharged,svsav:0]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+0}}{{Protection=+[[0]] on AC}}{{Saves=+[[0]] on saves}}'},
- {name:'Ring-of-Protection+1',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{}}ACData=[a:Ring of Protection+1,w:Ring of Protection+1,st:Ring,+:1,rules:-magic|-armour-spell,sz:T,wt:0,sp:0,svsav:1,rc:uncharged,loc:left finger|right finger]{{title=Ring of Protection}}{{name=+1}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Protection=+[[1]] on AC}}{{Saves=+[[1]] on saves}}{{Looks Like=A relatively plain ring made of some exotic metal. You are unable to distinguish it from any other ring by just looking at it...}}{{desc=A ring of protection improves the wearer\'s Armour Class value and saving throws versus all forms of attack.}}{{hide1=A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:\n1. The ring does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls.\n2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.}}'},
- {name:'Ring-of-Protection+2',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+2,+:2,svsav:2,w:Ring of Protection+2]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+2}}{{Protection=+[[2]] on AC}}{{Saves=+[[2]] on saves}}'},
- {name:'Ring-of-Protection+2-5ft-radius',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+2,+:2,svsav:2,w:Ring of Protection+2,on:\\api;token-mod --ignore-selected --ids @{selected|token_id} --off aura1_square --set aura1_radius|4 aura1_color|3fbf3f,off:\\api;token-mod --ignore-selected --ids @{selected|token_id} --set aura1_radius|]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+2\n5ft radius}}{{Protection=+[[2]] on AC for wearer only}}{{Saves=+[[2]] on saves for all in 5ft of wearer}}\n{{hide2=The radius bonus of 5 feet extends to all creatures within its circle, but applies only to their saving throws (i.e., only the ring wearer gains Armor Class additions).}}{{Use=Putting on the ring using the Change Weapon function will display the radius of effect. It will also update the *wearer\'s* AC and Saves, but not the saves of others in the radius of effect - that bonus must be applied manually. Taking the ring off will remove the visual radius of effect.}}'},
- {name:'Ring-of-Protection+3',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+3,+:3,w:Ring of Protection+3,svsav:3]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+3}}{{Protection=+[[3]] on AC}}{{Saves=+[[3]] on saves}}'},
- {name:'Ring-of-Protection+3-5ft-radius',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+2-5ft-radius]{{}}ACData=[a:Ring of Protection+3,+:3,svsav:3,w:Ring of Protection+3]{{}}%{MI-DB|Ring-of-Protection+2-5ft-radius}{{name=+3\n5ft radius}}{{Protection=+[[3]] on AC for wearer only}}{{Saves=+[[3]] on saves for all in 5ft of wearer}}'},
- {name:'Ring-of-Protection-AC+4-Save+2',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{}}ACData=[a:Ring of Protection-AC+4-Save+2,+:4,w:Ring of Protection-AC+4-Save+2,svsav:2]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+4 to AC, +2 to Saves}}{{Protection=+[[4]] on AC}}{{Saves=+[[2]] on saves}}'},
- {name:'Ring-of-Protection-AC+6-Save+1',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection-AC+6-Save+1,+:6,w:Ring of Protection-AC+6-Save+1,svsav:1]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+6 to AC, +1 to Saves}}{{Protection=+[[6]] on AC}}{{Saves=+[[1]] on saves}}'},
- {name:'Ring-of-Regeneration',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Regeneration}}{{subtitle=Ring}}Specs=[Ring of Regeneration,Ring,1H,Healing]{{Speed=[[3]]}}RingData=[w:Ring of Regeneration,sp:3,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=The standard ring of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes.}}{{Use=Apply all effects of this ring manually}}'},
- {name:'Ring-of-Shocking-Grasp',type:'ring|innate-melee',ct:'0',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Shocking Grasp}}{{subtitle=Ring}}Specs=[Ring of Shocking Grasp,Ring|Innate-Melee,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Shocking Grasp,sp:0,rc:selfchargeable,qty:3,loc:left finger|right finger,zero:!rounds --target-nosave caster|@{selected|token_id}|Ring Shocking Grasp Recharge|10|-1|Ring of Shocking Grasp is recharging|stopwatch]{{Size=Tiny}}ToHitData=[w:Ring of Shocking Grasp,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:0,rc:selfchargeable]{{Immunity=None}}DmgData=[w:Ring of Shocking Grasp,c:1,sb:0,+:0,SM:6+1d8,L:6+1d8,rc:selfchargeable]{{desc=This ordinary-seeming ring radiates only a faint, unidentifiable aura of magic when examined, but it contains a strong enchantment, capable of inflicting damage on an opponent. If the wearer touches an enemy with the hand upon which the ring is worn, a successful attack roll deliverers 1d8+6 points of damage to the target.\nAfter three discharges of this nature, regardless of the time elapsed between them, the ring becomes inert for one turn, over which it recharges to full charge. When actually functioning, this ring causes a circular, charged extrusion appear on the palm of the wearer\'s hand.}}{{Use=To attack with the ring, ensure the ring is **both** worn on a hand, **and** held in hand as a weapon. Then use an attack to touch a creature which will discharge a charge. The ring can be taken off and put on later without affecting any remaining charges. Once all charges are expended, the ring will automatically recharge itself (requires use of *RoundMaster* \\amp the Turn Order)}}{{Looks Like=A copper ring made of twisted strands of copper}}'},
- {name:'Ring-of-Shocking-Grasp+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Shocking-Grasp}{{}}'},
- {name:'Ring-of-Shooting-Stars',type:'ring',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Shooting Stars}}{{subtitle=Ring}}Specs=[Ring of Shooting Stars,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of Shooting Stars,sp:5,rc:discharging,loc:left finger|right finger,ns:6], [cl:PW,w:MU-Dancing-Lights,sp:5,pd:12], [cl:PW,w:MU-Light,sp:5,pd:2], [cl:PW,w:RoSS-Ball-Lightning,sp:5,pd:1], [cl:PW,w:RoSS-Shooting-Stars,sp:5,pd:3], [cl:PW,w:PR-Faerie-Fire,sp:5,pd:2], [cl:PW,w:RoSS-Spark-Shower,sp:5,pd:1] {{Size=Tiny}}{{Immunity=None}}{{Resistance=None}}{{Saves=None}}{{desc=This ring has two modes of operation—at night and underground—both of which work only in relative darkness. \n***During night hours, under the open sky***, the shooting stars ring will perform the following functions:\n• [*Dancing lights*](!magic --mi-power @{selected|token_id}|MU-Dancing-Lights|Ring-of-Shooting-Stars|1) as spell (once per hour).\n• [*Light*](!magic --mi-power @{selected|token_id}|MU-Light|Ring-of-Shooting-Stars|1), as spell (twice per night), 120-foot range.\n• [*Ball lightning*](!magic --mi-power @{selected|token_id}|RoSS-Ball-Lightning|Ring-of-Shooting-Stars|1), as power (once per night).\n• [*Shooting stars*](!magic --mi-power @{selected|token_id}|RoSS-Shooting-Stars|Ring-of-Shooting-Stars|1), as power (special).\n***Indoors at night, or underground***, the ring of shooting stars has the following properties:\n[*Faerie fire*](!magic --mi-power @{selected|token_id}|PR-Faerie-Fire|Ring-of-Shooting-Stars|1) (twice per day) as spell\n[*Spark shower*](!magic --mi-power @{selected|token_id}|RoSS-Spark-Shower|Ring-of-Shooting-Stars|1) (once per day) as power\nRange, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5}}{{Looks Like=A ring made of jet with small specs of quartz embedded}}\n!setattr --silent --sel --casting-level|1 --casting-name|@{selected|token_name}\'s Ring of Shooting Stars'},
- {name:'Ring-of-Spell-Storing',type:'ring',ct:'5',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Storing}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing HHSLS,sp:5,qty:1,hide:reveal,rc:single-uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Spells=[Store](!magic --mem-spell MI-MU|@{selected|token_id}) or [View](!magic --view-spell mi-spells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{Use=Click the buttons in the *Spells* section to view, cast and restore spells in the ring. If the possessor is not able to restore a spell, the ring can be passed to one who can using *Items/MI menu \\gt Store items*}}{{Looks Like=A ring made of some exotic material but otherwise indistinuishable from other rings}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The ring empathically imparts to the wearer the names of its spells.}}{{hide1=Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].}}{{GM Info=The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls\'\'). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:\nPriest: 1d6, if 6 is rolled, roll 1d4 instead.\nWizard: 1d8, if 8 is rolled, roll 1d6 instead.\nWhich spell type of any given level is contained by the ring is also randomly determined. The GM can add and thereby set the original spells to the ring using the GM\'s [Add Items] dialog}}\n'},
- {name:'Ring-of-Spell-Turning',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Turning}}{{subtitle=Ring}}Specs=[Ring of Spell Turning,Ring,1H,Abjuration]{{Speed=[[0]]}}RingData=[w:Ring of Spell Turning,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Reference=DMG p}}{{Use=All effects must be applied manually}}{{desc=Some spells immune to ring of spell turning:\n1. Area-effect Spells not cast directly at the ring wearer.\n2. Spells that are delivered by touch.\n3. Magic contained in devices triggered without spellcasting. A scroll spell is not considered a device.\n4. Spells affecting numbers of levels must affect enough levels for both target \\amp caster added together.\nRoll [1d10](!\\amp#13;\\amp#47;r 10*1d10 percent turned) multiplied by 10 percent turned. Saves gain a + equal to die roll \\amp caster also must save at a + of the d10 dice roll.\nSave also allowed against spells that normally don\'t get one, at a base save of 20, less the beneficial modifier being as above for each of target and caster.\nEffects divided proportionately as appropriate based on the d10 roll. Damage and durations are split proportionately. If both caster \\amp target wear *Rings of Spell Turning* see DMG description for effects}}{{Looks Like=A highly polished silver ring but otherwise plain and ordinary}}'},
- {name:'Ring-of-Spell-Turning+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Spell-Turning}{{}}'},
- {name:'Ring-of-Strength+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Strength}{{}}'},
- {name:'Ring-of-Sustenance',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Sustenance}}{{subtitle=Ring}}Specs=[Ring of Sustenance,Ring,1H,Healing]{{Speed=[[3]]}}RingData=[w:Ring of Sustenance,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This magical ring provides its wearer with life-sustaining nourishment even though he or she might go for days without food or drink. The ring also refreshes the body and mind, so that its wearer needs to sleep only two hours per day to gain the benefit of eight hours of sleep.\nThe ring must be worn for a full week in order to function properly. If it is removed, the wearer immediately loses its benefit and must wear it for another week to reattune it to himself. After functioning for any period of seven consecutive days, a ring of sustenance will cease to function for a week while it replenishes itself.}}{{Use=Apply all effects manually}}{{Looks Like=A ring made of polished wood}}'},
- {name:'Ring-of-Swimming',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Swimming}}{{subtitle=Ring}}Specs=[Ring of Swimming,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Swimming,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=The ring of swimming bestows upon the wearer the ability to swim at a full 21 base speed. (This assumes, of course, that the wearer is clad in garments appropriate for such activity.) The ring further enables the wearer to dive up to 50 feet into water without injury, providing the depth of the water is at least 1.5 feet per 10 feet of diving elevation. The wearer can stay underwater for up to four rounds without needing a breath of air. Surface swimming can continue for four hours before a one hour (floating) rest is needed. The ring confers the ability to stay afloat under all but typhoon-like conditions.}}{{Looks Like=A ring made of some durable spongy material, orange \\amp white}}'},
- {name:'Ring-of-Swimming+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Swimming]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Swimming and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Swimming*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Swimming).}}{{Looks Like=A ring made of some durable spongy material, orange \\amp white}}'},
- {name:'Ring-of-Telekinesis',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis,sp:0,rc:uncharged,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis}}{{desc1=The amount of weight the wearer can move varies. Roll percentile dice to find the strength of the ring:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[Roll d100](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Can move\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[01-25](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[26-50](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[51-89](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[90-99](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;200 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[00](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;400 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
- {name:'Ring-of-Telekinesis-100lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis]{{}}RingData=[w:Ring of Telekinesis 100lbs,sp:0,rc:uncharged,loc:left finger|right finger]{{title=Ring}}{{name= of Telekinesis\n100lbs capability}}{{Speed=[[3]]}}{{Size=Tiny}}{{desc=This ring enables the wearer to manipulate objects in the same manner as the 5th-level wizard spell, [*telekinesis*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Telekinesis).}}{{desc1=The wearer can only move up to 100lbs using this ring.}}{{Looks Like=A ring made of base metal with a large translucent quartz crystal set on it}}'},
- {name:'Ring-of-Telekinesis-200lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 200lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n200lbs capability}}{{desc1=The wearer can only move up to 200lbs using this ring.}}'},
- {name:'Ring-of-Telekinesis-25lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 25lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n25lbs capability}}{{desc1=The wearer can only move up to 25lbs using this ring.}}'},
- {name:'Ring-of-Telekinesis-400lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 400lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n400lbs capability}}{{desc1=The wearer can only move up to 400lbs using this ring.}}'},
- {name:'Ring-of-Telekinesis-50lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 50lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n50lbs capability}}{{desc1=The wearer can only move up to 50lbs using this ring.}}'},
- {name:'Ring-of-The-Ram',type:'ring',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of the Ram}}{{subtitle=Ring}}Specs=[Ring of the Ram,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of The Ram,sp:5,qty:5+1d5,rc:rechargeable,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Looks Like=This ornate ring can be of any hard metal, usually a silver alloy or iron. It has the head of a ram (or a buck goat) as its device.}}{{GM Info=Anyone who attempts a detect magic on the ring discovers an *evocation* upon it.\nWhen saving throws are being considered, the DM can make circumstantial adjustments according to need. For instance, a fire giant balanced on a narrow ledge should not gain any benefit from Strength and weight unless he knows that he\'s about to be struck by the force of the ring. This is a case where common sense will serve best.}}{{desc=The wearer can cause the ring to give forth a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram or goat. This force strikes one target for 1d6 points of damage if [one charge](!\\amp#13;\\amp#47;r 1d6 damage for 1 charge expended) is expended, 2d6 points if [two charges](!magic --mi-charges @{selected|token_id}|-1|Ring-of-the-Ram\\amp#13;\\amp#47;r 2d6 damage for 2 charges expended) are used, or 3d6 points if [three charges](!magic --mi-charges @{selected|token_id}|-2|Ring-of-the-Ram\\amp#13;\\amp#47;r 3d6 damage for 3 charges expended) (the maximum) are used.\nIn addition to its attack mode, the ring of the ram also has the power to open doors as if a person of 18/00 Strength were doing so by its use (which expends 1 charge). If [two charges](!magic --mi-charges @{selected|token_id}|-1|Ring-of-the-Ram\\amp#13;Two charges expended, so @{selected|token_name}\'s equivalent strength is 19) are expended, the effect is as for a character of 19 Strength, and if [three charges](!magic --mi-charges @{selected|token_id}|-2|Ring-of-the-Ram\\amp#13;Three charges expended, so @{selected|token_name}\'s equivalent strength is 20) are expended, the effect is as if a 20 Strength were used. Magically held or locked portals can be opened in this manner.}}{{hide1=The ring is quite useful for knocking opponents off walls or ladders, or over ledges, among other things. The force of the blow is considerable, and a victim who fails to save versus spell is knocked down. The range of this power is 30 feet. The target of the blow applies adjustments to the saving throw from the following list:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Target smaller than man-sized\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Larger than man-sized\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength under 12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength of 18-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength over 20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4 or more legs\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Over 1,000 lbs. weight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2 charges expended\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3 charges expended\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{hide2= Structural damage from the ramlike force is identical to an actual battering ram, with double or triple damage accruing for applications of two or three charges. Magical items struck by the ramlike force must save versus crushing blow if three charges are used; otherwise, the force will not affect them. Nonmagical items which are the target of the force save versus crushing blow from the impact.\nIt can be recharged by a wizard employing enchant an item and Bigby\'s clenched fist in combination.}}'},
- {name:'Ring-of-Truth',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Truth}}{{subtitle=Ring}}Specs=[Ring of Truth,Ring,1H,Divination]{{Speed=[[3]]}}RingData=[w:Ring of Truth,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=There is little doubt that wearing a ring of truth is a mixed blessing. The wearer can detect any lie told to him, but he is unable to tell any sort of falsehood himself. If the wearer tries to tell a lie, he finds himself speaking the literal truth instead. On the plus side, the wearer is able to discern the last lie told by another—in fact, the power of the ring causes the voice of the liar to rise to a falsetto.\nIf the wearer of the ring encounters magic that enables falsehoods to be spoken without detection (such as an undetectable lie spell or a philter of glibness), no lie is detected. However, the ring wearer will find himself unable to hear the voice of the person so influenced, whether or not he is trying to listen. This, of course, reveals the lie indirectly.}}{{Looks Like=A plain, pure gold ring}}'},
- {name:'Ring-of-Warmth',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Warmth}}{{subtitle=Ring}}Specs=[Ring of Warmth,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Warmth,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring provides its wearer with body heat even in conditions of extreme cold where the wearer has no clothing whatsoever. It also restores damage caused by cold at the rate of one point per turn. It provides a saving throw bonus of +2 versus cold-based attacks, and reduces damage sustained by -1 per die.}}{{Looks Like=A base metal ring set with one small ruby}}'},
- {name:'Ring-of-Warmth+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Warmth]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Warmth and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Warmth*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Warmth).}}{{Looks Like=A base metal ring set with one small ruby}}'},
- {name:'Ring-of-Water-Walking',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Water Walking}}{{subtitle=Ring}}Specs=[Ring of Water Walking,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Water Walking,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring enables the wearer to walk on any liquid without sinking into it - this includes mud, quicksand, oil, running water, and even snow. Up to 1,200 pounds can be supported by a ring of water walking. The ring wearer\'s feet do not actually contact the surface he is walking upon (but oval depressions about 1 1/2 inches deep per 100 pounds of weight of the walker will be observed in hardening mud or set snow). The wearer moves at his standard movement rate.}}{{Looks like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'},
- {name:'Ring-of-Water-Walking+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Water-Walking]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Water Walking and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Water Walking*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking).}}{{Looks like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'},
- {name:'Ring-of-Weak-Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Weakness,Ring,1H,Alteration,Ring-of-Weakness]{{}}RingData=[w:Ring of Weakness,hide:reveal]{{}}%{MI-DB|Ring-of-Invisibility}{{title=Ring}}{{name= of Weak Invisibility}}{{subtitle=Ring}}{{Speed=[[3]]}}{{Size=Tiny}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze --target-nosave caster @{selected|token_id}|Increasing-Weakness_Ring-Effect|+0|-20||spanner)}}'},
- {name:'Ring-of-Weakness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Weakness}}{{subtitle=Ring}}Specs=[Ring of Weakness,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of Weakness,hide:Ring-of-Weak-Invisibility,rev:manual,sp:0,rc:cursed+uncharged,loc:left finger|right finger,on:\\api;setattr --silent --charid @{selected|character_id} --ring-weakness-str|@{selected|strength}|@{selected|constitution}\\amp#13;\\api;rounds @{selected|token_id} --target-nosave caster|@{selected|token_id}|Increasing-Weakness_Ring-Effect|100|-10||spanner,off:\\api;setattr --silent --charid @{selected|character_id} --strength|`{selected|ring-weakness-str}|`{selected|ring-weakness-str} --constitution|`{selected|ring-weakness-str|max}|`{selected|ring-weakness-str|max}\\amp#13;\\api;rounds @{selected|token_id} --deltargetstatus @{selected|token_id}|Increasing-Weakness_ring-effect]{{Size=Tiny}}{{Use=Putting this ring on will start its effect. Taking it off will stop its effect}}{{Use=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze --target-nosave caster @{selected|token_id}|Increasing-Weakness_Ring-Effect|+0|-20||blank)}}{{desc=This cursed ring causes the wearer to lose 1 point of Strength and 1 point of Constitution per turn until the individual reaches three in each ability. This loss is not noticeable until the individual actually observes his weakened state through some exertion (such as combat or heavy lifting). The ring can also make the wearer *invisible* at will}}{{hide1=(at the cost of double the standard rate of Strength and Constitution loss). When the affected abilities reach 3, the wearer will be unable to function in his class.\nPoints lost from the ring are restored by rest on a one-for-one basis, with 1 point of each ability lost being restored in one day of rest. The ring of weakness can be removed only if a *remove curse* spell, followed by a *dispel magic*, is cast upon the ring.\nThere is a 5% chance that this procedure will reverse the ring\'s effect, changing it to a *ring of berserk strength* - if this happens, [click here](!rounds --deltargetstatus @{selected|token_id}||Increasing-Weakness_ring-effect --target-nosave caster|@{selected|token_id}|Increasing-Strength_Ring-Effect|100|-10||blank\\amp#13;!magic --add-mi @{selected|token_id}|Ring-of-Weakness|Ring-of-Berserk-Strength|=|=|nocurse|silent) to transform this ring.}}{{Looks Like=A dull, base metal ring (any previous appearance was a magical effect)}}'},
- {name:'Ring-of-Wishes',type:'ring',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Wishes}}{{subtitle=Ring}}Specs=[Ring of Wishes,Ring,1H,Conjuration-Summoning]{{Speed=[[0]] - so fast, you can\'t change your mind, but the effect may take forever to happen}}RingData=[w:Ring of Wishes,sp:0,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{desc=As with any wish, the DM should be very judicious in handling the request. If players are greedy and grasping, interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not the wish was granted, and regardless of the DM\'s interpretation of the wisher\'s request. No wish can cancel the decrees of god-like beings, unless it comes from another such creature.\n**House rules:** Legitimate uses for a full wish with no splash\n1. Raise a single attribute to 16\n2. Raise a single attribute from 16 to 17, or 17 to 18, or 18 to 19, or 19 to 20. Cannot be raised above 20 using a single wish.\n3. Restore a party to full heath (even if some members dead/paralysed/etc)}}'},
- {name:'Ring-of-Wizardry',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Wizardry}}{{subtitle=Ring}}Specs=[Ring of Wizardry,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Wizardry,sp:0,rc:uncharged,loc:left finger|right finger,on:\\api;modattr --charid @{selected|character_id} --spell-level3-misc|@{selected|spell-level3-castable} --fb-header Ring of Wizardry --fb-content _CHARNAME_ gains _TCUR0_ additional memorisable spells at 3rd level,off:\\api:modattr --charid @{selected|character_id} --spell-level3-misc|-@{selected|spell-level3-castable} --fb-header Ring of Wizardry --fb-content _CHARNAME_ loses _TCUR0_ additional memorisable spells at 3rd level]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring confers on the bearer double the number of 3rd level wizard spells that can be memorized per day, while it is worn. If it is removed, the possessor will loose those spells gained at random - i.e. roll a dice to determine which memorized spells are instantly forgotten.}}{{Use=Putting on the ring using *Attk Menu \\gt Change Weapon* should add the correct number of *misc* 3rd level spell slots, and taking it off will reduce by the same value. This can be adjusted by using the *Spells menu \\gt Memorise Spells* dialog, going to 3rd level spells and clicking the number of spells and then the *# misc* button}}{{Looks Like=A ring made of intertwined threads of silver and gold but otherwise unadorned}}'},
- {name:'Ring-of-Xray-Vision',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name=of X-ray Vision}}{{subtitle=Ring}}Specs=[Ring of X-ray Vision,Ring,1H,Divination]{{Speed=[[3]]}}RingData=[w:Ring of X-ray Vision,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This ring gives its possessor the ability to see into and through substances that are impenetrable to normal sight. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light.}}{{hide1=X-ray vision can penetrate 20 feet of cloth, wood, or similar animal or vegetable material, and up to 10 feet of stone or some metals (some metals can\'t be penetrated at all):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Substance Scanned\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Thickness Penetrated per Round of X-Raying\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Maximum Thickness\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Animal matter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Vegetable matter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2.5\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Iron, Steel, etc.\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1"\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10"\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Lead, Gold, Platinum\\amplt;/td\\ampgt;\\amplt;td\\ampgt;nil\\amplt;/td\\ampgt;\\amplt;td\\ampgt;nil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;table\\ampgt;\nIt is possible to scan up to 100 square feet of area during one round. Thus, during one round, the wearer of the ring could scan an area of stone 10 feet wide and 10 feet high. Alternatively, he could scan an area 5 feet wide and 20 feet high.\nSecret compartments, drawers, recesses, and doors are 90% likely to be located by xray vision scanning.}}{{GM Info=Even though this ring enables its wearer to scan secret doors, traps, hidden items, and the like, it also limits his use of the power, for it drains 1 point of Constitution if used more frequently than once every six turns. If it is used three turns in one hour, the user loses 2 points from his total Constitution score, 3 if used for four turns, etc.\nThis Constitution loss is recovered at the rate of 2 points per day of rest. If Constitution reaches 2, the wearer is exhausted and must rest immediately. No activity, not even walking, can be performed until Constitution returns to 3 or better.}}{{Use=Apply all effects of the ring manually}}{{Looks Like=A ring made of very clear transparent material (diamond?), so clear it is almost invisible}}'},
+ {name:'Ring-of-Elemental-Earth-Command',type:'ring',ct:'5',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Earth Elemental Command,sp:5,gp:10000,wt:0.1,hide:Ring-of-Feather-Falling,rev:manual,rc:uncharged,loc:left finger|right finger,ns:6],[cl:PW,w:Stone-Tell,sp:5,lv:12,pd:1],[cl:PW,w:Passwall,sp:5,lv:12,pd:2],[cl:PW,w:Wall-of-Stone,sp:5,lv:12,pd:1],[cl:PW,w:Stone-to-Flesh,sp:5,lv:12,pd:2],[cl:PW,w:Move-Earth,sp:5,lv:12,pd:1],[cl:PW,w:Feather-Fall,sp:5,lv:12,pd:-1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Earth Elemental Command}}{{desc=The ring will appear to be a [ring of feather falling](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling) until the DM established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Earth Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the earth elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with earth elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. petrification.\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Stone tell](!magic --mi-power @{selected|token_id}|Stone-Tell|Ring-of-Elemental-Earth-Command|12) (once per day)\n• [Passwall](!magic --mi-power @{selected|token_id}|Passwall|Ring-of-Elemental-Earth-Command|12) (twice per day)\n• [Wall of stone](!magic --mi-power @{selected|token_id}|Wall-of-Stone|Ring-of-Elemental-Earth-Command|12) (once per day)\n• [Stone to flesh](!magic --mi-power @{selected|token_id}|Stone-to-Flesh|Ring-of-Elemental-Earth-Command|12) (twice per week)\n• [Move earth](!magic --mi-power @{selected|token_id}|Move-Earth|Ring-of-Elemental-Earth-Command|12) (once per week)\n• [Feather fall](!magic --mi-power @{selected|token_id}|Feather-Fall|Ring-of-Elemental-Earth-Command|12) (at will)}}{{hide2=}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
+ {name:'Ring-of-Elemental-Fire-Command',type:'ring',ct:'5',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Fire Elemental Command,sp:5,gp:10000,wt:0.1,hide:Ring-of-Fire-Resistance,rev:manual,rc:uncharged,loc:left finger|right finger,ns:5],[cl:PW,w:Burning-Hands,sp:5,lv:12,pd:-1],[cl:PW,w:MU-Pyrotechnics,sp:5,lv:12,pd:2],[cl:PW,w:MU-Wall-of-Fire,sp:5,lv:12,pd:1],[cl:PW,w:Flame-Strike,sp:5,lv:12,pd:2],[cl:PW,w:Fire-Resistance,sp:5,lv:12,pd:1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Fire Elemental Command}}{{desc=The ring will appear to be a [ring of fire resistance](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Fire-Resistance) until the DM-established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Fire Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the fire elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with fire elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. water or cold\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Burning Hands](!magic --mi-power @{selected|token_id}|Burning-Hands|Ring-of-Elemental-Fire-Command|12) (once per turn)\n• [Pyrotechnics](!magic --mi-power @{selected|token_id}|MU-Pyrotechnics|Ring-of-Elemental-Fire-Command|12) (twice per day)\n• [Wall of fire](!magic --mi-power @{selected|token_id}|MU-Wall-of-Fire|Ring-of-Elemental-Fire-Command|12) (once per day)\n• [Flame strike](!magic --mi-power @{selected|token_id}|Flame-Strike|Ring-of-Elemental-Fire-Command|12) (twice per week)\n• [Fire resistance](!magic --mi-power @{selected|token_id}|PW-Fire-Resistance|Ring-of-Elemental-Fire-Command|12)}}{{hide2=}}{{Looks Like=A brass ring adorned with tiny rubies}}'},
+ {name:'Ring-of-Elemental-Water-Command',type:'ring',ct:'5',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Water Elemental Command,sp:5,gp:10000,wt:0.1,hide:ring-of-water-walking,rev:manual,rc:uncharged,loc:left finger|right finger,ns:8],[cl:PW,w:Purify-Water,sp:5,lv:12,pd:-1],[cl:PW,w:Create-Water,sp:5,lv:12,pd:1],[cl:PW,w:PR-Water-Breathing,sp:5,lv:12,pd:-1],[cl:PW,w:Wall-of-Ice,sp:5,lv:12,pd:1],[cl:PW,w:Airy-Water,sp:5,lv:12,pd:-1],[cl:PW,w:PR-Lower-Water,sp:5,lv:12,pd:2],[cl:PW,w:PR-Part-Water,sp:5,lv:12,pd:2],[cl:PW,w:Water-Walk,sp:5,lv:12,pd:-1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Water Elemental Command}}{{desc=The ring will appear to be a [ring of water walking](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking) until the DM-established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Air Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the air elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with air elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. lightning/electricity\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Purify water](!magic --mi-power @{selected|token_id}|PW-Purify-Water|Ring-of-Elemental-Water-Command|12) (at will)\n• [Create water](!magic --mi-power @{selected|token_id}|Create-Water|Ring-of-Elemental-Water-Command|12) (once per day)\n• [Water breathing](!magic --mi-power @{selected|token_id}|PR-Water-Breathing|Ring-of-Elemental-Water-Command|12) (at will)\n• [Wall of ice](!magic --mi-power @{selected|token_id}|Wall-of-Ice|Ring-of-Elemental-Water-Command|12) (once per day)\n• [Airy water](!magic --mi-power @{selected|token_id}|Airy-Water|Ring-of-Elemental-Water-Command|12) (at will)\n• [Lower water](!magic --mi-power @{selected|token_id}|PR-Lower-Water|Ring-of-Elemental-Water-Command|12) (twice per week)\n• [Part water](!magic --mi-power @{selected|token_id}|PR-Part-Water|Ring-of-Elemental-Water-Command|12) (twice per week)\n• [Water walk](!magic --mi-power @{selected|token_id}|Water-Walk|Ring-of-Elemental-Water-Command|12) (at will)}}{{hide2=}}{{Looks Like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'},
+ {name:'Ring-of-Eloquence+2',type:'ring',ct:'3',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Eloquence +2}}{{subtitle=Ring}}Specs=[Ring of Eloquence,Ring,1H,Enchantment-Charm]{{Speed=[[3]]}}RingData=[w:Ring of Eloquence,sp:3,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger,on:!magic --change-attr @{selected|token_id}|+2|Charisma,off:!magic --change-attr @{selected|token_id}|-2|Charisma]{{Size=Tiny}}{{desc=While worn, this ring increases the wearer\'s charisma by +2}}{{Looks Like=A plain silver ring on the outside, with runes engraved on the inside which translate to a common pleasant greeting in a local language}}'},
+ {name:'Ring-of-Feather-Falling',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Feather Falling}}{{subtitle=Ring}}Specs=[Ring of Feather Falling,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Feather Falling,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring protects its wearer by automatic activation of a *feather fall* if the individual falls 5 feet or more, immediately assuming 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. The feather fall works as long as the maximum weight of the wearer and held objects does not exceed a combined total of 2400 pounds.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
+ {name:'Ring-of-Feather-Falling+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Clumsiness]{{}}RingData=[w:Ring of Clumsiness,sp:0,gp:1500,wt:0.1,rc:cursed+uncharged,loc:left finger|right finger,hide:Ring-of-Feather-Falling,rev:manual]{{}}%{MI-DB|Ring-of-Clumsiness}{{title=Ring}}{{name= of Feather Falling and Clumsiness}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Use=It has a secondary power as a [*Ring of Feather Fall*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling).}}{{GM Info=The ring should hide itself as a ring appropriate to the secodary power and set the reveal condition to be manual. Otherise use the GM\'s [Add Item] dialog to hide appropriately and then when the wearer is stressed use the [Reveal Now] button to show its true nature. Apply all effects manually.}}{{desc=This cursed ring typically radiates an aura like another, beneficial, ring to disguise a baneful nature. The ring works normally, except when the wearer is under stress - combat, stealth, delicate activity, and the like - at which time the clumsiness takes effect. Dexterity is lowered to half normal, rounded down. Chances for stealth and precise actions are also lowered by one-half, rounded down. Any attempt at spellcasting that requires the handling of a material component or the accomplishment of a somatic component will succeed only if the wearer rolls a successful saving throw vs. spell; otherwise, the spell is botched and annulled.}}{{hide1=The ring can be taken off only by a successfully cast dispel magic spell (vs. 12th-level magic). Success destroys both the primary and secondary power of the ring.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
+ {name:'Ring-of-Fire-Resistance',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Fire Resistance}}{{subtitle=Ring}}Specs=[Ring of Fire Resistance,Ring,1H,Alteration-Protection]{{Speed=[[0]]}}RingData=[w:Ring of Fire Resistance,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger,on:!attk --set-savemod @{selected|token_id}|spf=spe|Fire Spell|Fire Resistance|svspf\\clon;+4 --set-savemod @{selected|token_id}|brf=bre|Fire Breath|Fire Resistance|svbrf\\clon;+4 --set-savemod @{selected|token_id}|rof=rod|Fire Rod|Fire Resistance|svrof\\clon;+4,off:!attk --set-savemod @{selected|token_id}|delspell|Fire|Fire Resistance]{{Size=Tiny}}{{Immunity=Normal Fires}}{{Resistance=V.large/hot fires cause no more than 10HP/round}}{{Saves=Extremely hot fires save+[[4]] \\amp [[0-2]] per dice damage}}{{desc=The wearer of this ring is totally immune to the effects of normal fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration.\nExceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points)}}{{Looks Like=A brass ring adorned with tiny rubies}}'},
+ {name:'Ring-of-Flying',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Flying}}{{subtitle=Ring}}Specs=[Ring of Flying,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Flying,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring bestows the power of magical flight. The wearer is able to move vertically and horizontally at will 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 ring 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).}}{{Looks Like=A ring made of a very light metal engraved with an image of feathers}}'},
+ {name:'Ring-of-Flying+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{}}'},
+ {name:'Ring-of-Free-Action',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Free Action}}{{subtitle=Ring}}Specs=[Ring of Free Action,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Free Action,gp:1000,wt:0.1,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.}}{{Looks Like=A base metal ring engraved with the image of an open hand}}'},
+ {name:'Ring-of-Free-Action+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,gp:1500,wt:0.1,hide:Ring-of-Free-Action]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Free Action and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Free Action*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Free-Action).}}{{Looks Like=A base metal ring engraved with the image of an open hand}}'},
+ {name:'Ring-of-Human-Influence',type:'ring',ct:'3',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Human Influence}}{{subtitle=Ring}}Specs=[Ring of Human Influence,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Human Influence,sp:3,gp:2000,wt:0.1,rc:uncharged,loc:left finger|right finger,on:\\api;setattr --fb-from Magic Items --fb-header Ring of Human Influence - Put on --fb-content _CHARNAME_ chooses to put on the Ring of Human Influence and now has a Charisma of 18 vs Humans and Humanoids --name @{selected|character_name} --RoHI-chr|@{selected|charisma} --charisma|18,off:\\api;resetattr --fb-from Magic Items --fb-header Ring of Human Influence - Take off --fb-content _CHARNAME_ chooses to take off the ring and their Charisma returns to normal --name @{selected|character_name} --RoHI-chr --charisma|@{selected|RoHI-chr},ns:2],[cl:PW,w:Suggestion,sp:3,lv:12,pd:1],[cl:PW,w:MU-Charm-Person,sp:3,lv:12,pd:1]{{Size=Tiny}}{{Immunity=None}}{{desc=Has the effect of raising the wearer\'s Charisma to 18 on encounter reactions with humans and humanoids. The wearer can make a [*suggestion*](!magic --mi-power @{selected|token_id}|Suggestion|Ring-of-Human-Influence|12) to any human or humanoid (saving throw applies). The wearer can also [charm](!magic --mi-power @{selected|token_id}|Charm-Person|Ring-of-Human-Influence|12) up to 21 levels/Hit Dice of human/humanoids (saving throws apply) just as if he were using the wizard spell, *charm person*. The two latter uses of the ring are applicable but once per day. Suggestion or charm has an initiative penalty of +3.}}{{Use=Putting on the ring using the Change Weapon function changes Charisma to 18, and taking it off returns Charisma to its previous value. If using InitiativeMaster Group or Individual Initiative, select Initiative for a Magic Item, then the Ring of Human Influence to get the right item speed. Cast the spells by Using the Ring as a Magic Item, then selecting the appropriate spell in the Effect description.}}{{Looks Like=A silver ring with flat sections polished to a mirror finish that flashes and flickers in any light}}'},
+ {name:'Ring-of-Invisibility',type:'ring',ct:'0',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Invisibility}}{{subtitle=Ring}}Specs=[Ring of Invisibility,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Invisibility,sp:0,gp:1500,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze)}}{{desc=The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisible state is exactly the same as the wizard *invisibility* spell.\nThe wearer vanishes 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.}}{{hide1=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).\nThe effect remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, or until the recipient attacks any creature. 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.}}{{Looks Like=A ring made of a durable translucent crystal}}'},
+ {name:'Ring-of-Invisibility+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,gp:2000,wt:0.1,hide:Ring-of-Invisibility]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Invisibility and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Invisibility*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility).}}{{Looks Like=A ring made of a durable translucent crystal}}'},
+ {name:'Ring-of-Invisibility+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Invisibility}{{}}'},
+ {name:'Ring-of-Invisibility+Inaudibility',type:'ring',ct:'0',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Invisibility \\amp Inaudibility}}{{subtitle=Ring}}Specs=[Ring of Invisibility,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Invisibility,sp:0,gp:4500,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible and inaudible, AC improved by 4|half-haze)}}{{desc=The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisible state is exactly the same as the wizard *invisibility* spell, except that they have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he breaks all silence features in order to do so.}}{{hide1=The wearer vanishes from sight and be undetectable by normal vision or even infravision and is magically silenced. 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).\nThe effect remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, or until the recipient attacks any creature. 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.}}'},
+ {name:'Ring-of-Jumping',type:'ring',ct:'0',charge:'recharging',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Jumping}}{{subtitle=Ring}}Specs=[Ring of Jumping,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Jumping,sp:0,qty:4,gp:1000,wt:0.1,rc:recharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet traveled (see the 1st level wizard spell, *jump*). The wearer must use the ring\'s power carefully, for it can perform only four times per day.}}{{Looks Like=A base metal ring engraved with the image of a frog}}'},
+ {name:'Ring-of-Jumping+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,gp:1500,wt:0.1,hide:Ring-of-Jumping]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Jumping and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Jumping*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Jumping).}}{{Looks Like=A base metal ring engraved with the image of a frog}}'},
+ {name:'Ring-of-Levitation',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Levitation}}{{subtitle=Ring}}Specs=[Ring of Levitation,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Levitation,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=Bestows the power of Levitation at will, subject to a maximum weight limit of 1200 pounds. The wearer can move vertically up or down at a movement rate of 2 per round. This ring does not empower horizontal movement, but could push along the face of a cliff, for example, to move laterally. The wearer can cancel the effect as desired.\nThe ring effect 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.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'},
+ {name:'Ring-of-Levitation+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Levitation}{{}}'},
+ {name:'Ring-of-Limited-Wishes',type:'ring',ct:'0',charge:'discharging',cost:'8000',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Limited Wishes}}{{subtitle=Ring}}Specs=[Ring of Limited Wishes,Ring,1H,Conjuration-Summoning]{{Speed=[[10]] mostly deciding what to say}}RingData=[w:Ring of Limited Wishes,qty:3,gp:8000,wt:0.1,sp:0,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{desc=The limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wearer unless the wording is most carefully stated) in some limited manner.}}{{hide1=The use of a limited wish will not substantially change major realities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore some hit points (or all hit points for a limited duration) lost by the wearer. It can reduce opponent hit probabilities or damage, increase duration of some magical effect, cause a creature to be favorably disposed to the wearer, mimic a spell of 7th level or less, and so on (see the 9th-level wish spell). Greedy desires usually end in disaster for the wisher. Casting time is based on the time spent preparing the wording for the spell (clever players decide what they want to say before using the spell). Normally, the casting time is one round (most of it being taken up by deciding what to say).}}'},
+ {name:'Ring-of-Mammal-Control',type:'ring',ct:'5',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Mammal Control}}{{subtitle=Ring}}Specs=[Ring of Mammal Control,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Mammal Control,sp:5,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=Enables its wearer to [exercise complete control](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Choose a mammal to control|token_id}|Ring of Mammal Control|99|0|Controlled by @{selected|character_name}|chained-heart) over mammals with Intelligence of 4 or less (animal or semi-intelligent mammals). Up to 30 Hit Dice of mammals can be controlled. The wearer\'s control over creatures is so great he can even command them to kill themselves, but complete concentration is required. (Note: The ring does not affect bird-mammal combinations, humans, semi-humans, and monsters such as lammasu, shedu, manticores, etc.). If the DM is in doubt about whether any creature can be controlled by the wearer of this ring, assume it can\'t be controlled.}}{{use=Select using the ring for initiative (if doing group or individual initiative) to get the right action speed. To mark mammals as influenced, use the ring as a magic item and then select the button in the Effect description, targeting each mammal in turn.}}{{Looks Like=A silver ring with the sculpted head of a male lion where a gem might be}}'},
+ {name:'Ring-of-Mind-Shielding',type:'ring',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Mind Shielding}}{{subtitle=Ring}}Specs=[Ring of Mind Shielding,Ring,1H,Abjuration]{{Speed=[[0]]}}RingData=[w:Ring of Mind Shielding,sp:0,gp:500,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=Completely immune to *ESP, Detect Lie,* and *Know Alignment*}}{{desc=This ring is usually of fine workmanship and wrought from heavy gold. The wearer is completely immune to *ESP, detect lie,* and *know alignment.*}}{{Looks Like=A ring of beads on string, which reminds you of a miniature dream-catcher}}'},
+ {name:'Ring-of-Protection',type:'protection ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection,w:Ring of Protection]{{}}%{MI-DB|Ring-of-Protection+1}{{GM Info=To determine the value of a protection ring, use the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D100 Roll](!\\amp#13;\\amp#47gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Level of Protection\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[01-10](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+0|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+0 cursed (optional)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[11-70](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+1|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[71-82](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+2|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[83](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+2-5ft-radius|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2, 5-foot radius protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[84-90](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+3|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[91](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+3-5ft-radius|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3, 5-foot radius protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[92-97](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection-AC+4-Save+2|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4 on AC, +2 to saving throws\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[98-00](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection-AC+6-Save+1|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+6 on AC, +1 to saving throws\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe radius bonus of 5 feet extends to all creatures within its circle, but applies only to their saving throws (i.e., only the ring wearer gains Armor Class additions)}}'},
+ {name:'Ring-of-Protection+0',type:'protection ring',ct:'0',charge:'cursed+uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+0,+:0,w:Ring of Protection+0,gp:1000,wt:0.1,rc:cursed+uncharged,svsav:0]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+0}}{{Protection=+[[0]] on AC}}{{Saves=+[[0]] on saves}}'},
+ {name:'Ring-of-Protection+1',type:'protection ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{}}ACData=[a:Ring of Protection+1,w:Ring of Protection+1,st:Ring,gp:1000,wt:0.1,+:1,rules:-magic|-armour-spell,sz:T,wt:0,sp:0,svsav:1,rc:uncharged,loc:left finger|right finger]{{title=Ring of Protection}}{{name=+1}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Protection=+[[1]] on AC}}{{Saves=+[[1]] on saves}}{{Looks Like=A relatively plain ring made of some exotic metal. You are unable to distinguish it from any other ring by just looking at it...}}{{desc=A ring of protection improves the wearer\'s Armour Class value and saving throws versus all forms of attack.}}{{hide1=A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:\n1. The ring does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls.\n2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.}}'},
+ {name:'Ring-of-Protection+2',type:'protection ring',ct:'0',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+2,gp:2000,+:2,svsav:2,w:Ring of Protection+2]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+2}}{{Protection=+[[2]] on AC}}{{Saves=+[[2]] on saves}}'},
+ {name:'Ring-of-Protection+2-5ft-radius',type:'protection ring',ct:'0',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+2,+:2,gp:4000,svsav:2,w:Ring of Protection+2,on:\\api;token-mod --ignore-selected --ids @{selected|token_id} --off aura1_square --set aura1_radius|4 aura1_color|3fbf3f,off:\\api;token-mod --ignore-selected --ids @{selected|token_id} --set aura1_radius|]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+2\n5ft radius}}{{Protection=+[[2]] on AC for wearer only}}{{Saves=+[[2]] on saves for all in 5ft of wearer}}\n{{hide2=The radius bonus of 5 feet extends to all creatures within its circle, but applies only to their saving throws (i.e., only the ring wearer gains Armor Class additions).}}{{Use=Putting on the ring using the Change Weapon function will display the radius of effect. It will also update the *wearer\'s* AC and Saves, but not the saves of others in the radius of effect - that bonus must be applied manually. Taking the ring off will remove the visual radius of effect.}}'},
+ {name:'Ring-of-Protection+3',type:'protection ring',ct:'0',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+3,+:3,gp:3000,w:Ring of Protection+3,svsav:3]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+3}}{{Protection=+[[3]] on AC}}{{Saves=+[[3]] on saves}}'},
+ {name:'Ring-of-Protection+3-5ft-radius',type:'protection ring',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+2-5ft-radius]{{}}ACData=[a:Ring of Protection+3,+:3,gp:6000,svsav:3,w:Ring of Protection+3]{{}}%{MI-DB|Ring-of-Protection+2-5ft-radius}{{name=+3\n5ft radius}}{{Protection=+[[3]] on AC for wearer only}}{{Saves=+[[3]] on saves for all in 5ft of wearer}}'},
+ {name:'Ring-of-Protection-AC+4-Save+2',type:'protection ring',ct:'0',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{}}ACData=[a:Ring of Protection-AC+4-Save+2,+:4,gp:9000,wt:0.1,w:Ring of Protection-AC+4-Save+2,svsav:2]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+4 to AC, +2 to Saves}}{{Protection=+[[4]] on AC}}{{Saves=+[[2]] on saves}}'},
+ {name:'Ring-of-Protection-AC+6-Save+1',type:'protection ring',ct:'0',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection-AC+6-Save+1,+:6,gp:10000,wt:0.1,w:Ring of Protection-AC+6-Save+1,svsav:1]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+6 to AC, +1 to Saves}}{{Protection=+[[6]] on AC}}{{Saves=+[[1]] on saves}}'},
+ {name:'Ring-of-Regeneration',type:'ring',ct:'3',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Regeneration}}{{subtitle=Ring}}Specs=[Ring of Regeneration,Ring,1H,Healing]{{Speed=[[3]]}}RingData=[w:Ring of Regeneration,sp:3,gp:5000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=The standard ring of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes.}}{{Use=Apply all effects of this ring manually}}'},
+ {name:'Ring-of-Shocking-Grasp',type:'ring|innate-melee',ct:'0',charge:'selfchargeable',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Shocking Grasp}}{{subtitle=Ring}}Specs=[Ring of Shocking Grasp,Ring|Innate-Melee,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Shocking Grasp,sp:0,gp:1000,wt:0.1,rc:selfchargeable,qty:3,loc:left finger|right finger,zero:!rounds --target-nosave caster|@{selected|token_id}|Ring Shocking Grasp Recharge|10|-1|Ring of Shocking Grasp is recharging|stopwatch]{{Size=Tiny}}ToHitData=[w:Ring of Shocking Grasp,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:0,rc:selfchargeable]{{Immunity=None}}DmgData=[w:Ring of Shocking Grasp,c:1,sb:0,+:0,SM:6+1d8,L:6+1d8,rc:selfchargeable]{{desc=This ordinary-seeming ring radiates only a faint, unidentifiable aura of magic when examined, but it contains a strong enchantment, capable of inflicting damage on an opponent. If the wearer touches an enemy with the hand upon which the ring is worn, a successful attack roll deliverers 1d8+6 points of damage to the target.\nAfter three discharges of this nature, regardless of the time elapsed between them, the ring becomes inert for one turn, over which it recharges to full charge. When actually functioning, this ring causes a circular, charged extrusion appear on the palm of the wearer\'s hand.}}{{Use=To attack with the ring, ensure the ring is **both** worn on a hand, **and** held in hand as a weapon. Then use an attack to touch a creature which will discharge a charge. The ring can be taken off and put on later without affecting any remaining charges. Once all charges are expended, the ring will automatically recharge itself (requires use of *RoundMaster* \\amp the Turn Order)}}{{Looks Like=A copper ring made of twisted strands of copper}}'},
+ {name:'Ring-of-Shocking-Grasp+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Shocking-Grasp}{{}}'},
+ {name:'Ring-of-Shooting-Stars',type:'ring',ct:'5',charge:'discharging',cost:'6000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Shooting Stars}}{{subtitle=Ring}}Specs=[Ring of Shooting Stars,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of Shooting Stars,sp:5,gp:6000,wt:0.1,rc:discharging,loc:left finger|right finger,ns:6], [cl:PW,w:MU-Dancing-Lights,sp:5,pd:12], [cl:PW,w:MU-Light,sp:5,pd:2], [cl:PW,w:RoSS-Ball-Lightning,sp:5,pd:1], [cl:PW,w:RoSS-Shooting-Stars,sp:5,pd:3], [cl:PW,w:PR-Faerie-Fire,sp:5,pd:2], [cl:PW,w:RoSS-Spark-Shower,sp:5,pd:1] {{Size=Tiny}}{{Immunity=None}}{{Resistance=None}}{{Saves=None}}{{desc=This ring has two modes of operation—at night and underground—both of which work only in relative darkness. \n***During night hours, under the open sky***, the shooting stars ring will perform the following functions:\n• [*Dancing lights*](!magic --mi-power @{selected|token_id}|MU-Dancing-Lights|Ring-of-Shooting-Stars|1) as spell (once per hour).\n• [*Light*](!magic --mi-power @{selected|token_id}|MU-Light|Ring-of-Shooting-Stars|1), as spell (twice per night), 120-foot range.\n• [*Ball lightning*](!magic --mi-power @{selected|token_id}|RoSS-Ball-Lightning|Ring-of-Shooting-Stars|1), as power (once per night).\n• [*Shooting stars*](!magic --mi-power @{selected|token_id}|RoSS-Shooting-Stars|Ring-of-Shooting-Stars|1), as power (special).\n***Indoors at night, or underground***, the ring of shooting stars has the following properties:\n[*Faerie fire*](!magic --mi-power @{selected|token_id}|PR-Faerie-Fire|Ring-of-Shooting-Stars|1) (twice per day) as spell\n[*Spark shower*](!magic --mi-power @{selected|token_id}|RoSS-Spark-Shower|Ring-of-Shooting-Stars|1) (once per day) as power\nRange, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5}}{{Looks Like=A ring made of jet with small specs of quartz embedded}}\n!setattr --silent --sel --casting-level|1 --casting-name|@{selected|token_name}\'s Ring of Shooting Stars'},
+ {name:'Ring-of-Spell-Storing',type:'ring',ct:'5',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Storing}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing HHSLS,sp:5,qty:1,gp:5000,wt:0.1,hide:reveal,rc:single-uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Spells=[Store](!magic --mem-spell MI-MU|@{selected|token_id}) or [View](!magic --view-spell mi-spells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{Use=Click the buttons in the *Spells* section to view, cast and restore spells in the ring. If the possessor is not able to restore a spell, the ring can be passed to one who can using *Items/MI menu \\gt Store items*}}{{Looks Like=A ring made of some exotic material but otherwise indistinuishable from other rings}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The ring empathically imparts to the wearer the names of its spells.}}{{hide1=Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].}}{{GM Info=The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls\'\'). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:\nPriest: 1d6, if 6 is rolled, roll 1d4 instead.\nWizard: 1d8, if 8 is rolled, roll 1d6 instead.\nWhich spell type of any given level is contained by the ring is also randomly determined. The GM can add and thereby set the original spells to the ring using the GM\'s [Add Items] dialog}}\n'},
+ {name:'Ring-of-Spell-Turning',type:'ring',ct:'0',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Turning}}{{subtitle=Ring}}Specs=[Ring of Spell Turning,Ring,1H,Abjuration]{{Speed=[[0]]}}RingData=[w:Ring of Spell Turning,sp:0,gp:2000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Reference=DMG p}}{{Use=All effects must be applied manually}}{{desc=Some spells immune to ring of spell turning:\n1. Area-effect Spells not cast directly at the ring wearer.\n2. Spells that are delivered by touch.\n3. Magic contained in devices triggered without spellcasting. A scroll spell is not considered a device.\n4. Spells affecting numbers of levels must affect enough levels for both target \\amp caster added together.\nRoll [1d10](!\\amp#13;\\amp#47;r 10*1d10 percent turned) multiplied by 10 percent turned. Saves gain a + equal to die roll \\amp caster also must save at a + of the d10 dice roll.\nSave also allowed against spells that normally don\'t get one, at a base save of 20, less the beneficial modifier being as above for each of target and caster.\nEffects divided proportionately as appropriate based on the d10 roll. Damage and durations are split proportionately. If both caster \\amp target wear *Rings of Spell Turning* see DMG description for effects}}{{Looks Like=A highly polished silver ring but otherwise plain and ordinary}}'},
+ {name:'Ring-of-Spell-Turning+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Spell-Turning}{{}}'},
+ {name:'Ring-of-Strength+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Strength}{{}}'},
+ {name:'Ring-of-Sustenance',type:'ring',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Sustenance}}{{subtitle=Ring}}Specs=[Ring of Sustenance,Ring,1H,Healing]{{Speed=[[3]]}}RingData=[w:Ring of Sustenance,sp:0,gp:500,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This magical ring provides its wearer with life-sustaining nourishment even though he or she might go for days without food or drink. The ring also refreshes the body and mind, so that its wearer needs to sleep only two hours per day to gain the benefit of eight hours of sleep.\nThe ring must be worn for a full week in order to function properly. If it is removed, the wearer immediately loses its benefit and must wear it for another week to reattune it to himself. After functioning for any period of seven consecutive days, a ring of sustenance will cease to function for a week while it replenishes itself.}}{{Use=Apply all effects manually}}{{Looks Like=A ring made of polished wood}}'},
+ {name:'Ring-of-Swimming',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Swimming}}{{subtitle=Ring}}Specs=[Ring of Swimming,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Swimming,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=The ring of swimming bestows upon the wearer the ability to swim at a full 21 base speed. (This assumes, of course, that the wearer is clad in garments appropriate for such activity.) The ring further enables the wearer to dive up to 50 feet into water without injury, providing the depth of the water is at least 1.5 feet per 10 feet of diving elevation. The wearer can stay underwater for up to four rounds without needing a breath of air. Surface swimming can continue for four hours before a one hour (floating) rest is needed. The ring confers the ability to stay afloat under all but typhoon-like conditions.}}{{Looks Like=A ring made of some durable spongy material, orange \\amp white}}'},
+ {name:'Ring-of-Swimming+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,gp:1500,wt:0.1,hide:Ring-of-Swimming]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Swimming and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Swimming*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Swimming).}}{{Looks Like=A ring made of some durable spongy material, orange \\amp white}}'},
+ {name:'Ring-of-Telekinesis',type:'ring',ct:'0',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis,sp:0,rc:uncharged,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis}}{{desc1=The amount of weight the wearer can move varies. Roll percentile dice to find the strength of the ring:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[Roll d100](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Can move\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[01-25](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[26-50](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[51-89](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[90-99](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;200 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[00](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;400 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
+ {name:'Ring-of-Telekinesis-100lbs',type:'ring',ct:'0',charge:'discharging',cost:'2000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis]{{}}RingData=[w:Ring of Telekinesis 100lbs,sp:0,gp:2000,wt:0.1,qty:(80+1d20),rc:discharging,loc:left finger|right finger]{{title=Ring}}{{name= of Telekinesis\n100lbs capability}}{{Speed=[[3]]}}{{Size=Tiny}}{{desc=This ring enables the wearer to manipulate objects in the same manner as the 5th-level wizard spell, [*telekinesis*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Telekinesis).}}{{desc1=The wearer can only move up to 100lbs using this ring. The ring is charged}}{{Looks Like=A ring made of base metal with a large translucent quartz crystal set on it}}'},
+ {name:'Ring-of-Telekinesis-200lbs',type:'ring',ct:'0',charge:'discharging',cost:'3000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 200lbs,gp:3000]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n200lbs capability}}{{desc1=The wearer can only move up to 200lbs using this ring.}}'},
+ {name:'Ring-of-Telekinesis-25lbs',type:'ring',ct:'0',charge:'discharging',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 25lbs,gp:1500]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n25lbs capability}}{{desc1=The wearer can only move up to 25lbs using this ring.}}'},
+ {name:'Ring-of-Telekinesis-400lbs',type:'ring',ct:'0',charge:'discharging',cost:'4000',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 400lbs,gp:4000]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n400lbs capability}}{{desc1=The wearer can only move up to 400lbs using this ring.}}'},
+ {name:'Ring-of-Telekinesis-50lbs',type:'ring',ct:'0',charge:'discharging',cost:'1750',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 50lbs,gp:1750]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n50lbs capability}}{{desc1=The wearer can only move up to 50lbs using this ring.}}'},
+ {name:'Ring-of-The-Ram',type:'ring',ct:'5',charge:'rechargeable',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of the Ram}}{{subtitle=Ring}}Specs=[Ring of the Ram,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of The Ram,sp:5,qty:5+1d5,gp:1500,wt:0.1,rc:rechargeable,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Looks Like=This ornate ring can be of any hard metal, usually a silver alloy or iron. It has the head of a ram (or a buck goat) as its device.}}{{GM Info=Anyone who attempts a detect magic on the ring discovers an *evocation* upon it.\nWhen saving throws are being considered, the DM can make circumstantial adjustments according to need. For instance, a fire giant balanced on a narrow ledge should not gain any benefit from Strength and weight unless he knows that he\'s about to be struck by the force of the ring. This is a case where common sense will serve best.}}{{desc=The wearer can cause the ring to give forth a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram or goat. This force strikes one target for 1d6 points of damage if [one charge](!\\amp#13;\\amp#47;r 1d6 damage for 1 charge expended) is expended, 2d6 points if [two charges](!magic --mi-charges @{selected|token_id}|-1|Ring-of-the-Ram\\amp#13;\\amp#47;r 2d6 damage for 2 charges expended) are used, or 3d6 points if [three charges](!magic --mi-charges @{selected|token_id}|-2|Ring-of-the-Ram\\amp#13;\\amp#47;r 3d6 damage for 3 charges expended) (the maximum) are used.\nIn addition to its attack mode, the ring of the ram also has the power to open doors as if a person of 18/00 Strength were doing so by its use (which expends 1 charge). If [two charges](!magic --mi-charges @{selected|token_id}|-1|Ring-of-the-Ram\\amp#13;Two charges expended, so @{selected|token_name}\'s equivalent strength is 19) are expended, the effect is as for a character of 19 Strength, and if [three charges](!magic --mi-charges @{selected|token_id}|-2|Ring-of-the-Ram\\amp#13;Three charges expended, so @{selected|token_name}\'s equivalent strength is 20) are expended, the effect is as if a 20 Strength were used. Magically held or locked portals can be opened in this manner.}}{{hide1=The ring is quite useful for knocking opponents off walls or ladders, or over ledges, among other things. The force of the blow is considerable, and a victim who fails to save versus spell is knocked down. The range of this power is 30 feet. The target of the blow applies adjustments to the saving throw from the following list:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Target smaller than man-sized\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Larger than man-sized\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength under 12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength of 18-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength over 20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4 or more legs\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Over 1,000 lbs. weight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2 charges expended\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3 charges expended\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{hide2= Structural damage from the ramlike force is identical to an actual battering ram, with double or triple damage accruing for applications of two or three charges. Magical items struck by the ramlike force must save versus crushing blow if three charges are used; otherwise, the force will not affect them. Nonmagical items which are the target of the force save versus crushing blow from the impact.\nIt can be recharged by a wizard employing enchant an item and Bigby\'s clenched fist in combination.}}'},
+ {name:'Ring-of-Truth',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Truth}}{{subtitle=Ring}}Specs=[Ring of Truth,Ring,1H,Divination]{{Speed=[[3]]}}RingData=[w:Ring of Truth,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=There is little doubt that wearing a ring of truth is a mixed blessing. The wearer can detect any lie told to him, but he is unable to tell any sort of falsehood himself. If the wearer tries to tell a lie, he finds himself speaking the literal truth instead. On the plus side, the wearer is able to discern the last lie told by another—in fact, the power of the ring causes the voice of the liar to rise to a falsetto.\nIf the wearer of the ring encounters magic that enables falsehoods to be spoken without detection (such as an undetectable lie spell or a philter of glibness), no lie is detected. However, the ring wearer will find himself unable to hear the voice of the person so influenced, whether or not he is trying to listen. This, of course, reveals the lie indirectly.}}{{Looks Like=A plain, pure gold ring}}'},
+ {name:'Ring-of-Warmth',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Warmth}}{{subtitle=Ring}}Specs=[Ring of Warmth,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Warmth,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring provides its wearer with body heat even in conditions of extreme cold where the wearer has no clothing whatsoever. It also restores damage caused by cold at the rate of one point per turn. It provides a saving throw bonus of +2 versus cold-based attacks, and reduces damage sustained by -1 per die.}}{{Looks Like=A base metal ring set with one small ruby}}'},
+ {name:'Ring-of-Warmth+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,gp:1500,wt:0.1,hide:Ring-of-Warmth]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Warmth and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Warmth*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Warmth).}}{{Looks Like=A base metal ring set with one small ruby}}'},
+ {name:'Ring-of-Water-Walking',type:'ring',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Water Walking}}{{subtitle=Ring}}Specs=[Ring of Water Walking,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Water Walking,sp:0,gp:1000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring enables the wearer to walk on any liquid without sinking into it - this includes mud, quicksand, oil, running water, and even snow. Up to 1,200 pounds can be supported by a ring of water walking. The ring wearer\'s feet do not actually contact the surface he is walking upon (but oval depressions about 1 1/2 inches deep per 100 pounds of weight of the walker will be observed in hardening mud or set snow). The wearer moves at his standard movement rate.}}{{Looks like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'},
+ {name:'Ring-of-Water-Walking+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,gp:1500,wt:0.1,hide:Ring-of-Water-Walking]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Water Walking and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Water Walking*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking).}}{{Looks like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'},
+ {name:'Ring-of-Weak-Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Weakness,Ring,1H,Alteration,Ring-of-Weakness]{{}}RingData=[w:Ring of Weakness,gp:1500,wt:0.1,hide:reveal]{{}}%{MI-DB|Ring-of-Invisibility}{{title=Ring}}{{name= of Weak Invisibility}}{{subtitle=Ring}}{{Speed=[[3]]}}{{Size=Tiny}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze --target-nosave caster @{selected|token_id}|Increasing-Weakness_Ring-Effect|+0|-20||spanner)}}'},
+ {name:'Ring-of-Weakness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'1500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Weakness}}{{subtitle=Ring}}Specs=[Ring of Weakness,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of Weakness,gp:1500,wt:0.1,hide:Ring-of-Weak-Invisibility,rev:manual,sp:0,rc:cursed+uncharged,loc:left finger|right finger,on:\\api;setattr --silent --charid @{selected|character_id} --ring-weakness-str|@{selected|strength}|@{selected|constitution}\\amp#13;\\api;rounds @{selected|token_id} --target-nosave caster|@{selected|token_id}|Increasing-Weakness_Ring-Effect|100|-10||spanner,off:\\api;setattr --silent --charid @{selected|character_id} --strength|`{selected|ring-weakness-str}|`{selected|ring-weakness-str} --constitution|`{selected|ring-weakness-str|max}|`{selected|ring-weakness-str|max}\\amp#13;\\api;rounds @{selected|token_id} --deltargetstatus @{selected|token_id}|Increasing-Weakness_ring-effect]{{Size=Tiny}}{{Use=Putting this ring on will start its effect. Taking it off will stop its effect}}{{Use=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze --target-nosave caster @{selected|token_id}|Increasing-Weakness_Ring-Effect|+0|-20||blank)}}{{desc=This cursed ring causes the wearer to lose 1 point of Strength and 1 point of Constitution per turn until the individual reaches three in each ability. This loss is not noticeable until the individual actually observes his weakened state through some exertion (such as combat or heavy lifting). The ring can also make the wearer *invisible* at will}}{{hide1=(at the cost of double the standard rate of Strength and Constitution loss). When the affected abilities reach 3, the wearer will be unable to function in his class.\nPoints lost from the ring are restored by rest on a one-for-one basis, with 1 point of each ability lost being restored in one day of rest. The ring of weakness can be removed only if a *remove curse* spell, followed by a *dispel magic*, is cast upon the ring.\nThere is a 5% chance that this procedure will reverse the ring\'s effect, changing it to a *ring of berserk strength* - if this happens, [click here](!rounds --deltargetstatus @{selected|token_id}||Increasing-Weakness_ring-effect --target-nosave caster|@{selected|token_id}|Increasing-Strength_Ring-Effect|100|-10||blank\\amp#13;!magic --add-mi @{selected|token_id}|Ring-of-Weakness|Ring-of-Berserk-Strength|=|=|nocurse|silent) to transform this ring.}}{{Looks Like=A dull, base metal ring (any previous appearance was a magical effect)}}'},
+ {name:'Ring-of-Wishes',type:'ring',ct:'0',charge:'discharging',cost:'6000',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Wishes}}{{subtitle=Ring}}Specs=[Ring of Wishes,Ring,1H,Conjuration-Summoning]{{Speed=[[0]] - so fast, you can\'t change your mind, but the effect may take forever to happen}}RingData=[w:Ring of Wishes,sp:0,qty:3,gp:6000,wt:0.1,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{desc=As with any wish, the DM should be very judicious in handling the request. If players are greedy and grasping, interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not the wish was granted, and regardless of the DM\'s interpretation of the wisher\'s request. No wish can cancel the decrees of god-like beings, unless it comes from another such creature.\n**House rules:** Legitimate uses for a full wish with no splash\n1. Raise a single attribute to 16\n2. Raise a single attribute from 16 to 17, or 17 to 18, or 18 to 19, or 19 to 20. Cannot be raised above 20 using a single wish.\n3. Restore a party to full heath (even if some members dead/paralysed/etc)}}'},
+ {name:'Ring-of-Wizardry',type:'ring',ct:'0',charge:'uncharged',cost:'8000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Wizardry}}{{subtitle=Ring}}Specs=[Ring of Wizardry,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Wizardry,sp:0,gp:8000,wt:0.1,rc:uncharged,loc:left finger|right finger,on:\\api;modattr --charid @{selected|character_id} --spell-level3-misc|@{selected|spell-level3-castable} --fb-header Ring of Wizardry --fb-content _CHARNAME_ gains _TCUR0_ additional memorisable spells at 3rd level,off:\\api:modattr --charid @{selected|character_id} --spell-level3-misc|-@{selected|spell-level3-castable} --fb-header Ring of Wizardry --fb-content _CHARNAME_ loses _TCUR0_ additional memorisable spells at 3rd level]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring confers on the bearer double the number of 3rd level wizard spells that can be memorized per day, while it is worn. If it is removed, the possessor will loose those spells gained at random - i.e. roll a dice to determine which memorized spells are instantly forgotten.}}{{Use=Putting on the ring using *Attk Menu \\gt Change Weapon* should add the correct number of *misc* 3rd level spell slots, and taking it off will reduce by the same value. This can be adjusted by using the *Spells menu \\gt Memorise Spells* dialog, going to 3rd level spells and clicking the number of spells and then the *# misc* button}}{{Looks Like=A ring made of intertwined threads of silver and gold but otherwise unadorned}}'},
+ {name:'Ring-of-Xray-Vision',type:'ring',ct:'0',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name=of X-ray Vision}}{{subtitle=Ring}}Specs=[Ring of X-ray Vision,Ring,1H,Divination]{{Speed=[[3]]}}RingData=[w:Ring of X-ray Vision,sp:0,gp:4000,wt:0.1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This ring gives its possessor the ability to see into and through substances that are impenetrable to normal sight. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light.}}{{hide1=X-ray vision can penetrate 20 feet of cloth, wood, or similar animal or vegetable material, and up to 10 feet of stone or some metals (some metals can\'t be penetrated at all):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Substance Scanned\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Thickness Penetrated per Round of X-Raying\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Maximum Thickness\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Animal matter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Vegetable matter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2.5\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Iron, Steel, etc.\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1"\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10"\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Lead, Gold, Platinum\\amplt;/td\\ampgt;\\amplt;td\\ampgt;nil\\amplt;/td\\ampgt;\\amplt;td\\ampgt;nil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;table\\ampgt;\nIt is possible to scan up to 100 square feet of area during one round. Thus, during one round, the wearer of the ring could scan an area of stone 10 feet wide and 10 feet high. Alternatively, he could scan an area 5 feet wide and 20 feet high.\nSecret compartments, drawers, recesses, and doors are 90% likely to be located by xray vision scanning.}}{{GM Info=Even though this ring enables its wearer to scan secret doors, traps, hidden items, and the like, it also limits his use of the power, for it drains 1 point of Constitution if used more frequently than once every six turns. If it is used three turns in one hour, the user loses 2 points from his total Constitution score, 3 if used for four turns, etc.\nThis Constitution loss is recovered at the rate of 2 points per day of rest. If Constitution reaches 2, the wearer is exhausted and must rest immediately. No activity, not even walking, can be performed until Constitution returns to 3 or better.}}{{Use=Apply all effects of the ring manually}}{{Looks Like=A ring made of very clear transparent material (diamond?), so clear it is almost invisible}}'},
]},
- MI_DB_Scrolls_Books:{bio:'Scrolls & Spellbooks v7.01 26/01/2025
This Magic Item database holds definitions for both Wizard and Priest Scrolls and Spellbooks.',
- gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.09 22/05/2024 Updates to use latest API features. Added Paper, Parchment & Papyrus v6.08 27/04/2024 Added character/player writeable scroll v6.07 04/04/2024 Started adding hide#= sections for longer descriptions to trigger "show more.." buttons v6.06 02/08/2023 Added a blank spellbook that the GM can add spells to v6.05 20/04/2023 Further charge type updates v6.04 14/04/2023 Updated charge types for books from charged to discharging to prevent division v6.02 11/12/2022 Fixed spell/power storing items v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.8 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.11 31/10/2021 Merged in spellbooks from "The Undiscovered Caverns" v5.1 31/10/2021 Encoded using machine readable data to support API databases, and corrected some typos v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
+ MI_DB_Scrolls_Books:{bio:'Scrolls & Spellbooks v7.05 25/08/2025
This Magic Item database holds definitions for both Wizard and Priest Scrolls and Spellbooks.',
+ gmnotes:'Change Log: v7.05 25/08/2025 Added the 9 volumes of the Encyclopedia of Spells (Book of Ln Spells) v7.04 10/08/2025 Added remove curse scrolls for use by traders v7.03 04/07/2025 Added value to each db item v7.02 04/05/2025 Added missing protection scrolls v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.09 22/05/2024 Updates to use latest API features. Added Paper, Parchment & Papyrus v6.08 27/04/2024 Added character/player writeable scroll v6.07 04/04/2024 Started adding hide#= sections for longer descriptions to trigger "show more.." buttons v6.06 02/08/2023 Added a blank spellbook that the GM can add spells to v6.05 20/04/2023 Further charge type updates v6.04 14/04/2023 Updated charge types for books from charged to discharging to prevent division v6.02 11/12/2022 Fixed spell/power storing items v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.8 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.11 31/10/2021 Merged in spellbooks from "The Undiscovered Caverns" v5.1 31/10/2021 Encoded using machine readable data to support API databases, and corrected some typos v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
root:'MI-DB',
api:'magic',
type:'mi',
controlledby:'all',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/5063/thumb.png?1336230370',
- version:7.01,
- db:[{name:'Blank-Scroll',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Blank Scroll}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Blank-Scroll,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rc:charged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This scroll can hold any number of spells. Use the buttons to [View](!magic --view-spell mi-spells|@{selected|token_id}|Blank-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Blank-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.\nThis scroll currently holds:\n@{selected|mi-muspells-blank-scroll}\\amp{noerror},@{selected|mi-prspells-blank-scroll}\\amp{noerror},@{selected|mi-powers-blank-scroll}\\amp{noerror}}}{{materials=Scroll}}'},
- {name:'Boccobs-Blessed-Book',type:'scroll|miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{prefix=Boccobs Blessed}}{{title=Book}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Boccobs Blessed Book,Scroll|Miscellaneous,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,st:Book,qty:1,learn:1,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=Copies of Boccob\'s blessed book gain a +3 bonus on their saving throws (as "leather or book").}}{{hide1= The pages of such a book accept magic spells scribed upon them, and any book can contain up to 45 spells of any level. The book is thus highly prized by wizards of all sorts as a traveling spell book. It is unlikely that such a libram will ever be discovered (randomly) with spells already inscribed—inscribed or partially inscribed works of this nature are kept carefully by their owners.\nThis scroll currently holds:\n@{selected|mi-muspells-boccobs-blessed-book}\\amp{noerror},@{selected|mi-prspells-boccobs-blessed-book}\\amp{noerror},@{selected|mi-powers-boccobs-blessed-book}\\amp{noerror}}}{{Use=Use the button to [View](!magic --view-spell mi-spells|@{selected|token_id}) the spells.}}{{GM Info=The GM can add spells to the book using the [Add Items] menu.}}{{materials=Scroll}}{{Looks like=This well-made tome is always of small size. One will typically be no more than 12 inches tall, 6 inches wide, and 1 inch thick—some are a mere 6 inches in height. All such books are durable, waterproof, iron- and silver-bound, and locked.}}'},
- {name:'Book-of-Exalted-Deeds',type:'scroll|miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name=of Exalted Deeds}}{{splevel=Book}}{{school=Alteration}}Specs=[Book of Exaulted Deeds,Scroll|Miscellaneous,1H,Alteration]{{components=V,M}}{{time=One week}}ScrollData=[sp:10,st:Book,qty:1,rev:use,rc:charged,hide:hide,rev:view]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{GM Info=This book will automatically be hidden as just a Book when added to a character, creature or other container and set to reveal itself on being viewed. All effects are manually applied.}}{{effects=This holy book is sacred to clerics of good alignment. Study of the work will require one week, but upon completion the good cleric will gain one point of Wisdom and experience points sufficient to place him halfway into the next level of experience.}}{{hide1=Clerics neither good nor evil lose 20,000-80,000 experience points for perusing the work (a negative xp total is possible, requiring restoration but not lowering level below 1st). Evil clerics lose one full experience level, dropping to the lowest number of experience points possible to hold the level; furthermore, they have to atone by magical means or by offering up 50% of everything they gain for 1d4 + 1 adventures.\nFighters who handle or read the book are unaffected, though a paladin will sense that it is good. Mages who read it lose one point of Intelligence unless they save versus spell. If they fail to save, they lose 2,000-20,000 experience points. A thief who handles or reads the work sustains 5d6 points of damage and must successfully save vs. spell or lose one point of Dexterity. A thief also has a 10%-50% chance of giving up his profession to become a good cleric if Wisdom is 15 or higher. Bards are treated as neutral priests.\nExcept as indicated above, the writing in a book of exalted deeds can\'t be distinguished from any other magical book, libram, tome, etc. It must be perused. Once perused, the book vanishes, never to be seen again, nor can the same character ever benefit from perusing a similar tome a second time.}}{{materials=Book}}{{Looks like=A fine book or religeous tome of some type, that could well be a magical text}}'},
- {name:'Book-of-Infinite-Spells',type:'scroll|miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name= of Infinite Spells}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Book of Infinite Spells,Scroll|Miscellaneous,1H,Any]{{components=VM}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,st:Book,qty:22+1d8,c:0,rev:use,rc:discharging]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This magical work bestows upon any character of any class the ability to use the spells within its pages. However, upon first reading the work, any character not already able to use spells suffers 5d4 points of damage and is stunned for 5d4 turns. Thereafter, he can examine the writing without further harm.\nEach page (charge) is either blank or holds a Wizard or a Priest spell (determined randomly by the GM - see DMG p161).}}{{hide1=The page may be turned, but once a page is turned it can never be flipped back—paging through a book of infinite spells is a one-way trip. When the last page is turned, the book vanishes. The owner of the book can cast the spell to which the book is opened, once per day only. (If the spell is one that the character would normally be able to cast by reason of class and level, however, the spell can be cast up to four times per day due to the book\'s magical powers.)\nThe owner of the book need not have the book on his person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.\nTreat each spell use as if a scroll were being employed, including time of casting, spell failure, etc.\nEach time a spell is cast there is a chance that the energy connected with its use will cause the page to magically turn (despite all precautions).\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Spellcaster employing spells usable by own class and level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Spellcaster using spells foreign to own class or level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Nonspellcaster using priest spell\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Nonspellcaster using wizard spell\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;}}{{Use=Use the buttons to [View](!magic --view-spell mi-powers|@{selected|token_id}|Book-of-Infinite-Spells) or [Cast](!magic --cast-spell MI-POWERS|@{selected|token_id}|Book-of-Infinite-Spells) the spell on the current page.}}{{GM Info=When the page turns, the GM must just [add one spell](!magic --mi-charges @{selected|token_id}|-1|Book-of-Infinite-Spells||charged --store-spells @{selected|token_id}|Book-of-Infinite-Spells|POWERS-ALL|1|) at a time to the book by clicking this button, by removing and/or overwriting the existing spell}}{{materials=Scroll}}{{Looks like=A thin book of fine quality, as might be used for a spellbook. However, this one seems different somehow, perhaps overly ornate (or overly plain)}}'},
- {name:'Book-of-Vile-Darkness',type:'scroll|miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name= of Vile Darkness}}{{splevel=Book}}{{school=Alteration}}Specs=[Book of Vile Darkness,Scroll|Miscellaneous,1H,Alteration]{{components=V,M}}{{time=One week}}ScrollData=[sp:10,st:Book,hide:hide,rev:view,qty:1,rev:use,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{GM Info=This book will automatically be hidden as just a Book when added to a character, creature or other container and set to reveal itself on being viewed. All effects are manually applied.}}{{effects=This is a work of ineffable evil - meat and drink to priests of that alignment. To fully consume the contents requires one week of study, but once this has been accomplished, the evil priest gains one point of Wisdom and enough experience points to place him halfway into the next level of experience.}}{{hide1=Priests neither good nor evil who read the book either lose 30,000-120,000 experience points or become evil without benefit from the book; there is a 50% chance for either. Good priests perusing the pages of the unspeakable book of vile darkness will have to successfully save vs. poison or die; and if they do not die they must successfully save vs. spell or become permanently insane. In the latter event, even if the save is successful, the priest loses 250,000 experience points, less 10,000 for each point of Wisdom he has. Other characters of good alignment suffer 5d6 points of damage from handling the tome, and if they look inside, there is an 80% chance a night hag will attack the character that night. Nonevil neutral characters suffer 5d4 points of damage from handling the book, and reading its pages causes them to succeed on a save vs. poison or become evil, immediately seeking out an evil priest to confirm their new alignment (see *Book of Exalted Deeds* for other details).}}{{materials=Book}}{{Looks like=A fine book or religeous tome of some type, that could well be a magical text}}'},
- {name:'Paper',type:'scroll|equipment',ct:'10',charge:'splitable',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Paper}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Equipment,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rev:view,rc:splitable]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Paper) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Paper) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Paper) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (paper grants +5 bonus). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=A sheet of finely made paper, which will take the very best inks}}'},
- {name:'Papyrus',type:'scroll|equipment',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Papyrus}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Equipment,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rev:view,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Papyrus) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Papyrus) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Papyrus) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (papyrus incurs a -5% penalty). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=Fine papyrus, suitable for writing on with good inks as long as the writer is careful to let the ink dry and not to smudge it}}'},
- {name:'Parchment',type:'scroll|equipment',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Parchment}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Equipment,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rev:view,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Parchment) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Parchment) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Parchment) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (parchment gives no penalty or bonus). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=A well-made parchment, reasonably flat and well cured, which will take ink without smudging}}'},
+ avatar:'https://files.d20.io/images/5063/max.png?1336230370',
+ version:7.05,
+ db:[{name:'Blank-Scroll',type:'scroll',ct:'10',charge:'charged',cost:'2',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Blank Scroll}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Blank-Scroll,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,gp:2,wt:0.02,rc:charged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This scroll can hold any number of spells. Use the buttons to [View](!magic --view-spell mi-spells|@{selected|token_id}|Blank-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Blank-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{materials=Scroll}}'},
+ {name:'Boccobs-Blessed-Book',type:'scroll|book|miscellaneous|mu-scroll',ct:'10',charge:'single-uncharged',cost:'9000',body:'\\amp{template:'+fields.scrollTemplate+'}{{prefix=Boccobs Blessed}}{{title=Book}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Boccobs Blessed Book,Scroll|Book|Miscellaneous|MU-Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,st:Book,qty:1,learn:1,gp:9000,wt:3,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=Copies of Boccob\'s blessed book gain a +3 bonus on their saving throws (as "leather or book").}}{{hide1= The pages of such a book accept magic spells scribed upon them, and any book can contain up to 45 spells of any level. The book is thus highly prized by wizards of all sorts as a traveling spell book. It is unlikely that such a libram will ever be discovered (randomly) with spells already inscribed—inscribed or partially inscribed works of this nature are kept carefully by their owners.}}{{Use=Use the buttons to [Write](!magic --mem-spell MI-MU-ADD|@{selected|token_id}|Paper) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Paper) the spells. However, this is a travelling spellbook, not a scroll, and so the spells can be learned and memorised as normal each day, but not cast from the book}}{{GM Info=The GM can add spells to the book that the character can discover and learn using the [Add Items] menu.}}{{materials=Scroll}}{{Looks like=This well-made tome is always of small size. One will typically be no more than 12 inches tall, 6 inches wide, and 1 inch thick—some are a mere 6 inches in height. All such books are durable, waterproof, iron- and silver-bound, and locked.}}'},
+ {name:'Book-of-Exalted-Deeds',type:'scroll|book|miscellaneous|pr-scroll',ct:'10',charge:'charged',cost:'16000',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name=of Exalted Deeds}}{{splevel=Book}}{{school=Alteration}}Specs=[Book of Exaulted Deeds,Scroll|Book|Miscellaneous|PR-Scroll,1H,Alteration]{{components=V,M}}{{time=One week}}ScrollData=[sp:10,st:Book,qty:1,rev:use,gp:16000,wt:3,rc:charged,hide:hide,rev:view]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{GM Info=This book will automatically be hidden as just a Book when added to a character, creature or other container and set to reveal itself on being viewed. All effects are manually applied.}}{{effects=This holy book is sacred to clerics of good alignment. Study of the work will require one week, but upon completion the good cleric will gain one point of Wisdom and experience points sufficient to place him halfway into the next level of experience.}}{{hide1=Clerics neither good nor evil lose 20,000-80,000 experience points for perusing the work (a negative xp total is possible, requiring restoration but not lowering level below 1st). Evil clerics lose one full experience level, dropping to the lowest number of experience points possible to hold the level; furthermore, they have to atone by magical means or by offering up 50% of everything they gain for 1d4 + 1 adventures.\nFighters who handle or read the book are unaffected, though a paladin will sense that it is good. Mages who read it lose one point of Intelligence unless they save versus spell. If they fail to save, they lose 2,000-20,000 experience points. A thief who handles or reads the work sustains 5d6 points of damage and must successfully save vs. spell or lose one point of Dexterity. A thief also has a 10%-50% chance of giving up his profession to become a good cleric if Wisdom is 15 or higher. Bards are treated as neutral priests.\nExcept as indicated above, the writing in a book of exalted deeds can\'t be distinguished from any other magical book, libram, tome, etc. It must be perused. Once perused, the book vanishes, never to be seen again, nor can the same character ever benefit from perusing a similar tome a second time.}}{{materials=Book}}{{Looks like=A fine book or religeous tome of some type, that could well be a magical text}}'},
+ {name:'Book-of-Infinite-Spells',type:'scroll|book|miscellaneous|mu-scroll',ct:'10',charge:'discharging',cost:'18000',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name= of Infinite Spells}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Book of Infinite Spells,Scroll|Book|Miscellaneous|MU-Scroll,1H,Any]{{components=VM}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,st:Book,qty:22+1d8,c:0,rev:use,gp:18000,wt:3,rc:discharging]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This magical work bestows upon any character of any class the ability to use the spells within its pages. However, upon first reading the work, any character not already able to use spells suffers 5d4 points of damage and is stunned for 5d4 turns. Thereafter, he can examine the writing without further harm.\nEach page (charge) is either blank or holds a Wizard or a Priest spell (determined randomly by the GM - see DMG p161).}}{{hide1=The page may be turned, but once a page is turned it can never be flipped back—paging through a book of infinite spells is a one-way trip. When the last page is turned, the book vanishes. The owner of the book can cast the spell to which the book is opened, once per day only. (If the spell is one that the character would normally be able to cast by reason of class and level, however, the spell can be cast up to four times per day due to the book\'s magical powers.)\nThe owner of the book need not have the book on his person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.\nTreat each spell use as if a scroll were being employed, including time of casting, spell failure, etc.\nEach time a spell is cast there is a chance that the energy connected with its use will cause the page to magically turn (despite all precautions).\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Spellcaster employing spells usable by own class and level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Spellcaster using spells foreign to own class or level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Nonspellcaster using priest spell\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Nonspellcaster using wizard spell\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;}}{{Use=Use the buttons to [View](!magic --view-spell mi-powers|@{selected|token_id}|Book-of-Infinite-Spells) or [Cast](!magic --cast-spell MI-POWERS|@{selected|token_id}|Book-of-Infinite-Spells) the spell on the current page.}}{{GM Info=When the page turns, the GM must just [add one spell](!magic --mi-charges @{selected|token_id}|-1|Book-of-Infinite-Spells||charged --store-spells @{selected|token_id}|Book-of-Infinite-Spells|POWERS-ALL|1|) at a time to the book by clicking this button, by removing and/or overwriting the existing spell}}{{materials=Scroll}}{{Looks like=A thin book of fine quality, as might be used for a spellbook. However, this one seems different somehow, perhaps overly ornate (or overly plain)}}'},
+ {name:'Book-of-L1-Spells',type:'scroll|dmitem',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L1 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L1 Spells,ns:1],[cl:MU,w:Affect Normal Fires,sp:0],[cl:MU,w:Alarm,sp:0],[cl:MU,w:Armor,sp:0],[cl:MU,w:Audible Glamer,sp:0],[cl:MU,w:Burning Hands,sp:0],[cl:MU,w:Cantrip,sp:0],[cl:MU,w:Change Self,sp:0],[cl:MU,w:Charm Person,sp:0],[cl:MU,w:Chill Touch,sp:0],[cl:MU,w:Chromatic Orb,sp:0],[cl:MU,w:Colour Spray,sp:0],[cl:MU,w:Comprehend Languages,sp:0],[cl:MU,w:Confuse Languages,sp:0],[cl:MU,w:Dancing Lights,sp:0],[cl:MU,w:Detect Magic,sp:0],[cl:MU,w:Detect Undead,sp:0],[cl:MU,w:Enlarge,sp:0],[cl:MU,w:Reduce,sp:0],[cl:MU,w:Erase,sp:0],[cl:MU,w:Feater Fall,sp:0],[cl:MU,w:Find Familiar,sp:0],[cl:MU,w:Friends,sp:0],[cl:MU,w:Gaze Reflection,sp:0],[cl:MU,w:Grease,sp:0],[cl:MU,w:Hold Portal,sp:0],[cl:MU,w:Hypnotism,sp:0],[cl:MU,w:Identify,sp:0],[cl:MU,w:Jump,sp:0],[cl:MU,w:Light,sp:0],[cl:MU,w:Magic Missile,sp:0],[cl:MU,w:Mending,sp:0],[cl:MU,w:Message,sp:0],[cl:MU,w:Mount,sp:0],[cl:MU,w:Nystuls Magical Aura,sp:0],[cl:MU,w:Phantasmal Force,sp:0],[cl:MU,w:Protection from Evil,sp:0],[cl:MU,w:Protection from Good,sp:0],[cl:MU,w:Read Magic,sp:0],[cl:MU,w:Shield,sp:0],[cl:MU,w:Shocking Grasp,sp:0],[cl:MU,w:Sleep,sp:0],[cl:MU,w:Spider Climb,sp:0],[cl:MU,w:Spook,sp:0],[cl:MU,w:Taunt,sp:0],[cl:MU,w:Tensers Floating Disk,sp:0],[cl:MU,w:Unseen Servant,sp:0],[cl:MU,w:Ventriloquism,sp:0],[cl:MU,w:Wall of Fog,sp:0],[cl:MU,w:Wizard Mark,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 1 Spells}}'},
+ {name:'Book-of-L2-Spells',type:'scroll|dmitem',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L2 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L2 Spells,ns:1],[cl:MU,w:Alter Self,sp:0],[cl:MU,w:Bind,sp:0],[cl:MU,w:Blindness,sp:0],[cl:MU,w:Blur,sp:0],[cl:MU,w:Continual Light,sp:0],[cl:MU,w:Darkness-15ft-radius,sp:0],[cl:MU,w:Deafness,sp:0],[cl:MU,w:Deeppockets,sp:0],[cl:MU,w:Detect Evil,sp:0],[cl:MU,w:Detect Good,sp:0],[cl:MU,w:Detect Invisibility,sp:0],[cl:MU,w:ESP,sp:0],[cl:MU,w:Flaming Sphere,sp:0],[cl:MU,w:Fog Cloud,sp:0],[cl:MU,w:Fools Gold,sp:0],[cl:MU,w:Forget,sp:0],[cl:MU,w:Glitterdust,sp:0],[cl:MU,w:Hypnotic Pattern,sp:0],[cl:MU,w:Improved Phantasmal Force,sp:0],[cl:MU,w:Invisibility,sp:0],[cl:MU,w:Irritation,sp:0],[cl:MU,w:Knock,sp:0],[cl:MU,w:Lock,sp:0],[cl:MU,w:Know Alignment,sp:0],[cl:MU,w:Undetectable Alignment,sp:0],[cl:MU,w:Leomunds Trap,sp:0],[cl:MU,w:Levitate,sp:0],[cl:MU,w:Locate Object,sp:0],[cl:MU,w:Obscure Object,sp:0],[cl:MU,w:Magic Mouth,sp:0],[cl:MU,w:Melfs Acid Arrow,sp:0],[cl:MU,w:Mirror Image,sp:0],[cl:MU,w:Misdirection,sp:0],[cl:MU,w:Protection from Cantrips,sp:0],[cl:MU,w:Pyrotechnics,sp:0],[cl:MU,w:Ray of Enfeeblement,sp:0],[cl:MU,w:Rope Trick,sp:0],[cl:MU,w:Scare,sp:0],[cl:MU,w:Shatter,sp:0],[cl:MU,w:Spectral Hand,sp:0],[cl:MU,w:Stinking Cloud,sp:0],[cl:MU,w:Strength,sp:0],[cl:MU,w:Summon Swarm,sp:0],[cl:MU,w:Tashas Uncontrollable Hideous Laughter,sp:0],[cl:MU,w:Web,sp:0],[cl:MU,w:Whispering Wind,sp:0],[cl:MU,w:Wizard Lock,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 2 Spells}}'},
+ {name:'Book-of-L3-Spells',type:'scroll|dmitem',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L3 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L3 Spells,ns:1],[cl:MU,w:Blink,sp:0],[cl:MU,w:Clairaudience,sp:0],[cl:MU,w:Clairvoyance,sp:0],[cl:MU,w:Delude,sp:0],[cl:MU,w:Dispel Magic,sp:0],[cl:MU,w:Explosive Runes,sp:0],[cl:MU,w:Feign Death,sp:0],[cl:MU,w:Fireball,sp:0],[cl:MU,w:Flame Arrow,sp:0],[cl:MU,w:Fly,sp:0],[cl:MU,w:Gust of Wind,sp:0],[cl:MU,w:Haste,sp:0],[cl:MU,w:Hold Person,sp:0],[cl:MU,w:Hold Undead,sp:0],[cl:MU,w:Illusionary Script,sp:0],[cl:MU,w:Infravision,sp:0],[cl:MU,w:Invisibility 10ft Radius,sp:0],[cl:MU,w:Item,sp:0],[cl:MU,w:Leomunds Tiny Hut,sp:0],[cl:MU,w:Lightning Bolt,sp:0],[cl:MU,w:Melfs Minute Meteors,sp:0],[cl:MU,w:Monster Summoning I,sp:0],[cl:MU,w:Non-Detection,sp:0],[cl:MU,w:Phantom Steed,sp:0],[cl:MU,w:Protection from Evil 10ft Radius,sp:0],[cl:MU,w:Protection from Good 10ft Radius,sp:0],[cl:MU,w:Protection from Normal Missiles,sp:0],[cl:MU,w:Secret Page,sp:0],[cl:MU,w:Sepia Snake Sigil,sp:0],[cl:MU,w:Slow,sp:0],[cl:MU,w:Spectral Force,sp:0],[cl:MU,w:Suggestion,sp:0],[cl:MU,w:Tongues,sp:0],[cl:MU,w:Reverse Tongues,sp:0],[cl:MU,w:Vampiric Touch,sp:0],[cl:MU,w:Water Breathing,sp:0],[cl:MU,w:Air Breathing,sp:0],[cl:MU,w:Wind Wall,sp:0],[cl:MU,w:Wraithform,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 3 Spells}}'},
+ {name:'Book-of-L4-Spells',type:'scroll|dmitem',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L4 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L4 Spells,ns:1],[cl:MU,w:Bestow Curse,sp:0],[cl:MU,w:Charm Monster,sp:0],[cl:MU,w:Confusion,sp:0],[cl:MU,w:Contagion,sp:0],[cl:MU,w:Detect Scrying,sp:0],[cl:MU,w:Dig,sp:0],[cl:MU,w:Dimension Door,sp:0],[cl:MU,w:Emotion,sp:0],[cl:MU,w:Enchanted Weapon,sp:0],[cl:MU,w:Enervation,sp:0],[cl:MU,w:Evards Black Tentacles,sp:0],[cl:MU,w:Extension I,sp:0],[cl:MU,w:Fear,sp:0],[cl:MU,w:Fire Charm,sp:0],[cl:MU,w:Fire Shield-Warm,sp:0],[cl:MU,w:Fire Shield-Cold,sp:0],[cl:MU,w:Fire Trap,sp:0],[cl:MU,w:Fumble,sp:0],[cl:MU,w:Hallucinatory Terrain,sp:0],[cl:MU,w:Ice Storm,sp:0],[cl:MU,w:Illusionary Wall,sp:0],[cl:MU,w:Improved Invisibility,sp:0],[cl:MU,w:Leomunds Secure Shelter,sp:0],[cl:MU,w:Magic Mirror,sp:0],[cl:MU,w:Massmorph,sp:0],[cl:MU,w:Minor Creation,sp:0],[cl:MU,w:Minor Globe of Invulnerability,sp:0],[cl:MU,w:Monster Summoning II,sp:0],[cl:MU,w:Otilukes Resilient Sphere,sp:0],[cl:MU,w:Phantasmal Killer,sp:0],[cl:MU,w:Plant Growth,sp:0],[cl:MU,w:Polymorph Other,sp:0],[cl:MU,w:Polymorph Self,sp:0],[cl:MU,w:Rainbow Pattern,sp:0],[cl:MU,w:Rarys Mnemonic Enhancer,sp:0],[cl:MU,w:Remove Curse,sp:0],[cl:MU,w:Shadow Monsters,sp:0],[cl:MU,w:Shout,sp:0],[cl:MU,w:Solid Fog,sp:0],[cl:MU,w:Stoneskin,sp:0],[cl:MU,w:Vacancy,sp:0],[cl:MU,w:Wall of Fire,sp:0],[cl:MU,w:Wall of Ice,sp:0],[cl:MU,w:Wizard Eye,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 4 Spells}}'},
+ {name:'Book-of-L5-Spells',type:'scroll|dmitem',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L5 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L5 Spells,ns:1],[cl:MU,w:Advanced Illusion,sp:0],[cl:MU,w:Airy Water,sp:0],[cl:MU,w:Animal Growth,sp:0],[cl:MU,w:Shrink Animal,sp:0],[cl:MU,w:Animate Dead,sp:0],[cl:MU,w:Avoidance,sp:0],[cl:MU,w:Attraction,sp:0],[cl:MU,w:Bigbys Interposing Hand,sp:0],[cl:MU,w:Chaos,sp:0],[cl:MU,w:Cloudkill,sp:0],[cl:MU,w:Cone of Cold,sp:0],[cl:MU,w:Conjure Air Elemental,sp:0],[cl:MU,w:Conjure Earth Elemental,sp:0],[cl:MU,w:Conjure Fire Elemental,sp:0],[cl:MU,w:Conjure Water Elemental,sp:0],[cl:MU,w:Contact Other Plane,sp:0],[cl:MU,w:Demi-Shadow Monsters,sp:0],[cl:MU,w:Dismissal,sp:0],[cl:MU,w:Distance Distortion,sp:0],[cl:MU,w:Domination,sp:0],[cl:MU,w:Dream,sp:0],[cl:MU,w:Nightmare,sp:0],[cl:MU,w:Extension II,sp:0],[cl:MU,w:Fabricate,sp:0],[cl:MU,w:False Vision,sp:0],[cl:MU,w:Feeblemind,sp:0],[cl:MU,w:Hold Monster,sp:0],[cl:MU,w:Leomunds Lamentable Belaborment,sp:0],[cl:MU,w:Leomunds Secret Chest,sp:0],[cl:MU,w:Magic Jar,sp:0],[cl:MU,w:Major Creation,sp:0],[cl:MU,w:Monster Summoning III,sp:0],[cl:MU,w:Mordenkainens Faithful Hound,sp:0],[cl:MU,w:Passwall,sp:0],[cl:MU,w:Seeming,sp:0],[cl:MU,w:Sending,sp:0],[cl:MU,w:Shadow Door,sp:0],[cl:MU,w:Shadow Magic,sp:0],[cl:MU,w:Stone Shape,sp:0],[cl:MU,w:Summon Shadow,sp:0],[cl:MU,w:Telekinesis,sp:0],[cl:MU,w:Teleport,sp:0],[cl:MU,w:Transmute Rock to Mud,sp:0],[cl:MU,w:Transmute Mud to Rock,sp:0],[cl:MU,w:Wall of Force,sp:0],[cl:MU,w:Wall of Iron,sp:0],[cl:MU,w:Wall of Stone,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 5 Spells}}'},
+ {name:'Book-of-L6-Spells',type:'scroll|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L6 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L6 Spells,ns:1],[cl:MU,w:Anti-Magic Shell,sp:0],[cl:MU,w:Bigbys Forceful Hand,sp:0],[cl:MU,w:Chain Lightning,sp:0],[cl:MU,w:Conjure Animals,sp:0],[cl:MU,w:Contingency,sp:0],[cl:MU,w:Control Weather,sp:0],[cl:MU,w:Death Fog,sp:0],[cl:MU,w:Death Spell,sp:0],[cl:MU,w:Demi-Shadow Magic,sp:0],[cl:MU,w:Disintegrate,sp:0],[cl:MU,w:Enchant an Item,sp:0],[cl:MU,w:Ensnarement,sp:0],[cl:MU,w:Extension III,sp:0],[cl:MU,w:Eyebyte,sp:0],[cl:MU,w:Geas,sp:0],[cl:MU,w:Glassee,sp:0],[cl:MU,w:Globe of Invulnerability,sp:0],[cl:MU,w:Guards and Wards,sp:0],[cl:MU,w:Invisible Stalker,sp:0],[cl:MU,w:Legend Lore,sp:0],[cl:MU,w:Lower Water,sp:0],[cl:MU,w:Raise Water,sp:0],[cl:MU,w:Mass Suggestion,sp:0],[cl:MU,w:Mirage Arcana,sp:0],[cl:MU,w:Mislead,sp:0],[cl:MU,w:Monster Summoning IV,sp:0],[cl:MU,w:Mordenkainens Lucubration,sp:0],[cl:MU,w:Move Earth,sp:0],[cl:MU,w:Otilukes Freezing Sphere,sp:0],[cl:MU,w:Part Water,sp:0],[cl:MU,w:Permanent Illusion,sp:0],[cl:MU,w:Programmed Illusion,sp:0],[cl:MU,w:Project Image,sp:0],[cl:MU,w:Reincarnation,sp:0],[cl:MU,w:Repulsion,sp:0],[cl:MU,w:Shades,sp:0],[cl:MU,w:Stone to Flesh,sp:0],[cl:MU,w:Flesh to Stone,sp:0],[cl:MU,w:Tensers Transformation,sp:0],[cl:MU,w:Transmute Dust to Water,sp:0],[cl:MU,w:Transmute Water to Dust,sp:0],[cl:MU,w:True Seeing,sp:0],[cl:MU,w:Veil,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 6 Spells}}'},
+ {name:'Book-of-L7-Spells',type:'scroll|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L7 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L7 Spells,ns:1],[cl:MU,w:Banishment,sp:0],[cl:MU,w:Bigbys Grasping Hands,sp:0],[cl:MU,w:Charm Plants,sp:0],[cl:MU,w:Control Undead,sp:0],[cl:MU,w:Delayed Blast Fireball,sp:0],[cl:MU,w:Drawmijs Instant Summons,sp:0],[cl:MU,w:Duo-Dimension,sp:0],[cl:MU,w:Finger of Death,sp:0],[cl:MU,w:Forcecage,sp:0],[cl:MU,w:Limited Wish,sp:0],[cl:MU,w:Mass Invisibility,sp:0],[cl:MU,w:Monster Summoning V,sp:0],[cl:MU,w:Mordenkainens Magnificent Mansion,sp:0],[cl:MU,w:Mordenkainens Sword,sp:0],[cl:MU,w:Phase Door,sp:0],[cl:MU,w:Power Word Stun,sp:0],[cl:MU,w:Prismatic Spray,sp:0],[cl:MU,w:Reverse Gravity,sp:0],[cl:MU,w:Sequester,sp:0],[cl:MU,w:Shadow Walk,sp:0],[cl:MU,w:Simulacrum,sp:0],[cl:MU,w:Spell Turning,sp:0],[cl:MU,w:Statue,sp:0],[cl:MU,w:Teleport Without Error,sp:0],[cl:MU,w:Vanish,sp:0],[cl:MU,w:Vision,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 7 Spells}}'},
+ {name:'Book-of-L8-Spells',type:'scroll|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L8 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L8 Spells,ns:1],[cl:MU,w:Antipathy-Sympathy,sp:0],[cl:MU,w:Bigbys Clenched Fist,sp:0],[cl:MU,w:Binding,sp:0],[cl:MU,w:Clone,sp:0],[cl:MU,w:Demand,sp:0],[cl:MU,w:Glassteel,sp:0],[cl:MU,w:Incendiary Cloud,sp:0],[cl:MU,w:Mass Charm,sp:0],[cl:MU,w:Maze,sp:0],[cl:MU,w:Mind Blank,sp:0],[cl:MU,w:Monster Summoning VI,sp:0],[cl:MU,w:Otilukes Telekinetic Sphere,sp:0],[cl:MU,w:Ottos Irresistable Dance,sp:0],[cl:MU,w:Permanency,sp:0],[cl:MU,w:Polymorph Any Object,sp:0],[cl:MU,w:Powerword Blind,sp:0],[cl:MU,w:Prismatic Wall,sp:0],[cl:MU,w:Screen,sp:0],[cl:MU,w:Sertens Spell Immunity,sp:0],[cl:MU,w:Sink,sp:0],[cl:MU,w:Symbol,sp:0],[cl:MU,w:Trap the Soul,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 8 Spells}}'},
+ {name:'Book-of-L9-Spells',type:'scroll|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Book of L9 Spells,Scroll|DMitem,1H,Any,Book-of-Spells]{{}}ScrollData=[w:Book of L9 Spells,ns:1],[cl:MU,w:Astral Spell,sp:0],[cl:MU,w:Bigbys Crushing Hand,sp:0],[cl:MU,w:Crystalbrittle,sp:0],[cl:MU,w:Energy Drain,sp:0],[cl:MU,w:Foresight,sp:0],[cl:MU,w:Gate,sp:0],[cl:MU,w:Imprisonment,sp:0],[cl:MU,w:Freedom,sp:0],[cl:MU,w:Meteor Swarm,sp:0],[cl:MU,w:Monster Summoning VII,sp:0],[cl:MU,w:Mordenkainens Disjunction,sp:0],[cl:MU,w:Power Word Kill,sp:0],[cl:MU,w:Prismatic Sphere,sp:0],[cl:MU,w:Shape Change,sp:0],[cl:MU,w:Succor,sp:0],[cl:MU,w:Reverse Succor,sp:0],[cl:MU,w:Temporal Stasis,sp:0],[cl:MU,w:Temporal Reinstatement,sp:0],[cl:MU,w:Time Stop,sp:0],[cl:MU,w:Weird,sp:0],[cl:MU,w:Wish,sp:0]{{}}%{MI-DB|Book-of-Spells}{{name=of Level 9 Spells}}'},
+ {name:'Book-of-Spells',type:'scroll|format',ct:'10',charge:'uncharged',cost:'0',body:'{{title=Spellbook}}Specs=[Book of Spells,Scroll|Format,1H,Any]{{splevel=Book}}{{school=Any}}{{sphere=Any}}{{components=Various}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,qty:1,learn:1,gp:0,wt:0,rc:uncharged,ns:1]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{GM Info=The *Books of Ln Spells* are spellbooks for training / granting spells when a wizard gains a level that gets a new level of spells. The character can be given the appropriate book by their trainer at a wizard\'s university or just added by the GM to their character using [Add Items] and be allowed to learn a specified number of spells (set by the GM in whatever way they want)) before giving the book back (or the GM removing it)}}{{effects=This spellbook can hold any number of spells. Use the button to [View](!magic --view-spell mi-spells|@{selected|token_id}) the spells. Note: you can\'t cast directly from this spell book - you must add them to your own spell book by *viewing* a spell and then pressing the [Learn] button displayed and (if successfully learned) memorise the spell for the day.}}{{materials=Spellbook}}'},
+ {name:'Book-of-Vile-Darkness',type:'scroll|book|miscellaneous|pr-scroll',ct:'10',charge:'charged',cost:'16000',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name= of Vile Darkness}}{{splevel=Book}}{{school=Alteration}}Specs=[Book of Vile Darkness,Scroll|Book|Miscellaneous|PR-Scroll,1H,Alteration]{{components=V,M}}{{time=One week}}ScrollData=[sp:10,st:Book,hide:hide,rev:view,qty:1,rev:use,gp:16000,wt:3,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{GM Info=This book will automatically be hidden as just a Book when added to a character, creature or other container and set to reveal itself on being viewed. All effects are manually applied.}}{{effects=This is a work of ineffable evil - meat and drink to priests of that alignment. To fully consume the contents requires one week of study, but once this has been accomplished, the evil priest gains one point of Wisdom and enough experience points to place him halfway into the next level of experience.}}{{hide1=Priests neither good nor evil who read the book either lose 30,000-120,000 experience points or become evil without benefit from the book; there is a 50% chance for either. Good priests perusing the pages of the unspeakable book of vile darkness will have to successfully save vs. poison or die; and if they do not die they must successfully save vs. spell or become permanently insane. In the latter event, even if the save is successful, the priest loses 250,000 experience points, less 10,000 for each point of Wisdom he has. Other characters of good alignment suffer 5d6 points of damage from handling the tome, and if they look inside, there is an 80% chance a night hag will attack the character that night. Nonevil neutral characters suffer 5d4 points of damage from handling the book, and reading its pages causes them to succeed on a save vs. poison or become evil, immediately seeking out an evil priest to confirm their new alignment (see *Book of Exalted Deeds* for other details).}}{{materials=Book}}{{Looks like=A fine book or religeous tome of some type, that could well be a magical text}}'},
+ {name:'Paper',type:'scroll|equipment|mu-scroll|pr-scroll',ct:'10',charge:'change-each',cost:'0.8',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Paper}}{{splevel=for Scrolls}}{{school=None yet}}{{sphere=Any}}Specs=[Paper,Scroll|Equipment|MU-Scroll|PR-Scroll,1H,Any]{{components=V}}{{time=Not yet written}}ScrollData=[sp:10,to:Paper-Scroll,gp:0.8,wt:0.03,rev:view,rc:change-each]{{range=Not yet written}}{{duration=Not yet written}}{{aoe=Not yet written}}{{save=Not yet written}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the paper as an item which will turn it into a writeable *paper scroll*.\nOnce you have written on the scroll, the DM can rename it using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=The papyrus will not become a writable *Paper Scroll* until the possessor uses it by selecting the [Use Item] or [Use MI] token action button and selecting the paper to use. This will automatically turn one sheet of paper from the stack into a writable scroll and display it with buttons ready to add spells - though the GM should read the GM Info on the writable scroll about success rates and what affects them}}{{materials=Scroll}}{{Looks like=Fine paper, suitable for writing on with good inks as long as the writer is careful to let the ink dry and not to smudge it}}'},
+ {name:'Paper-Scroll',type:'scroll|hide',ct:'10',charge:'splitable',cost:'2',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Paper}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Hide,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rev:view,gp:2,wt:0.01,rc:splitable]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-MU-PR-ADD|@{selected|token_id}|Paper) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Paper) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Paper) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (paper grants +5 bonus). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=A sheet of finely made paper, which will take the very best inks}}'},
+ {name:'Papyrus',type:'scroll|equipment|mu-scroll|pr-scroll',ct:'10',charge:'change-each',cost:'0.8',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Papyrus}}{{splevel=for Scrolls}}{{school=None yet}}{{sphere=Any}}Specs=[Papyrus,Scroll|Equipment|MU-Scroll|PR-Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,to:Papyrus-Scroll,gp:0.8,wt:0.03,rev:view,rc:change-each]{{range=Not yet written}}{{duration=Not yet written}}{{aoe=Not yet written}}{{save=Not yet written}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the papyrus as an item which will turn it into a writeable *papyrus scroll*.\nOnce you have written on the scroll, the DM can rename it using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=The papyrus will not become a writable *Papyrus Scroll* until the possessor uses it by selecting the [Use Item] or [Use MI] token action button and selecting the papyrus to use. This will automatically turn one sheet of papyrus from the stack into a writable scroll and display it with buttons ready to add spells - though the GM should read the GM Info on the writable scroll about success rates and what affects them}}{{materials=Scroll}}{{Looks like=Fine papyrus, suitable for writing on with good inks as long as the writer is careful to let the ink dry and not to smudge it}}'},
+ {name:'Papyrus-Scroll',type:'scroll|hide',ct:'10',charge:'single-uncharged',cost:'0.8',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Papyrus}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Hide,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,gp:0.8,wt:0.03,rev:view,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-MU-PR-ADD|@{selected|token_id}|Papyrus-Scroll) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Papyrus-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Papyrus-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (papyrus incurs a -5% penalty). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=Fine papyrus, suitable for writing on with good inks as long as the writer is careful to let the ink dry and not to smudge it}}'},
+ {name:'Parchment',type:'scroll|equipment|mu-scroll|pr-scroll',ct:'10',charge:'change-each',cost:'0.8',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Parchment}}{{splevel=for Scrolls}}{{school=None yet}}{{sphere=Any}}Specs=[Parchment,Scroll|Equipment|MU-Scroll|PR-Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,to:Parchment-Scroll,gp:0.8,wt:0.03,rev:view,rc:change-each]{{range=Not yet written}}{{duration=Not yet written}}{{aoe=Not yet written}}{{save=Not yet written}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the parchment as an item which will turn it into a writeable *parchment scroll*.\nOnce you have written on the scroll, the DM can rename it using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=The parchment will not become a writable *Parchment Scroll* until the possessor uses it by selecting the [Use Item] or [Use MI] token action button and selecting the parchment to use. This will automatically turn one sheet of parchment from the stack into a writable scroll and display it with buttons ready to add spells - though the GM should read the GM Info on the writable scroll about success rates and what affects them}}{{materials=Scroll}}{{Looks like=Fine parchment, suitable for writing on with good inks as long as the writer is careful to let the ink dry and not to smudge it}}'},
+ {name:'Parchment-Scroll',type:'scroll|hide',ct:'10',charge:'single-uncharged',cost:'1',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Parchment}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Hide,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,gp:1,wt:0.02,rev:view,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-MU-PR-ADD|@{selected|token_id}|Parchment) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Parchment) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Parchment) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (parchment gives no penalty or bonus). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=A well-made parchment, reasonably flat and well cured, which will take ink without smudging}}'},
{name:'Scroll-Format',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{title=Scroll}}Specs=[Scroll-Format,Format,0H,Format]{{splevel=Scroll}}{{Looks like=A standard scroll of magical text or runes written on parchment of fine quality}}{{materials=Scroll}}'},
- {name:'Scroll-of-Amnesia',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Amnesia,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Amnesia}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** loses their memory, even of the members of the party, the campaign their on, any spells they have memorised, and what they had for breakfast etc...}}{{materials=Scroll}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Amnesia|99|0|You have forgotten everything, including memorised spells|broken-skull\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Amnesia** and should suffer the consequences!}}'},
- {name:'Scroll-of-Animate-Rock',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Animate Rock,Scroll,1H,Alteration]{{}}ScrollData=[sp:10,rev:view,rc:charged]{{}}%{PR-Spells-DB|Animate-Rock}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest }}{{name=of Animate Rock}}{{duration=[[15]]rounds}}{{aoe=[30 cu.ft](!rounds --movable-aoe @{selected|token_id}|rectangle|feet|120|||magic --target-nosave caster|@{selected|token_id}|Animate-Rock|15|-1|Animated a rock which will obay simple commands|edge-crack)}}{{material=The scroll, a stone and drop of the caster\'s blood.}}{{desc=Scroll casts spell as if by 15th level priest}}'},
- {name:'Scroll-of-Armour',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Armour,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:10,learn:Armour,rev:view,rc:charged]{{}}%{MU-Spells-DB|Armour}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name=of Armour}}{{duration=Lasts until the target takes [[8+6]] points of damage}}{{desc=Scroll casts spell as a level 6 wizard}}\n!setattr --silent --charid @{selected|character_id} --mu-casting-level|6'},
- {name:'Scroll-of-Augury',type:'scroll',ct:'20',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Augury,Scroll,1H,Divination]{{}}ScrollData=[sp:20,rev:view,rc:charged]{{}}%{PR-Spells-DB|Augury}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name=of Augury}}{{effects=Asks divine guidance on whether action in next [[3]] turns will be for the benefit of or harmful to the party. If successful DM will reveal "weal" or "Woe" or perhaps some cryptic clue. Chance of success is [[76]]% adjusted by DM for circumstances.}}{{desc=Scroll casts spell as if by 6th level priest}}'},
- {name:'Scroll-of-Bad-Luck',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Bad Luck,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name=of Bad Luck}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed with *Bad Luck*, resulting in a penalty of -1 on all attack and saving throw rolls}}\n!rounds --target-nosave caster|@{selected|token_id}|Bad-Luck-1|99|0|Suffering from bad luck|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Bad Luck** and should suffer the consequences!}}'},
- {name:'Scroll-of-Beard-Growing',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Beard Growing,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name=of Beard Growing}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed with *Beard Growing*, resulting in them growing a beard at 6 inches per minute. If left uncut, risk of tripping increases by 5% from round 5 onwards.}}\n!rounds --target-nosave caster|@{selected|token_id}|Beard-Growing|6|6|Beard growing fast!|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Beard Growing** and should suffer the consequences!}}'},
- {name:'Scroll-of-CLW',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of CLW,Scroll,1H,Healing]{{}}ScrollData=[sp:5,rev:view,rc:charged]{{}}%{PR-Spells-DB|CLW}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Cure Light Wounds}}{{desc=Scroll casts spell as if by 6th level priest}}'},
- {name:'Scroll-of-Charm-Person',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Charm Person,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:1,learn:Charm-Person,rev:view,rc:charged]{{}}%{MU-Spells-DB|Charm-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Charm Person}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Coma',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Coma,Scroll,1H,Curse]{{name= of Coma}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** falls into a deep sleep from which they cannot be roused.}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Coma|99|0|You are in a deep, dreamless sleep and cannot be roused|sleepy\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Coma** and should suffer the consequences!}}'},
- {name:'Scroll-of-Command',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Command,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:1,rev:view,rc:charged]{{}}%{PR-Spells-DB|Command}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Command}}{{desc=Scroll casts spell as if by 6th level priest}}'},
- {name:'Scroll-of-Conjure-Elemental',type:'scroll',ct:'100',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Conjure Elemental,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:100,learn:Conjure-Elemental,rev:view,rc:charged]{{}}%{MU-Spells-DB|Conjure-Air-Elemental}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Conjure Elemental}}{{duration=[[10]]turns}}{{effects=There are actually four spells in the conjure elemental spell. The wizard is able to conjure an air, earth, fire, or water elemental with this spell--assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice.}}{{material=The scroll and appropriate element}}{{Use=Click [Conjure Elemental](!rounds --target-nosave caster|@{selected|token_id}|Conjure-Elemental|[[10*@{selected|mu-casting-level}]]|-1|Now I\'ve got this Elemental, what will I do with it?|stopwatch) to set a duration timer, then ask the GM to *Drag \\amp Drop* the appropriate elemental onto the playing area in the area of effect}}{{desc=Scroll casts spell as if by 10th level wizard}}'},
- {name:'Scroll-of-Cowardice',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Cowardice,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Cowardice}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** becomes cowardly, needing to make a morale check each time they encounter a monster! Assume a base morale score of 14 (Elite), the DM can advise on modifiers. Roll d20 and get under the current morale score for each encounter, or take appropriate cowardly action}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Cowardice|99|0|You have become a coward! Roll a morale check for each encounter|screaming\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Cowardice** and should suffer the consequences!}}'},
- {name:'Scroll-of-Deeppockets',type:'scroll',ct:'100',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Deeppockets,Scroll,1H,Alteration-Enchantment]{{}}ScrollData=[sp:100,learn:Deeppockets,rev:view,rc:charged]{{}}%{MU-Spells-DB|Deeppockets}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}{{name= of Deeppockets}}{{duration=[[18]] hours}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Dispel-Magic',type:'scroll',ct:'300',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Dispel Magic,Scroll,1H,Abjuration]{{}}ScrollData=[sp:300,learn:Dispel-Magic,rev:view,rc:charged]{{}}%{MU-Spells-DB|Dispel-Magic}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Dispel Magic}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Explosive-Runes',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Explosive Runes,Scroll,1H,Alteration]{{}}ScrollData=[sp:3,learn:Explosive-Runes,rev:view,rc:charged]{{}}%{MU-SPELLS-DB|Explosive-Runes}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Explosive Runes}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Fear',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Fear,Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:4,learn:Fear,rev:view,rc:charged]{{}}%{MU-Spells-DB|Fear}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Fear}}{{desc=Scroll casts spell as if by 8th level wizard}}'},
- {name:'Scroll-of-Feeling-Small',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Feeling Small,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Feeling Small}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is reduced to half their size, but thier clothes and equipment are not! Move is reduced to 2/3rds of normal}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Feeling Small|99|0|You are feeling small|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Feeling Small** and should suffer the consequences!}}'},
- {name:'Scroll-of-Find-Familiar',type:'scroll',ct:'1000',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Find Familiar,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:1000,learn:Find-Familiar,rev:view,rc:charged]{{}}%{MU-Spells-DB|Find-Familiar}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name=of Find Familiar}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Fireball',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Fireball,Scroll,1H,Evocation]{{}}ScrollData=[sp:3,learn:Fireball,rev:view,rc:charged]{{}}%{MU-Spells-DB|Fireball}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Fireball}}{{range=[[70]] yds}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|420|40||fire)}}{{damage=[6d6](!magic --message @{selected|token_id}|Scroll of Fireball|The *fireball* does \\amp#91;[6d6]\\amp#93; HP of damage to those in the area of effect, save vs. spell to halve)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Flame-Blade',type:'scroll|innate-melee',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Flame-Blade,Scroll|Innate-Melee,1H,Evocation],[Scroll of Flame-Blade,Innate-Melee|Scroll,1H,Evocation],[Scroll of Flame-Blade,Innate-Melee|Scroll,1H,Evocation]{{}}ToHitData=[w:Flame Blade vs normal,+:0],[w:Flame Blade vs vulnerable,+:0],[w:Flame Blade vs protected,+:0]{{}}DmgData=[w:Flame Blade vs normal,+:0,sm:4+1d4,L:4+1d4],[w:Flame Blade vs vulnerable,+:2,sm:4+1d4,L:4+1d4],[w:Flame Blade vs protected,+:-2,sm:4+1d4,L:4+1d4]{{}}weapData=[rc:charged,on:\\api;rounds --target-nosave caster|@{selected|token_id}|Flame-Blade|7|-1|If hit Flameblade does 1d4+4 dmg\\comma; +2 fire dmg|all-for-one,off:\\api;rounds --removetargetstatus @{selected|token_id}|Flame-Blade\\amp#13;\\api;magic ~~mi-charges @{selected|token_id}|-1|Scroll-of-Flame-Blade||charged]{{}}ScrollData=[w:Flame-Blade,sp:4,cs:VSM,sph:Elemental-Fire,rev:view,rc:charged]{{}}%{MI-DB|Scroll-Format}{{name= of Flame Blade}}{{splevel=Level 2 Priest}}{{school=Evocation}}{{sphere=Elemental (Fire)}}{{time=[[4]]}}ScrollData=[sp:4,rc:charged]{{range=[[0]]}}{{duration=[[7]] rounds}}{{aoe=[[3]]ft long blade}}{{save=None}}{{components=V,S,M}}{{reference=PHB p205}}{{use=Take the *Flame Blade* in-hand using the *Change Weapon* menu for the duration of the spell, and use it to attack opponents. It will disappear when the duration expires or you *Change Weapon* to another weapon.}}{{effects=Causes a blazing ray of red-hot fire to spring forth from the caster\'s hand, which is wielded as if it were a scimitar.}}{{materials=The caster\'s holy symbol, and a leaf of sumac (1sp)}}{{hide1=If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.}}{{desc=Scroll casts spell as if by 6th level priest}}'},
- {name:'Scroll-of-Frugality',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Frugality,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Frugality}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** decides to give up all their possessions. The will give them away - not purposfully to the other party members alone with a view to get them back later, but to whom you genuinely feel to be the most needy, or sell them and give the money to your temple. You become truely frugal and eschew future possessions until the curse is lifted.}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Frugality|99|0|You do not want possessions.|angel-outfit\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Frugality** and should suffer the consequences!}}'},
- {name:'Scroll-of-Getting-Stoned',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Getting Stoned,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Getting Stoned}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Petrification Negates}}{{effects=The creature reading this scroll must save vs. petrification or ***immediately*** become a stone statue, suffering Petrification. A *Stone to Flesh* spell is required to reverse the effect.}}\n!rounds --target-nosave caster|@{selected|token_id}|Petrification|99|0|You have been petrified|aura\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Getting Stoned** and should suffer the consequences!}}'},
- {name:'Scroll-of-Glitterdust',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'!setattr --silent --charid @{selected|character_id} --mu-casting-level|6\n\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Glitterdust,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:2,learn:Glitterdust,rev:view,rc:charged]{{}}%{MU-Spells-DB|Glitterdust}{{}}%{MI-DB|Scroll-Format}{{name= of Glitterdust}}{{range=[[60]]yards}}{{duration=Blinding [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) rounds, Glittered [1d4+6](!\\amp#13;\\amp#47;r 1d4+6) rounds}}{{desc=As if cast by a 6th level wizard}}'},
- {name:'Scroll-of-Grease',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Grease,Scroll,1H,Conjuration]{{}}ScrollData=[sp:1,learn:Grease,rev:view,rc:charged]{{}}%{MU-Spells-DB|Grease}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Grease}}{{duration=[[9]] Rounds}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Heal',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Heal,Scroll,1H,Evocation]{{}}ScrollData=[sp:3,rev:view,rc:charged]{{}}%{PR-Spells-DB|Heal}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Heal}}{{school=Necromancy}}{{desc=Scroll casts spell as if by 12th level wizard}}'},
- {name:'Scroll-of-Heroes-Feast',type:'scroll',ct:'100',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Heroes Feast,Scroll,1H,Evocation]{{}}ScrollData=[sp:100,rev:view,rc:charged]{{}}%{PR-Spells-DB|Heroes-Feast}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name=of Heroes Feast}}{{splevel=Scroll}}{{aoe=[[12]] feasters}}{{Use=Click [Make Heroes](!rounds --target-nosave multi|@{selected|token_id}|Eating-Heroes-Feast|60|-1|Eating a Heroes Feast to ready for battle|trophy) and select up to [[12]] creatures to invite to the feast, before pressing *add status changes* in the chat window}}{{desc=Scroll casts spell as if by 12th level priest}}'},
- {name:'Scroll-of-Hold-Person',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hold Person,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:3,learn:Hold-Person,rev:view,rc:charged]{{}}%{MU-Spells-DB|Hold-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Hold Person}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Hold-Person-for-Priests',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hold Person,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:3,rev:view,rc:charged]{{}}%{PR-Spells-DB|Hold-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Hold Person}}{{desc=Scroll casts spell as if by 6th level priest}}'},
- {name:'Scroll-of-Hunger',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hunger,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Hunger}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** gains an insatiable appetite. From this point on, you must have food in at least one of your hands and be always taking bites of it. Your backpack will gradually become full of just food, and lose space for anything else!}}\n!rounds --target caster|@{selected|token_id}|Scroll of Hunger|99|0|Feed Me! Feed Me! Feed Me, Seymour!|screaming\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Hunger** and should suffer the consequences!}}'},
- {name:'Scroll-of-Hurting',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hurting,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Hurting}}{{splevel=Scroll}}{{school=Curse}}Specs=[Scroll of Hurting,Scroll,1H,Curse]{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** suffers 2d3 damage}}\n!modattr --charid @{selected|character_id} --hp|-[[2d3]] --fb-public --fb-header @{selected|character_name} suffers _TCUR0_ points of damage from reading a cursed scroll\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Hurting** and should suffer the consequences!}}'},
- {name:'Scroll-of-Inflict-Wounds',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Inflict Wounds,Scroll,1H,Necromancy]{{}}ScrollData=[sp:5,rev:view,rc:charged]{{}}%{PR-Spells-DB|Cause-Light-Wounds}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Inflict Wounds}}{{desc=Scroll casts spell as if by 6th level priest}}'},
- {name:'Scroll-of-Invisibility',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Invisibility,Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:2,learn:Invisibility,rev:view,rc:charged]{{}}%{MU-Spells-DB|Invisibility}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Invisibility}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Knock',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Knock,Scroll,1H,Alteration]{{}}ScrollData=[sp:1,learn:Knock,rev:view,rc:charged]{{}}%{MU-Spells-DB|Knock}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Knock}}{{aoe=[60 sq. ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|180|||magic)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Magic-Mouth',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Magic Mouth,Scroll,1H,Alteration]{{}}ScrollData=[sp:2,learn:Magic-Mouth,rev:view,rc:charged]{{}}%{MU-Spells-DB|Magic-Mouth}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Magic Mouth}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Protection-vs-Acid',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Acid,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Acid}}{{time=[[6]]}}{{duration=[1d4+8 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is reading the scroll?|token_id}|Protection-vs-Acid|\\amp#91;[\\amp#63;{Duration?|1d4+4}*10]\\amp#93;|-1|Protected vs Acid attacks|white-tower)}}{{aoe=Reader}}{{effects=The reader is protected from all forms of acid, to a maximum damage of 20 Hit Dice or a maximum duration of 1d4+8 turns, whichever occurs first.}}{{use=Press the *Duration* button to add a status timer to the reader\'s token (requires use of Turn Order or *Maint Menu* to increment Round Counter). If reader takes, and the scroll resists more than 20 Hit Dice of damage, press the button that appears for the reader\'s player each round to end the status. **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
- {name:'Scroll-of-Protection-vs-Cold',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Cold,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:3,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Cold}}}{{time=[[3]]}}{{duration=[1d4+4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Cold|\\amp#91;[\\amp#63;{Duration?|1d4+4}*10]\\amp#93;|-1|Protected vs Cold|white-tower)}}{{aoe=30ft diameter sphere}}{{effects=Protection extends outward from the reader to a 30-foot diameter sphere. All within the area are protected from the effects of nonmagical cold to a temperature of absolute zero (-460 degrees). Against magical cold, the scroll confers a +6 bonus to saving throws and one-quarter damage (one-eighth if the saving throw is made).}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). An area of protection will appear around, and move with the reader for the duration. Apply saving throw bonuses manually}}'},
- {name:'Scroll-of-Protection-vs-Dragon-Breath',type:'scroll',ct:'1d10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Dragon Breath,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:1d10,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Dragon Breath}}{{time=Variable}}{{duration=[1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is reading the scroll?|token_id}|Protection-vs-Dragon-Breath|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|-1|Protected vs all forms of Dragon Breath|white-tower)}}{{aoe=Reader}}{{effects=Only the individual reading the scroll is protected. Protection extends to all forms of dragon breath and lasts 2d4+4 rounds.}}{{use=Press the *Duration* button to add a status timer to the reader\'s token (requires use of Turn Order or *Maint Menu* to increment Round Counter). **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
- {name:'Scroll-of-Protection-vs-Electricity',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Electricity,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:5,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Electricity}}{{time=[[5]]}}{{duration=[3d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Electricity|\\amp#91;[\\amp#63;{Duration?|3d4}]\\amp#93;|-1|Protected from all damage done by Electricity|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=Protection is provided in a 20-foot diameter sphere centered on the reader. Those protected are immune to all electrical attacks and associated effects. The protection lasts 3d4 rounds.}}'},
- {name:'Scroll-of-Protection-vs-Elemental-Air',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Air Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Air Elementals}}{{time=[[6]]}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Air Elementals|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magic protects the reader and all within 10 feet of him from the type of elemental noted, as well as elemental creatures of the same plane(s). The protection affects a maximum of 24 Hit Dice of elemental creatures. The spell lasts for 5d8 rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more Hit Dice than are protected against or by several elemental creatures—those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
- {name:'Scroll-of-Protection-vs-Elemental-Earth',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Earth Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Earth Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Earth Elementals|white-tower)}}'},
- {name:'Scroll-of-Protection-vs-Elemental-Fire',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fire Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fire Elementals}}{{school=Alteration}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Fire Elementals|white-tower)}}'},
- {name:'Scroll-of-Protection-vs-Elemental-Water',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Water Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Water Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Water Elementals|white-tower)}}'},
- {name:'Scroll-of-Protection-vs-Elementals',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs All Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. All Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 16HD of Elementals|white-tower)}}{{aoe=20ft diameter sphere}}{{save=None}}'},
- {name:'Scroll-of-Protection-vs-Fiends',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fiends,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:10,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fiends}}{{time=[[10]]}}{{duration=[5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Protection-vs-Fiends|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Protected vs Demons, Devils \\amp other fiends|white-tower)}}{{aoe=[[10]]ft diameter sphere}}{{effects=This scroll generates a 10-foot diameter sphere of protection centered on the reader. All within the area are immune to attacks or other effects caused by demons, devils or other Fiends from the lower planes. They may not enter the area of protection, but those inside can attack through the barrier. The barrier may not be used in any way offensively - trapping a fiend and forcing the barrier against it will end the protection.}}'},
- {name:'Scroll-of-Protection-vs-Fire',type:'scroll',ct:'8',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fire,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:8,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fire}}{{time=[[8]]}}{{duration=[1d4+4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Fire|\\amp#91;[\\amp#63;{Duration?|4+1d4}*10]\\amp#93;|-1|Protected from all types of normal \\amp magical fire|white-tower)}}{{aoe=30ft diameter sphere}}{{effects=Protection extends to a 30-foot diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature.}}'},
- {name:'Scroll-of-Protection-vs-Gas',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Gas,Scroll,1H,Alteration-Protection]{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Gas}}{{school=Alteration}}{{sphere=Protection}}{{components=V,M}}{{time=[[3]]}}ScrollData=[sp:3,rev:view,rc:charged]{{range=[[0]]}}{{duration=[1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Gas|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|-1|Protected vs Gas attacks|white-tower)}}{{aoe=10ft diameter sphere}}{{save=None}}{{effects=This scroll generates a 10-foot diameter sphere of protection centered on the reader. All within the area are immune to the effects of any gas—poison gas, gaseous breath weapons, spells that generate gas (such as stinking cloud and cloudkill), and all similar forms of noxious, toxic vapors.}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). An area of protection will appear around, and move with the reader for the duration. **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
- {name:'Scroll-of-Protection-vs-Gaze-Attacks',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Gaze Attacks,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:5,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection from Gaze Attacks}}{{time=[[5]]}}{{aoe=Reader}}{{duration= [1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the reader?|token_id}|Protection-vs-Gaze|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|Protected vs Gaze attacks|white-tower)}}{{effects=This scroll generates a shimmering aura around the reader which disrupts the effect of gaze attacks. The reader is immune to the effects of any gaze attack, including those from basilisks or vampires, and MIs or spells that grant gaze attacks (such as *eyes of charming* and *eyebite*), and all similar effects. The protection lasts for 1d4+4 rounds.)}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
- {name:'Scroll-of-Protection-vs-Lycanthropes',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Lycanthropes,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Lycanthropes}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Lycanthropes|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of lycanthropes, rounding all hit point pluses down unless they exceed +2. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
- {name:'Scroll-of-Protection-vs-Magic',type:'scroll',ct:'8',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Magic,Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:8,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Magic}}{{time=[[8]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Magic|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|Protected from Magic|white-tower)}}{{aoe=5ft radius}}{{effects=This scroll invokes a very powerful, invisible globe of antimagic in a 5-foot radius from the reader. No form of magic can pass into or out of it, but physical things are not restricted by the globe. As with other protections, the globe of antimagic moves with its invoker.}}'},
- {name:'Scroll-of-Protection-vs-Petrification',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Petrification,Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:5,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Petrification}}{{time=[[5]]}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Petrification|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Protected from all forms of Petrification|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=A 10-foot radius circle of protection extends from, and moves with, the reader of this scroll. Everyone within its confines is absolutely immune to all attack forms, magical or otherwise, that turn flesh to stone.}}'},
- {name:'Scroll-of-Protection-vs-Plants',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Plants,Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:10,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Plants}}{{time=[[1]] Round}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader|token_id}|Protection-vs-Plants|\\amp#91;[10*(4+1d4\\amp#41;]\\amp#93;|-1|Protected vs Plants of all types|white-tower)}}{{aoe=[[10]]ft diameter sphere}}{{effects=A protective sphere 10 feet in diameter is centered on the reader. All forms of vegetable life (including fungi, slimes, molds, and the like) are unable to penetrate the sphere. If it is moved toward plant life that is capable of movement, the plant will be pushed away. If the plant is immobile (a well-rooted shrub, bush, or tree, for instance), the sphere cannot be moved through or past it unless the reader has enough strength and mass to uproot the plant under normal conditions.}}'},
- {name:'Scroll-of-Protection-vs-Shape-Changers',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Shape Changers,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Shape Changers}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Shape-Changers|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Shape Changers|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of shape changers, rounding all hit point pluses down unless they exceed +2. Protects against monsters (except gods and godlike creatures) able to change their form to that of man: dopplegangers, certain dragons, druids, jackalweres, and lycanthropes, for example. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
- {name:'Scroll-of-Protection-vs-Werebears',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Werebears,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Werebears}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Werebears|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of lycanthropes, rounding all hit point pluses down unless they exceed +2. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
- {name:'Scroll-of-Protection-vs-Wereboars',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wereboars,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wereboars}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Wereboars|white-tower)}}'},
- {name:'Scroll-of-Protection-vs-Wererats',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wererats,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wererats}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Wererats|white-tower)}}'},
- {name:'Scroll-of-Protection-vs-Weretigers',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Weretigers,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Weretigers}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Weretigers|white-tower)}}'},
- {name:'Scroll-of-Protection-vs-Werewolves',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Werewolves,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Werewolves}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Werewolves|white-tower)}}'},
- {name:'Scroll-of-Random-Encounter',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Random Encounter,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Random Encounter}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Party}}{{save=None}}{{effects=A random creature appears (use an appropriate Monster Summoning table) in a random direction (use d8) within 50ft of the creature reading this scroll, to an area that must be an available space (i.e. not into a wall, underwater, rock etc). Distance can be shortened to achieve this.}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Random Encounter** and should suffer the consequences!}}'},
- {name:'Scroll-of-Random-Teleportation',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Randon Teleportation,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Random Teleportation}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is teleported 50 yards in a random direction (roll d8 to determine), to an area that must be an available space (i.e. not into a wall, underwater, rock etc). Distance can be shortened to achieve this.}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Random Teleportation** and should suffer the consequences!}}'},
- {name:'Scroll-of-Realignment',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Realignment,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Realignment}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll must save vs. Death Magic or ***immediately*** change alignment randomly! Roll d10 and consult the following table for the alignment change - if already of the resulting alignment, no change occurs:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="20%" scope="col"\\ampgt;Roll Result \n\\amplt;/th\\ampgt;\\amplt;th width="80%" scope="col"\\ampgt;Change in Alignment\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Absolute Neutral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more chaotic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more evil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more lawful\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more good\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Good\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Lawful\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Chaotic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Evil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Absolute Neutral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Realignment** and should suffer the consequences!}}'},
- {name:'Scroll-of-Rhyme',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Rhyme,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Rhyme}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed to speak **only** in rhyme. This means that, for instance, spellcasters can\'t cast any spell with a Vocal component, any Magic Item with a command word can\'t be used, and similar effects on other actions.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Rhyme|99|0|Now and for all time, you have to speak in rhyme!|back-pain\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Rhyme** and should suffer the consequences!}}'},
- {name:'Scroll-of-Shocking-Grasp',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Shocking Grasp,Scroll,1H,Alteration]{{}}ScrollData=[sp:1,learn:Shocking-Grasp,rev:view,rc:charged]{{}}%{MU-Spells-DB|Shocking-Grasp}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Shocking Grasp}}{{duration=[[6]] rounds or until used}}{{damage=[1d8+6](!\\amp#13;\\amp#47;r 1d8+6) HP}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Silence-15ft-Radius',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Silence 15ft Radius,Scroll,1H,Alteration-Guardian]{{}}ScrollData=[sp:5,rev:view,rc:charged]{{}}%{PR-Spells-DB|Silence-15ft-radius}{{}}%{MI-DB|Scroll-Format}{{prefix=Clerical}}{{name=of Silence 15ft radius}}{{duration=[[12]] rounds}}{{Use=If casting on a creature click [Silence them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who should be silenced?|token_id}|Silence-15ft|12|-1|Silenced - no verbalisation possible|ninja-mask|svspe\\clon;+0) and select the creature, which will then prompt for a saving throw}}{{desc=Scroll casts spell as if by 6th level priest}}'},
- {name:'Scroll-of-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{}}%{MI-DB|Scroll-Format}{{name= of Spells}}{{subtitle=Scroll}}{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,rev:view,rc:uncharged]{{Size=Small}}{{Spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}|6||Charged) spell from scroll}}{{desc=This is a scroll with the following spells written on it:\n@{selected|mi-muspells-scroll-of-spells} \\amp{noerror} @{selected|mi-prspells-scroll-of-spells} \\amp{noerror}\nUse the View button above to see the spells that are held on this scroll.}}{{GM Info=The DM should use the GM\'s Add Items menu (MagicMaster --gm-edit-mi command) to add spells to this scroll, only after it has been placed in a container such as a Chest or a character\'s Magic Item bag.}}'},
- {name:'Scroll-of-Spider-Climb',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Spider Climb,Scroll,1H,Alteration]{{}}ScrollData=[sp:1,learn:Spider-Climb,rev:view,rc:charged]{{}}%{MU-Spells-DB|Spider-Climb}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Spider Climb}}{{duration=[[21]] rounds}}{{use=Click [Grant Spidy-powers!](!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Select Spider-man|token_id}|Spider-climb|21|-1|Has Spidy-Powers to climb walls \\amp ceilings, move 6|strong) and select the recipient. If an unwilling target, make a saving throw when the GM is prompted to confirm}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Spook',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Spook,Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:1,learn:Spook,rev:view,rc:charged]{{}}%{MU-Spells-DB|Spook}{{}}%{MI-DB|Scroll-Format}{{name= of Spook}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Squeaks',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Squeaks,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Squeaks}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Polymorph, Negates}}{{effects=Save vs. Polymorph or the creature reading this scroll ***immediately*** is *polymorphed* into a normal mouse.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Squeaks|99|0|Squeak! Squeak!|snail\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Squeaks** and should suffer the consequences!}}'},
- {name:'Scroll-of-Stillness',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Stillness,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Stillness}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Paralysation to Negate}}{{effects=The creature reading this scroll ***immediately*** is paralysed and cannot move from the position they are in right now (probably sitting or standing holding this scroll and looking at it). Oddly, their posture cannot be changed - they have to be moved in whatever posture they are in! Requires a *Remove Curse* to remove paralysation.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Stillness|99|0|You are totally paralysed an can\'t move a muscle!|frozen-orb\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Stillness** and should suffer the consequences!}}'},
- {name:'Scroll-of-Stone-to-Flesh',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Stone to Flesh,Scroll,1H,Alteration]{{}}ScrollData=[sp:6,learn:Stone-to-Flesh,rev:view,rc:charged]{{}}%{MU-Spells-DB|Stone-to-Flesh}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Stone to Flesh}}{{school=Alteration}}{{range=[130 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|130||lightning|true)}}{{desc=Scroll casts spell as if by 13th level wizard}}'},
- {name:'Scroll-of-Summon-Swarm',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Summon Swarm,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:2,learn:Summon-Swarm,rev:view,rc:charged]{{}}%{MU-Spells-DB|Summon-Swarm}{{}}%{MI-DB|Scroll-Format}{{name= of Summon Swarm}}{{duration=until [[12]]HP damage done to swarm}}{{damage=[[1]] defending, [1d4+2](!\\amp#13;\\amp#47;r 1d4+2) otherwise}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Tongues',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Tongues,Scroll,1H,Alteration]{{}}ScrollData=[sp:3,rev:view,rc:charged]{{}}%{PR-Spells-DB|Tongues}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Tongues}}{{splevel=Level 3 Wizard}}{{duration=[[6]] rounds}}{{Use=[Universal Translator](!rounds --target caster|@{selected|token_id}|Tongues-Translate|6|-1|Speaks your language|Strong)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Water-Breathing',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Water Breathing,Scroll,1H,Alteration]{{}}ScrollData=[sp:3,learn:Water-Breathing,rev:view,rc:charged]{{}}%{MU-Spells-DB|Water-Breathing}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Water Breathing}}{{duration=[1d4+6 hours](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the wanabe fish|token_id}|Water-Breathing|\\amp#91;[\\amp#40;1d4+6\\amp#41;*60]\\amp#93;|0|Comfortably breathe underwater|strong)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
- {name:'Scroll-of-Weakness',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Weakness,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Weakness}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is rendered weak, their Strength score automatically being halved (though those with strength 18(##) need to manually adjust the outcome}}\n!rounds --target caster|@{selected|token_id}|Scroll of Weakness|99|0|You are feeling very weak|back-pain\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Weakness** and should suffer the consequences!}}'},
- {name:'Spellbook',type:'scroll',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Spellbook}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Spellbook,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,qty:1,learn:1,rc:uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This spellbook can hold any number of spells. Use the button to [View](!magic --view-spell mi-spells|@{selected|token_id}) the spells. Note: you can\'t cast directly from this spell book - you must add them to your own spell book and (if successful) memorise the spell for the day.\nThe DM can also rename the spellbook using the [Add Items] menu to reflect the spells it holds.}}{{materials=Spellbook}}'},
- {name:'Writeable-Scroll',type:'scroll',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Writable Scroll}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rev:view,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This parchment can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Writeable-Scroll) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Writeable-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Writeable-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used. For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}'},
- {name:'Ye-Secret-of-Ye-Philosophers-Stone',type:'scroll',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Book entitled\n"Ye Secret of Ye Philosopher\'s Stone"}}Specs=[Elaborate-Book,Scroll,1H,Alteration]{{subtitle=Interesting Item?}}ScrollData=[w:Elaborate Book,sp:0,rc:uncharged]{{GM Info=If a character follows the instructions in this book, they will fail to create the Philosopher\'s Stone, but something will happen. What really happens is up to you as GM}}{{desc=This book has gold writing on the front, which someone with the right knowledge and reading ability might be able to decipher as *"Ye Secret of Ye Philosopher\'s Stone"*. Every page is edged with gold, and filled with scrawled writing in several forms (some symols and runes, along with more normal writings) and detailed diagrams. Clearly, it is a tome of or about magical means to create and use a Philosopher\'s Stone to transmute ordinary objects to gold.}}'},
+ {name:'Scroll-of-1-Wizard-Spell',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Blank Scroll}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Blank-Scroll,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rc:charged,ns:1],[cl:MU,w:random,sp:5],{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This scroll can hold any number of spells. Use the buttons to [View](!magic --view-spell mi-spells|@{selected|token_id}|Blank-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Blank-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{materials=Scroll}}'},
+ {name:'Scroll-of-Amnesia',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Amnesia,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Amnesia}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:150,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** loses their memory, even of the members of the party, the campaign their on, any spells they have memorised, and what they had for breakfast etc...}}{{materials=Scroll}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Amnesia|99|0|You have forgotten everything, including memorised spells|broken-skull\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Amnesia** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Animate-Rock',type:'scroll|pr-scroll',ct:'10',charge:'charged',cost:'350',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Animate Rock,Scroll|PR-Scroll,1H,Alteration]{{}}ScrollData=[sp:10,rev:view,gp:350,wt:0,rc:charged]{{}}%{PR-Spells-DB|Animate-Rock}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest }}{{name=of Animate Rock}}{{duration=[[15]]rounds}}{{aoe=[30 cu.ft](!rounds --movable-aoe @{selected|token_id}|rectangle|feet|120|||magic --target-nosave caster|@{selected|token_id}|Animate-Rock|15|-1|Animated a rock which will obay simple commands|edge-crack)}}{{material=The scroll, a stone and drop of the caster\'s blood.}}{{desc=Scroll casts spell as if by 15th level priest}}'},
+ {name:'Scroll-of-Armour',type:'scroll|mu-scroll',ct:'10',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Armour,Scroll|MU-Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:10,learn:Armour,rev:view,gp:50,wt:0,rc:charged]{{}}%{MU-Spells-DB|Armour}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name=of Armour}}{{duration=Lasts until the target takes [[8+6]] points of damage}}{{desc=Scroll casts spell as a level 6 wizard}}\n!setattr --silent --charid @{selected|character_id} --mu-casting-level|6'},
+ {name:'Scroll-of-Augury',type:'scroll|pr-scroll',ct:'20',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Augury,Scroll|PR-Scroll,1H,Divination]{{}}ScrollData=[sp:20,rev:view,gp:100,wt:0,rc:charged]{{}}%{PR-Spells-DB|Augury}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name=of Augury}}{{effects=Asks divine guidance on whether action in next [[3]] turns will be for the benefit of or harmful to the party. If successful DM will reveal "weal" or "Woe" or perhaps some cryptic clue. Chance of success is [[76]]% adjusted by DM for circumstances.}}{{desc=Scroll casts spell as if by 6th level priest}}'},
+ {name:'Scroll-of-Bad-Luck',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Bad Luck,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name=of Bad Luck}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:50,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed with *Bad Luck*, resulting in a penalty of -1 on all attack and saving throw rolls}}\n!rounds --target-nosave caster|@{selected|token_id}|Bad-Luck-1|99|0|Suffering from bad luck|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Bad Luck** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Beard-Growing',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Beard Growing,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name=of Beard Growing}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:50,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed with *Beard Growing*, resulting in them growing a beard at 6 inches per minute. If left uncut, risk of tripping increases by 5% from round 5 onwards.}}\n!rounds --target-nosave caster|@{selected|token_id}|Beard-Growing|6|6|Beard growing fast!|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Beard Growing** and should suffer the consequences!}}'},
+ {name:'Scroll-of-CLW',type:'scroll|pr-scroll',ct:'5',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of CLW,Scroll|PR-Scroll,1H,Healing]{{}}ScrollData=[sp:5,rev:view,gp:50,wt:0,rc:charged]{{}}%{PR-Spells-DB|CLW}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Cure Light Wounds}}{{desc=Scroll casts spell as if by 6th level priest}}'},
+ {name:'Scroll-of-Charm-Person',type:'scroll|mu-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Charm Person,Scroll|MU-Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:1,learn:Charm-Person,rev:view,gp:50,wt:0,rc:charged]{{}}%{MU-Spells-DB|Charm-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Charm Person}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Coma',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'250',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Coma,Scroll|Curse-Scroll,1H,Curse]{{name= of Coma}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:250,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** falls into a deep sleep from which they cannot be roused.}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Coma|99|0|You are in a deep, dreamless sleep and cannot be roused|sleepy\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Coma** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Command',type:'scroll|pr-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Command,Scroll|PR-Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:1,rev:view,gp:50,wt:0,rc:charged]{{}}%{PR-Spells-DB|Command}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Command}}{{desc=Scroll casts spell as if by 6th level priest}}'},
+ {name:'Scroll-of-Conjure-Elemental',type:'scroll|mu-scroll',ct:'100',charge:'charged',cost:'250',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Conjure Elemental,Scroll|MU-Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:100,learn:Conjure-Elemental,rev:view,gp:250,wt:0,rc:charged]{{}}%{MU-Spells-DB|Conjure-Air-Elemental}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Conjure Elemental}}{{duration=[[10]]turns}}{{effects=There are actually four spells in the conjure elemental spell. The wizard is able to conjure an air, earth, fire, or water elemental with this spell--assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice.}}{{material=The scroll and appropriate element}}{{Use=Click [Conjure Elemental](!rounds --target-nosave caster|@{selected|token_id}|Conjure-Elemental|[[10*@{selected|mu-casting-level}]]|-1|Now I\'ve got this Elemental, what will I do with it?|stopwatch) to set a duration timer, then ask the GM to *Drag \\amp Drop* the appropriate elemental onto the playing area in the area of effect}}{{desc=Scroll casts spell as if by 10th level wizard}}'},
+ {name:'Scroll-of-Cowardice',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Cowardice,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Cowardice}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:150,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** becomes cowardly, needing to make a morale check each time they encounter a monster! Assume a base morale score of 14 (Elite), the DM can advise on modifiers. Roll d20 and get under the current morale score for each encounter, or take appropriate cowardly action}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Cowardice|99|0|You have become a coward! Roll a morale check for each encounter|screaming\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Cowardice** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Deeppockets',type:'scroll|mu-scroll',ct:'100',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Deeppockets,Scroll|MU-Scroll,1H,Alteration-Enchantment]{{}}ScrollData=[sp:100,learn:Deeppockets,rev:view,gp:100,wt:0,rc:charged]{{}}%{MU-Spells-DB|Deeppockets}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}{{name= of Deeppockets}}{{duration=[[18]] hours}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Dispel-Magic',type:'scroll|mu-scroll',ct:'300',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Dispel Magic,Scroll|MU-Scroll,1H,Abjuration]{{}}ScrollData=[sp:300,learn:Dispel-Magic,rev:view,gp:150,wt:0,rc:charged]{{}}%{MU-Spells-DB|Dispel-Magic}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Dispel Magic}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Explosive-Runes',type:'scroll|mu-scroll',ct:'3',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Explosive Runes,Scroll|MU-Scroll,1H,Alteration]{{}}ScrollData=[sp:3,learn:Explosive-Runes,rev:view,gp:150,wt:0,rc:charged]{{}}%{MU-SPELLS-DB|Explosive-Runes}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Explosive Runes}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Fear',type:'scroll|mu-scroll',ct:'4',charge:'charged',cost:'200',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Fear,Scroll|MU-Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:4,learn:Fear,rev:view,gp:200,wt:0,rc:charged]{{}}%{MU-Spells-DB|Fear}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Fear}}{{desc=Scroll casts spell as if by 8th level wizard}}'},
+ {name:'Scroll-of-Feeling-Small',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Feeling Small,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Feeling Small}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:150,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is reduced to half their size, but thier clothes and equipment are not! Move is reduced to 2/3rds of normal}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Feeling Small|99|0|You are feeling small|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Feeling Small** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Find-Familiar',type:'scroll|mu-scroll',ct:'1000',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Find Familiar,Scroll|MU-Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:1000,learn:Find-Familiar,rev:view,gp:50,wt:0,rc:charged]{{}}%{MU-Spells-DB|Find-Familiar}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name=of Find Familiar}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Fireball',type:'scroll|mu-scroll',ct:'3',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Fireball,Scroll|MU-Scroll,1H,Evocation]{{}}ScrollData=[sp:3,learn:Fireball,rev:view,gp:150,wt:0,rc:charged]{{}}%{MU-Spells-DB|Fireball}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Fireball}}{{range=[[70]] yds}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|420|40||fire)}}{{damage=[6d6](!magic --message @{selected|token_id}|Scroll of Fireball|The *fireball* does \\amp#91;[6d6]\\amp#93; HP of damage to those in the area of effect, save vs. spell to halve)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Flame-Blade',type:'scroll|innate-melee|pr-scroll',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Flame-Blade,Scroll|Innate-Melee|PR-Scroll,1H,Evocation],[Scroll of Flame-Blade,Innate-Melee|Scroll|PR-Scroll,1H,Evocation],[Scroll of Flame-Blade,Innate-Melee|Scroll|PR-Scroll,1H,Evocation]{{}}ToHitData=[w:Flame Blade vs normal,+:0],[w:Flame Blade vs vulnerable,+:0],[w:Flame Blade vs protected,+:0]{{}}DmgData=[w:Flame Blade vs normal,+:0,sm:4+1d4,L:4+1d4],[w:Flame Blade vs vulnerable,+:2,sm:4+1d4,L:4+1d4],[w:Flame Blade vs protected,+:-2,sm:4+1d4,L:4+1d4]{{}}weapData=[rc:charged,gp:100,wt:0,on:\\api;rounds --target-nosave caster|@{selected|token_id}|Flame-Blade|7|-1|If hit Flameblade does 1d4+4 dmg\\comma; +2 fire dmg|all-for-one,off:\\api;rounds --removetargetstatus @{selected|token_id}|Flame-Blade\\amp#13;\\api;magic ~~mi-charges @{selected|token_id}|-1|Scroll-of-Flame-Blade||charged]{{}}ScrollData=[w:Flame-Blade,sp:4,cs:VSM,sph:Elemental-Fire,rev:view,rc:charged]{{}}%{MI-DB|Scroll-Format}{{name= of Flame Blade}}{{splevel=Level 2 Priest}}{{school=Evocation}}{{sphere=Elemental (Fire)}}{{time=[[4]]}}ScrollData=[sp:4,rc:charged]{{range=[[0]]}}{{duration=[[7]] rounds}}{{aoe=[[3]]ft long blade}}{{save=None}}{{components=V,S,M}}{{reference=PHB p205}}{{use=Take the *Flame Blade* in-hand using the *Change Weapon* menu for the duration of the spell, and use it to attack opponents. It will disappear when the duration expires or you *Change Weapon* to another weapon.}}{{effects=Causes a blazing ray of red-hot fire to spring forth from the caster\'s hand, which is wielded as if it were a scimitar.}}{{materials=The caster\'s holy symbol, and a leaf of sumac (1sp)}}{{hide1=If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.}}{{desc=Scroll casts spell as if by 6th level priest}}'},
+ {name:'Scroll-of-Frugality',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Frugality,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Frugality}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:150,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** decides to give up all their possessions. The will give them away - not purposfully to the other party members alone with a view to get them back later, but to whom you genuinely feel to be the most needy, or sell them and give the money to your temple. You become truely frugal and eschew future possessions until the curse is lifted.}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Frugality|99|0|You do not want possessions.|angel-outfit\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Frugality** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Getting-Stoned',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'250',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Getting Stoned,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Getting Stoned}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:250,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Petrification Negates}}{{effects=The creature reading this scroll must save vs. petrification or ***immediately*** become a stone statue, suffering Petrification. A *Stone to Flesh* spell is required to reverse the effect.}}\n!rounds --target-nosave caster|@{selected|token_id}|Petrification|99|0|You have been petrified|aura\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Getting Stoned** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Glitterdust',type:'scroll|mu-scroll',ct:'2',charge:'charged',cost:'100',body:'!setattr --silent --charid @{selected|character_id} --mu-casting-level|6\n\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Glitterdust,Scroll|MU-Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:2,learn:Glitterdust,rev:view,gp:100,wt:0,rc:charged]{{}}%{MU-Spells-DB|Glitterdust}{{}}%{MI-DB|Scroll-Format}{{name= of Glitterdust}}{{range=[[60]]yards}}{{duration=Blinding [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) rounds, Glittered [1d4+6](!\\amp#13;\\amp#47;r 1d4+6) rounds}}{{desc=As if cast by a 6th level wizard}}'},
+ {name:'Scroll-of-Grease',type:'scroll|mu-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Grease,Scroll|MU-Scroll,1H,Conjuration]{{}}ScrollData=[sp:1,learn:Grease,rev:view,gp:50,wt:0,rc:charged]{{}}%{MU-Spells-DB|Grease}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Grease}}{{duration=[[9]] Rounds}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Heal',type:'scroll|pr-scroll',ct:'3',charge:'charged',cost:'300',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Heal,Scroll|PR-Scroll,1H,Evocation]{{}}ScrollData=[sp:3,rev:view,gp:300,wt:0,rc:charged]{{}}%{PR-Spells-DB|Heal}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Heal}}{{school=Necromancy}}{{desc=Scroll casts spell as if by 12th level wizard}}'},
+ {name:'Scroll-of-Heroes-Feast',type:'scroll|pr-scroll',ct:'100',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Heroes Feast,Scroll|PR-Scroll,1H,Evocation]{{}}ScrollData=[sp:100,rev:view,gp:100,wt:0,rc:charged]{{}}%{PR-Spells-DB|Heroes-Feast}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name=of Heroes Feast}}{{splevel=Scroll}}{{aoe=[[12]] feasters}}{{Use=Click [Make Heroes](!rounds --target-nosave multi|@{selected|token_id}|Eating-Heroes-Feast|60|-1|Eating a Heroes Feast to ready for battle|trophy) and select up to [[12]] creatures to invite to the feast, before pressing *add status changes* in the chat window}}{{desc=Scroll casts spell as if by 12th level priest}}'},
+ {name:'Scroll-of-Hold-Person',type:'scroll|mu-scroll',ct:'3',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hold Person,Scroll|MU-Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:3,learn:Hold-Person,rev:view,gp:150,wt:0,rc:charged]{{}}%{MU-Spells-DB|Hold-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Hold Person}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Hold-Person-for-Priests',type:'scroll|pr-scroll',ct:'3',charge:'charged',cost:'200',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hold Person,Scroll|PR-Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:3,rev:view,gp:200,wt:0,rc:charged]{{}}%{PR-Spells-DB|Hold-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Hold Person}}{{desc=Scroll casts spell as if by 6th level priest}}'},
+ {name:'Scroll-of-Hunger',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hunger,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Hunger}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:100,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** gains an insatiable appetite. From this point on, you must have food in at least one of your hands and be always taking bites of it. Your backpack will gradually become full of just food, and lose space for anything else!}}\n!rounds --target caster|@{selected|token_id}|Scroll of Hunger|99|0|Feed Me! Feed Me! Feed Me, Seymour!|screaming\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Hunger** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Hurting',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hurting,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Hurting}}{{splevel=Scroll}}{{school=Curse}}Specs=[Scroll of Hurting,Scroll,1H,Curse]{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:50,wt:0,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** suffers 2d3 damage}}\n!modattr --charid @{selected|character_id} --hp|-[[2d3]] --fb-public --fb-header @{selected|character_name} suffers _TCUR0_ points of damage from reading a cursed scroll\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Hurting** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Inflict-Wounds',type:'scroll|pr-scroll',ct:'5',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Inflict Wounds,Scroll|PR-Scroll,1H,Necromancy]{{}}ScrollData=[sp:5,rev:view,gp:50,wt:0,rc:charged]{{}}%{PR-Spells-DB|Cause-Light-Wounds}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Inflict Wounds}}{{desc=Scroll casts spell as if by 6th level priest}}'},
+ {name:'Scroll-of-Invisibility',type:'scroll|mu-scroll',ct:'2',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Invisibility,Scroll|MU-Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:2,learn:Invisibility,rev:view,gp:100,wt:0,rc:charged]{{}}%{MU-Spells-DB|Invisibility}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Invisibility}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Knock',type:'scroll|mu-scroll',ct:'1',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Knock,Scroll|MU-Scroll,1H,Alteration]{{}}ScrollData=[sp:1,learn:Knock,rev:view,gp:100,wt:0,rc:charged]{{}}%{MU-Spells-DB|Knock}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Knock}}{{aoe=[60 sq. ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|180|||magic)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Magic-Mouth',type:'scroll|mu-scroll',ct:'2',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Magic Mouth,Scroll|MU-Scroll,1H,Alteration]{{}}ScrollData=[sp:2,learn:Magic-Mouth,rev:view,gp:100,wt:0,rc:charged]{{}}%{MU-Spells-DB|Magic-Mouth}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Magic Mouth}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Priests-Remove-Curse',type:'scroll|pr-scroll',ct:'6',charge:'charged',cost:'200',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Priests Remove Curse,Scroll|PR-Scroll,1H,Abjuration]{{}}ScrollData=[sph:protection,sp:6,rev:view,gp:200,wt:0.1,rc:charged]{{}}%{PR-Spells-DB|Remove-Curse}{{}}%{MI-DB|Scroll-Format}{{name= of Remove Curse (Priest)}}{{duration=Permanent}}{{desc=Scroll casts spell as if by 6th level priest, unless bought at a Seminary or from a higher level cleric: the GM will determine the level at which it then casts}}'},
+ {name:'Scroll-of-Protection-vs-Acid',type:'scroll|protection-scroll',ct:'6',charge:'charged',cost:'1250',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Acid,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,gp:1250,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Acid}}{{time=[[6]]}}{{duration=[1d4+8 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is reading the scroll?|token_id}|Protection-vs-Acid|\\amp#91;[\\amp#63;{Duration?|1d4+4}*10]\\amp#93;|-1|Protected vs Acid attacks|white-tower)}}{{aoe=Reader}}{{effects=The reader is protected from all forms of acid, to a maximum damage of 20 Hit Dice or a maximum duration of 1d4+8 turns, whichever occurs first.}}{{use=Press the *Duration* button to add a status timer to the reader\'s token (requires use of Turn Order or *Maint Menu* to increment Round Counter). If reader takes, and the scroll resists more than 20 Hit Dice of damage, press the button that appears for the reader\'s player each round to end the status. **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
+ {name:'Scroll-of-Protection-vs-Cold',type:'scroll|protection-scroll',ct:'3',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Cold,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:3,rev:view,gp:1000,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Cold}}}{{time=[[3]]}}{{duration=[1d4+4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Cold|\\amp#91;[\\amp#63;{Duration?|1d4+4}*10]\\amp#93;|-1|Protected vs Cold|white-tower)}}{{aoe=30ft diameter sphere}}{{effects=Protection extends outward from the reader to a 30-foot diameter sphere. All within the area are protected from the effects of nonmagical cold to a temperature of absolute zero (-460 degrees). Against magical cold, the scroll confers a +6 bonus to saving throws and one-quarter damage (one-eighth if the saving throw is made).}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). An area of protection will appear around, and move with the reader for the duration. Apply saving throw bonuses manually}}'},
+ {name:'Scroll-of-Protection-vs-Dragon-Breath',type:'scroll|protection-scroll',ct:'1d10',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Dragon Breath,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:1d10,rev:view,gp:1000,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Dragon Breath}}{{time=Variable}}{{duration=[1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is reading the scroll?|token_id}|Protection-vs-Dragon-Breath|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|-1|Protected vs all forms of Dragon Breath|white-tower)}}{{aoe=Reader}}{{effects=Only the individual reading the scroll is protected. Protection extends to all forms of dragon breath and lasts 2d4+4 rounds.}}{{use=Press the *Duration* button to add a status timer to the reader\'s token (requires use of Turn Order or *Maint Menu* to increment Round Counter). **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
+ {name:'Scroll-of-Protection-vs-Electricity',type:'scroll|protection-scroll',ct:'5',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Electricity,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:5,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Electricity}}{{time=[[5]]}}{{duration=[3d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Electricity|\\amp#91;[\\amp#63;{Duration?|3d4}]\\amp#93;|-1|Protected from all damage done by Electricity|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=Protection is provided in a 20-foot diameter sphere centered on the reader. Those protected are immune to all electrical attacks and associated effects. The protection lasts 3d4 rounds.}}'},
+ {name:'Scroll-of-Protection-vs-Elemental-Air',type:'scroll|protection-scroll',ct:'6',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Air Elementals,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Air Elementals}}{{time=[[6]]}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Air Elementals|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magic protects the reader and all within 10 feet of him from the type of elemental noted, as well as elemental creatures of the same plane(s). The protection affects a maximum of 24 Hit Dice of elemental creatures. The spell lasts for 5d8 rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more Hit Dice than are protected against or by several elemental creatures—those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
+ {name:'Scroll-of-Protection-vs-Elemental-Earth',type:'scroll|protection-scroll',ct:'6',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Earth Elementals,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Earth Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Earth Elementals|white-tower)}}'},
+ {name:'Scroll-of-Protection-vs-Elemental-Fire',type:'scroll|protection-scroll',ct:'6',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fire Elementals,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fire Elementals}}{{school=Alteration}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Fire Elementals|white-tower)}}'},
+ {name:'Scroll-of-Protection-vs-Elemental-Water',type:'scroll|protection-scroll',ct:'6',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Water Elementals,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Water Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Water Elementals|white-tower)}}'},
+ {name:'Scroll-of-Protection-vs-Elementals',type:'scroll|protection-scroll',ct:'6',charge:'charged',cost:'1500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs All Elementals,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rev:view,gp:1500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. All Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 16HD of Elementals|white-tower)}}{{aoe=20ft diameter sphere}}{{save=None}}'},
+ {name:'Scroll-of-Protection-vs-Fiends',type:'scroll|protection-scroll',ct:'10',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fiends,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:10,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fiends}}{{time=[[10]]}}{{duration=[5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Protection-vs-Fiends|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Protected vs Demons, Devils \\amp other fiends|white-tower)}}{{aoe=[[10]]ft diameter sphere}}{{effects=This scroll generates a 10-foot diameter sphere of protection centered on the reader. All within the area are immune to attacks or other effects caused by demons, devils or other Fiends from the lower planes. They may not enter the area of protection, but those inside can attack through the barrier. The barrier may not be used in any way offensively - trapping a fiend and forcing the barrier against it will end the protection.}}'},
+ {name:'Scroll-of-Protection-vs-Fire',type:'scroll|protection-scroll',ct:'8',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fire,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:8,rev:view,gp:1000,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fire}}{{time=[[8]]}}{{duration=[1d4+4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Fire|\\amp#91;[\\amp#63;{Duration?|4+1d4}*10]\\amp#93;|-1|Protected from all types of normal \\amp magical fire|white-tower)}}{{aoe=30ft diameter sphere}}{{effects=Protection extends to a 30-foot diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature.}}'},
+ {name:'Scroll-of-Protection-vs-Gas',type:'scroll|protection-scroll',ct:'3',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Gas,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:3,rev:view,gp:1000,wt:0,rc:charged]{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Gas}}{{school=Alteration}}{{sphere=Protection}}{{components=V,M}}{{time=[[3]]}}{{range=[[0]]}}{{duration=[1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Gas|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|-1|Protected vs Gas attacks|white-tower)}}{{aoe=10ft diameter sphere}}{{save=None}}{{effects=This scroll generates a 10-foot diameter sphere of protection centered on the reader. All within the area are immune to the effects of any gas—poison gas, gaseous breath weapons, spells that generate gas (such as stinking cloud and cloudkill), and all similar forms of noxious, toxic vapors.}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). An area of protection will appear around, and move with the reader for the duration. **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
+ {name:'Scroll-of-Protection-vs-Gaze-Attacks',type:'scroll|protection-scroll',ct:'5',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Gaze Attacks,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:5,rev:view,gp:1000,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection from Gaze Attacks}}{{time=[[5]]}}{{aoe=Reader}}{{duration= [1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the reader?|token_id}|Protection-vs-Gaze|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|Protected vs Gaze attacks|white-tower)}}{{effects=This scroll generates a shimmering aura around the reader which disrupts the effect of gaze attacks. The reader is immune to the effects of any gaze attack, including those from basilisks or vampires, and MIs or spells that grant gaze attacks (such as *eyes of charming* and *eyebite*), and all similar effects. The protection lasts for 1d4+4 rounds.)}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'},
+ {name:'Scroll-of-Protection-vs-Ghasts',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Ghasts,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Ghasts}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Ghasts|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by ghasts, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of ghasts; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Ghosts',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Ghosts,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Ghosts}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Ghosts|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by ghosts, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of ghosts; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Ghouls',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Ghouls,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Ghouls}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Ghouls|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by ghouls, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of ghouls; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Lycanthropes',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Lycanthropes,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Lycanthropes}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Lycanthropes|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of lycanthropes, rounding all hit point pluses down unless they exceed +2. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
+ {name:'Scroll-of-Protection-vs-Magic',type:'scroll|protection-scroll',ct:'8',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Magic,Scroll|Protection-Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:8,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Magic}}{{time=[[8]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Magic|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|Protected from Magic|white-tower)}}{{aoe=5ft radius}}{{effects=This scroll invokes a very powerful, invisible globe of antimagic in a 5-foot radius from the reader. No form of magic can pass into or out of it, but physical things are not restricted by the globe. As with other protections, the globe of antimagic moves with its invoker.}}'},
+ {name:'Scroll-of-Protection-vs-Petrification',type:'scroll|protection-scroll',ct:'5',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Petrification,Scroll|Protection-Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:5,rev:view,gp:1000,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Petrification}}{{time=[[5]]}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Petrification|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Protected from all forms of Petrification|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=A 10-foot radius circle of protection extends from, and moves with, the reader of this scroll. Everyone within its confines is absolutely immune to all attack forms, magical or otherwise, that turn flesh to stone.}}'},
+ {name:'Scroll-of-Protection-vs-Plants',type:'scroll|protection-scroll',ct:'10',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Plants,Scroll|Protection-Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:10,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Plants}}{{time=[[1]] Round}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader|token_id}|Protection-vs-Plants|\\amp#91;[10*(4+1d4\\amp#41;]\\amp#93;|-1|Protected vs Plants of all types|white-tower)}}{{aoe=[[10]]ft diameter sphere}}{{effects=A protective sphere 10 feet in diameter is centered on the reader. All forms of vegetable life (including fungi, slimes, molds, and the like) are unable to penetrate the sphere. If it is moved toward plant life that is capable of movement, the plant will be pushed away. If the plant is immobile (a well-rooted shrub, bush, or tree, for instance), the sphere cannot be moved through or past it unless the reader has enough strength and mass to uproot the plant under normal conditions.}}'},
+ {name:'Scroll-of-Protection-vs-Poison',type:'scroll|protection-scroll',ct:'3',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Poison,Scroll|Protection-Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:3,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Poison}}{{time=[[3]]}}{{duration=[1d10+2 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Poison|\\amp#91;[\\amp#63;{Duration?|2+1d10}]\\amp#93;|-1|Protected from all forms of Poison|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The protection afforded by this scroll extends only to the reader. No form of poison - ingested, contacted, breathed, etc. - will affect the protected individual, and any poison in the reader\'s system is permanently neutralized.}}'},
+ {name:'Scroll-of-Protection-vs-Possession',type:'scroll|protection-scroll',ct:'10',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Possession,Scroll|Protection-Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:10,rev:view,gp:1000,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Possession}}{{time=[[10]]}}{{duration=[10d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Possession|\\amp#91;[\\amp#63;{Duration?|10d6}]\\amp#93;|-1|Protected from all forms of Possession|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=This scroll generates a magical circle of 10-foot radius that extends from, and moves with, the reader. All creatures within its confines are protected from possession by magical spell attacks such as magic jar or attack forms aimed at possession or mental control. Even the dead are protected if they are within the magic circle.}}'},
+ {name:'Scroll-of-Protection-vs-Shadows',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Shadows,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Shadows}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Shadows|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by Shadows, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of shadows; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Shape-Changers',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Shape Changers,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Shape Changers}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Shape-Changers|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Shape Changers|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of shape changers, rounding all hit point pluses down unless they exceed +2. Protects against monsters (except gods and godlike creatures) able to change their form to that of man: dopplegangers, certain dragons, druids, jackalweres, and lycanthropes, for example. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
+ {name:'Scroll-of-Protection-vs-Skeletons',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Skeletons,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Skeletons}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Skeletons|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by skeletons, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of skeletons; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Spectres',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Spectres,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Spectres}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Spectres|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by spectres, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of spectres; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Undead',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Undead,Scroll|Protection-Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Undead}}{{time=[[4]]}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by undead|white-tower)}}{{aoe=10ft diameter sphere}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by undead (ghasts, ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires, zombies, etc.) but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of undead; excess Hit Dice/levels can pass through the circle. It remains in effect for 10d8 rounds.}}'},
+ {name:'Scroll-of-Protection-vs-Vampires',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Vampires,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Vampires}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Vampires|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by vampires, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of vampires; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Water',type:'scroll|protection-scroll',ct:'6',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Water,Scroll|Protection-Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:6,rev:view,gp:750,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Water}}{{time=[[4]]}}{{duration=[1d4+4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Water|\\amp#91;[\\amp#63;{Duration?|40+(10*1d4)}]\\amp#93;|-1|Protected from all forms of water|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=This protection extends in a 10-foot diameter sphere centered on the reader. All forms of water—liquid, solid, and vapor, ice, hail, snow, sleet, steam, and so forth—are unable to penetrate the sphere of protection. If those protected come upon a form of water, the substance simply will not touch them; thus, they will not slip on ice, sink into a body of water, etc.}}'},
+ {name:'Scroll-of-Protection-vs-Werebears',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Werebears,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Werebears}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Werebears|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of lycanthropes, rounding all hit point pluses down unless they exceed +2. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'},
+ {name:'Scroll-of-Protection-vs-Wereboars',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wereboars,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wereboars}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Wereboars|white-tower)}}'},
+ {name:'Scroll-of-Protection-vs-Wererats',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wererats,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wererats}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Wererats|white-tower)}}'},
+ {name:'Scroll-of-Protection-vs-Weretigers',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Weretigers,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Weretigers}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Weretigers|white-tower)}}'},
+ {name:'Scroll-of-Protection-vs-Werewolves',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Werewolves,Scroll|Protection-Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rev:view,gp:500,wt:0,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Werewolves}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Werewolves|white-tower)}}'},
+ {name:'Scroll-of-Protection-vs-Wights',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wights,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wights}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Wights|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by wights, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of wights; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Wraiths',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wraiths,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wraiths}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Wraiths|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by wraiths, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of wraiths; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Protection-vs-Zombies',type:'scroll|protection-scroll',ct:'4',charge:'charged',cost:'750',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Zombies,Scroll|Protection-Scroll,1H,Abjuration-Protection,Scroll-of-Protection-vs-Undead]{{}}ScrollData=[sp:4]{{}}%{MI-DB|Scroll-of-Protection-vs-Undead}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Zombies}}{{duration=[10d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Undead|\\amp#91;[\\amp#63;{Duration?|10d8}]\\amp#93;|-1|Protected from physical attacks by Zombies|white-tower)}}{{effects=When this scroll is read, a 5-foot radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by zombies, but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of zombies; excess Hit Dice/levels can pass through the circle.}}'},
+ {name:'Scroll-of-Random-Encounter',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Random Encounter,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Random Encounter}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:150,wt:0,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Party}}{{save=None}}{{effects=A random creature appears (use an appropriate Monster Summoning table) in a random direction (use d8) within 50ft of the creature reading this scroll, to an area that must be an available space (i.e. not into a wall, underwater, rock etc). Distance can be shortened to achieve this.}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Random Encounter** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Random-Teleportation',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Randon Teleportation,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Random Teleportation}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:150,wt:0,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is teleported 50 yards in a random direction (roll d8 to determine), to an area that must be an available space (i.e. not into a wall, underwater, rock etc). Distance can be shortened to achieve this.}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Random Teleportation** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Realignment',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'300',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Realignment,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Realignment}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:300,wt:0,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll must save vs. Death Magic or ***immediately*** change alignment randomly! Roll d10 and consult the following table for the alignment change - if already of the resulting alignment, no change occurs:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="20%" scope="col"\\ampgt;Roll Result \n\\amplt;/th\\ampgt;\\amplt;th width="80%" scope="col"\\ampgt;Change in Alignment\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Absolute Neutral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more chaotic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more evil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more lawful\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more good\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Good\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Lawful\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Chaotic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Evil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Absolute Neutral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Realignment** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Remove-Curse-Priest',type:'scroll|pr-scroll',ct:'6',charge:'charged',cost:'200',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Priests Remove Curse,Scroll|PR-Scroll,1H,Abjuration,Scroll-of-Priests-Remove-Curse]{{}}ScrollData=[w:Scroll of Remove Curse]{{}}%{MI-DB|Scroll-of-Priests-Remove-Curse}{{}}'},
+ {name:'Scroll-of-Remove-Curse-Wizard',type:'scroll|mu-scroll',ct:'4',charge:'charged',cost:'250',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Wizards Remove Curse,Scroll|MU-Scroll,1H,Abjuration,Scroll-of-Wizards-Remove-Curse]{{}}ScrollData=[w:Scroll of Remove Curse]{{}}%{MI-DB|Scroll-of-Wizards-Remove-Curse}{{}}'},
+ {name:'Scroll-of-Rhyme',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Rhyme,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Rhyme}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:50,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed to speak **only** in rhyme. This means that, for instance, spellcasters can\'t cast any spell with a Vocal component, any Magic Item with a command word can\'t be used, and similar effects on other actions.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Rhyme|99|0|Now and for all time, you have to speak in rhyme!|back-pain\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Rhyme** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Shocking-Grasp',type:'scroll|mu-scroll|pr-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Shocking Grasp,Scroll|MU-Scroll|PR-Scroll,1H,Alteration]{{}}ScrollData=[sp:1,learn:Shocking-Grasp,rev:view,gp:50,wt:0,rc:charged]{{}}%{MU-Spells-DB|Shocking-Grasp}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Shocking Grasp}}{{duration=[[6]] rounds or until used}}{{damage=[1d8+6](!\\amp#13;\\amp#47;r 1d8+6) HP}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Silence-15ft-Radius',type:'scroll|mu-scroll|pr-scroll',ct:'5',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Silence 15ft Radius,Scroll|MU-Scroll|PR-Scroll,1H,Alteration-Guardian]{{}}ScrollData=[sp:5,rev:view,gp:100,wt:0,rc:charged]{{}}%{PR-Spells-DB|Silence-15ft-radius}{{}}%{MI-DB|Scroll-Format}{{prefix=Clerical}}{{name=of Silence 15ft radius}}{{duration=[[12]] rounds}}{{Use=If casting on a creature click [Silence them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who should be silenced?|token_id}|Silence-15ft|12|-1|Silenced - no verbalisation possible|ninja-mask|svspe\\clon;+0) and select the creature, which will then prompt for a saving throw}}{{desc=Scroll casts spell as if by 6th level priest}}'},
+ {name:'Scroll-of-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{}}%{MI-DB|Scroll-Format}{{name= of Spells}}{{subtitle=Scroll}}{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,rev:view,gp:2,wt:0,rc:uncharged]{{Size=Small}}{{Spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}|6||Charged) spell from scroll}}{{desc=This is a scroll with the following spells written on it:\n@{selected|mi-muspells-scroll-of-spells} \\amp{noerror} @{selected|mi-prspells-scroll-of-spells} \\amp{noerror}\nUse the View button above to see the spells that are held on this scroll.}}{{GM Info=The DM should use the GM\'s Add Items menu (MagicMaster --gm-edit-mi command) to add spells to this scroll, only after it has been placed in a container such as a Chest or a character\'s Magic Item bag.}}'},
+ {name:'Scroll-of-Spider-Climb',type:'scroll|mu-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Spider Climb,Scroll|MU-Scroll,1H,Alteration]{{}}ScrollData=[sp:1,learn:Spider-Climb,rev:view,gp:50,wt:0,rc:charged]{{}}%{MU-Spells-DB|Spider-Climb}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Spider Climb}}{{duration=[[21]] rounds}}{{use=Click [Grant Spidy-powers!](!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Select Spider-man|token_id}|Spider-climb|21|-1|Has Spidy-Powers to climb walls \\amp ceilings, move 6|strong) and select the recipient. If an unwilling target, make a saving throw when the GM is prompted to confirm}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Spook',type:'scroll|mu-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Spook,Scroll|MU-Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:1,learn:Spook,rev:view,gp:50,wt:0,rc:charged]{{}}%{MU-Spells-DB|Spook}{{}}%{MI-DB|Scroll-Format}{{name= of Spook}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Squeaks',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Squeaks,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Squeaks}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:50,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Polymorph, Negates}}{{effects=Save vs. Polymorph or the creature reading this scroll ***immediately*** is *polymorphed* into a normal mouse.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Squeaks|99|0|Squeak! Squeak!|snail\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Squeaks** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Stillness',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Stillness,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Stillness}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:100,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Paralysation to Negate}}{{effects=The creature reading this scroll ***immediately*** is paralysed and cannot move from the position they are in right now (probably sitting or standing holding this scroll and looking at it). Oddly, their posture cannot be changed - they have to be moved in whatever posture they are in! Requires a *Remove Curse* to remove paralysation.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Stillness|99|0|You are totally paralysed an can\'t move a muscle!|frozen-orb\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Stillness** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Stone-to-Flesh',type:'scroll|mu-scroll',ct:'6',charge:'charged',cost:'300',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Stone to Flesh,Scroll|MU-Scroll,1H,Alteration]{{}}ScrollData=[sp:6,learn:Stone-to-Flesh,rev:view,gp:300,wt:0,rc:charged]{{}}%{MU-Spells-DB|Stone-to-Flesh}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Stone to Flesh}}{{school=Alteration}}{{range=[130 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|130||lightning|true)}}{{desc=Scroll casts spell as if by 13th level wizard}}'},
+ {name:'Scroll-of-Summon-Swarm',type:'scroll|mu-scroll',ct:'2',charge:'charged',cost:'100',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Summon Swarm,Scroll|MU-Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:2,learn:Summon-Swarm,rev:view,gp:100,wt:0,rc:charged]{{}}%{MU-Spells-DB|Summon-Swarm}{{}}%{MI-DB|Scroll-Format}{{name= of Summon Swarm}}{{duration=until [[12]]HP damage done to swarm}}{{damage=[[1]] defending, [1d4+2](!\\amp#13;\\amp#47;r 1d4+2) otherwise}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Tongues',type:'scroll|pr-scroll',ct:'3',charge:'charged',cost:'450',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Tongues,Scroll|PR-Scroll,1H,Alteration]{{}}ScrollData=[sp:3,rev:view,gp:450,wt:0,rc:charged]{{}}%{PR-Spells-DB|Tongues}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Tongues}}{{splevel=Level 3 Wizard}}{{duration=[[6]] rounds}}{{Use=[Universal Translator](!rounds --target caster|@{selected|token_id}|Tongues-Translate|6|-1|Speaks your language|Strong)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Water-Breathing',type:'scroll|mu-scroll',ct:'3',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Water Breathing,Scroll|MU-Scroll,1H,Alteration]{{}}ScrollData=[sp:3,learn:Water-Breathing,rev:view,gp:150,wt:0,rc:charged]{{}}%{MU-Spells-DB|Water-Breathing}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Water Breathing}}{{duration=[1d4+6 hours](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the wanabe fish|token_id}|Water-Breathing|\\amp#91;[\\amp#40;1d4+6\\amp#41;*60]\\amp#93;|0|Comfortably breathe underwater|strong)}}{{desc=Scroll casts spell as if by 6th level wizard}}'},
+ {name:'Scroll-of-Weakness',type:'scroll|curse-scroll',ct:'1',charge:'charged',cost:'150',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Weakness,Scroll|Curse-Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Weakness}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,gp:150,wt:0,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is rendered weak, their Strength score automatically being halved (though those with strength 18(##) need to manually adjust the outcome}}\n!rounds --target caster|@{selected|token_id}|Scroll of Weakness|99|0|You are feeling very weak|back-pain\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Weakness** and should suffer the consequences!}}'},
+ {name:'Scroll-of-Wizards-Remove-Curse',type:'scroll|mu-scroll',ct:'4',charge:'charged',cost:'250',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Wizards Remove Curse,Scroll|MU-Scroll,1H,Abjuration]{{}}ScrollData=[sp:4,learn:Remove-Curse,rev:view,gp:250,wt:0.1,rc:charged]{{}}%{MU-Spells-DB|Remove-Curse}{{}}%{MI-DB|Scroll-Format}{{name= of Remove Curse (Wizard)}}{{duration=Permanent}}{{desc=Scroll casts spell as if by 8th level wizard, unless bought at a University or from a higher level wizard: the GM will determine the level at which it then casts}}'},
+ {name:'Spellbook',type:'scroll',ct:'10',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Spellbook}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Spellbook,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,qty:1,learn:1,gp:50,wt:0,rc:uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{GM Info=Use the GM\'s [Add Items] macro button (or !magic --gm-edit-mi command) on the character / container with this spellbook, select the Spellbook item and then the [Store Spells/Powers in MI] button to add spells to this spellbook that a Wizard can then learn and transfer to their own spellbook.\nThe GM can also rename the spellbook using the [Add Items] menu to reflect the spells it holds.}}{{effects=This spellbook can hold any number of spells. Use the button to [View](!magic --view-spell mi-spells|@{selected|token_id}) the spells. Note: you can\'t cast directly from this spell book - you must add them to your own spell book and (if successful) memorise the spell for the day.}}{{materials=Spellbook}}'},
+ {name:'Writeable-Scroll',type:'scroll|mu-scroll|pr-scroll',ct:'10',charge:'single-uncharged',cost:'2',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Writable Scroll}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|MU-Scroll|PR-Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,learn:1,rev:view,gp:2,wt:0,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This parchment can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-MU-PR-ADD|@{selected|token_id}|Writeable-Scroll) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Writeable-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Writeable-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used. For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}'},
+ {name:'Ye-Secret-of-Ye-Philosophers-Stone',type:'scroll|book',ct:'0',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Book entitled\n"Ye Secret of Ye Philosopher\'s Stone"}}Specs=[Elaborate-Book,Scroll|Book,1H,Alteration]{{subtitle=Interesting Item?}}ScrollData=[w:Elaborate Book,sp:0,gp:5,wt:5,rc:uncharged]{{GM Info=If a character follows the instructions in this book, they will fail to create the Philosopher\'s Stone, but something will happen. What really happens is up to you as GM}}{{desc=This book has gold writing on the front, which someone with the right knowledge and reading ability might be able to decipher as *"Ye Secret of Ye Philosopher\'s Stone"*. Every page is edged with gold, and filled with scrawled writing in several forms (some symols and runes, along with more normal writings) and detailed diagrams. Clearly, it is a tome of or about magical means to create and use a Philosopher\'s Stone to transmute ordinary objects to gold.}}'},
]},
- MI_DB_Wands_Staves_Rods:{bio:'Wands, Staves & Rods v7.01 26/01/2025
This Magic Item database holds definitions for Wands, Staves and Rods, except for those such as Dancing Quarterstaffs that are considered weapons, and can be found in the MI-DB-Weapons database',
- gmnotes:'Change Log: v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.13 12/07/2024 Updated to use new mods tables v6.12 20/05/2024 Corrected invalid use of MIrowref v6.11 17/05/2024 Corrected Rod of Lordly Might overall functioning v6.10 31/03/2024 Corrected Rod of Lordly Might charge type and simplified class type v6.09 08/06/2023 Corrected Staff of Curing: Cure Blindness v6.08 08/05/2023 Added automatic hiding data v6.07 30/04/2023 Added default quantities to all items v6.06 14/04/2023 Changed charge types from charge to discharging where division is inappropriate v6.05 03/03/2023 Added all remaining wands, staves & rods from the DMG v6.04 01/12/2022 Added Wand of Fear to support Beholder powers v6.03 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes for weapons, and Staff-of-Striking v6.02 12/10/2022 Added more Rods from the DMG v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.91 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.8 & v5.7 Various unrecorded changes v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.11 31/10/2021 Merged in Rod of Revitalisation from "The Undiscovered Caverns" v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
+ MI_DB_Wands_Staves_Rods:{bio:'Wands, Staves & Rods v7.04 04/07/2025
This Magic Item database holds definitions for Wands, Staves and Rods, except for those such as Dancing Quarterstaffs that are considered weapons, and can be found in the MI-DB-Weapons database',
+ gmnotes:'Change Log: v7.03 04/07/2025 Added values to each item v7.02 06/05/2025 Fixed Necklace of Missiles [Return to Menu] button & Staff of Curing powers v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.13 12/07/2024 Updated to use new mods tables v6.12 20/05/2024 Corrected invalid use of MIrowref v6.11 17/05/2024 Corrected Rod of Lordly Might overall functioning v6.10 31/03/2024 Corrected Rod of Lordly Might charge type and simplified class type v6.09 08/06/2023 Corrected Staff of Curing: Cure Blindness v6.08 08/05/2023 Added automatic hiding data v6.07 30/04/2023 Added default quantities to all items v6.06 14/04/2023 Changed charge types from charge to discharging where division is inappropriate v6.05 03/03/2023 Added all remaining wands, staves & rods from the DMG v6.04 01/12/2022 Added Wand of Fear to support Beholder powers v6.03 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes for weapons, and Staff-of-Striking v6.02 12/10/2022 Added more Rods from the DMG v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.91 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.8 & v5.7 Various unrecorded changes v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.11 31/10/2021 Merged in Rod of Revitalisation from "The Undiscovered Caverns" v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.',
root:'MI-DB',
api:'magic',
type:'mi',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/310316689/jA220k9-qPy8BLZMScbegA/thumb.png?16663393185',
- version:7.01,
- db:[{name:'Glass-Staff',type:'staff',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Glass Staff}}{{splevel=Magic Item}}{{school=Protection}}Specs=[Glass Staff,Staff,1H,Staff]{{components=The Staff}}{{time=[[1]]}}StaffData=[w:Glass Staff,wt:6,sp:1,qty:4+1d6,rc:recharging,loc:left hand|right hand]{{range=[[0]]}}{{duration=Recharges1d6+4 per night, max [[10]] charges}}{{aoe=Creature holding}}{{save=None}}{{Looks Like=The staff seems to be made of clear, blueish/greenish glass, but is as strong as oak.}}{{effects=The staff can have a maximum of [[10]] charges, and uses [[1]] if the wielder casts the spell [*Armour*](!rounds --target-nosave caster|@{selected|token_id}|Armour|99|0|Glass Staff Armour, AC6, for \\amp#91;[16]\\amp#93;HP|bolt-shield --mi-charges @{selected|token_id}|+\\amp#91;[1d6+4]\\amp#93;|Glass-Staff|10) on themselves, or [[2]] for [*Shield*](!rounds --target-nosave caster|@{selected|token_id}|Shield|40|-1|Glass Staff Shield, AC2,3,4|bolt-shield --mi-charges @{selected|token_id}|+\\amp#91;[1d6+4]\\amp#93;|Glass-Staff|10). It regains upto 1d6+4 charges each midnight, but never exceeds its maximum 10}}\n!setattr --charid @{selected|character_id} --silent --casting-level|8 --casting-name|Glass Staff'},
- {name:'Rod-of-Absorption',type:'rod|magic',ct:'1',charge:'absorbing',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Absorption}}{{splevel=Rod}}WandData=[w:Rod of Absorption,st:Rod,wt:2,sp:1,c:0,qty:1,rc:absorbing,loc:left hand|right hand]{{school=Abjuration}}Specs=[Rod of Absorption,Magic|Rod,1H,Rod],[Rod of Absorption,Magic|Rod,1H,Abjuration]{{components=V,M}}{{time=[[1]]}}{{range=Special}}ToHitData=[w:Absorb Spell Levels,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{How many spell levels to absorb?|+1|+2|+3|+4|+5|+6|+7|+8|+9}|Rod-of-Absorption|50||The charges have been absorbed and have recharged the staff.|The staff has reached its maximum number of absorbed charges. You can use these charges to cast spells but after that the rod will no longer be of use.],[w:Cast Spell using Rod,cmd:!magic --cast-spell MU-PR|\\amp#64;{selected|token_id}|||charged|Rod-of-Absorption]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A rod about 3ft long, made of some unidentifyable hard metal, tipped by silver caps.}}{{effects=This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects and stores their potential until the wielder releases this energy in the form of spells of his own casting.}}{{hide1=The magic absorbed must have been directed at the character possessing the rod. The wielder can instantly detect a spell\'s level as the rod absorbs the spell\'s energy. The wielder of the rod can use captured spell energy to cast any spell he has memorized, at a casting time of 1, without loss of spell memory.}}{{hide2=The rod of absorption can never be recharged. It absorbs 50 spell levels and can thereafter only discharge any remaining potential it might have. The wielder will know that the rod\'s limit has been reached upon grasping the item. Used charges indicate that it has already absorbed some of its maximum of 50 spell levels and that some of those have been used.\n}}{{use=This rod can be taken in-hand using the *Change Weapon* dialogue (and then the *Attack* action displays its powers) or used via the *Use MI* action and powers selected from buttons in the Item description.\nSelect [Absorb Levels](!magic --mi-charges @{selected|token_id}|\\amp#63;{How many spell levels to absorb?|+1|+2|+3|+4|+5|+6|+7|+8|+9}|Rod-of-Absorption|50||The charges have been absorbed and have recharged the staff.|The staff has reached its maximum number of absorbed charges. You can use these charges to cast spells, but after that the rod will no longer be of use.) to absorb the effects of a spell cast at you, and then you can use [Cast Spell](!magic --cast-spell MU-PR|@{selected|token_id}|||charged|Rod-of-Absorption) to cast from the Rod}}'},
- {name:'Rod-of-Alertness',type:'melee|magic|rod',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'spell}{{title=Rod}}{{name= of Alertness}}specs=[Rod of Alertness,melee,1h,Clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,Rod,1H,conjuration-summoning]{{splevel=Footman\'s mace/Rod}}weapdata=[w:Rod of Alertness,wt:10,st:Rod,init+:-1]{{school=Conjuration/Summoning}}tohitdata=[w:Rod of Alertness,st:Mace,sb:1,+:1,n:1,ch:20,cm:1,sz:m,ty:b,r:5,sp:10,rc:uncharged],[w:RoA Know Alignment,desc:PR-know-alignment,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Evil,desc:PR-detect-evil,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Good,desc:PR-detect-good,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Illusions,desc:detect-illusions,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Invisibility,desc:MU-detect-invisibility,n:1,sp:2,c:0,rc:uncharged,lv:8],[w:RoA Detect Lie,desc:PR-detect-lie,n:1,sp:7,c:0,rc:uncharged,lv:8],[w:RoA Detect Magic,desc:PR-detect-magic,n:1,sp:10,c:0,rc:uncharged,lv:8]{{components=M}}dmgdata=[w:Rod of Alertness,sb:1,+:1,sm:1+1d6,l:1d6]{{time=[[10]]}}wanddata=[w:Rod of Alertness,wt:10,sp:10,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=Indistinguishable from a footman\'s mace. It has eight flanges on its macelike head.}}{{effects=The rod bestows +1 to the possessor\'s die roll for being *surprised*, and in combat the possessor gains -1 on initiative die rolls. If it is grasped firmly, the rod enables the character to detect [alignment](!magic --display-ability @{selected|token_id}|pr-spells-db|know-alignment), [evil](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-evil), [good](!magic @{selected|token_id}|pr-spells-db|detect-good), [illusions](!magic --display-ability @{selected|token_id}|powers-db|detect-illusions), [invisibility](!magic --display-ability @{selected|token_id}|mu-spells-db|detect-invisibility), [lie](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-lie), or [magic](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-magic). The use of these detect powers does not expend any of the charges in the rod.\nIf the rod of alertness is planted in the ground, and the possessor wills it to alertness, the rod will "sense" any creature intends to harm the possessor}}{{hide1=Each of the flanges on the rod\'s head then cast a [light spell](!rounds --aoe @{selected|token_id}|cone|feet|0|60|50|light) along one of the main directions (n, ne, e, etc.) out to a 60-foot range. At the same time, the rod creates the effect of a [prayer spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|prayer) upon all creatures friendly to the possessor in a [20-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic). Immediately thereafter, the rod sends forth a mental alert to these friendly creature, warning them of possible danger from the unfriendly creature(s) within the [120-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120|0|yellow).\nLastly, the rod can be used to simulate the casting of an [animate object spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|animate-object), utilizing any 16 (or fewer) objects specially designated by the possessor and placed roughly around the perimeter of a 6-foot-radius circle centered on the rod. The selected objects can be 16 shrubs, 16 specially shaped branches, or whatever.\nAll of the rod\'s protective functions require one charge. The animate object power require one additional charge, so, if all of the rod\'s protective devices are utilized at once, two charges are expended.\nThe rod can be recharged by a priest of 16th level or higher, as long as at least one charge remains in the rod when the recharging is attempted.}}{{use=Taking in hand as a weapon will improve initiative scores by 1 automatically, but surprise bonus is manual.\nSelecting any of the detect buttons does not use a charge but will display the specifications of the spell and allow its effects to occur.\n***When invoking alertness***\n1. Use the [120-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120|0|yellow) button to set the area of effect. \n2. The DM uses the [light spell](!rounds --aoe @{selected|token_id}|cone|feet|0|60|50|light) button to point the cone of light in the right direction.\n3. The player then selects the [20-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic) button to show the aoe of the prayer\n4. Then select the [prayer spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|prayer) button, which will expend a charge and allow the prayer effect markers to be set.\n***Animate Object***\nSelecting the [animate object spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|animate-object) button will expend a charge and display the spell specs to allow it to have effect.}}'},
- {name:'Rod-of-Beguiling',type:'magic|rod',ct:'1',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Beguiling}}{{splevel=Rod}}{{school=Enchantment-Charm}}Specs=[Rod of Beguiling,Magic,1H,Rod],[Rod of Beguiling,rod,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Rod of Beguiling,desc:MI-Rod-of-Beguiling,sp:8,lv:8,c:1]{{time=[[1]]}}WandData=[w:Rod of Beguiling,st:Rod,wt:2,sp:1,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=[20ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic|true)}}{{duration=[1 turn](!rounds --target multi|@{selected|token_id}|Rod of Beguiling|10|-1|Hangs on @{selected|token_name}\'s every word|chained-heart)}}{{aoe=Special}}{{save=None}}{{Looks Like=A 3 foot rod made of hard wood tipped with mirror-shine metal caps}}{{effects=Enables its possessor to radiate an emotional and mental wave of fellow feeling to all creatures with any Intelligence whatsoever (1 or higher Intelligence). The rod causes all such creatures within a 20-foot radius of the device to regard the wielder as their comrade, friend, or mentor (no saving throw).}}{{hide1=The beguiled creatures will love and respect the rod wielder. They will listen, trust, and obey him, insofar as communication is possible and instructions given don\'t consign the beguilded to needless injury or destruction or go against their nature or alignment. Each charge of the rod beguiles for one turn. It can be recharged.}}{{materials=Wand}}{{use=Display the area of effect using the Range button, and then add a timed status marker to each creature affected using the Duration button}}'},
- {name:'Rod-of-Cancellation',type:'innate-melee|rod',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'spell}{{title=Rod}}{{name= of Cancellation}}specs=[Rod of Cancellation,innate-melee,1h,Rod],[Rod of Cancellation,rod,1h,Alteration]{{splevel=Rod}}{{school=Alteration}}tohitdata=[w:Rod of Cancellation,sb:1,+:0,n:1,ch:20,cm:1,sz:s,ty:b,r:5,sp:3,rc:discharging]{{components=M}}dmgdata=[w:Rod of Cancellation,sb:1,+:0,sm:0,l:0]{{time=[[3]]}}wanddata=[w:Rod of Cancellation,st:Rod,wt:10,sp:10,qty:1,rc:uncharged,loc:left hand|right hand]{{range=0}}{{duration=Instantaneous}}{{aoe=Item Hit}}{{save=Special}}{{Looks Like=A rod 3 foot long, made of black ebony, tipped with ivory caps.}}{{effects=This dreaded rod is a bane to all classes, for its touch drains items of all magical properties unless a saving throw versus the cancellation is made. Contact is made by making a normal attack roll in melee combat.\n**Item Saving Throws**}}{{hide1=\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;saving throw\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;item\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;potion\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ring\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rod\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;staff\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;miscellaneous magical item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;artifact or relic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11 (8)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;armor or shield (if +5)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9 (7)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sword (holy sword)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;miscellaneous weapon*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n* several small items, such as magical arrows or bolts together in one container, will be drained simultaneously.\nTo find out if the draining can be prevented, a d20 roll must be made for the target item. If the die roll result in a number equal to or higher than the number listed on the table above, the target is unaffected. If the roll is lower, the item is drained. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are not restorable, even by wish.}}{{use=Take in hand as a weapon and try to hit with it. If susccessful, do damage to drain the rod of cancellation of its charge, and tell the character/player/dm the cancellation was successful.}}'},
- {name:'Rod-of-Flailing',type:'innate-melee|magic|rod',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Flailing}}{{splevel=Rod}}{{school=Evocation}}Specs=[Rod of Flailing,Innate-melee,1H,Rod],[Rod of Flailing,Innate-melee,1H,Rod],[Rod of Flailing,Magic,1H,Rod],[Rod of Flailing,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Flailing,st:Rod,wt:2,sp:5,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=5ft in flail form}}{{To-Hit=+3, + str bonus}}ToHitData=[w:Rod of Flailing mounted,sb:1,+:3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:6,c:0,rc:uncharged],[w:Rod of Flailing on foot,sb:1,+:3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged],[w:RoF +4 on AC \\amp Saves,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|Rod of Flailing|10|-1|Rod of Flailing giving +4 bonus to AC and saves|bolt-shield,msg:AC and Saves improved by +4 for 1 turn at a cost of 1 charge from the Rod of Flailing]{{Attacks=2 per round (one using each end), + level \\amp specialisation, Bludgeoning}}{{Damage=+3, vs SM: 1d4+1 mounted, 1d6+1 on foot, L:1d4+1 mounted, 2d4 on foot, + str bonus}}DmgData=[w:Rod of Flailing mounted,sb:1,+:3,SM:1+1d4,L:1+1d4],[w:Footmans flail,sb:1,+:0,SM:1+1d6,L:2d4]{{Looks Like=A normal-seeming rod of 3ft length, if a little thicker than normal at each end.}}{{desc=Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman\'s weapon (base damage 1d4+1, SM/L); otherwise, it is a footman\'s weapon (base damage 1d6+1/2d4, S-M/L). \nIn either form, the weapon has a +3 bonus to attack and damage rolls. Each of the weapon\'s two heads can be used to attack, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side.\nIf the holder of the rod expends one charge, he gains +4 bonuses on Armor Class and saving throws for one turn. The rod need not be in weapon-form for this protection benefit to be employed. Transforming it into a weapon (or back into a rod) does not expend any charges.}}{{materials=Rod}}{{use=Take the Rod in-hand using *Change Weapon* to use either while mounted or on foot, or to gain the advantages of expending a charge}}'},
- {name:'Rod-of-Lordly-Might',type:'innate-melee|magic|rod',ct:'5',charge:'perm-discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Lordly Might}}{{subtitle=Rod}}{{school=Evocation}}Specs=[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]] or speed of weapon}}WandData=[w:Rod of Lordly Might,st:Rod,wt:10,sp:5,c:0,qty:40+1d10,rc:perm-discharging,loc:left hand|right hand]{{range=Special}}{{To-Hit=By weapon, + str bonus}}ToHitData=[w:RoLM Mace+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|0],[w:RoLM Flaming Shortsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2],[w:RoLM Flaming Sword+1 vs flame resistant,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2],[w:RoLM Battle Axe+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|3],[w:RoLM Paralysation,sb:0,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:1,rc:charged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|4],[w:RoLM Drain,sb:0,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:1,rc:charged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|5],[w:RoLM Button 1,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|4,msg:Paralysation button pressed,c:0,sp:1,lv:8],[w:RoLM Button 2,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|12|12|magic|true||area|RoLM-Fear|8|-1|Feared so running from \\amp#64;{selected|character_name}|screaming,msg:Fear button pressed,c:1,sp:1,lv:8],[w:RoLM Button 3,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|5,msg:Drain button pressed,c:0,sp:1,lv:8],[w:RoLM Button 4,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|0,msg:Mace+2 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 5,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2,msg:Flaming sword+1 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 6,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|3,msg:Battle Axe+4 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 7,msg:Climbing Pole button pressed,sp:1,c:0,lv:8],[w:RoLM Button 8,msg:Climbing Pole retraction button pressed,sp:1,c:0,lv:8],[w:RoLM Button 9,msg:Compass button pressed,sp:1,c:0,lv:8]{{Attacks=1 per round, + level \\amp specialisation, type by weapon}}{{Damage=by weapon}}DmgData=[w:RoLM Mace+2,sb:1,+:2,SM:1+1d6,L:1d6],[w:RoLM Flaming Shortsword+1,sb:1,+:1,SM:2d6,L:1d8+1d6],[w:RoLM Flaming Sword+1 vs flame resistant,sb:1,+:1,SM:1d6,L:1d8],[w:RoLM Battle Axe+4,sb:1,+:4,SM:1d8,L:1d8],[w:RoLM Paralysation,sb:0,+:0,SM:0,L:0,msg:No damage but \\lbrak;Paralyses\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;\\lbrc;selected\\vbar;token_id\\rbrc;\\vbar;\\amp#64;\\lbrc;target\\vbar;Who has been Paralysed?\\vbar;token_id\\rbrc;\\vbar;RoLM Paralysis\\vbar;99\\vbar;0\\vbar;Paralysed and unable to do anything\\vbar;interdiction\\rpar; on a successful hit],[w:RoLM Drain,sb:0,+:0,SM:2d4,L:2d4,msg:\\lbrak;Add drained damage\\rbrak;\\lpar!modbattr ~~charid ^^cid^^ ~~hp\\vbar;$\\lbrak;\\amp#91;0\\amp#93;\\rbrak; ~~fb-header Drain Attack ~~fb-content ^^cname^^ has gained _TCUR0_ HP and now has _CUR0_ HP\\rpar; to my HP]{{Looks Like=Made of metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater Strength to wield properly (-1 penalty to attack rolls for each point of Strength below 16).}}{{desc=This rod has functions that are spell-like, but it can also be used as magic weapons of various sorts. It also has several more mundane uses.}}{{hide1=The spell-like functions of the rod are:\n*Paralysation, Fear, Drain*\nEach function draws off one charge from the rod. The *Fear* function entitles victims to a saving throw vs. spell. *Paralysation* and *Drain* require a successful hit during melee combat.\nThe weapon uses of the rod do not use charges. These are:\n*Mace+2, Sword of Flame+1, Battle Axe+3*\nThe mundane uses of the rod do not use charges. These are:\n**Climbing pole:** A spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens 5 to 50 feet in a single round, stopping at the length desired by the user. Horizontal bars three inches long fold out from the sides, one foot apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds weight. It retracts by pushing anotehr button (not needed here).\nThe ladder function can also be used to force open doors. The rod\'s base is planted 30 feet or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant Strength.\n**Compass:** The rod will indicate magnetic north and give the possessor a knowledge of his approximate depth beneath the surface (or height above it).\nThe rod of lordly might cannot be recharged. When its charges are exhausted, spelllike functions cease, as do all weapon functions except the mace +2. The rod continues to work in all other ways.}}{{Use=Use it as a weapon, taking the rod in-hand using the *Change Weapon* dialogue. All melee *Attack* options are now available until a Button is pressed, which will then select the appropriate attack mode, or for the *Fear, Climbing Pole,* or *Compass* functions to be used.}}'},
- {name:'Rod-of-Passage',type:'magic|rod',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Passage}}{{subtitle=Rod}}Specs=[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Rod,1H,Alteration]{{components=V,M}}ToHitData=[w:Activate Rod,cmd:!magic --mi-rest @{selected|token_id}|Rod-of-Passage|1,msg:The Rod of Passage has been activated at the cost of one charge,c:1,sp:8,lv:8],[w:Astral Travel self,pw:Astral Travel self,sp:9,lv:20,c:0],[w:Astral Travel 5,pw:Astral Travel 5,sp:9,lv:20,c:0],[w:Dimension Door,pw:MU-Dimension-Door,sp:1,lv:8,c:0],[w:Passwall,pw:MU-Passwall,sp:5,lv:10,c:0],[w:Phase Door,pw:MU-Phase-Door,sp:7,lv:15,c:0],[w:Teleport without error,pw:MU-Teleport-Without-Error,sp:1,lv:15,c:0]{{time=[[5]]}}WandData=[w:Rod of Passage,st:Rod,wt:4,sp:5,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand,ns:6],[cl:PW,w:Astral Travel self,sp:9,pd:0],[cl:PW,w:Astral Travel 5,sp:9,pd:0],[cl:PW,w:MU-Dimension Door,sp:1,pd:0],[cl:PW,w:MU-Passwall,sp:5,pd:0],[cl:PW,w:MU-Phase Door,sp:7,pd:0],[cl:PW,w:MU-Teleport Without Error,sp:1,pd:0]{{range=Special}}{{Looks Like=A rod about 3ft long, made of ivory, tipped with silver caps.}}{{desc=This potent item allows its wielder to perform any of the following, one at a time, one per round: *Astral Travel self, Dimension Door, Passwall, Phase Door,* and *Teleport Without Error*. It is necessary to expend one charge to activate the rod, but once it is activated can perform each function one time. The rod remains charged for one day. Expend another charge to use functions again.\nCan use Astral Travel 5 for as many as five creatures (must include wielder). Remaining functions are cancelled. Because the physical bodies of the travelers, and their possessions, are actually empowered to become astral, the recharging of the rod requires a wizard of 20th level or higher.}}{{Use=Take the rod in-hand using the *Change Weapon* dialogue to show and use all its functions. Each day, after a Long Rest, powers cannot be used until a charge is expended using the *activate rod* button. Then, use the powers via the *Attack* action, each once per expended charge - after a long rest another charge will need to be expended to activate the rod again}}'},
- {name:'Rod-of-Resurrection',type:'magic|rod',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Resurrection}}{{subtitle=Rod}}Specs=[Rod of Resurrection,Magic,1H,Rod],[Rod of Resurrection,Rod,1H,Necromancy]{{components=V,M}}ToHitData=[w:Resurrect,pw:Resurrection-Rod,sp:10,c:0]{{time=1 turn}}WandData=[w:Rod of Resurrection,wt:4,sp:10,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand,ns:1],[cl:PW,w:Resurrection-Rod,sp:10,pd:1]{{range=Touch}}{{Looks Like=A rod that is 3 1/2ft long, made of bone capped with ebony. The bone is inscribed with powerful sigils and runes, which a priest has a chance of knowing if they have the right non-weapon proficiencies.}}{{desc=Once per day, this rod grants the power to a cleric to resurrect the dead - even elven, dwarven, gnome, or halfling - as if he were of high enough level to cast the resurrection spell. No rest is required, as the rod bestows the life giving effects.}}{{Use=To use the rod, take the rod in-hand using the *Change Weapon* dialogue, then use the *Attack* action to use its power. If the rod has not been used yet today, the [resurrect the dead] button will then be available on the next dialogue}}'},
- {name:'Rod-of-Revitalisation',type:'innate-melee|rod',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Rod}}{{name= of Revitalisation}}Specs=[Rod of Revitalisation,Innate-Melee,1H,Rod],[Rod of Revitalisation,Rod,1H,Alteration]{{subtitle=Rod}}ToHitData=[w:Rod of Revitalisation,sb:0,+:1,n:1,ch:20,cm:1,sz:S,ty:B,r:3,sp:2,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{Speed=[[2]]}}DmgData=[w:Rod of Revitalisation,sb:0,+:0,SM:0,L:0]{{Looks Like=A rod of about 2ft long, made of gold or a gold-coloured metal.}}{{desc=Restores 1,000 XP per charge expended up to original XP (cannot increase beyond earned XP using charges), can be recharged at a sacrifice of 500 XP per charge (which reduces the maximum XP of the person doing the charging, and cannot be regained using the Rod). Excess experience from campaigns can thus be stored as charges in the Rod (at 500 XP per charge). Can be (but does not have to be) used as a weapon to drain 1,000 XP on a successful hit (as a +1 weapon) which adds 1 charge up to the maximum 20 charges, but only works on creatures that have XP (i.e. NPCs, Characters, or intelligent monsters that the DM judges as having XP, and can work out XP for e.g. equate Hit Dice to Levels and use the Character XP table to determine). Can hold a maximum of 20 charges. This Rod can be used by anyone.}}{{Use=Take the rod in-hand using the *Change Weapon* dialog, and use the *Attack* action. Gain of XP on a successful hit or by sacrifice should be converted to charges by the DM.}}'},
- {name:'Rod-of-Rulership',type:'magic|rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Rulership}}{{splevel=Rod}}{{school=Enchantment/Charm}}Specs=[Rod of Rulership,Magic|Rod,1H,Rod],[Rod of Rulership,Magic|Rod,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Show Rulership area of effect,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|240|240|magic|true,sp:5,lv:8,c:0],[w:Gain Subjects,sp:5,lv:8,c:1,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Who are your subjects?|token_id}|Rod of Rulership|10|-1|A subject of your absolute sovereign \\amp#64;{selected|character_name}|chained-heart, msg:One charge has been expended. From 200 to 500 Hit Dice /lpar;or levels of experience/rpar; can be ruled but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the rod of rulership as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded the magic will be broken.]{{time=[[5]]}}WandData=[w:Rod of Rulership,st:Rod,wt:4,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=[[0]]}}{{duration=1 turn}}{{aoe=120 feet}}{{save=Special}}{{Looks Like=A rod of about 4ft long, made of precious metals and gem encrusted, with a figurine of an eagle formed on the top end.}}{{effects=The individual who possesses this magic rod is able to command the obedience and fealty of creatures within 120 feet when he or she activates the device. From 200 to 500 Hit Dice (or levels of experience) can be ruled, but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the *rod of rulership* as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded, the magic will be broken. The rod has a casting time of 5. Each charge lasts for one turn. The rod cannot be recharged.}}{{use=Take the rod in-hand by using the *Change Weapon* dialogue, then use its power by using the *Attack* action. Select the Area of Effect button to highlight the creatures that can be affected, and then use the *Gain Subjects* button to set a status marker on each of them}}'},
- {name:'Rod-of-Security',type:'rod',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Security}}{{splevel=Rod}}{{school=Abjuration}}Specs=[Rod of Security,Rod,1H,Abjuration]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Security,st:Rod,wt:3,sp:5,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=Touch}}{{duration=Special}}{{aoe=User plus up to 199 other creatures}}{{save=None}}{{Looks Like=A rod of about 3ft long, enameled with images of peaceful and idilic living.}}{{effects=Each time a charge is expended, this item creates a non-dimensional space, a "pocket paradise." There the rod\'s possessor and as many as 199 other creatures can stay in complete safety for a period of time, the maximum being 200 days divided by the number of creatures affected.}}{{hide1=Thus, one creature (the rod\'s possessor) can stay for 200 days; four creatures can stay for 50 days; a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only.\nIn this "paradise,\'\' creatures don\'t age (except from magical causes such as the casting of a wish spell), and natural healing and curing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved, so that protection from the elements is not necessary.}}{{hide2=Activation of the rod causes the wielder and as many creatures as were touched with the item at the time of use to be transported instantaneously to the paradise. (Members of large groups can hold hands or otherwise touch each other, allowing all to be "touched\'\' by the rod at once.)\nWhen the rod\'s effect is cancelled or expires, all of the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for "re-entry."\nThe rod can be recharged by the joint efforts of a priest of 16th or higher level and a wizard of 18th or higher level.}}'},
- {name:'Rod-of-Smiting',type:'innate-melee|rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Smiting}}{{splevel=Rod}}{{school=Evocation}}Specs=[Rod of Smiting,Innate-melee,1H,Rod],[Rod of Smiting,Innate-melee,1H,Rod],[Rod of Smiting,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Smiting,st:Rod,wt:2,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=5ft}}{{To-Hit=+3, +6 vs. Golems, + str bonus}}ToHitData=[w:Rod of Smiting,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged],[w:Rod Smiting vs Golem,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged]{{Attacks=1 per round, + level, Bludgeoning}}{{Damage=+3 magical weapon, 1d8+3, 2d8+6 vs. Golems, Scores (roll + mods) of 20 or better does x3 damage vs Outer Planes, or destroys a Golem}}DmgData=[w:Rod of Smiting,sb:1,+:3,SM:1d8,L:1d8,msg:Score of 20 or better vs. creatures of the Outer Planes do \\lbrak;\\lpar;1d8+3\\rpar; x 3\\rbrak;\\lpar;!magic ~~mi-charges \\at;{selected\\vbar;token_id}\\vbar;-1\\vbar;Rod-of-Smiting\\amp#13;\\amp#47;w gm \\lbrak;\\amp#91;3*\\amp#40;1d8+3\\amp#41;\\amp#93;\\rbrak;) and draw 1 charge],[w:Rod Smiting vs Golem,sb:1,+:6,SM:2d8,L:2d8,c:1,rc:charged,msg:Score of 20 or better vs. Golems always totally destroy the Golem. All hits vs. Golems draw a charge]{{Looks Like=A sturdy rod of thick black knobly metal, 3ft long}}{{desc=This rod is a +3 magical weapon that inflicts 1d8+3 points of damage. Against golems, the rod causes 2d8+6 points of damage, and any score of 20 or better completely destroys the golem. Any hit upon a golem drains one charge.\nThe rod causes normal damage (1d8+3) versus creatures of the Outer Planes. Any score of 20 or better draws off one charge and causes triple damage: (1d8+3) x3. The rod cannot be recharged.}}{{materials=Rod}}{{use=Take the Rod in-hand using *Change Weapon* to attack either Golems or other creatures. If the modified to-hit roll is 20 or better (hover over the AC Hit to see the mods), do damage as normal and also follow the info in the damage message}}'},
- {name:'Rod-of-Splendor',type:'rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Splendor}}{{splevel=Rod}}{{school=Alteration}}Specs=[Rod of Splendor,Rod,1H,Alteration]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Splendor,st:Rod,wt:2,sp:5,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{Reference=DMG p153}}{{Looks Like=A splendid rod, about 3ft long which looks very proper as a walking stick or soldier\'s rod}}{{effects=Charisma raised to 18 (no benefit if already at 18 or more) while rod held or carried. Garments \\amp armour appear finest quality (no actual change takes place \\amp no magical benefit to AC).\nExpending one charge, the rod actually creates and garbs the wielder in clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence unless the possessor attempts to sell any part of it, or if any of the garb is forcibly taken from. See DMG for details.\nSecond special power also requiring one charge creates a palatial tent of between 1,500 and 3,000 sq.ft. with temporary furnishings \\amp food suitable for up to 100 persons. This lasts for 1 day, at which point it can be renewed by expending another charge. Again see DMG for details}}{{Use=Use the rod as a Magic Item to expend each charge, but apply all effects manually}}'},
- {name:'Rod-of-Terror',type:'innate-melee|magic|rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Terror}}{{splevel=Rod}}{{school=Illusion/Phantasm}}Specs=[Rod of Terror,Innate-melee,1H,Rod],[Rod of Terror,Magic|Rod,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Terror,st:Rod,wt:4,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=[30ft radius]()}}{{To-Hit=+2, + str bonus}}ToHitData=[w:Rod of Terror,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged],[w:Spread Terror,sp:8,lv:8,c:1,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true||multi|Rod of Terror|99|0|Paralysed with terror by \\amp#64;{selected|character_name}|screaming|svrod\\clon;+0\\amp#13;!modbattr --charid \\amp#64;{selected|character_id} --charisma|[\\amp#91; { { { {\\amp#91;[\\amp#63;{Check for reduction in Charisma. Don\'t get less than 20%|1d100}-20]\\amp#93;}, {0} }kl1 }, {-1} }kh1 \\amp#93;] --fb-header Rod of Terror --fb-content _CHARNAME_\'s Charisma loses _TCUR0_ point this time and is now _CUR0_,msg:Now has a terrible aura, at a cost of one charge - and what else?]{{Attacks=1 per round, + level, Bludgeoning}}{{Damage=+2 magical weapon, 1d6+1 + str bonus}}DmgData=[w:Rod of Terror,sb:1,+:2,SM:1+1d6,L:1+1d6]{{Looks Like=A black rod, about 3ft long, capped with an ivory or bone sculpture (?) of a skull}}{{desc=This rod is a +2 magical weapon capable of inflicting 1d6 +3 points of damage per hit. Furthermore, the wielder can expend a charge to envelop himself in a terrifying aura. His clothes and appearance are transformed into an illusion of darkest horror, such that all within 30ft radius who view him must roll successful saving throws vs. rods or be struck motionless with terror. Those who succeed on their save suffer a -1 penalty to their morales and must make immediate morale checks. However, each time the rod is used, there is a 20% chance the wielder will permanently lose 1 point from his Charisma score.}}{{materials=Rod}}{{Use=Take the Rod in-hand using *Change Weapon* to use it as a +2 weapon, or use the power to Spread Terror. Using the Spread Terror button will display an area of effect and then use the button in chat to target the affected creatures - this also automatically uses a charge and rolls a 1d100 to check for the effect on charisma}}'},
+ avatar:'https://files.d20.io/images/310316689/jA220k9-qPy8BLZMScbegA/max.png?16663393185',
+ version:7.03,
+ db:[{name:'Glass-Staff',type:'staff',ct:'1',charge:'recharging',cost:'200',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Glass Staff}}{{splevel=Magic Item}}{{school=Protection}}Specs=[Glass Staff,Staff,1H,Staff]{{components=The Staff}}{{time=[[1]]}}StaffData=[w:Glass Staff,gp:200,wt:6,sp:1,qty:4+1d6,rc:recharging,loc:left hand|right hand]{{range=[[0]]}}{{duration=Recharges1d6+4 per night, max [[10]] charges}}{{aoe=Creature holding}}{{save=None}}{{Looks Like=The staff seems to be made of clear, blueish/greenish glass, but is as strong as oak.}}{{effects=The staff can have a maximum of [[10]] charges, and uses [[1]] if the wielder casts the spell [*Armour*](!rounds --target-nosave caster|@{selected|token_id}|Armour|99|0|Glass Staff Armour, AC6, for \\amp#91;[16]\\amp#93;HP|bolt-shield --mi-charges @{selected|token_id}|+\\amp#91;[1d6+4]\\amp#93;|Glass-Staff|10) on themselves, or [[2]] for [*Shield*](!rounds --target-nosave caster|@{selected|token_id}|Shield|40|-1|Glass Staff Shield, AC2,3,4|bolt-shield --mi-charges @{selected|token_id}|+\\amp#91;[1d6+4]\\amp#93;|Glass-Staff|10). It regains upto 1d6+4 charges each midnight, but never exceeds its maximum 10}}\n!setattr --charid @{selected|character_id} --silent --casting-level|8 --casting-name|Glass Staff'},
+ {name:'Rod-of-Absorption',type:'magic|rod',ct:'1',charge:'absorbing',cost:'1500',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Absorption}}{{splevel=Rod}}WandData=[w:Rod of Absorption,st:Rod,gp:1500,wt:2,sp:1,c:0,qty:1,rc:absorbing,loc:left hand|right hand]{{school=Abjuration}}Specs=[Rod of Absorption,Magic|Rod,1H,Rod],[Rod of Absorption,Magic|Rod,1H,Abjuration]{{components=V,M}}{{time=[[1]]}}{{range=Special}}ToHitData=[w:Absorb Spell Levels,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{How many spell levels to absorb?|+1|+2|+3|+4|+5|+6|+7|+8|+9}|Rod-of-Absorption|50||The charges have been absorbed and have recharged the staff.|The staff has reached its maximum number of absorbed charges. You can use these charges to cast spells but after that the rod will no longer be of use.],[w:Cast Spell using Rod,cmd:!magic --cast-spell MU-PR|\\amp#64;{selected|token_id}|||charged|Rod-of-Absorption]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A rod about 3ft long, made of some unidentifyable hard metal, tipped by silver caps.}}{{effects=This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects and stores their potential until the wielder releases this energy in the form of spells of his own casting.}}{{hide1=The magic absorbed must have been directed at the character possessing the rod. The wielder can instantly detect a spell\'s level as the rod absorbs the spell\'s energy. The wielder of the rod can use captured spell energy to cast any spell he has memorized, at a casting time of 1, without loss of spell memory.}}{{hide2=The rod of absorption can never be recharged. It absorbs 50 spell levels and can thereafter only discharge any remaining potential it might have. The wielder will know that the rod\'s limit has been reached upon grasping the item. Used charges indicate that it has already absorbed some of its maximum of 50 spell levels and that some of those have been used.\n}}{{use=This rod can be taken in-hand using the *Change Weapon* dialogue (and then the *Attack* action displays its powers) or used via the *Use MI* action and powers selected from buttons in the Item description.\nSelect [Absorb Levels](!magic --mi-charges @{selected|token_id}|\\amp#63;{How many spell levels to absorb?|+1|+2|+3|+4|+5|+6|+7|+8|+9}|Rod-of-Absorption|50||The charges have been absorbed and have recharged the staff.|The staff has reached its maximum number of absorbed charges. You can use these charges to cast spells, but after that the rod will no longer be of use.) to absorb the effects of a spell cast at you, and then you can use [Cast Spell](!magic --cast-spell MU-PR|@{selected|token_id}|||charged|Rod-of-Absorption) to cast from the Rod}}'},
+ {name:'Rod-of-Alertness',type:'melee|magic|rod',ct:'10',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.wandTemplate+'spell}{{title=Rod}}{{name= of Alertness}}specs=[Rod of Alertness,melee,1h,Clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,Rod,1H,conjuration-summoning]{{splevel=Footman\'s mace/Rod}}weapdata=[w:Rod of Alertness,gp:1400,wt:10,st:Rod,init+:-1]{{school=Conjuration/Summoning}}tohitdata=[w:Rod of Alertness,st:Mace,sb:1,+:1,n:1,ch:20,cm:1,sz:m,ty:b,r:5,sp:10,rc:uncharged],[w:RoA Know Alignment,desc:PR-know-alignment,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Evil,desc:PR-detect-evil,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Good,desc:PR-detect-good,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Illusions,desc:detect-illusions,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Invisibility,desc:MU-detect-invisibility,n:1,sp:2,c:0,rc:uncharged,lv:8],[w:RoA Detect Lie,desc:PR-detect-lie,n:1,sp:7,c:0,rc:uncharged,lv:8],[w:RoA Detect Magic,desc:PR-detect-magic,n:1,sp:10,c:0,rc:uncharged,lv:8]{{components=M}}dmgdata=[w:Rod of Alertness,sb:1,+:1,sm:1+1d6,l:1d6]{{time=[[10]]}}wanddata=[w:Rod of Alertness,wt:10,sp:10,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=Indistinguishable from a footman\'s mace. It has eight flanges on its macelike head.}}{{effects=The rod bestows +1 to the possessor\'s die roll for being *surprised*, and in combat the possessor gains -1 on initiative die rolls. If it is grasped firmly, the rod enables the character to detect [alignment](!magic --display-ability @{selected|token_id}|pr-spells-db|know-alignment), [evil](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-evil), [good](!magic @{selected|token_id}|pr-spells-db|detect-good), [illusions](!magic --display-ability @{selected|token_id}|powers-db|detect-illusions), [invisibility](!magic --display-ability @{selected|token_id}|mu-spells-db|detect-invisibility), [lie](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-lie), or [magic](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-magic). The use of these detect powers does not expend any of the charges in the rod.\nIf the rod of alertness is planted in the ground, and the possessor wills it to alertness, the rod will "sense" any creature intends to harm the possessor}}{{hide1=Each of the flanges on the rod\'s head then cast a [light spell](!rounds --aoe @{selected|token_id}|cone|feet|0|60|50|light) along one of the main directions (n, ne, e, etc.) out to a 60-foot range. At the same time, the rod creates the effect of a [prayer spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|prayer) upon all creatures friendly to the possessor in a [20-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic). Immediately thereafter, the rod sends forth a mental alert to these friendly creature, warning them of possible danger from the unfriendly creature(s) within the [120-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120|0|yellow).\nLastly, the rod can be used to simulate the casting of an [animate object spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|animate-object), utilizing any 16 (or fewer) objects specially designated by the possessor and placed roughly around the perimeter of a 6-foot-radius circle centered on the rod. The selected objects can be 16 shrubs, 16 specially shaped branches, or whatever.\nAll of the rod\'s protective functions require one charge. The animate object power require one additional charge, so, if all of the rod\'s protective devices are utilized at once, two charges are expended.\nThe rod can be recharged by a priest of 16th level or higher, as long as at least one charge remains in the rod when the recharging is attempted.}}{{use=Taking in hand as a weapon will improve initiative scores by 1 automatically, but surprise bonus is manual.\nSelecting any of the detect buttons does not use a charge but will display the specifications of the spell and allow its effects to occur.\n***When invoking alertness***\n1. Use the [120-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120|0|yellow) button to set the area of effect. \n2. The DM uses the [light spell](!rounds --aoe @{selected|token_id}|cone|feet|0|60|50|light) button to point the cone of light in the right direction.\n3. The player then selects the [20-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic) button to show the aoe of the prayer\n4. Then select the [prayer spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|prayer) button, which will expend a charge and allow the prayer effect markers to be set.\n***Animate Object***\nSelecting the [animate object spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|animate-object) button will expend a charge and display the spell specs to allow it to have effect.}}'},
+ {name:'Rod-of-Beguiling',type:'magic|rod',ct:'1',charge:'rechargeable',cost:':1000',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Beguiling}}{{splevel=Rod}}{{school=Enchantment-Charm}}Specs=[Rod of Beguiling,Magic,1H,Rod],[Rod of Beguiling,rod,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Rod of Beguiling,desc:MI-Rod-of-Beguiling,sp:8,lv:8,c:1]{{time=[[1]]}}WandData=[w:Rod of Beguiling,st:Rod,gp::1000,wt:2,sp:1,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=[20ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic|true)}}{{duration=[1 turn](!rounds --target multi|@{selected|token_id}|Rod of Beguiling|10|-1|Hangs on @{selected|token_name}\'s every word|chained-heart)}}{{aoe=Special}}{{save=None}}{{Looks Like=A 3 foot rod made of hard wood tipped with mirror-shine metal caps}}{{effects=Enables its possessor to radiate an emotional and mental wave of fellow feeling to all creatures with any Intelligence whatsoever (1 or higher Intelligence). The rod causes all such creatures within a 20-foot radius of the device to regard the wielder as their comrade, friend, or mentor (no saving throw).}}{{hide1=The beguiled creatures will love and respect the rod wielder. They will listen, trust, and obey him, insofar as communication is possible and instructions given don\'t consign the beguilded to needless injury or destruction or go against their nature or alignment. Each charge of the rod beguiles for one turn. It can be recharged.}}{{materials=Wand}}{{use=Display the area of effect using the Range button, and then add a timed status marker to each creature affected using the Duration button}}'},
+ {name:'Rod-of-Cancellation',type:'innate-melee|rod',ct:'10',charge:'discharging',cost:'2000',body:'\\amp{template:'+fields.wandTemplate+'spell}{{title=Rod}}{{name= of Cancellation}}specs=[Rod of Cancellation,innate-melee,1h,Rod],[Rod of Cancellation,rod,1h,Alteration]{{splevel=Rod}}{{school=Alteration}}tohitdata=[w:Rod of Cancellation,sb:1,+:0,n:1,ch:20,cm:1,sz:s,ty:b,r:5,sp:3,rc:discharging]{{components=M}}dmgdata=[w:Rod of Cancellation,sb:1,+:0,sm:0,l:0]{{time=[[3]]}}wanddata=[w:Rod of Cancellation,st:Rod,gp:2000,wt:10,sp:10,qty:1,rc:uncharged,loc:left hand|right hand]{{range=0}}{{duration=Instantaneous}}{{aoe=Item Hit}}{{save=Special}}{{Looks Like=A rod 3 foot long, made of black ebony, tipped with ivory caps.}}{{effects=This dreaded rod is a bane to all classes, for its touch drains items of all magical properties unless a saving throw versus the cancellation is made. Contact is made by making a normal attack roll in melee combat.\n**Item Saving Throws**}}{{hide1=\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;saving throw\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;item\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;potion\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ring\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rod\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;staff\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;miscellaneous magical item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;artifact or relic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11 (8)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;armor or shield (if +5)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9 (7)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sword (holy sword)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;miscellaneous weapon*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n* several small items, such as magical arrows or bolts together in one container, will be drained simultaneously.\nTo find out if the draining can be prevented, a d20 roll must be made for the target item. If the die roll result in a number equal to or higher than the number listed on the table above, the target is unaffected. If the roll is lower, the item is drained. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are not restorable, even by wish.}}{{use=Take in hand as a weapon and try to hit with it. If susccessful, do damage to drain the rod of cancellation of its charge, and tell the character/player/dm the cancellation was successful.}}'},
+ {name:'Rod-of-Flailing',type:'innate-melee|magic|rod',ct:'5',charge:'rechargeable',cost:'400',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Flailing}}{{splevel=Rod}}{{school=Evocation}}Specs=[Rod of Flailing,Innate-melee,1H,Rod],[Rod of Flailing,Innate-melee,1H,Rod],[Rod of Flailing,Magic,1H,Rod],[Rod of Flailing,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Flailing,st:Rod,gp:400,wt:2,sp:5,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=5ft in flail form}}{{To-Hit=+3, + str bonus}}ToHitData=[w:Rod of Flailing mounted,sb:1,+:3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:6,c:0,rc:uncharged],[w:Rod of Flailing on foot,sb:1,+:3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged],[w:RoF +4 on AC \\amp Saves,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|Rod of Flailing|10|-1|Rod of Flailing giving +4 bonus to AC and saves|bolt-shield,msg:AC and Saves improved by +4 for 1 turn at a cost of 1 charge from the Rod of Flailing]{{Attacks=2 per round (one using each end), + level \\amp specialisation, Bludgeoning}}{{Damage=+3, vs SM: 1d4+1 mounted, 1d6+1 on foot, L:1d4+1 mounted, 2d4 on foot, + str bonus}}DmgData=[w:Rod of Flailing mounted,sb:1,+:3,SM:1+1d4,L:1+1d4],[w:Footmans flail,sb:1,+:0,SM:1+1d6,L:2d4]{{Looks Like=A normal-seeming rod of 3ft length, if a little thicker than normal at each end.}}{{desc=Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman\'s weapon (base damage 1d4+1, SM/L); otherwise, it is a footman\'s weapon (base damage 1d6+1/2d4, S-M/L). \nIn either form, the weapon has a +3 bonus to attack and damage rolls. Each of the weapon\'s two heads can be used to attack, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side.\nIf the holder of the rod expends one charge, he gains +4 bonuses on Armor Class and saving throws for one turn. The rod need not be in weapon-form for this protection benefit to be employed. Transforming it into a weapon (or back into a rod) does not expend any charges.}}{{materials=Rod}}{{use=Take the Rod in-hand using *Change Weapon* to use either while mounted or on foot, or to gain the advantages of expending a charge}}'},
+ {name:'Rod-of-Lordly-Might',type:'innate-melee|magic|rod',ct:'5',charge:'perm-discharging',cost:'1200',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Lordly Might}}{{subtitle=Rod}}{{school=Evocation}}Specs=[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]] or speed of weapon}}WandData=[w:Rod of Lordly Might,st:Rod,gp:1200,wt:10,sp:5,c:0,qty:40+1d10,rc:perm-discharging,loc:left hand|right hand]{{range=Special}}{{To-Hit=By weapon, + str bonus}}ToHitData=[w:RoLM Mace+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|0],[w:RoLM Flaming Shortsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2],[w:RoLM Flaming Sword+1 vs flame resistant,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2],[w:RoLM Battle Axe+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|3],[w:RoLM Paralysation,sb:0,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:1,rc:charged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|4],[w:RoLM Drain,sb:0,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:1,rc:charged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|5],[w:RoLM Button 1,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|4,msg:Paralysation button pressed,c:0,sp:1,lv:8],[w:RoLM Button 2,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|12|12|magic|true||area|RoLM-Fear|8|-1|Feared so running from \\amp#64;{selected|character_name}|screaming,msg:Fear button pressed,c:1,sp:1,lv:8],[w:RoLM Button 3,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|5,msg:Drain button pressed,c:0,sp:1,lv:8],[w:RoLM Button 4,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|0,msg:Mace+2 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 5,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2,msg:Flaming sword+1 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 6,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|3,msg:Battle Axe+4 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 7,msg:Climbing Pole button pressed,sp:1,c:0,lv:8],[w:RoLM Button 8,msg:Climbing Pole retraction button pressed,sp:1,c:0,lv:8],[w:RoLM Button 9,msg:Compass button pressed,sp:1,c:0,lv:8]{{Attacks=1 per round, + level \\amp specialisation, type by weapon}}{{Damage=by weapon}}DmgData=[w:RoLM Mace+2,sb:1,+:2,SM:1+1d6,L:1d6],[w:RoLM Flaming Shortsword+1,sb:1,+:1,SM:2d6,L:1d8+1d6],[w:RoLM Flaming Sword+1 vs flame resistant,sb:1,+:1,SM:1d6,L:1d8],[w:RoLM Battle Axe+4,sb:1,+:4,SM:1d8,L:1d8],[w:RoLM Paralysation,sb:0,+:0,SM:0,L:0,msg:No damage but \\lbrak;Paralyses\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;\\lbrc;selected\\vbar;token_id\\rbrc;\\vbar;\\amp#64;\\lbrc;target\\vbar;Who has been Paralysed?\\vbar;token_id\\rbrc;\\vbar;RoLM Paralysis\\vbar;99\\vbar;0\\vbar;Paralysed and unable to do anything\\vbar;interdiction\\rpar; on a successful hit],[w:RoLM Drain,sb:0,+:0,SM:2d4,L:2d4,msg:\\lbrak;Add drained damage\\rbrak;\\lpar!modbattr ~~charid ^^cid^^ ~~hp\\vbar;$\\lbrak;\\amp#91;0\\amp#93;\\rbrak; ~~fb-header Drain Attack ~~fb-content ^^cname^^ has gained _TCUR0_ HP and now has _CUR0_ HP\\rpar; to my HP]{{Looks Like=Made of metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater Strength to wield properly (-1 penalty to attack rolls for each point of Strength below 16).}}{{desc=This rod has functions that are spell-like, but it can also be used as magic weapons of various sorts. It also has several more mundane uses.}}{{hide1=The spell-like functions of the rod are:\n*Paralysation, Fear, Drain*\nEach function draws off one charge from the rod. The *Fear* function entitles victims to a saving throw vs. spell. *Paralysation* and *Drain* require a successful hit during melee combat.\nThe weapon uses of the rod do not use charges. These are:\n*Mace+2, Sword of Flame+1, Battle Axe+3*\nThe mundane uses of the rod do not use charges. These are:\n**Climbing pole:** A spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens 5 to 50 feet in a single round, stopping at the length desired by the user. Horizontal bars three inches long fold out from the sides, one foot apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds weight. It retracts by pushing anotehr button (not needed here).\nThe ladder function can also be used to force open doors. The rod\'s base is planted 30 feet or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant Strength.\n**Compass:** The rod will indicate magnetic north and give the possessor a knowledge of his approximate depth beneath the surface (or height above it).\nThe rod of lordly might cannot be recharged. When its charges are exhausted, spelllike functions cease, as do all weapon functions except the mace +2. The rod continues to work in all other ways.}}{{Use=Use it as a weapon, taking the rod in-hand using the *Change Weapon* dialogue. All melee *Attack* options are now available until a Button is pressed, which will then select the appropriate attack mode, or for the *Fear, Climbing Pole,* or *Compass* functions to be used.}}'},
+ {name:'Rod-of-Passage',type:'magic|rod',ct:'5',charge:'rechargeable',cost:'1000',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Passage}}{{subtitle=Rod}}Specs=[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Rod,1H,Alteration]{{components=V,M}}ToHitData=[w:Activate Rod,cmd:!magic --mi-rest @{selected|token_id}|Rod-of-Passage|1,msg:The Rod of Passage has been activated at the cost of one charge,c:1,sp:8,lv:8],[w:Astral Travel self,pw:Astral Travel self,sp:9,lv:20,c:0],[w:Astral Travel 5,pw:Astral Travel 5,sp:9,lv:20,c:0],[w:Dimension Door,pw:MU-Dimension-Door,sp:1,lv:8,c:0],[w:Passwall,pw:MU-Passwall,sp:5,lv:10,c:0],[w:Phase Door,pw:MU-Phase-Door,sp:7,lv:15,c:0],[w:Teleport without error,pw:MU-Teleport-Without-Error,sp:1,lv:15,c:0]{{time=[[5]]}}WandData=[w:Rod of Passage,st:Rod,gp:1000,wt:4,sp:5,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand,ns:6],[cl:PW,w:Astral Travel self,sp:9,pd:0],[cl:PW,w:Astral Travel 5,sp:9,pd:0],[cl:PW,w:MU-Dimension Door,sp:1,pd:0],[cl:PW,w:MU-Passwall,sp:5,pd:0],[cl:PW,w:MU-Phase Door,sp:7,pd:0],[cl:PW,w:MU-Teleport Without Error,sp:1,pd:0]{{range=Special}}{{Looks Like=A rod about 3ft long, made of ivory, tipped with silver caps.}}{{desc=This potent item allows its wielder to perform any of the following, one at a time, one per round: *Astral Travel self, Dimension Door, Passwall, Phase Door,* and *Teleport Without Error*. It is necessary to expend one charge to activate the rod, but once it is activated can perform each function one time. The rod remains charged for one day. Expend another charge to use functions again.\nCan use Astral Travel 5 for as many as five creatures (must include wielder). Remaining functions are cancelled. Because the physical bodies of the travelers, and their possessions, are actually empowered to become astral, the recharging of the rod requires a wizard of 20th level or higher.}}{{Use=Take the rod in-hand using the *Change Weapon* dialogue to show and use all its functions. Each day, after a Long Rest, powers cannot be used until a charge is expended using the *activate rod* button. Then, use the powers via the *Attack* action, each once per expended charge - after a long rest another charge will need to be expended to activate the rod again}}'},
+ {name:'Rod-of-Resurrection',type:'magic|rod',ct:'10',charge:'discharging',cost:'2000',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Resurrection}}{{subtitle=Rod}}Specs=[Rod of Resurrection,Magic,1H,Rod],[Rod of Resurrection,Rod,1H,Necromancy]{{components=V,M}}ToHitData=[w:Resurrect,pw:Resurrection-Rod,sp:10,c:0]{{time=1 turn}}WandData=[w:Rod of Resurrection,gp:2000,wt:4,sp:10,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand,ns:1],[cl:PW,w:Resurrection-Rod,sp:10,pd:1]{{range=Touch}}{{Looks Like=A rod that is 3 1/2ft long, made of bone capped with ebony. The bone is inscribed with powerful sigils and runes, which a priest has a chance of knowing if they have the right non-weapon proficiencies.}}{{desc=Once per day, this rod grants the power to a cleric to resurrect the dead - even elven, dwarven, gnome, or halfling - as if he were of high enough level to cast the resurrection spell. No rest is required, as the rod bestows the life giving effects.}}{{Use=To use the rod, take the rod in-hand using the *Change Weapon* dialogue, then use the *Attack* action to use its power. If the rod has not been used yet today, the [resurrect the dead] button will then be available on the next dialogue}}'},
+ {name:'Rod-of-Revitalisation',type:'innate-melee|rod',ct:'2',charge:'rechargeable',cost:'1600',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Rod}}{{name= of Revitalisation}}Specs=[Rod of Revitalisation,Innate-Melee,1H,Rod],[Rod of Revitalisation,Rod,1H,Alteration]{{}}WandData=[w:Rod of Revitalisation,st:Rod,gp:1600,wt:4,rc:rechargeable,loc:left hand|right hand]{{subtitle=Rod}}ToHitData=[w:Rod of Revitalisation,sb:0,+:1,n:1,ch:20,cm:1,sz:S,ty:B,r:3,sp:2,qty:40+1d10,rc:rechargeable]{{Speed=[[2]]}}DmgData=[w:Rod of Revitalisation,sb:0,+:0,SM:0,L:0]{{Looks Like=A rod of about 2ft long, made of gold or a gold-coloured metal.}}{{desc=Restores 1,000 XP per charge expended up to original XP (cannot increase beyond earned XP using charges), can be recharged at a sacrifice of 500 XP per charge (which reduces the maximum XP of the person doing the charging, and cannot be regained using the Rod). Excess experience from campaigns can thus be stored as charges in the Rod (at 500 XP per charge). Can be (but does not have to be) used as a weapon to drain 1,000 XP on a successful hit (as a +1 weapon) which adds 1 charge up to the maximum 20 charges, but only works on creatures that have XP (i.e. NPCs, Characters, or intelligent monsters that the DM judges as having XP, and can work out XP for e.g. equate Hit Dice to Levels and use the Character XP table to determine). Can hold a maximum of 20 charges. This Rod can be used by anyone.}}{{Use=Take the rod in-hand using the *Change Weapon* dialog, and use the *Attack* action. Gain of XP on a successful hit or by sacrifice should be converted to charges by the DM.}}'},
+ {name:'Rod-of-Rulership',type:'magic|rod',ct:'5',charge:'discharging',cost:'1600',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Rulership}}{{splevel=Rod}}{{school=Enchantment/Charm}}Specs=[Rod of Rulership,Magic|Rod,1H,Rod],[Rod of Rulership,Magic|Rod,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Show Rulership area of effect,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|240|240|magic|true,sp:5,lv:8,c:0],[w:Gain Subjects,sp:5,lv:8,c:1,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Who are your subjects?|token_id}|Rod of Rulership|10|-1|A subject of your absolute sovereign \\amp#64;{selected|character_name}|chained-heart, msg:One charge has been expended. From 200 to 500 Hit Dice /lpar;or levels of experience/rpar; can be ruled but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the rod of rulership as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded the magic will be broken.]{{time=[[5]]}}WandData=[w:Rod of Rulership,st:Rod,gp:1600,wt:4,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=[[0]]}}{{duration=1 turn}}{{aoe=120 feet}}{{save=Special}}{{Looks Like=A rod of about 4ft long, made of precious metals and gem encrusted, with a figurine of an eagle formed on the top end.}}{{effects=The individual who possesses this magic rod is able to command the obedience and fealty of creatures within 120 feet when he or she activates the device. From 200 to 500 Hit Dice (or levels of experience) can be ruled, but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the *rod of rulership* as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded, the magic will be broken. The rod has a casting time of 5. Each charge lasts for one turn. The rod cannot be recharged.}}{{use=Take the rod in-hand by using the *Change Weapon* dialogue, then use its power by using the *Attack* action. Select the Area of Effect button to highlight the creatures that can be affected, and then use the *Gain Subjects* button to set a status marker on each of them}}'},
+ {name:'Rod-of-Security',type:'rod',ct:'5',charge:'rechargeable',cost:'600',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Security}}{{splevel=Rod}}{{school=Abjuration}}Specs=[Rod of Security,Rod,1H,Abjuration]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Security,st:Rod,gp:600,wt:3,sp:5,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=Touch}}{{duration=Special}}{{aoe=User plus up to 199 other creatures}}{{save=None}}{{Looks Like=A rod of about 3ft long, enameled with images of peaceful and idilic living.}}{{effects=Each time a charge is expended, this item creates a non-dimensional space, a "pocket paradise." There the rod\'s possessor and as many as 199 other creatures can stay in complete safety for a period of time, the maximum being 200 days divided by the number of creatures affected.}}{{hide1=Thus, one creature (the rod\'s possessor) can stay for 200 days; four creatures can stay for 50 days; a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only.\nIn this "paradise,\'\' creatures don\'t age (except from magical causes such as the casting of a wish spell), and natural healing and curing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved, so that protection from the elements is not necessary.}}{{hide2=Activation of the rod causes the wielder and as many creatures as were touched with the item at the time of use to be transported instantaneously to the paradise. (Members of large groups can hold hands or otherwise touch each other, allowing all to be "touched\'\' by the rod at once.)\nWhen the rod\'s effect is cancelled or expires, all of the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for "re-entry."\nThe rod can be recharged by the joint efforts of a priest of 16th or higher level and a wizard of 18th or higher level.}}'},
+ {name:'Rod-of-Smiting',type:'innate-melee|rod',ct:'5',charge:'discharging',cost:'800',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Smiting}}{{splevel=Rod}}{{school=Evocation}}Specs=[Rod of Smiting,Innate-melee,1H,Rod],[Rod of Smiting,Innate-melee,1H,Rod],[Rod of Smiting,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Smiting,st:Rod,gp:800,wt:2,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=5ft}}{{To-Hit=+3, +6 vs. Golems, + str bonus}}ToHitData=[w:Rod of Smiting,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged],[w:Rod Smiting vs Golem,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged]{{Attacks=1 per round, + level, Bludgeoning}}{{Damage=+3 magical weapon, 1d8+3, 2d8+6 vs. Golems, Scores (roll + mods) of 20 or better does x3 damage vs Outer Planes, or destroys a Golem}}DmgData=[w:Rod of Smiting,sb:1,+:3,SM:1d8,L:1d8,msg:Score of 20 or better vs. creatures of the Outer Planes do \\lbrak;\\lpar;1d8+3\\rpar; x 3\\rbrak;\\lpar;!magic ~~mi-charges \\at;{selected\\vbar;token_id}\\vbar;-1\\vbar;Rod-of-Smiting\\amp#13;\\amp#47;w gm \\lbrak;\\amp#91;3*\\amp#40;1d8+3\\amp#41;\\amp#93;\\rbrak;) and draw 1 charge],[w:Rod Smiting vs Golem,sb:1,+:6,SM:2d8,L:2d8,c:1,rc:charged,msg:Score of 20 or better vs. Golems always totally destroy the Golem. All hits vs. Golems draw a charge]{{Looks Like=A sturdy rod of thick black knobly metal, 3ft long}}{{desc=This rod is a +3 magical weapon that inflicts 1d8+3 points of damage. Against golems, the rod causes 2d8+6 points of damage, and any score of 20 or better completely destroys the golem. Any hit upon a golem drains one charge.\nThe rod causes normal damage (1d8+3) versus creatures of the Outer Planes. Any score of 20 or better draws off one charge and causes triple damage: (1d8+3) x3. The rod cannot be recharged.}}{{materials=Rod}}{{use=Take the Rod in-hand using *Change Weapon* to attack either Golems or other creatures. If the modified to-hit roll is 20 or better (hover over the AC Hit to see the mods), do damage as normal and also follow the info in the damage message}}'},
+ {name:'Rod-of-Splendor',type:'rod',ct:'5',charge:'discharging',cost:'500',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Splendor}}{{splevel=Rod}}{{school=Alteration}}Specs=[Rod of Splendor,Rod,1H,Alteration]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Splendor,st:Rod,gp:500,wt:2,sp:5,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{Reference=DMG p153}}{{Looks Like=A splendid rod, about 3ft long which looks very proper as a walking stick or soldier\'s rod}}{{effects=Charisma raised to 18 (no benefit if already at 18 or more) while rod held or carried. Garments \\amp armour appear finest quality (no actual change takes place \\amp no magical benefit to AC).\nExpending one charge, the rod actually creates and garbs the wielder in clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence unless the possessor attempts to sell any part of it, or if any of the garb is forcibly taken from. See DMG for details.\nSecond special power also requiring one charge creates a palatial tent of between 1,500 and 3,000 sq.ft. with temporary furnishings \\amp food suitable for up to 100 persons. This lasts for 1 day, at which point it can be renewed by expending another charge. Again see DMG for details}}{{Use=Use the rod as a Magic Item to expend each charge, but apply all effects manually}}'},
+ {name:'Rod-of-Terror',type:'innate-melee|magic|rod',ct:'5',charge:'discharging',cost:'600',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Terror}}{{splevel=Rod}}{{school=Illusion/Phantasm}}Specs=[Rod of Terror,Innate-melee,1H,Rod],[Rod of Terror,Magic|Rod,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Terror,st:Rod,gp:600,wt:4,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=[30ft radius]()}}{{To-Hit=+2, + str bonus}}ToHitData=[w:Rod of Terror,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged],[w:Spread Terror,sp:8,lv:8,c:1,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true||multi|Rod of Terror|99|0|Paralysed with terror by \\amp#64;{selected|character_name}|screaming|svrod\\clon;+0\\amp#13;!modbattr --charid \\amp#64;{selected|character_id} --charisma|[\\amp#91; { { { {\\amp#91;[\\amp#63;{Check for reduction in Charisma. Don\'t get less than 20%|1d100}-20]\\amp#93;}, {0} }kl1 }, {-1} }kh1 \\amp#93;] --fb-header Rod of Terror --fb-content _CHARNAME_\'s Charisma loses _TCUR0_ point this time and is now _CUR0_,msg:Now has a terrible aura, at a cost of one charge - and what else?]{{Attacks=1 per round, + level, Bludgeoning}}{{Damage=+2 magical weapon, 1d6+1 + str bonus}}DmgData=[w:Rod of Terror,sb:1,+:2,SM:1+1d6,L:1+1d6]{{Looks Like=A black rod, about 3ft long, capped with an ivory or bone sculpture (?) of a skull}}{{desc=This rod is a +2 magical weapon capable of inflicting 1d6 +3 points of damage per hit. Furthermore, the wielder can expend a charge to envelop himself in a terrifying aura. His clothes and appearance are transformed into an illusion of darkest horror, such that all within 30ft radius who view him must roll successful saving throws vs. rods or be struck motionless with terror. Those who succeed on their save suffer a -1 penalty to their morales and must make immediate morale checks. However, each time the rod is used, there is a 20% chance the wielder will permanently lose 1 point from his Charisma score.}}{{materials=Rod}}{{Use=Take the Rod in-hand using *Change Weapon* to use it as a +2 weapon, or use the power to Spread Terror. Using the Spread Terror button will display an area of effect and then use the button in chat to target the affected creatures - this also automatically uses a charge and rolls a 1d100 to check for the effect on charisma}}'},
{name:'SoP-RoP',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Ray of Paralysation}}{{splevel=Wand}}{{school=Evocation}}{{components=V,M}}{{time=[[3]]}}{{range=[60 feet](!rounds --aoe @{selected|token_id}|cone|feet|0|60|5|lightning|true)}}{{duration=[5d4](!\\amp#13;\\amp#47;r 5d4) rounds}}{{aoe=1 creature}}{{save=Negates}}{{damage=[Zap them!](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who to zap?|token_id}|Paralyse|\\amp#91;[5d4]\\amp#93;|-1|Paralysed|fishing-net|svwan\\clon;+0)}}{{effects=This wand shoots forth a thin ray of bluish colour to a maximum range of 60 feet. Any creature touched by the ray must roll successful saving throw vs. wand or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops—the wand can attack only one target per round. The wand has an initiative modifier of +3 , and each use costs one charge. The wand may operate once per round. It may be recharged.}}{{materials=Wand}}'},
- {name:'Staff-Mace',type:'innate-melee|staff',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff-Mace}}{{subtitle=Staff}}{{school=Alteration}}Specs=[Staff-Mace|Quarterstaff,Innate-melee,0H,Staff],[Staff-Mace|Footmans-Mace,Innate-melee,0H,Staff],[Staff-Mace|Horsemans-Mace,Innate-melee,0H,Staff],[Staff-Mace,Staff,0H,Alteration]{{components=V,M}}{{time=[[5]] or speed of weapon}}WandData=[w:Staff-Mace,st:Staff,wt:4,sp:5,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{range=Special}}{{To-Hit=By weapon, + str bonus}}ToHitData=[w:Staff-Mace Quarterstaff+3,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff-Mace Great Mace+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged],[w:Staff-Mace Mace+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:6,c:0,rc:uncharged]{{Attacks=By weapon, + level, type by weapon}}{{Damage=by weapon}}DmgData=[w:Staff-Mace Quarterstaff+3,sb:1,+:3,SM:1d6,L:1d6],[w:Staff-Mace Great Mace+1,sb:1,+:1,SM:1+1d6,L:1d6],[w:Staff-Mace Mace+2,sb:1,+:1,SM:1d6,L:1d8]{{Looks Like=Appears to be a normal wooden staff of the type used when trekking in the wilderness. This item is typically made of bronzewood, reinforced by heavy bands and tips of iron.}}{{desc=This clerical weapon gives off a very faint aura of alteration magic. Upon command, the staff-mace takes on one of three forms, as desired by the possessor.\n[Quarterstaff:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Quarterstaff+3 button pressed) quarterstaff +3, iron-shod\n[Great Mace:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|1\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Great Mace+1 button pressed) footman\'s mace +1, iron\n[Mace:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Mace+2 button pressed) horseman\'s mace +2, iron}}{{Use=Use it as a Magic Item, then press one of the buttons below, which will put a weapon in hand which can be used to *Attack*.}}'},
- {name:'Staff-Spear+1',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+1}}WandData=[w:Staff-Spear+1,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +1 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+1,sb:1,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+1 12ft,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+1,sb:1,+:1,SM:1d6,L:1d8],[],[w:Staff-Spear+1 12ft,sb:1,+:1,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+1,t:spear,st:spear,sb:1,+:1,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with copper.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+1|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|Staff-Spear+1 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+1|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+1|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
- {name:'Staff-Spear+2',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+2}}WandData=[w:Staff-Spear+2,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +2 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+2,sb:1,db:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+2 12ft,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+2,sb:1,+:2,SM:1d6,L:1d8],[],[w:Staff-Spear+2 12ft,sb:1,+:2,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +2 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+2,t:spear,st:spear,sb:1,+:2,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with iron.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+2|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|Staff-Spear+2 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+2|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+2|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
- {name:'Staff-Spear+3',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+3}}WandData=[w:Staff-Spear+3,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +3 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+3,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+3 12ft,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+3,sb:1,+:3,SM:1d6,L:1d8],[],[w:Staff-Spear+3 12ft,sb:1,+:3,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +3 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+3,t:spear,st:spear,sb:1,+:3,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with bronze.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+3|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|Staff-Spear+3 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
- {name:'Staff-Spear+3-ranseur',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+3 Ranseur}}WandData=[w:Staff-Spear+3 ranseur,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +3 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+3 ranseur,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+3 ranseur,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+3 ranseur 12ft,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+3 ranseur,sb:1,+:3,SM:2d4,L:2d4],[],[w:Staff-Spear+3 ranseur 12ft,sb:1,+:3,SM:1+2d4,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +3 1-handed vs SM:2d4, L:2d4,\n12ft 2-handed vs. SM:2d4+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+3 ranseur,t:spear,st:spear,sb:1,+:3,SM:2d4,L:2d4,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with brass.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|Staff-Spear+3 ranseur command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
- {name:'Staff-Spear+4',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+4}}WandData=[w:Staff-Spear+4,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +4 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+4,sb:1,db:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+4 12ft,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+4,sb:1,+:4,SM:1d6,L:1d8],[],[w:Staff-Spear+4 12ft,sb:1,+:4,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +4 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+4,t:spear,st:spear,sb:1,+:4,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with silver.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+4|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|Staff-Spear+4 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+4|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+4|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
- {name:'Staff-Spear+5',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+5}}WandData=[w:Staff-Spear+5,st:Rod,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +5 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+5,sb:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+5,sb:1,db:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+5 12ft,sb:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+5,sb:1,+:5,SM:1d6,L:1d8],[],[w:Staff-Spear+5 12ft,sb:1,+:5,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +5 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+5,t:spear,st:spear,sb:1,+:5,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with gold.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+5|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|Staff-Spear+5 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+5|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+5|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
- {name:'Staff-of-Command-for-Priests',type:'magic|staff',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Command}}{{subtitle=Staff}}{{school=Enchantment/Charm}}Specs=[Staff of Command,Magic|Staff,1H,Staff],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Suggestion,desc:MU-Suggestion,sp:3,lv:8,c:1],[w:Charm-Person,desc:MU-Charm-Person,sp:1,lv:8,c:1],[w:Animal Control,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Which animals to control?|token_id}|Staff of Command Animal Control|10|-1|Emotions \\amp drives controlled by \\amp#64;{selected|character_name}|chained-heart,sp:4,lv:8,c:1],[w:Plant Control,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Staff of Command Plant Control|10|-1|Able to control plants|three-leaves\\amp#13;!magic --mi-charges \\amp#64;{selected|token_id}|-\\amp#63;{How many 10ft square areas?|1|2|3|4|5|6|7|8|9|10}|Staff-of-Command-for-Priests,sp:3,lv:8,c:0]{{time=[[3]] or speed of spell}}WandData=[w:Staff of Command,st:Staff,wt:4,sp:3,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{Looks Like=A quarterstaff, shod with a precious metal of some type, inscribed with runes.}}{{desc=This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest\'s hands. The three functions are:\n**Human influence:** This power duplicates that of the ring of the same name. Each *suggestion* or *charm* draws one charge from the staff.\n**Mammal control/animal control:** This power functions only as *mammal control* when the staff is used by a wizard. In the hands of a priest it is a staff of *animal control* (as the *potion of animal control*, all types of animals listed). Either use drains one charge per turn or fraction thereof.\n**Plant control:** *plant control* duplicates that of the *potion of plant control*, but for each 10-square-foot ares of plants controlled for one turn or lass, one charge is used. A wizard cannot control plants at all.\nThe staff can be recharged.}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue, and then use the powers of the staff using the *Attack* action}}'},
- {name:'Staff-of-Command-for-Wizards',type:'magic|staff',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Command}}{{subtitle=Staff}}{{school=Enchantment/Charm}}Specs=[Staff of Command,Magic|Staff,1H,Staff],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Suggestion,desc:MU-Suggestion,sp:3,lv:8,c:1],[w:Charm-Person,desc:MU-Charm-Person,sp:1,lv:8,c:1],[w:Mammal Control,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Choose a mammal to control|token_id}|Staff of Command mammal ctrl|10|-1|Controlled by \\amp#64;{selected|character_name}|chained-heart,sp:4,lv:8,c:1]{{time=[[3]] or speed of spell}}WandData=[w:Staff of Command,st:Staff,wt:4,sp:3,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{Looks Like=A quarterstaff, shod with a precious metal of some type, inscribed with runes.}}{{desc=This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest\'s hands. The three functions are:\n**Human influence:** This power duplicates that of the ring of the same name. Each *suggestion* or *charm* draws one charge from the staff.\n**Mammal control/animal control:**This power functions only as *mammal control* (as the ring of that name) when the staff is used by a wizard: up to 30 Hit Dice of mammals can be controlled. This drains one charge per turn or fraction thereof.\n**Plant control:** A wizard cannot control plants at all.\nThe staff can be recharged.}}'},
- {name:'Staff-of-Curing',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Curing}}Specs=[Staff of Curing|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Rod,2H,Necromancy|Healing]{{subtitle=Staff}}ToHitData=[w:Staff of Curing,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4],[w:SoC Cure Disease,pw:PR-Cure-Disease,sp:10,c:1,lv:8],[w:SoC Cure Blindness,pw:PW-Cure-Blindness,sp:10,c:1,lv:8],[w:SoC Cure Wounds,pw:Cure-Wounds,sp:10,c:1,lv:8],[w:SoC Cure Insanity,pw:Cure-Insanity,sp:10,c:1,lv:8]{{Speed=[[4]]}}WandData=[w:Staff of Curing,st:Staff,sp:4,qty:19+1d6,rc:rechargeable,c:0,wt:2,loc:left hand|right hand,ns:4],[cl:PW,w:PR-Cure-Disease,lv:8,pd:2],[cl:PW,w:PR-Cure-Blindness,lv:8,pd:2],[cl:PW,w:Cure-Wounds,lv:8,pd:2],[cl:PW,w:Cure-Insanity,lv:8,pd:2]{{Size=Medium}}{{Weapon=1-handed melee oaken staff}}{{To-hit=+0, +Str Bonus}}{{Attacks=1 per round, bludgeoning}}{{Damage= SM: 1d6, L:1d6}}DmgData=[w:Staff of Curing,sb:1,+:0,SM:1d6,L:1d6]{{Looks Like=A quarterstaff, shod with ivory or bone hardened in some fashion, and carved with symbols of healing.}}{{desc=This device can *[Cure Disease](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Disease), [Cure Blindness](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Blindness), [Cure Wounds](!\\amp#13;\\amp#47;r 3+3d6 HP of healing delivered)* (3d6+3 hit points), or *[Cure Insanity](!magic --display-ability @{selected|token_id}|Powers-DB|Cure-Insanity)*. Each function drains one charge. The device can be used once per day on any person (dwarf, elf, gnome, half-elf, halfling included), and no function may be employed more than twice per day(i.e., the staff can function only eight times during a 24-hour period). It can be recharged.}}{{Use=In order to do initiative and cast powers of the Staff properly, take the Staff of Curing in hand using the *Change Weapon* menu, then use the *Attack* dialogue to either attack with the staff or use its powers}}'},
- {name:'Staff-of-Power',type:'staff|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Power}}{{subtitle=Magic Weapon}}WandData=[w:Staff-of-Power,st:Staff,sp:4,rules:+inhand,svsav:+2,ac:+2,c:0,qty:19+1d6,rc:rechargeable]{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff]{{To-hit=+[[2]]}}ToHitData=[w:Staff of Power,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Staff of Power Double Damage,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,c:1,loc:left hand|right hand],[w:SoP Continual Light,desc:MU-Continual-Light,sp:2,c:1,lv:8],[w:SoP Magic Missile,desc:MU-Magic-Missile,sp:1,c:1,lv:8],[w:SoP Lightning Bolt,desc:MU-Lightning-Bolt,sp:3,c:1,lv:10],[w:SoP Darkness 15ft radius,desc:MU-Darkness-15ft-radius,sp:2,c:1,lv:8],[w:SoP Ray of Enfeeblement,desc:MU-Ray-of-Enfeeblement,sp:2,c:1,lv:6],[w:SoP Levitation,desc:MU-Levitate,sp:2,c:1,lv:8],[w:SoP Cone of Cold,desc:MU-Cone-of-Cold,sp:5,c:1,lv:8],[w:SoP Fireball,desc:MU-Fireball,sp:3,c:1,lv:8],[w:SoP Shield,desc:MU-Shield,sp:1,c:1,lv:8],[w:SoP Globe of Invulnerability,desc:MU-Globe-of-Invulnerability,sp:10,c:1,lv:8],[w:SoP Ray of Paralysation,desc:MI-SoP-RoP,sp:2,c:1,lv:8]{{damage=+[[2]],damage x2 if use charge}}DmgData=[w:Staff of Power,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of Power Double Damage,sb:1,+:2,SM:2*1d6,L:2*1d6,msg:Expended one charge and done double damage]{{Looks Like=A fine, hard quarterstaff, shod with iron.}}{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\nDo double damage, **Expends 1 charge** to use this power. To do this, just use the appropriate button when attacking with the Staff.\nThe following spells can be cast as an 8th level MU:\n***1 charge***:\nCone of Cold, Continual Light, Darkness 15ft radius, Fireball, Levitation, Lightning Bolt, Magic-Missile, Ray of Enfeeblement\n***2 charges***:\nGlobe of Invulnerability, Ray of Paralysation, Shield}}{{Use=Take the *Staff of Power* in-hand as a weapon using the *Change Weapon* menu and attack with it to get access to all it\'s powers.}}'},
- {name:'Staff-of-Slinging',type:'innate-melee|staff',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name= of Slinging}}{{subtitle=Staff}}{{school=Alteration}}Specs=[Staff of Slinging|Quarterstaff,Innate-melee,2H,Staff],[Staff of Slinging,Staff,0H,Alteration]{{components=M}}{{time=[[4]]}}WandData=[w:Staff of Slinging,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{To-Hit=+1, + dex bonus}}ToHitData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged]{{Attacks=1 per round, + level + special}}DmgData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,SM:1d6,L:1d6]{{Damage=+1, Quarterstaff SM\\ampL:1d6}}{{Looks Like=An oaken quarterstaff, of pure wood, intricately carved with vines, leaves, and plants}}{{desc=This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident.}}{{Use=Take the weapon in-hand using the *Change Weapon* menu, and then attack using the relevant attack button.}}'},
- {name:'Staff-of-Slinging-for-Druid',type:'innate-melee|innate-ranged|staff',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name= of Slinging\nused by a Druid only}}{{subtitle=Staff}}WandData=[w:Staff of Slinging for Druid,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{school=Alteration}}Specs=[Staff of Slinging|Quarterstaff,Innate-melee,2H,Staff],[Staff of Slinging druid normal,Innate-ranged,2H,Staff of Slinging druid normal],[Staff of Slinging druid large,Innate-ranged,2H,Staff of Slinging druid large],[Staff of Slinging,Staff,0H,Alteration]{{components=M}}{{time=[[4]]}}{{To-Hit=+1, + dex bonus}}ToHitData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff of Slinging normal object+1,t:Staff of Slinging druid normal,sb:0,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,sp:4,c:0,rc:uncharged],[w:Staff of Slinging large object+1,t:Staff of Slinging druid large,sb:0,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,sp:4,c:0]{{Attacks=1 per round, + level}}DmgData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,SM:1d6,L:1d6],[],[]{{Damage=+1, Quarterstaff SM\\ampL:1d6, normal object SM\\ampL:1d6, large object (1 charge) SM\\ampL:3d10}}AmmoData=[w:Staff of Slinging normal object+1,t:Staff of Slinging druid normal,+:1,sb:0,ru:1,SM:1d6,L:1d6],[w:Staff of Slinging large object+1,t:Staff of Slinging druid large,+:1,sb:0,ru:-3,SM:3d10,L:3d10]{{range=normal objects = 60/120/180, large objects (1 charge) = 80/180/300}}RangeData=[t:Staff of Slinging druid normal,+:0,r:6/12/18],[t:Staff of Slinging druid large,+:0,r:8/18/30]{{Looks Like=An oaken quarterstaff, of pure wood, intricately carved with vines, leaves, and plants}}{{desc=This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident. This power, which can be employed only by a druid, is activated when one end of the staff is touched to a heavy object of roughly spherical shape (a stone, metal ball, pottery crock, etc.) of up to nine inches in diameter and five pounds in weight. The object adheres to the end of the staff, and the wielder need then only swing the staff in an overhand arc to release the missile toward a desired target.}}{{hide1=The missile leaves the staff on the downstroke of the overhand swing and travels in a low, rising trajectory, with the missile going one foot upward for every 10 feet traveled. Of course, the arc may be higher, or the missile aimed so as to travel nearly vertically. (In the latter case, reverse the arcing ratio so that one foot of distance laterally is covered for every 10 feet of vertical rise.) The maximum range of such a missile is 180 feet, with limits of 60 feet and 120 feet on short and medium range, respectively.\nThis staff also carries charges, and a druid wielding the item can expend one charge and thereby use the staff to hurl a missile of large size, as if the wielder were a stone giant (range out to 300 feet, 3d10 points of damage per hit). Whether used as a magical quarterstaff or by employing one of its slinging powers, the staff bestows +1 to the wielder\'s attack roll and +1 per die to damage dealt out. The weapon may be recharged by a druid of 12th or higher level.}}{{Use=Take the weapon in-hand using the *Change Weapon* menu, and then attack using the relevant attack button. Attacking with a large object will automatically deduct a charge}}'},
- {name:'Staff-of-Striking',type:'rod|melee',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Striking}}Specs=[Staff of Striking|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Striking|Quaretstaff,Melee,2H,Staff],[Staff of Striking|Quarterstaff,Melee,2H,Staff],[Staff of Striking,Rod,2H,Alteration]{{subtitle=Staff}}ToHitData=[w:Staff of Striking 1 charge,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:1,rc:rechargeable],[w:Staff of Striking 2 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:2,rc:rechargeable],[w:Staff of Striking 3 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:3,rc:rechargeable]{{Speed=[[4]]}}WandData=[st:Staff,qty:19+1d6]{{Size=Medium}}{{Weapon=2-handed melee oaken staff}}{{To-hit=+3, +Str Bonus}}{{Attacks=1 per round, magically the most favourable weapon type}}{{Damage= SM: 1d6, L:1d6, 1 charge: +3, 2 charges: +6, 3 charges: +9}}DmgData=[w:Staff of Striking 1 charge,sb:1,+:3,SM:1d6,L:1d6],[w:Staff of Striking 2 charges,sb:1,+:6,SM:1d6,L:1d6],[w:Staff of Striking 3 charges,sb:1,+:9,SM:1d6,L:1d6]{{Use=Melee weapon attack as normal, selecting the appropriate plus, which will deduct the number of charges automatically.}}{{Looks Like=A hardwood quarterstaff, with bands of base metal and shod at the foot.}}{{desc=This oaken staff is the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6+3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6+6); if three charges are expended, bonus damage is tripled (1d6+9). No more than three charges can be expended per strike. The staff can be recharged.}}'},
- {name:'Staff-of-Swarming-Insects',type:'staff|melee|magic',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Staff}}{{name= of Swarming Insects}}{{splevel=Staff}}WandData=[w:Staff of Swarming Insects,st:Staff,wt:4,sp:5,qty:30+1d20,rc:discharging,loc:left hand|right hand]{{school=Conjuration/Summoning}}Specs=[Staff of Swarming Insects|Quarterstaff,Staff|Melee,2H,Staff],[Staff of Swarming Insects,Magic|Staff,2H,Conjuration-Summoning]{{components=V,M}}{{time=[[5]]}}{{range=[[[60+(10*@{selected|casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[60+(10*@{selected|casting-level}]||green|true)}}ToHitData=[w:Staff of Swarming Insects,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Summon Swarm,desc:MI-Staff-of-Swarming-Insects,c:1,sp:8,lv:8]{{duration=1 round}}DmgData=[w:Staff of Swarming Insects,sb:1,+:0,SM:1d6,L:1d6]{{aoe=1 creature}}{{save=Special}}{{damage=[1HP per 10 insects](!\\amp#13;\\amp#47;w gm Swarm of Insects does [[6+@{selected|casting-level}]]HP damage to 1 creature within range)}}{{Looks Like=This staff is short and thick. When initially obtained or encountered, much of its length is covered with finely done carvings depicting winged biting and stinging insects (bees, deerflies, horseflies, wasps, and the like).}}{{effects= Any priest character (cleric, druid, shaman, witch doctor, etc.) holding it can command the staff to create a swarm of such insects, at the same time expending one of the staff\'s charges.}}{{hide1=Range is 60 yards+10 yards per level of the user. The number of insects produced is 60 plus 10 per level. Every 10 insects will inflict 1 point of damage upon the target victim, regardless of Armor Class, unless the victim is protected by a force field, engulfed in flames, etc. Note, however, that the insects will not affect creatures larger than man-sized\nwith a natural Armor Class of 5 or better.\nWhen a vulnerable target is attacked by the swarm of flying insects, the target will be unable to do anything other than attempt to dislodge and kill the things. The insect attack lasts for one round. Each time the staff is employed, one of the insect-shapes carved into its wooden surface will disappear, so it is easy to determine how many charges are left in the staff. Unlike others of its ilk, a staff of this sort can have as many as 50 initial charges. However, it cannot be recharged.}}'},
- {name:'Staff-of-Thunder+Lightning',type:'melee|magic|staff',ct:'2',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Staff}}{{name= of Thunder \\amp Lightning}}{{splevel=Staff}}{{school=Alteration}}Specs=[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Staff,1H|2H,Alteration]{{components=V,M}}{{time=[[2]]}}WandData=[w:Staff of Thunder+Lightning,st:Staff,wt:4,sp:2,c:0,qty:19+1d6,rc:discharging,loc:left hand|right hand,ns:3],[cl:PW,w:Thunderclap,sp:2,pd:-1],[cl:PW,w:Lightning-Stroke,sp:2,pd:-1],[cl:PW,w:Thunder+Lightning,sp:4,pd:-1]{{range=Special}}ToHitData=[w:Staff of T+L Quarterstaff+2,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff of T+L Thunder,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:1,c:1],[w:Staff of T+L Lightning,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:1,msg:Metal armour is counted as AC10. If attack misses AC displayed above but hit because armour is metal, only take \\lbrak;2d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 2d6 shock damage\\rpar; lightning shock damage. If hit successful then use normal damage button that will do both quarterstaff and shock damage],[w:Staff of T+L Thunderclap,pw:Thunderclap,lv:8,n:1,r:5,sp:2,c:2],[w:Staff of T+L Lightning Stroke,pw:Lightning-Stroke,lv:8,n:1,r:5,sp:2,c:2],[w:Staff of T+L Thunder+Lightning,pw:Thunder+Lightning,lv:8,n:1,r:5,sp:4,c:4]{{duration=Special}}DmgData=[w:Staff of T+L Quarterstaff+2,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of T+L Thunder,sb:1,+:3,SM:1d6,L:1d6,msg:Victim is \\lbrak;*stunned*\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who has been stunned by Thunder?\\vbar;token_id}\\vbar;Staff of T+L Thunder\\vbar;1\\vbar;-1\\vbar;Stunned by Thunder - goes last for initiative\\vbar;broken-skull\\rpar; for 1 round and comes last in initiative until they recover],[w:Staff of T+L Lightning,sb:1,+:2,SM:1d6+2d6,L:1d6+2d6]{{aoe=1 creature}}{{save=Special}}{{Looks Like=Casual examination of this stout quarterstaff will show it to be exceptional, constructed of wood (ash, oak, bronzewood, or the like) and bound with iron set with silver rivets.}}{{effects=If the staff is magically examined, it will radiate an aura of alteration magic. It has the properties of a +2 magical weapon without any expenditure of its magical charges. Its other magical properties are provided as buttons on the *Attack* dialog, and are as follows:}}{{hide1=**Thunder:** Take in hand and attack with *Thunder*. The staff strikes as a +3 weapon, and unless the opponent struck saves successfully vs. rods, staves, and wands, he will be stunned from the noise of the staff\'s impact—unable to take any further action in the round struck, and automatically having last initiative in the following round. This power requires the expenditure of one charge.\n**Lightning:** Take in hand and attack with *Lightning*. A short spark of electricity leaps forth when the opponent is struck, causing normal staff damage, plus 2d6 additional points of damage from shock. Note that the staff might not score a hit, but the electrical discharge discounts any form of metal armor (making the target effectively AC 10 for this purpose), so only such damage might apply. This power requires the expenditure of one charge.\n[View **Thunderclap:**](!magic --display-ability s-view|@{selected|token_id}|Powers-DB|Thunderclap --mi-charges @{selected|token_id}|-2|Staff-of-Thunder+Lightning) The staff sends forth a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks. This function requires the expenditure of two charges.\n[View **Lightning Stroke:**](!magic --display-ability s-view|@{selected|token_id}|Powers-DB|Lightning-Stroke --mi-charges @{selected|token_id}|-2|Staff-of-Thunder+Lightning) A bolt similar to that from a wand of lightning is generated, but it is of 8d6 strength, causing 16-48 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked. This function of the rod uses two charges.\n[View **Thunder \\amp Lightning:**](!magic --display-ability s-view|@{selected|token_id}|Powers-DB|Thunder+Lightning --mi-charges @{selected|token_id}|-4|Staff-of-Thunder+Lightning) This power combines the thunderclap, described above, with a forked lightning bolt as in the lightning stroke. Damage from the lightning is a total of 8d6 with rolls of 1 or 2 counted as rolls of 3, for a range of 24-48 points. A saving throw applies, with deafness and half damage suffered by those who are successful. This power requires the expenditure of four charges.\nThe casting time required for any function is equal to the number of charges expended; thus, the thunder \\amp lightning function costs four charges and has an initiative modifier of +4.}}'},
- {name:'Staff-of-Withering',type:'rod|melee',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Withering}}{{subtitle=Staff}}WandData=[w:Staff of Withering,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee oaken staff}}Specs=[Staff of Withering|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Withering|Quaretstaff,Melee,2H,Staff],[Staff of Withering|Quarterstaff,Melee,2H,Staff],[Staff of Withering,Rod,2H,Necromancy]{{To-hit=+3, +Str Bonus}}ToHitData=[w:Staff of Withering+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Staff of Withering 2 charge,sb:1,+:,1n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:2],[w:Staff of Withering 3 charges,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:3]{{Attacks=+1, 1 per round + level \\amp spec}}{{Damage= SM: 1d6, L:1d6, 2 charges: target ages by 10 years, 3 charges: save or wither a limb}}DmgData=[w:Staff of Withering+1,sb:1,+:1,SM:1d6,L:1d6],[w:Staff of Withering 2 charges,sb:1,+:1,SM:1d6,L:1d6,msg:The victim takes damage and ages by 10 years with all resulting consequences],[w:Staff of Withering 3 charges,sb:1,+:1,SM:1d6,L:1d6,msg:Victim takes damage and ages by 10 years and must save vs. spell or a random limb will wither and become useless]{{Use=Take in-hand and melee weapon attack as normal, selecting the appropriate attack for the number of charges to expend. Charges will automatically be consumed. Apply all effects manually}}{{Looks Like=A quarterstaff made of ebony, and carved with powerful sigils and runes.}}{{desc=This is a +1 magical weapon. A hit from it causes 1d4+1 points of damage. If two charges are expended when a hit is scored, the creature struck also ages 10 years, its abilities and lifespan adjusted for the resulting age increase. If three charges are expended when a hit is made, one of the opponent creature\'s limbs can be made to shrivel and become useless unless it successfully saves vs. spell (check by random number generation for which limb is struck). Each effect of the staff is cumulative, so that three charges will score damage, age, and wither.}}{{GM Info=Ageless creatures (undead, demons, devils, etc) cannot be aged or withered. Aging a dwarf is of little effect, while aging a dragon could actually aid the creature.}}'},
- {name:'Staff-of-the-Magi',type:'melee|magic|rod',ct:'4',charge:'absorbing-exploding',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Magi}}{{subtitle=Staff}}WandData=[w:Staff of the Magi,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:absorbing-exploding,rules:+inhand,svspe:+2,loc:left hand|right hand,ns:4],[cl:PW,w:MU-Conjure-Air-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Earth-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Fire-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Water-Elemental,sp:100,pd:1]{{school=All}}Specs=[Staff of the Magi|Quarterstaff,Melee,2H,Staff],[Staff of the Magi,Magic|Rod,1H|2H,Divination],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Illusion-Phantasm],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration]{{components=V,M}}ToHitData=[w:SotM Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Detect Magic,desc:MU-Detect-Magic,c:0,sp:1,lv:8],[w:Enlarge,desc:MU-Enlarge,c:0,sp:1,lv:8],[w:Hold Portal,desc:MU-Hold-Portal,c:0,sp:1,lv:8],[w:Light,desc:MU-Light,c:0,sp:1,lv:8],[w:Protection from Evil,desc:MU-Protection-from-Evil,c:0,sp:1,lv:8],[w:Protection from Good,desc:MU-Protection-from-Good,c:0,sp:1,lv:8],[w:Invisibility,desc:MU-Invisibility,c:1,sp:1,lv:8],[w:Fireball,desc:MU-Fireball,c:1,sp:3,lv:8],[w:Knock,desc:MU-Knock,c:1,sp:1,lv:8],[w:Lightning Bolt,desc:MU-Lightning-Bolt,c:1,sp:3,lv:8],[w:Pyrotechnics,desc:MU-Pyrotechnics,c:1,sp:2,lv:8],[w:Ice Storm,desc:MU-Ice-Storm,c:1,sp:4,lv:8],[w:Web,desc:MU-Web,c:1,sp:3,lv:8],[w:Wall of Fire,desc:MU-Wall-of-Fire,c:1,sp:4,lv:8],[w:Dispel Magic,desc:MU-Dispel-Magic,c:1,sp:3,lv:8],[w:Passwall,desc:MU-Passwall,c:1,sp:5,lv:8],[w:Whirlwind,desc:PW-Djinni-Whirlwind,c:2,sp:1,lv:8],[w:Air Elemental,pw:MU-Conjure-Air-Elemental,c:2,sp:100,lv:8],[w:Earth Elemental,pw:MU-Conjure-Earth-Elemental,c:2,sp:100,lv:8],[w:Fire Elemental,pw:MU-Conjure-Fire-Elemental,c:2,sp:100,lv:8],[w:Water Elemental,pw:MU-Conjure-Water-Elemental,c:2,sp:100,lv:8],[w:Plane Travel,desc:PW-Astral-Travel-self,c:2,sp:8,lv:8],[w:Telekinesis,desc:MU-Telekinesis,c:2,sp:5,lv:8],[w:Absorb Wizard Spell,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|gm{How many spell levels to absorb?/+1/+2/+3/+4/+5/+6/+7/+8/+9}|Staff-of-the-Magi|100||The charges have been absorbed and have recharged the staff.|Maximum charges exceeded: retributive strike initialised!,sp:1,c:0,lv:8]{{time=[[4]] or speed of spell}}{{range=Special}}DmgData=[w:SotM Quarterstaff,sb:1,+:0,SM:1d6,L:1d6]{{Looks Like=Easily identified as an exceptional staff, bound with bronze with gold studs and rivits, with each band inscribed with powerful sigils.}}{{desc=The following powers do not drain charges:\n*Detect Magic, Enlarge, Hold Portal, Light, Protection Form Evil,* and *Protection Form Good.*\nThe following powers drain one charge per usage:\n*Invisibility, Fireball, Knock, Lightning Bolt, Pyrotechnics, Ice Storm, Web, Wall of Fire, Dispel Magic,* and *Passwall.*\nThese powers drain two charges per usage:\n*Whirlwind, Conjure Elemental* (each type once per day, with 8HD), *Plane travel,* and *Telekinesis.*}}{{hide1=The staff of the magi adds a +2 bonus to all saving throw rolls vs. spell. It can be used to *absorb* wizard spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit, it will explode as if a "retributive strike" (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea how many spell levels are cast at him, for the staff does not communicate this knowledge as a rod of absorption does. Absorbing spells is risky, but absorption is the only way this staff can be recharged.}}{{hide2=*Retributive strike* is a breaking of the staff. It must be purposeful and declared by the wizard wielding it. When this is done all levels of spell energy in the staff are released in a globe of 30-foot radius. All creatures within 10 feet of the broken staff suffer hit points of damage equal to eight times the number of spell levels of energy in the rod (1 to 25), those between 10 feet to 20 feet take 6 x levels, and those 20 feet to 30 feet distant take 4 x levels. Successful saving throws versus magic indicate only one-half damage is sustained.\nThe wizard breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy totally destroys him.\nThis staff and the *staff of power* are the only magical items capable of a retributive strike.}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue, then use the *Attack* action to use it as a weapon or use its powers. Use any of the spell buttons in order to cast those spells, which automatically expends the relevant number of charges.\nTo absorb spell levels, use the *Absorb Wizard Spell* button and ask the DM to select how many levels to absorb (a choice will appear on the DM\'s screen) - this does not reflect what the *character* knows, as they do not know the number of levels absorbed. The device will respond with success or if a *retributive strike* initiated!}}'},
- {name:'Staff-of-the-Serpent-Adder',type:'staff|melee|magic',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Serpent\n(Adder)}}Specs=[Staff of the Serpent|Quarterstaff,Staff|Melee,2H,Staff],[Staff of the Serpent,Magic|Staff,2H,Conjuration-Summoning|Animal]{{subtitle=Staff}}ToHitData=[w:Staff of the Serpent,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:3,sp:4,qty:1,rc:uncharged],[w:Reveal Adder Head,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Staff of the Serpent Adder|10|-1|The head of your staff is an adder head - *Evil*!|death-zone,sp:8,c:0,lv:8]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}{{To-hit=+1, +Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+1, SM: 2d2, L:2d2}}DmgData=[w:Staff of the Serpent,sb:1,+:1,SM:2d2,L:2d2]{{Use=Melee weapon attack as normal. Adder - take the staff in-hand as for the melee attack, then select the *Reveal Adder Head* button displayed on the *Attack* action dialogue to add a status timer, then hit as normal, but victim must roll a save vs. poison (type E) or be slain. Ask the GM to *Drag \\amp Drop* an Adder and set its AC to 5 and HP to 20}}{{Looks Like=A normal quarterstaff, but with a bulbous head.}}{{desc=The adder strikes as a +1 magical weapon and does 2d2 points of damage when it hits. Upon command the head of the staff becomes that of an actual serpent (AC 5, 20 hit points). This head remains for one full turn. When a hit is scored, damage is not increased, but the victim must roll a successful saving throw vs. poison (strength E) or be slain. Only evil priests will employ an adder staff. If the snake head is killed, the staff is destroyed.}}'},
- {name:'Staff-of-the-Serpent-Python',type:'staff|melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Serpent\n(Python)}}Specs=[Staff of the Serpent|Quarterstaff,Staff|Melee,2H,Staff],[Staff of the Serpent,Staff,2H,Conjuration-Summoning|Animal]{{subtitle=Staff}}ToHitData=[w:Staff of the Serpent,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:3,sp:4,qty:1,rc:uncharged]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}{{To-hit=+2, +Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+2, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Serpent,sb:1,+:2,SM:1d6,L:1d6]{{Use=Melee weapon attack as normal. Python - Ask the GM to *Drag \\amp Drop* a Python character sheet onto map, and set its AC to 3 \\amp HP to 49}}{{Looks Like=A rather bent and wonky quarterstaff, hinting at sinuous movement.}}{{desc=Strikes as a +2 magical weapon and inflicts 1d6+2 points of damage when it hits. If the priest throws the staff to the ground, it grows from its 6-foot length, becoming a giant constrictor snake, 25 feet long (AC 3, 49 hit points, movement rate of 9). This happens in one round. The snake will entwine if it scores a hit, the opponent being constricted for 2d4+2 points of damage per round. The victim will remain trapped by the python until he dies or the creature is destroyed. Note that the python will return to its owner upon command. If it is destroyed while in snake form, the staff is destroyed.}}'},
- {name:'Staff-of-the-Woodlands+1',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+1}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:3],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1],[cl:PW,w:PR-Barkskin,sp:5,pd:1],[cl:PW,w:PR-Tree,sp:6,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+1, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0],[w:Barkskin,pw:PR-Barkskin,sp:5,lv:8,c:0],[w:Tree,pw:PR-Tree,sp:6,lv:8,c:0]{{Attacks=+1, 1 per round + level \\amp spec}}{{Damage=+1 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+1,sb:1,+:1,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon to attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +1 staff confers the powers of *pass without trace, barkskin,* and the *tree* spell.}}'},
- {name:'Staff-of-the-Woodlands+2',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+2}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:2],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1],[cl:PW,w:PR-Barkskin,sp:5,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+2, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0],[w:Barkskin,pw:PR-Barkskin,sp:5,lv:8,c:0]{{Attacks=+2, 1 per round + level \\amp spec}}{{Damage=+2 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+2,sb:1,+:2,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +2 staff confers the powers of *pass without trace* and *barkskin*.}}'},
- {name:'Staff-of-the-Woodlands+3',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+3}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:1],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+3, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0]{{Attacks=+3, 1 per round + level \\amp spec}}{{Damage=+3 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+3,sb:1,+:3,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +3 staff confers the power of *pass without trace*.}}'},
- {name:'Staff-of-the-Woodlands+4',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+4}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+4, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1]{{Attacks=+4, 1 per round + level \\amp spec}}{{Damage=+4 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+4,sb:1,+:4,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day. However, the +4 staff has no additional powers.}}'},
+ {name:'Staff-Mace',type:'innate-melee|staff',ct:'5',charge:'discharging',cost:'300',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff-Mace}}{{subtitle=Staff}}{{school=Alteration}}Specs=[Staff-Mace|Quarterstaff,Innate-melee,0H,Staff],[Staff-Mace|Footmans-Mace,Innate-melee,0H,Staff],[Staff-Mace|Horsemans-Mace,Innate-melee,0H,Staff],[Staff-Mace,Staff,0H,Alteration]{{components=V,M}}{{time=[[5]] or speed of weapon}}WandData=[w:Staff-Mace,st:Staff,gp:300,wt:4,sp:5,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{range=Special}}{{To-Hit=By weapon, + str bonus}}ToHitData=[w:Staff-Mace Quarterstaff+3,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff-Mace Great Mace+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged],[w:Staff-Mace Mace+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:6,c:0,rc:uncharged]{{Attacks=By weapon, + level, type by weapon}}{{Damage=by weapon}}DmgData=[w:Staff-Mace Quarterstaff+3,sb:1,+:3,SM:1d6,L:1d6],[w:Staff-Mace Great Mace+1,sb:1,+:1,SM:1+1d6,L:1d6],[w:Staff-Mace Mace+2,sb:1,+:1,SM:1d6,L:1d8]{{Looks Like=Appears to be a normal wooden staff of the type used when trekking in the wilderness. This item is typically made of bronzewood, reinforced by heavy bands and tips of iron.}}{{desc=This clerical weapon gives off a very faint aura of alteration magic. Upon command, the staff-mace takes on one of three forms, as desired by the possessor.\n[Quarterstaff:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Quarterstaff+3 button pressed) quarterstaff +3, iron-shod\n[Great Mace:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|1\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Great Mace+1 button pressed) footman\'s mace +1, iron\n[Mace:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Mace+2 button pressed) horseman\'s mace +2, iron}}{{Use=Use it as a Magic Item, then press one of the buttons below, which will put a weapon in hand which can be used to *Attack*.}}'},
+ {name:'Staff-Spear+1',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'200',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+1}}WandData=[w:Staff-Spear+1,st:Staff,gp:200,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +1 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+1,sb:1,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+1 12ft,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+1,sb:1,+:1,SM:1d6,L:1d8],[],[w:Staff-Spear+1 12ft,sb:1,+:1,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+1,t:spear,st:spear,sb:1,+:1,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with copper.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+1|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|Staff-Spear+1 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+1|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+1|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
+ {name:'Staff-Spear+2',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'400',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+2}}WandData=[w:Staff-Spear+2,st:Staff,gp:400,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +2 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+2,sb:1,db:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+2 12ft,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+2,sb:1,+:2,SM:1d6,L:1d8],[],[w:Staff-Spear+2 12ft,sb:1,+:2,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +2 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+2,t:spear,st:spear,sb:1,+:2,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with iron.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+2|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|Staff-Spear+2 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+2|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+2|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
+ {name:'Staff-Spear+3',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'600',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+3}}WandData=[w:Staff-Spear+3,st:Staff,gp:600,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +3 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+3,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+3 12ft,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+3,sb:1,+:3,SM:1d6,L:1d8],[],[w:Staff-Spear+3 12ft,sb:1,+:3,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +3 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+3,t:spear,st:spear,sb:1,+:3,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with bronze.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+3|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|Staff-Spear+3 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
+ {name:'Staff-Spear+3-ranseur',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'800',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+3 Ranseur}}WandData=[w:Staff-Spear+3 ranseur,st:Staff,gp:800,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +3 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+3 ranseur,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+3 ranseur,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+3 ranseur 12ft,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+3 ranseur,sb:1,+:3,SM:2d4,L:2d4],[],[w:Staff-Spear+3 ranseur 12ft,sb:1,+:3,SM:1+2d4,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +3 1-handed vs SM:2d4, L:2d4,\n12ft 2-handed vs. SM:2d4+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+3 ranseur,t:spear,st:spear,sb:1,+:3,SM:2d4,L:2d4,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with brass.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|Staff-Spear+3 ranseur command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
+ {name:'Staff-Spear+4',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'800',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+4}}WandData=[w:Staff-Spear+4,st:Staff,gp:800,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +4 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+4,sb:1,db:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+4 12ft,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+4,sb:1,+:4,SM:1d6,L:1d8],[],[w:Staff-Spear+4 12ft,sb:1,+:4,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +4 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+4,t:spear,st:spear,sb:1,+:4,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with silver.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+4|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|Staff-Spear+4 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+4|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+4|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
+ {name:'Staff-Spear+5',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'1000',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+5}}WandData=[w:Staff-Spear+5,st:Rod,gp:1000,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +5 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+5,sb:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+5,sb:1,db:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+5 12ft,sb:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+5,sb:1,+:5,SM:1d6,L:1d8],[],[w:Staff-Spear+5 12ft,sb:1,+:5,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +5 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+5,t:spear,st:spear,sb:1,+:5,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with gold.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+5|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|Staff-Spear+5 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+5|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+5|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'},
+ {name:'Staff-of-Command-for-Priests',type:'magic|staff',ct:'3',charge:'rechargeable',cost:'1000',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Command}}{{subtitle=Staff}}{{school=Enchantment/Charm}}Specs=[Staff of Command,Magic|Staff,1H,Staff],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Suggestion,desc:MU-Suggestion,sp:3,lv:8,c:1],[w:Charm-Person,desc:MU-Charm-Person,sp:1,lv:8,c:1],[w:Animal Control,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Which animals to control?|token_id}|Staff of Command Animal Control|10|-1|Emotions \\amp drives controlled by \\amp#64;{selected|character_name}|chained-heart,sp:4,lv:8,c:1],[w:Plant Control,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Staff of Command Plant Control|10|-1|Able to control plants|three-leaves\\amp#13;!magic --mi-charges \\amp#64;{selected|token_id}|-\\amp#63;{How many 10ft square areas?|1|2|3|4|5|6|7|8|9|10}|Staff-of-Command-for-Priests,sp:3,lv:8,c:0]{{time=[[3]] or speed of spell}}WandData=[w:Staff of Command,st:Staff,gp:1000,wt:4,sp:3,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{Looks Like=A quarterstaff, shod with a precious metal of some type, inscribed with runes.}}{{desc=This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest\'s hands. The three functions are:\n**Human influence:** This power duplicates that of the ring of the same name. Each *suggestion* or *charm* draws one charge from the staff.\n**Mammal control/animal control:** This power functions only as *mammal control* when the staff is used by a wizard. In the hands of a priest it is a staff of *animal control* (as the *potion of animal control*, all types of animals listed). Either use drains one charge per turn or fraction thereof.\n**Plant control:** *plant control* duplicates that of the *potion of plant control*, but for each 10-square-foot ares of plants controlled for one turn or lass, one charge is used. A wizard cannot control plants at all.\nThe staff can be recharged.}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue, and then use the powers of the staff using the *Attack* action}}'},
+ {name:'Staff-of-Command-for-Wizards',type:'magic|staff',ct:'3',charge:'rechargeable',cost:'1000',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Command}}{{subtitle=Staff}}{{school=Enchantment/Charm}}Specs=[Staff of Command,Magic|Staff,1H,Staff],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Suggestion,desc:MU-Suggestion,sp:3,lv:8,c:1],[w:Charm-Person,desc:MU-Charm-Person,sp:1,lv:8,c:1],[w:Mammal Control,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Choose a mammal to control|token_id}|Staff of Command mammal ctrl|10|-1|Controlled by \\amp#64;{selected|character_name}|chained-heart,sp:4,lv:8,c:1]{{time=[[3]] or speed of spell}}WandData=[w:Staff of Command,st:Staff,gp:1000,wt:4,sp:3,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{Looks Like=A quarterstaff, shod with a precious metal of some type, inscribed with runes.}}{{desc=This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest\'s hands. The three functions are:\n**Human influence:** This power duplicates that of the ring of the same name. Each *suggestion* or *charm* draws one charge from the staff.\n**Mammal control/animal control:**This power functions only as *mammal control* (as the ring of that name) when the staff is used by a wizard: up to 30 Hit Dice of mammals can be controlled. This drains one charge per turn or fraction thereof.\n**Plant control:** A wizard cannot control plants at all.\nThe staff can be recharged.}}'},
+ {name:'Staff-of-Curing',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'1200',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Curing}}Specs=[Staff of Curing|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Rod,2H,Necromancy|Healing]{{subtitle=Staff}}ToHitData=[w:Staff of Curing,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4],[w:SoC Cure Disease,pw:PR-Cure-Disease,sp:10,c:1,lv:8],[w:SoC Cure Blindness,pw:Cure-Blindness,sp:10,c:1,lv:8],[w:SoC Cure Wounds,pw:Cure-Wounds,sp:10,c:1,lv:8],[w:SoC Cure Insanity,pw:Cure-Insanity,sp:10,c:1,lv:8]{{Speed=[[4]]}}WandData=[w:Staff of Curing,st:Staff,gp:1200,sp:4,qty:19+1d6,rc:rechargeable,c:0,wt:4,loc:left hand|right hand,ns:4],[cl:PW,w:PR-Cure-Disease,lv:8,pd:2],[cl:PW,w:Cure-Blindness,lv:8,pd:2],[cl:PW,w:Cure-Wounds,lv:8,pd:2],[cl:PW,w:Cure-Insanity,lv:8,pd:2]{{Size=Medium}}{{Weapon=1-handed melee oaken staff}}{{To-hit=+0, +Str Bonus}}{{Attacks=1 per round, bludgeoning}}{{Damage= SM: 1d6, L:1d6}}DmgData=[w:Staff of Curing,sb:1,+:0,SM:1d6,L:1d6]{{Looks Like=A quarterstaff, shod with ivory or bone hardened in some fashion, and carved with symbols of healing.}}{{desc=This device can *[Cure Disease](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Disease), [Cure Blindness](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Blindness), [Cure Wounds](!\\amp#13;\\amp#47;r 3+3d6 HP of healing delivered)* (3d6+3 hit points), or *[Cure Insanity](!magic --display-ability @{selected|token_id}|Powers-DB|Cure-Insanity)*. Each function drains one charge. The device can be used once per day on any person (dwarf, elf, gnome, half-elf, halfling included), and no function may be employed more than twice per day(i.e., the staff can function only eight times during a 24-hour period). It can be recharged.}}{{Use=In order to do initiative and cast powers of the Staff properly, take the Staff of Curing in hand using the *Change Weapon* menu, then use the *Attack* dialogue to either attack with the staff or use its powers}}'},
+ {name:'Staff-of-Power',type:'staff|melee|magic',ct:'4',charge:'rechargeable',cost:'2400',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Power}}{{subtitle=Magic Weapon}}WandData=[w:Staff-of-Power,st:Staff,gp:2400,wt:4,sp:4,rules:+inhand,svsav:+2,ac:+2,c:0,qty:19+1d6,rc:rechargeable]{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff]{{To-hit=+[[2]]}}ToHitData=[w:Staff of Power,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Staff of Power Double Damage,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,c:1,loc:left hand|right hand],[w:SoP Continual Light,desc:MU-Continual-Light,sp:2,c:1,lv:8],[w:SoP Magic Missile,desc:MU-Magic-Missile,sp:1,c:1,lv:8],[w:SoP Lightning Bolt,desc:MU-Lightning-Bolt,sp:3,c:1,lv:10],[w:SoP Darkness 15ft radius,desc:MU-Darkness-15ft-radius,sp:2,c:1,lv:8],[w:SoP Ray of Enfeeblement,desc:MU-Ray-of-Enfeeblement,sp:2,c:1,lv:6],[w:SoP Levitation,desc:MU-Levitate,sp:2,c:1,lv:8],[w:SoP Cone of Cold,desc:MU-Cone-of-Cold,sp:5,c:1,lv:8],[w:SoP Fireball,desc:MU-Fireball,sp:3,c:1,lv:8],[w:SoP Shield,desc:MU-Shield,sp:1,c:1,lv:8],[w:SoP Globe of Invulnerability,desc:MU-Globe-of-Invulnerability,sp:10,c:1,lv:8],[w:SoP Ray of Paralysation,desc:MI-SoP-RoP,sp:2,c:1,lv:8]{{damage=+[[2]],damage x2 if use charge}}DmgData=[w:Staff of Power,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of Power Double Damage,sb:1,+:2,SM:2*1d6,L:2*1d6,msg:Expended one charge and done double damage]{{Looks Like=A fine, hard quarterstaff, shod with iron.}}{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\nDo double damage, **Expends 1 charge** to use this power. To do this, just use the appropriate button when attacking with the Staff.\nThe following spells can be cast as an 8th level MU:\n***1 charge***:\nCone of Cold, Continual Light, Darkness 15ft radius, Fireball, Levitation, Lightning Bolt, Magic-Missile, Ray of Enfeeblement\n***2 charges***:\nGlobe of Invulnerability, Ray of Paralysation, Shield}}{{Use=Take the *Staff of Power* in-hand as a weapon using the *Change Weapon* menu and attack with it to get access to all it\'s powers.}}'},
+ {name:'Staff-of-Slinging',type:'innate-melee|staff',ct:'4',charge:'rechargeable',cost:'400',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name= of Slinging}}{{subtitle=Staff}}{{school=Alteration}}Specs=[Staff of Slinging|Quarterstaff,Innate-melee,2H,Staff],[Staff of Slinging,Staff,0H,Alteration]{{components=M}}{{time=[[4]]}}WandData=[w:Staff of Slinging,st:Staff,gp:400,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{To-Hit=+1, + dex bonus}}ToHitData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged]{{Attacks=1 per round, + level + special}}DmgData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,SM:1d6,L:1d6]{{Damage=+1, Quarterstaff SM\\ampL:1d6}}{{Looks Like=An oaken quarterstaff, of pure wood, intricately carved with vines, leaves, and plants}}{{desc=This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident.}}{{Use=Take the weapon in-hand using the *Change Weapon* menu, and then attack using the relevant attack button.}}'},
+ {name:'Staff-of-Slinging-for-Druid',type:'innate-melee|innate-ranged|staff',ct:'4',charge:'rechargeable',cost:'400',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name= of Slinging\nused by a Druid only}}{{subtitle=Staff}}WandData=[w:Staff of Slinging for Druid,gp:400,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{school=Alteration}}Specs=[Staff of Slinging|Quarterstaff,Innate-melee,2H,Staff],[Staff of Slinging druid normal,Innate-ranged,2H,Staff of Slinging druid normal],[Staff of Slinging druid large,Innate-ranged,2H,Staff of Slinging druid large],[Staff of Slinging,Staff,0H,Alteration]{{components=M}}{{time=[[4]]}}{{To-Hit=+1, + dex bonus}}ToHitData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff of Slinging normal object+1,t:Staff of Slinging druid normal,sb:0,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,sp:4,c:0,rc:uncharged],[w:Staff of Slinging large object+1,t:Staff of Slinging druid large,sb:0,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,sp:4,c:0]{{Attacks=1 per round, + level}}DmgData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,SM:1d6,L:1d6],[],[]{{Damage=+1, Quarterstaff SM\\ampL:1d6, normal object SM\\ampL:1d6, large object (1 charge) SM\\ampL:3d10}}AmmoData=[w:Staff of Slinging normal object+1,t:Staff of Slinging druid normal,+:1,sb:0,ru:1,SM:1d6,L:1d6],[w:Staff of Slinging large object+1,t:Staff of Slinging druid large,+:1,sb:0,ru:-3,SM:3d10,L:3d10]{{range=normal objects = 60/120/180, large objects (1 charge) = 80/180/300}}RangeData=[t:Staff of Slinging druid normal,+:0,r:6/12/18],[t:Staff of Slinging druid large,+:0,r:8/18/30]{{Looks Like=An oaken quarterstaff, of pure wood, intricately carved with vines, leaves, and plants}}{{desc=This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident. This power, which can be employed only by a druid, is activated when one end of the staff is touched to a heavy object of roughly spherical shape (a stone, metal ball, pottery crock, etc.) of up to nine inches in diameter and five pounds in weight. The object adheres to the end of the staff, and the wielder need then only swing the staff in an overhand arc to release the missile toward a desired target.}}{{hide1=The missile leaves the staff on the downstroke of the overhand swing and travels in a low, rising trajectory, with the missile going one foot upward for every 10 feet traveled. Of course, the arc may be higher, or the missile aimed so as to travel nearly vertically. (In the latter case, reverse the arcing ratio so that one foot of distance laterally is covered for every 10 feet of vertical rise.) The maximum range of such a missile is 180 feet, with limits of 60 feet and 120 feet on short and medium range, respectively.\nThis staff also carries charges, and a druid wielding the item can expend one charge and thereby use the staff to hurl a missile of large size, as if the wielder were a stone giant (range out to 300 feet, 3d10 points of damage per hit). Whether used as a magical quarterstaff or by employing one of its slinging powers, the staff bestows +1 to the wielder\'s attack roll and +1 per die to damage dealt out. The weapon may be recharged by a druid of 12th or higher level.}}{{Use=Take the weapon in-hand using the *Change Weapon* menu, and then attack using the relevant attack button. Attacking with a large object will automatically deduct a charge}}'},
+ {name:'Staff-of-Striking',type:'rod|melee',ct:'4',charge:'rechargeable',cost:'1200',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Striking}}Specs=[Staff of Striking|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Striking|Quaretstaff,Melee,2H,Staff],[Staff of Striking|Quarterstaff,Melee,2H,Staff],[Staff of Striking,Rod,2H,Alteration]{{subtitle=Staff}}ToHitData=[w:Staff of Striking 1 charge,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:1,rc:rechargeable],[w:Staff of Striking 2 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:2,rc:rechargeable],[w:Staff of Striking 3 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:3,rc:rechargeable]{{Speed=[[4]]}}WandData=[st:Staff,gp:1200,wt:4,qty:19+1d6]{{Size=Medium}}{{Weapon=2-handed melee oaken staff}}{{To-hit=+3, +Str Bonus}}{{Attacks=1 per round, magically the most favourable weapon type}}{{Damage= SM: 1d6, L:1d6, 1 charge: +3, 2 charges: +6, 3 charges: +9}}DmgData=[w:Staff of Striking 1 charge,sb:1,+:3,SM:1d6,L:1d6],[w:Staff of Striking 2 charges,sb:1,+:6,SM:1d6,L:1d6],[w:Staff of Striking 3 charges,sb:1,+:9,SM:1d6,L:1d6]{{Use=Melee weapon attack as normal, selecting the appropriate plus, which will deduct the number of charges automatically.}}{{Looks Like=A hardwood quarterstaff, with bands of base metal and shod at the foot.}}{{desc=This oaken staff is the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6+3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6+6); if three charges are expended, bonus damage is tripled (1d6+9). No more than three charges can be expended per strike. The staff can be recharged.}}'},
+ {name:'Staff-of-Swarming-Insects',type:'staff|melee|magic',ct:'5',charge:'discharging',cost:'800',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Staff}}{{name= of Swarming Insects}}{{splevel=Staff}}WandData=[w:Staff of Swarming Insects,st:Staff,gp:800,wt:4,sp:5,qty:30+1d20,rc:discharging,loc:left hand|right hand]{{school=Conjuration/Summoning}}Specs=[Staff of Swarming Insects|Quarterstaff,Staff|Melee,2H,Staff],[Staff of Swarming Insects,Magic|Staff,2H,Conjuration-Summoning]{{components=V,M}}{{time=[[5]]}}{{range=[[[60+(10*@{selected|casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[60+(10*@{selected|casting-level}]||green|true)}}ToHitData=[w:Staff of Swarming Insects,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Summon Swarm,desc:MI-Staff-of-Swarming-Insects,c:1,sp:8,lv:8]{{duration=1 round}}DmgData=[w:Staff of Swarming Insects,sb:1,+:0,SM:1d6,L:1d6]{{aoe=1 creature}}{{save=Special}}{{damage=[1HP per 10 insects](!\\amp#13;\\amp#47;w gm Swarm of Insects does [[6+@{selected|casting-level}]]HP damage to 1 creature within range)}}{{Looks Like=This staff is short and thick. When initially obtained or encountered, much of its length is covered with finely done carvings depicting winged biting and stinging insects (bees, deerflies, horseflies, wasps, and the like).}}{{effects= Any priest character (cleric, druid, shaman, witch doctor, etc.) holding it can command the staff to create a swarm of such insects, at the same time expending one of the staff\'s charges.}}{{hide1=Range is 60 yards+10 yards per level of the user. The number of insects produced is 60 plus 10 per level. Every 10 insects will inflict 1 point of damage upon the target victim, regardless of Armor Class, unless the victim is protected by a force field, engulfed in flames, etc. Note, however, that the insects will not affect creatures larger than man-sized\nwith a natural Armor Class of 5 or better.\nWhen a vulnerable target is attacked by the swarm of flying insects, the target will be unable to do anything other than attempt to dislodge and kill the things. The insect attack lasts for one round. Each time the staff is employed, one of the insect-shapes carved into its wooden surface will disappear, so it is easy to determine how many charges are left in the staff. Unlike others of its ilk, a staff of this sort can have as many as 50 initial charges. However, it cannot be recharged.}}'},
+ {name:'Staff-of-Thunder+Lightning',type:'melee|magic|staff',ct:'2',charge:'discharging',cost:'1600',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Staff}}{{name= of Thunder \\amp Lightning}}{{splevel=Staff}}{{school=Alteration}}Specs=[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Staff,1H|2H,Alteration]{{components=V,M}}{{time=[[2]]}}WandData=[w:Staff of Thunder+Lightning,st:Staff,gp:1600,wt:4,sp:2,c:0,qty:19+1d6,rc:discharging,loc:left hand|right hand,ns:3],[cl:PW,w:Thunderclap,sp:2,pd:-1],[cl:PW,w:Lightning-Stroke,sp:2,pd:-1],[cl:PW,w:Thunder+Lightning,sp:4,pd:-1]{{range=Special}}ToHitData=[w:Staff of T+L Quarterstaff+2,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff of T+L Thunder,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:1,c:1],[w:Staff of T+L Lightning,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:1,msg:Metal armour is counted as AC10. If attack misses AC displayed above but hit because armour is metal, only take \\lbrak;2d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 2d6 shock damage\\rpar; lightning shock damage. If hit successful then use normal damage button that will do both quarterstaff and shock damage],[w:Staff of T+L Thunderclap,pw:Thunderclap,lv:8,n:1,r:5,sp:2,c:2],[w:Staff of T+L Lightning Stroke,pw:Lightning-Stroke,lv:8,n:1,r:5,sp:2,c:2],[w:Staff of T+L Thunder+Lightning,pw:Thunder+Lightning,lv:8,n:1,r:5,sp:4,c:4]{{duration=Special}}DmgData=[w:Staff of T+L Quarterstaff+2,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of T+L Thunder,sb:1,+:3,SM:1d6,L:1d6,msg:Victim is \\lbrak;*stunned*\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who has been stunned by Thunder?\\vbar;token_id}\\vbar;Staff of T+L Thunder\\vbar;1\\vbar;-1\\vbar;Stunned by Thunder - goes last for initiative\\vbar;broken-skull\\rpar; for 1 round and comes last in initiative until they recover],[w:Staff of T+L Lightning,sb:1,+:2,SM:1d6+2d6,L:1d6+2d6]{{aoe=1 creature}}{{save=Special}}{{Looks Like=Casual examination of this stout quarterstaff will show it to be exceptional, constructed of wood (ash, oak, bronzewood, or the like) and bound with iron set with silver rivets.}}{{effects=If the staff is magically examined, it will radiate an aura of alteration magic. It has the properties of a +2 magical weapon without any expenditure of its magical charges. Its other magical properties are provided as buttons on the *Attack* dialog, and are as follows:}}{{hide1=**Thunder:** Take in hand and attack with *Thunder*. The staff strikes as a +3 weapon, and unless the opponent struck saves successfully vs. rods, staves, and wands, he will be stunned from the noise of the staff\'s impact—unable to take any further action in the round struck, and automatically having last initiative in the following round. This power requires the expenditure of one charge.\n**Lightning:** Take in hand and attack with *Lightning*. A short spark of electricity leaps forth when the opponent is struck, causing normal staff damage, plus 2d6 additional points of damage from shock. Note that the staff might not score a hit, but the electrical discharge discounts any form of metal armor (making the target effectively AC 10 for this purpose), so only such damage might apply. This power requires the expenditure of one charge.\n[View **Thunderclap:**](!magic --display-ability s-view|@{selected|token_id}|Powers-DB|Thunderclap --mi-charges @{selected|token_id}|-2|Staff-of-Thunder+Lightning) The staff sends forth a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks. This function requires the expenditure of two charges.\n[View **Lightning Stroke:**](!magic --display-ability s-view|@{selected|token_id}|Powers-DB|Lightning-Stroke --mi-charges @{selected|token_id}|-2|Staff-of-Thunder+Lightning) A bolt similar to that from a wand of lightning is generated, but it is of 8d6 strength, causing 16-48 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked. This function of the rod uses two charges.\n[View **Thunder \\amp Lightning:**](!magic --display-ability s-view|@{selected|token_id}|Powers-DB|Thunder+Lightning --mi-charges @{selected|token_id}|-4|Staff-of-Thunder+Lightning) This power combines the thunderclap, described above, with a forked lightning bolt as in the lightning stroke. Damage from the lightning is a total of 8d6 with rolls of 1 or 2 counted as rolls of 3, for a range of 24-48 points. A saving throw applies, with deafness and half damage suffered by those who are successful. This power requires the expenditure of four charges.\nThe casting time required for any function is equal to the number of charges expended; thus, the thunder \\amp lightning function costs four charges and has an initiative modifier of +4.}}'},
+ {name:'Staff-of-Withering',type:'rod|melee',ct:'4',charge:'rechargeable',cost:'1600',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Withering}}{{subtitle=Staff}}WandData=[w:Staff of Withering,st:Staff,gp:1600,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee oaken staff}}Specs=[Staff of Withering|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Withering|Quaretstaff,Melee,2H,Staff],[Staff of Withering|Quarterstaff,Melee,2H,Staff],[Staff of Withering,Rod,2H,Necromancy]{{To-hit=+3, +Str Bonus}}ToHitData=[w:Staff of Withering+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Staff of Withering 2 charge,sb:1,+:,1n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:2],[w:Staff of Withering 3 charges,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:3]{{Attacks=+1, 1 per round + level \\amp spec}}{{Damage= SM: 1d6, L:1d6, 2 charges: target ages by 10 years, 3 charges: save or wither a limb}}DmgData=[w:Staff of Withering+1,sb:1,+:1,SM:1d6,L:1d6],[w:Staff of Withering 2 charges,sb:1,+:1,SM:1d6,L:1d6,msg:The victim takes damage and ages by 10 years with all resulting consequences],[w:Staff of Withering 3 charges,sb:1,+:1,SM:1d6,L:1d6,msg:Victim takes damage and ages by 10 years and must save vs. spell or a random limb will wither and become useless]{{Use=Take in-hand and melee weapon attack as normal, selecting the appropriate attack for the number of charges to expend. Charges will automatically be consumed. Apply all effects manually}}{{Looks Like=A quarterstaff made of ebony, and carved with powerful sigils and runes.}}{{desc=This is a +1 magical weapon. A hit from it causes 1d4+1 points of damage. If two charges are expended when a hit is scored, the creature struck also ages 10 years, its abilities and lifespan adjusted for the resulting age increase. If three charges are expended when a hit is made, one of the opponent creature\'s limbs can be made to shrivel and become useless unless it successfully saves vs. spell (check by random number generation for which limb is struck). Each effect of the staff is cumulative, so that three charges will score damage, age, and wither.}}{{GM Info=Ageless creatures (undead, demons, devils, etc) cannot be aged or withered. Aging a dwarf is of little effect, while aging a dragon could actually aid the creature.}}'},
+ {name:'Staff-of-the-Magi',type:'melee|magic|rod',ct:'4',charge:'absorbing-exploding',cost:'3000',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Magi}}{{subtitle=Staff}}WandData=[w:Staff of the Magi,st:Staff,gp:3000,wt:4,sp:4,c:0,qty:19+1d6,rc:absorbing-exploding,rules:+inhand,svspe:+2,loc:left hand|right hand,ns:4],[cl:PW,w:MU-Conjure-Air-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Earth-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Fire-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Water-Elemental,sp:100,pd:1]{{school=All}}Specs=[Staff of the Magi|Quarterstaff,Melee,2H,Staff],[Staff of the Magi,Magic|Rod,1H|2H,Divination],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Illusion-Phantasm],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration]{{components=V,M}}ToHitData=[w:SotM Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Detect Magic,desc:MU-Detect-Magic,c:0,sp:1,lv:8],[w:Enlarge,desc:MU-Enlarge,c:0,sp:1,lv:8],[w:Hold Portal,desc:MU-Hold-Portal,c:0,sp:1,lv:8],[w:Light,desc:MU-Light,c:0,sp:1,lv:8],[w:Protection from Evil,desc:MU-Protection-from-Evil,c:0,sp:1,lv:8],[w:Protection from Good,desc:MU-Protection-from-Good,c:0,sp:1,lv:8],[w:Invisibility,desc:MU-Invisibility,c:1,sp:1,lv:8],[w:Fireball,desc:MU-Fireball,c:1,sp:3,lv:8],[w:Knock,desc:MU-Knock,c:1,sp:1,lv:8],[w:Lightning Bolt,desc:MU-Lightning-Bolt,c:1,sp:3,lv:8],[w:Pyrotechnics,desc:MU-Pyrotechnics,c:1,sp:2,lv:8],[w:Ice Storm,desc:MU-Ice-Storm,c:1,sp:4,lv:8],[w:Web,desc:MU-Web,c:1,sp:3,lv:8],[w:Wall of Fire,desc:MU-Wall-of-Fire,c:1,sp:4,lv:8],[w:Dispel Magic,desc:MU-Dispel-Magic,c:1,sp:3,lv:8],[w:Passwall,desc:MU-Passwall,c:1,sp:5,lv:8],[w:Whirlwind,desc:PW-Djinni-Whirlwind,c:2,sp:1,lv:8],[w:Air Elemental,pw:MU-Conjure-Air-Elemental,c:2,sp:100,lv:8],[w:Earth Elemental,pw:MU-Conjure-Earth-Elemental,c:2,sp:100,lv:8],[w:Fire Elemental,pw:MU-Conjure-Fire-Elemental,c:2,sp:100,lv:8],[w:Water Elemental,pw:MU-Conjure-Water-Elemental,c:2,sp:100,lv:8],[w:Plane Travel,desc:PW-Astral-Travel-self,c:2,sp:8,lv:8],[w:Telekinesis,desc:MU-Telekinesis,c:2,sp:5,lv:8],[w:Absorb Wizard Spell,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|gm{How many spell levels to absorb?/+1/+2/+3/+4/+5/+6/+7/+8/+9}|Staff-of-the-Magi|100||The charges have been absorbed and have recharged the staff.|Maximum charges exceeded: retributive strike initialised!,sp:1,c:0,lv:8]{{time=[[4]] or speed of spell}}{{range=Special}}DmgData=[w:SotM Quarterstaff,sb:1,+:0,SM:1d6,L:1d6]{{Looks Like=Easily identified as an exceptional staff, bound with bronze with gold studs and rivits, with each band inscribed with powerful sigils.}}{{desc=The following powers do not drain charges:\n*Detect Magic, Enlarge, Hold Portal, Light, Protection Form Evil,* and *Protection Form Good.*\nThe following powers drain one charge per usage:\n*Invisibility, Fireball, Knock, Lightning Bolt, Pyrotechnics, Ice Storm, Web, Wall of Fire, Dispel Magic,* and *Passwall.*\nThese powers drain two charges per usage:\n*Whirlwind, Conjure Elemental* (each type once per day, with 8HD), *Plane travel,* and *Telekinesis.*}}{{hide1=The staff of the magi adds a +2 bonus to all saving throw rolls vs. spell. It can be used to *absorb* wizard spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit, it will explode as if a "retributive strike" (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea how many spell levels are cast at him, for the staff does not communicate this knowledge as a rod of absorption does. Absorbing spells is risky, but absorption is the only way this staff can be recharged.}}{{hide2=*Retributive strike* is a breaking of the staff. It must be purposeful and declared by the wizard wielding it. When this is done all levels of spell energy in the staff are released in a globe of 30-foot radius. All creatures within 10 feet of the broken staff suffer hit points of damage equal to eight times the number of spell levels of energy in the rod (1 to 25), those between 10 feet to 20 feet take 6 x levels, and those 20 feet to 30 feet distant take 4 x levels. Successful saving throws versus magic indicate only one-half damage is sustained.\nThe wizard breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy totally destroys him.\nThis staff and the *staff of power* are the only magical items capable of a retributive strike.}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue, then use the *Attack* action to use it as a weapon or use its powers. Use any of the spell buttons in order to cast those spells, which automatically expends the relevant number of charges.\nTo absorb spell levels, use the *Absorb Wizard Spell* button and ask the DM to select how many levels to absorb (a choice will appear on the DM\'s screen) - this does not reflect what the *character* knows, as they do not know the number of levels absorbed. The device will respond with success or if a *retributive strike* initiated!}}'},
+ {name:'Staff-of-the-Serpent-Adder',type:'staff|melee|magic',ct:'4',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Serpent\n(Adder)}}Specs=[Staff of the Serpent|Quarterstaff,Staff|Melee,2H,Staff],[Staff of the Serpent,Magic|Staff,2H,Conjuration-Summoning|Animal]{{subtitle=Staff}}ToHitData=[w:Staff of the Serpent,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:3,sp:4,qty:1,rc:uncharged],[w:Reveal Adder Head,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Staff of the Serpent Adder|10|-1|The head of your staff is an adder head - *Evil*!|death-zone,sp:8,c:0,lv:8]{{Speed=[[4]]}}WandData=[w:Staff of the Serpent,gp:1400,wt:4,rc:uncharged]{{Size=Medium}}{{Weapon=2-handed melee staff}}{{To-hit=+1, +Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+1, SM: 2d2, L:2d2}}DmgData=[w:Staff of the Serpent,sb:1,+:1,SM:2d2,L:2d2]{{Use=Melee weapon attack as normal. Adder - take the staff in-hand as for the melee attack, then select the *Reveal Adder Head* button displayed on the *Attack* action dialogue to add a status timer, then hit as normal, but victim must roll a save vs. poison (type E) or be slain. Ask the GM to *Drag \\amp Drop* an Adder and set its AC to 5 and HP to 20}}{{Looks Like=A normal quarterstaff, but with a bulbous head.}}{{desc=The adder strikes as a +1 magical weapon and does 2d2 points of damage when it hits. Upon command the head of the staff becomes that of an actual serpent (AC 5, 20 hit points). This head remains for one full turn. When a hit is scored, damage is not increased, but the victim must roll a successful saving throw vs. poison (strength E) or be slain. Only evil priests will employ an adder staff. If the snake head is killed, the staff is destroyed.}}'},
+ {name:'Staff-of-the-Serpent-Python',type:'staff|melee',ct:'4',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Serpent\n(Python)}}Specs=[Staff of the Serpent|Quarterstaff,Staff|Melee,2H,Staff],[Staff of the Serpent,Staff,2H,Conjuration-Summoning|Animal]{{subtitle=Staff}}ToHitData=[w:Staff of the Serpent,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:3,sp:4,qty:1,rc:uncharged]{{Speed=[[4]]}}WandData=[w:Staff of the Serpent,gp:1400,wt:4,rc:uncharged]{{Size=Medium}}{{Weapon=2-handed melee staff}}{{To-hit=+2, +Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+2, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Serpent,sb:1,+:2,SM:1d6,L:1d6]{{Use=Melee weapon attack as normal. Python - Ask the GM to *Drag \\amp Drop* a Python character sheet onto map, and set its AC to 3 \\amp HP to 49}}{{Looks Like=A rather bent and wonky quarterstaff, hinting at sinuous movement.}}{{desc=Strikes as a +2 magical weapon and inflicts 1d6+2 points of damage when it hits. If the priest throws the staff to the ground, it grows from its 6-foot length, becoming a giant constrictor snake, 25 feet long (AC 3, 49 hit points, movement rate of 9). This happens in one round. The snake will entwine if it scores a hit, the opponent being constricted for 2d4+2 points of damage per round. The victim will remain trapped by the python until he dies or the creature is destroyed. Note that the python will return to its owner upon command. If it is destroyed while in snake form, the staff is destroyed.}}'},
+ {name:'Staff-of-the-Woodlands+1',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'1200',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+1}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,gp:1200,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:3],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1],[cl:PW,w:PR-Barkskin,sp:5,pd:1],[cl:PW,w:PR-Tree,sp:6,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+1, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0],[w:Barkskin,pw:PR-Barkskin,sp:5,lv:8,c:0],[w:Tree,pw:PR-Tree,sp:6,lv:8,c:0]{{Attacks=+1, 1 per round + level \\amp spec}}{{Damage=+1 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+1,sb:1,+:1,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon to attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +1 staff confers the powers of *pass without trace, barkskin,* and the *tree* spell.}}'},
+ {name:'Staff-of-the-Woodlands+2',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'1400',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+2}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,gp:1400,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:2],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1],[cl:PW,w:PR-Barkskin,sp:5,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+2, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0],[w:Barkskin,pw:PR-Barkskin,sp:5,lv:8,c:0]{{Attacks=+2, 1 per round + level \\amp spec}}{{Damage=+2 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+2,sb:1,+:2,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +2 staff confers the powers of *pass without trace* and *barkskin*.}}'},
+ {name:'Staff-of-the-Woodlands+3',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'1600',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+3}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,gp:1600,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:1],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+3, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0]{{Attacks=+3, 1 per round + level \\amp spec}}{{Damage=+3 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+3,sb:1,+:3,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +3 staff confers the power of *pass without trace*.}}'},
+ {name:'Staff-of-the-Woodlands+4',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'1800',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+4}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,gp:1800,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+4, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1]{{Attacks=+4, 1 per round + level \\amp spec}}{{Damage=+4 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+4,sb:1,+:4,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day. However, the +4 staff has no additional powers.}}'},
{name:'To-hit-Wand-PolyTouch',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|token_name} hits AC [[( [[0]] - [[1d20]] + (@{selected|thac0}) )]] with their Wand of Polymorph in touch mode.**\n/w "@{selected|character_name}" [Success](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Poly-touch|16|-1|Polymorphed by Poly-Touch|snail)'},
{name:'WW-Cast',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand of Wonder}}{{splevel=Wand}}{{school=Alteration}}{{components=V,M}}{{time=[[6]]}}{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. A percentile dice is rolled to determine what the effect is. With this version of the wand, the player does not know what the effects are until they happen.\n[Roll D100](!\\amp#13;\\amp#47;gr 1d100 for Wand of Wonder) then choose from\n[01-10](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Slow which creature?|token_id}|Slow|10|-1|Creature is slowed, with a worse AC \\amp attacks|snail|svwan\\clon;+0) [11-18](!magic --message gm|@{selected|token_id}|Wand of Wonder|Tell player that the result is actually \\amp#91;[1d100]\\amp#93; which is actually untrue and belief only lasts for 1 round) [19-25](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Gust-of-Wind) [26-30](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Stinking-Cloud) [31-33](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|blue|true\\amp#13;!magic --message public|@{selected|token_id}|Heavy Rain|A heavy downpour of rain occurs in the displayed area) [34-36](!magic --message @{selected|token_id}|Summon Mammal|\\lbrak;Roll d100 again\\rbrak;\\lpar;!\\cr;\\ampamp;#47;r 1d100\\rpar; and summon rhino on 1-25, elephant on 26-50, or mouse on 51-00. Ask DM to *Drag \\amp Drop* the relevant creature onto the map) [37-46](!rounds --aoe @{selected|token_id}|bolt|feet|0|70|5|lightning|true\\amp#13;!magic --message @{selected|token_id}|Lightning Bolt|The lightning bolt does \\lbrak;6d6, 1s as 2s\\rbrak;\\lpar;!\\ampamp;#13;\\ampamp;#47;w gm \\ampamp;#91;\\lbrak;{ {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {2}, {2}, {2}, {2}, {2}, {2} }k6\\rbrak;\\ampamp;#93;HP damage\\rpar; HP of damage, save to half) [47-49](!magic --message @{selected|token_id}|Butterflies|Everyone in the area marked, including the caster, is blinded by clouds of large fluttering butterflies! Select blinded creatures before pressing *Add Status Changes* in Chat\\amp#13;!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|light|true|@{selected|token_id}|multi|Blindness|2|-1|Blinded by 600 large butterflies fluttering in a cloud|bleeding-eye) [50-53](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Enlarge) [54-58](!rounds --aoe @{selected|token_id}|circle|feet|30|30|30|dark\\amp#13;!magic --message w|@{selected|token_id}|Darkness 15ft Radius|Place the corsshair on the edge of the range circle then confirm) [59-62](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|40|green|true\\amp#13;!magic --message public|@{selected|token_id}|Instant Field|Grass has grown in the 160sq.ft. indicated) [63-65](!magic --message public|@{selected|token_id}|Vanishing Object|A nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size has vanished) [66-69](!magic --message public|@{selected|token_id}|Shrinkage|The wand wielder has diminished to 1/12th of their previous size) [70-79](!magic --display-ability @{selected|token_id}|Powers-DB|WoF-Fireball) [80-84](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Have become invisible, as per spell, with +4 improvement in AC. Become visible on attack|half-haze) [85-87](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|green|true|@{selected|token_id}|single|WoW Leafy|99|0|Make like a tree and leaf|three-leaves) [88-90](!rounds --aoe @{selected|token_id}|bolt|feet|0|30|2|magic|true\\amp#13;!magic --message public|@{selected|token_id}|Stream of 1gp Gems|\\amp#91;\\lbrak;10\\amp#42;\\lpar;1d4\\rpar;\\rbrak;\\amp#93; gems shoot out of the wand and do \\amp#91;\\lbrak;5d4\\rbrak;\\amp#93; HP damage to the 1st creature they hit in range) [91-97](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|30|magic|true|@{selected|token_id}|multi|Blindness|\\amp#91;[1d6]\\amp#93;|-1|Blinded by the pretty dancing lights!|bleeding-eye|svwan\\clon;+0) [98-00](!rounds --aoe @{selected|token_id}|bolt|feet|0|60|5|magic|true|@{selected|token_id}|single|WoW Petrified|99|0|If was flesh, is now stone. If was stone, is now flesh|aura|svwan\\clon;+0)\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
{name:'Wand-MM-1',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Wand of Magic Missiles\nfires 1 missile}}{{desc=One missile does [[?{Roll missile damage|1+1d4}]] damage to the target creature}}'},
{name:'Wand-MM-2',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Wand of Magic Missiles\nfires 2 missiles}}{{desc=Missile 1 does [[?{Roll missile 1 damage|1+1d4}]] HP damage to the target creature.\nMissile 2 does [[?{Roll missile 2 damage|1+1d4}]] HP damage to the target creature.}}'},
{name:'Wand-MM-3',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Wand of Magic Missiles\nfires 3 missiles}}{{desc=Missile 1 does [[?{Roll missile 1 damage|1+1d4}]] HP damage to the target creature.\nMissile 2 does [[?{Roll missile 2 damage|1+1d4}]] HP damage to the target creature.\nMissile 3 does [[?{Roll missile 3 damage|1+1d4}]] HP damage to the target creature.}}'},
- {name:'Wand-of-Conjuration',type:'magic|wand',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Conjuration}}{{splevel=Wand}}{{school=Conjuration}}Specs=[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Wand,1H,Conjuration-Summoning]{{components=V,M}}{{time=[[5]]}}WandData=[w:Wand of Conjuration,st:Wand,wt:1,sp:5,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}ToHitData=[w:Recognise Conjuration Spell,msg:Recognise the spell just cast *if* it was a conjuration/summoning spell - the DM or Player playing the creature that cast the spell must tell you what it was and at what level it was cast,lv:6,sp:5,c:0],[w:Unseen Servant,desc:MU-Unseen-Servant,lv:6,sp:5,c:1],[w:Monster Summoning I,desc:MU-Monster-Summoning-I,sp:5,c:1],[w:Monster Summoning II,desc:MU-Monster-Summoning-II,sp:5,c:2],[w:Monster Summoning III,desc:MU-Monster-Summoning-III,sp:5,c:3],[w:Curtain of Blackness,desc:Curtain-of-Blackness,sp:5,lv:6,c:2],[w:Prismatic Sphere,desc:MU-Prismatic-Sphere,sp:5,lv:18,c:1],[w:Prismatic Wall,desc:MU-Prismatic-Wall,sp:5,lv:16,c:1]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously.}}{{effects=Grasping this device enables a wizard to recognize any cast or written conjuration/summoning spell (unseen servant, monster summoning, conjure elemental, death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic sphere, wish). The wand also has the following powers, which require expenditure of charges:\n• *unseen servant* (1 charge)\n• *monster summoning* (upto 6 charges)\n• *curtain of blackness* (2 charges)\n• *prismatic sphere* (1 charge per color)}}{{hide1=A maximum of six charges may be expended on Monster Summoning at any one time, one per level of the monster summoning: i.e. six *monster summoning I*, three *monster summoning II*, or two *monster summoning III*, or any combination totaling six. The wizard must be of a **sufficient experience level** to cast the appropriate summoning spell.}}{{hide2=The wand of conjuration can also conjure up a *curtain of blackness* - a veil of total black that absorbs all light. The *curtain of blackness* can cover a maximum area of 600 square feet (60\' x 10\', 40\' x 15\', 30\' x 20\'), but it must stretch from ceiling to floor, wall to wall. The curtain takes two charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic.}}{{hide3=The wand also enables its wielder to construct a *prismatic sphere* (or *wall*), one color at a time, red to violet, at a cost of one charge per color.}}{{hide4=Each function of the wand has an initiative penalty of +5, and only one function per round is possible. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Earth+Stone',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Earth \\amp Stone}}WandData=[w:Wand of Earth+Stone,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Wand,1H,Alteration]{{components=V,M}}{{time=[[5]]}}{{range=Special}}ToHitData=[w:Dig,desc:MU-Dig,lv:6,sp:4,c:1],[w:Passwall,desc:MU-Passwall,lv:6,sp:5,c:1],[w:Move Earth,desc:MU-Move-Earth,sp:10,c:2],[w:Transmute Mud to Rock,desc:MU-Transmute-Mud-to-Rock,sp:5,c:1],[w:Transmute Rock to Mud,desc:MU-Transmute-Rock-to-Mud,sp:5,c:1]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand of this sort is typically short and tipped with some form of mineral.}}{{desc=This wand is imbued with the following powers:\n*Dig* one charge/use\n*Passwall* one charge/use\n*Move earth* two charges/use\nIn addition, 50% of all such wands have the following powers:\n*Transmute mud to rock* one charge/use\n*Transmute rock to mud* one charge/use}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Enemy-Detection',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Enemy Detection}}WandData=[w:Wand of Enemy Detection,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Enemy Detection,Magic|Wand,1H,Wand],[Wand of Enemy Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[1]]}}{{range=0}}ToHitData=[w:Detect Enemies,cmd:!rounds --target-nosave caster|@{selected|token_id}|Wand of Enemy Detection|10|-1|The wand will pulse and point towards any enemy|lightning-helix,lv:6,sp:1,c:1]{{duration=1 Turn}}{{aoe=[60 feet](!rounds --movable-aoe @{selected|token_id}|circle|feet|0|120|120|magic|true)}}{{save=None}}{{Looks Like=A wand, obviously, with a piece of *loadstone* at its tip.}}{{desc=This wand pulses in the wielder\'s hand and points in the direction of any creature(s) hostile to the bearer of the device. The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Detection range is a 60-foot sphere. The function requires one charge to operate for one turn. The wand can be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Fear',type:'magic|wand',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Fear}}{{splevel=Wand}}{{school=Illusion/Phantasm}}Specs=[Wand of Fear,Magic,1H,Wand],[Wand of Fear,Wand,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[4]]}}WandData=[w:Wand of Fear,st:Wand,wt:1,sp:4,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=0}}ToHitData=[w:Wand of Fear,desc:MI-Wand-of-Fear,lv:6,sp:4,c:1]{{duration=6 rounds}}{{aoe=Cone [60ft long 20ft at base](!rounds --aoe @{selected|token_id}|cone|feet|0|60|20|dark)}}{{save=vs. Wand negates}}{{damage=[Zap them!](!rounds --target multi|@{selected|token_id}|Fear|6|-1|Screaming and running in fear|screaming|svwan\\clon;+0)}}{{Looks Like=A wand, obviously, and this one has a bead of amber at its tip.}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action. Display the *area of effect* and then use the *zap them* button, select multiple target tokens in the area and then press the *add status changes* chat window button which will prompt for saving throws and apply effects.}}{{effects=a pale amber ray springs from the tip of the wand, forming a cone 60 feet long by 20 feet in base diameter, which flashes on and instantly disappears. Each creature touched by the ray must roll a successful saving throw vs. wand or react as per the cause fear spell (1st-level priest spell, remove fear reversal). In other words, creatures affected by the wand turn and move at fastest possible speed away from the wielder for six rounds. Each use costs one charge. It can operate just once per round. The wand can be recharged.}}{{materials=Wand}}'},
- {name:'Wand-of-Fire',type:'magic|wand',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Fire}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Fire,Magic|Wand,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}WandData=[w:Wand of Fire,st:Wand,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}ToHitData=[w:WoF Burning Hands,desc:PW-Burning-Hands,sp:0,lv:6,c:1],[w:WoF Pyrotechnics,desc:MU-Pyrotechnics,sp:2,lv:6,c:1],[w:WoF Fireball,desc:PW-Fireball,sp:2,lv:6,c:2],[w:WoF Wall of Fire,desc:MU-Wall-of-Fire,sp:3,lv:6,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously, with a small ruby at its tip.}}{{effects=This wand can function like the following wizard spells, cast as if by a L[[6]] Wizard:\n**Burning hands, Pyrotechnics, Fireball** and **Wall of Fire**}}{{hide1=• **Burning hands: Note: specs different from spell**. The wand emits a [[120]]degree fan-shaped sheet of fire [[10]] feet wide at its end and [[12]] feet long. Each creature touched suffers [[6]] points of damage. The sheet of fire appears instantly, shoots forth dark red flames, and snuffs out in less than one second. It expends [[1]] charge.}}{{hide2=• **Pyrotechnics:** This function duplicates the spell of the same name. It has an initiative modifier of +2 and expends [[1]] charge.}}{{hide3=• **Fireball: Note: specs different from spell.** The wand coughs forth a pea-sized sphere that streaks out to the desired range (to a maximum of 160 feet) and bursts in a fiery, violet-red blast, just like the fireball spell. The initiative modifier is +2, and this expends [[2]] charges. The fireball inflicts [6d6 min 2/dice](!\\amp#13;\\amp#47;r {1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1 points of fireball damage, save to half) points of damage, but all 1s rolled are counted as 2s (i.e., the burst causes 12-36 points). A saving throw vs. wand is applicable.}}{{hide4=• **Wall of fire:** The wand can be used to draw a fiery curtain of purplish-red flames 1200 feet square (10\' x 120\', 20\' x 60\', 30\' x 40\', etc.). The flames last for six rounds and cause 2d6+6 points damage if touched (2d4 points if within 10 feet of the fire, 1d4 if within 20 feet). The flames can also be shaped into a ring around the wand user (but the circle is 25 feet in diameter). The initiative modifier is +3, and its use expends [[2]] charges.}}{{hide5=The wand of fire can operate just once per round. It can be recharged.}}{{materials=Wand}}{{Use=Take the wand in hand using the *Change Weapon* dialogue, then when ready perform an *Attack* to use the powers}}'},
- {name:'Wand-of-Flame-Extinguishing',type:'melee|wand|magic',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Flame Extinguishing}}{{splevel=Wand}}{{school=Abjuration}}Specs=[Wand of Flame Extingushing,Melee|Wand,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Wand,1H,Abjuration]{{components=V,M}}WandData=[w:Wand of Flame Extinguishing,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{time=[[6]]}}ToHitData=[w:Wand vs Flaming Creature,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:6,c:2,rc:rechargeable],[w:Non-magical Fires,msg:The normal-sized non-magical fire has been extinguished,sp:6,lv:6,c:0],[w:Large non-magical fires,msg:The large-sized non-magical fire has been extinguished at the cost of 1 charge,sp:6,lv:6,c:1],[w:Small magical fires,msg:The small magical fire like *burning hands* has been extinguished at the cost of 1 charge,sp:6,lv:6,c:1],[w:Continuous magical fires,msg:Temporarily dousing a continually-burning magical fire at the cost of 1 charge,cmd:\\api;rounds ~~target single\\vbar;\\amp#64;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who to extinguish?\\vbar;token_id}\\vbar;Wand of Flame Extinguishing\\vbar;6\\vbar;-1\\vbar;Flame extinguished by \\amp#64;{selected\\vbar;character_name}\\vbar;interdiction,sp:6,lv:6,c:1],[w:Large non-creature magical fire,msg:The large-sized magical fire which is not a creature has been extinguished at the cost of 2 charges,sp:6,lv:6,c:2]{{range=Special}}DmgData=[w:Wand of Flame Extinguishing,sb:0,+:0,SM:6d6,L:6d6]{{duration=Special}}{{aoe=Special}}{{save=None)}}{{Looks Like=A wand with a small bright blue but frosted saphire at its tip.}}{{effects=This wand has five separate functions: against **small nonmagical fires, large nonmagical fires, continual magical flames, large magical fires,** and **creatures composed of flame**.}}{{hide1=**Nonmagical fires** of normal size can be extinguished without using any charges. Normal size includes anything up to the size of a bonfire or a fire in a regular fireplace—equal to four to six billets of wood burning hotly.\nTo extinguish **large, nonmagical fires**, flaming oil in quantity equal to a gallon or more, the fire produced by a fiend, a flame tongue sword, or a burning hands spell, one charge is expended from the wand.}}{{hide2=**Continual magical flames**, such as those of a sword or a creature able to ignite, expend one charge and will be extinguished for six rounds and will flare up again after that time.\nWhen applied to **large magical fires** such as those caused by *fireball, flame strike,* or *wall of fire spells*, two charges are expended from the wand as the flames are extinguished.}}{{hide3=If the device is used upon a **creature composed of flame** (a fire elemental, for instance), a successful attack roll inflicts 6d6 points of damage upon the creature. Take the wand in-hand and attack with it.}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue and then use the *Attack* action to use an attack or a power of the wand.}}'},
- {name:'Wand-of-Frost',type:'magic|wand',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Frost}}WandData=[w:Wand of Frost,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=Special}}ToHitData=[w:Ice Storm,desc:MU-Ice-Storm,lv:6,sp:2,c:1],[w:Wall of Ice,desc:MU-Wall-of-Ice,lv:6,sp:2,c:1],[w:Cone of Cold,desc:PW-WoF-Cone-of-Cold,lv:6,sp:2,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand with an *ever-frozen* tip of ice.}}{{effects=A *frost* wand can perform three functions that duplicate wizard spells:\n*Ice Storm, Wall of Ice* and *Code of Cold*.}}{{hide1=• *Ice storm:* A silvery ray springs forth from the wand and an ice (or sleet) storm occurs up to 60 feet away from the wand holder. This function requires one charge.}}{{hide2=• *Wall of ice:* The silvery ray forms a wall of ice, six inches thick, covering a 600-squarefoot area (10\' x 60\', 20\' x 30\', etc.). Its initiative modifier is +2, and it uses one charge.}}{{hide3=• *Cone of cold:* White crystalline motes spray forth from the wand in a cone with a 60-foot length and a terminal diameter of 20 feet. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 degrees F., and damage is 6d6, treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable.\nThe wand can function once per round, and may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Illumination',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Illumination}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Illumination,Magic|Wand,1H,Wand],[Wand of Illumination,Magic,1H,Evocation],[Wand of Illumination,Magic,1H,Evocation],[Wand of Illumination,Magic,1H,Evocation]{{components=V,M}}{{time=[[6]]}}WandData=[w:Wand of Illumination,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{duration=Instantaneous}}ToHitData=[w:WoI Dancing Lights,desc:MU-Dancing-Lights,sp:1,lv:6,c:1],[w:WoI Light,desc:MU-Light,sp:1,lv:6,c:1],[w:WoI Continual Light,desc:MU-Continual-Light,sp:2,lv:6,c:2],[w:WoI Sunburst,desc:MI-WoI-Sunburst,sp:1,lv:6,c:3],{{aoe=Special}}{{save=Special}}{{Looks Like=A wand with a diamond at the base of its handle.}}{{effects=This wand has four separate functions, three of which approximate wizard spells, and one of which is unique:\n1: **Dancing lights:** One charge.\n2: **Light:** One charge.\n3: **Continual light:** This function requires two charges.\n4: **Sunburst**: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays.}}{{hide1=The range of this sunburst is [[120]] yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges.\nThe wand can be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, and then use the *Attack* action to access its capabilities}}'},
- {name:'Wand-of-Illusion',type:'magic|wand',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Illusion}}WandData=[w:Wand of Illusion,st:Wand,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Illusion/Phantasm}}Specs=[Wand of Illusion,Magic|Wand,1H,Wand],[Wand of Illusion,Magic|Wand,1H,Illusion-Phantasm],[Wand of Illusion,Magic|Wand,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[3]]}}{{range=Special}}ToHitData=[w:Audible Illusion,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|WoI Audible Illusion|10|-10|An audible illusion with no visual component cast from a Wand of Illusion|half-haze,msg:Casts an audible illusion similar to Audible Glamer \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 1 charge per round,lv:6,sp:3,c:1],[w:Visual Illusion,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|WoI Visual Illusion|10|-10|A visual illusion with no audible component cast from a Wand of Illusion|ninja-mask,msg:Casts a visual illusion similar to Phantasmal Force \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 1 charge per round,lv:6,sp:3,c:1],[w:Audio-Visual Illusion,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|WoI Audio-Visual Illusion|10|-10|An illusion with both audible and visual components cast from a Wand of Illusion|lightning-helix,msg:Casts an audio-visual illusion similar to Improved Phantasmal Force \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 2 charges per round,lv:6,sp:3,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously.}}{{effects=This wand creates audible and visual illusions (see *audible glamer, phantasmal force*). The wand emits an invisible ray, with a 140-yard maximum range. The effect has an initiative modifier of +3. The wand wielder must concentrate on the illusion in order to maintain it—he may move normally but can\'t melee during this time. Each portion, audible and visual, cost one charge to effect and one per round to continue. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Lightning',type:'magic|innate-melee|wand',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Lightning}}WandData=[w:Wand of Lightning,st:Wand,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Lightning,Magic|Innate-Melee,1H,Wand],[Wand of Lightning,Magic|Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=Special}}ToHitData=[w:Shock,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:2,c:1,msg:Metal armour is counted as AC10 and armour magic bonus does not apply but rings etc do apply],[w:Lightning Bolt,desc:WoL-Lightning-Bolt,lv:6,sp:2,c:2]{{duration=Special}}DmgData=[w:Shock,sb:0,+:0,SM:1d10,L:1d10,c:0]{{aoe=Special}}{{save=Special}}{{Looks Like=A wand carved with zig-zags and with a chip of quartz in its handle.}}{{effects=This wand has two functions that closely resemble wizard spells: *Shock* and *Lightning Bolt*.}}{{hide1=• **Shock:** This does 1-10 hit points of damage to a target struck in melee combat, with no saving throw. Characters wearing metal armor and/or shields are treated as armor class 10. Plain leather and wood work normally. Magical bonuses on metal armor do not affect Armor Class, but a ring of protection does. The shock uses one charge.}}{{hide2=• **Lightning Bolt:** The possessor of the wand can discharge a bolt of lightning. The stroke can be either a forked or straight bolt (see wizard spell, lightning bolt). Damage is 12-36 (6d6, treating 1s as 2s), but a saving throw is applicable. This function uses two charges and has an initiate modifier of +2.\nThe wand may be recharged. It can perform only one function per round.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-MM',type:'magic|wand',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Missiles}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Magic Missiles,Magic|Wand,1H,Evocation],[Wand of Magic Missiles,Magic|Wand,1H,Evocation],[Wand of Magic Missiles,Magic|Wand,1H,Evocation],[Wand of Magic Missiles,Magic|Wand,1H,Evocation]{{components=V,M}}{{time=[[3]]}}WandData=[w:Wand of Magic Missiles,st:Wand,wt:1,sp:3,qty:80+1d20,c:0,rc:rechargeable,loc:left hand|right hand]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true)}}ToHitData=[w:Show Range,cmd:!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true,c:0],[w:1 Magic Missile,desc:MI-Wand-MM-1,c:1],[w:2 Magic Missile,desc:MI-Wand-MM-2,c:2],[w:3 Magic Missile,desc:MI-Wand-MM-3,c:3]{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}{{save=None}}{{Looks Like=A wand with a triangular handle and shaft, each side marked with one, two or three strokes.}}{{effects=This wand discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the wand is wielded by a wizard, otherwise an attack roll is required. The wand has an initiative modifier of +3, and each missile costs one charge. A maximum of three may be expended in one round. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action. **Note:** this is not the same as the standard Wand of Magic Missiles.}}'},
- {name:'Wand-of-Magic-Detection',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Detection}}WandData=[w:Wand of Magic Detection,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Magic Detection,Magic|Wand,1H,Wand],[Wand of Magic Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[1]]}}{{range=0}}ToHitData=[w:Detect Magic,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|Wand of Magic Detection|10|-1|The wand will pulse and point towards the strongest magic|lightning-helix --movable-aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true,lv:6,sp:10,c:1]{{duration=1 Turn}}{{aoe=30 foot radius}}{{save=None}}{{Looks Like=A wand with a tip made of some strange, lustorous stone, perhaps *hematite*.}}{{effects=This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magical item exists within a 30-foot radius, the magic detection wand will pulse and point to the strongest source. Note that it will point to a person upon whom a spell has been cast.}}{{hide1=Operation requires one round, and successive rounds will point out successively less powerful magical radiation. The school of magic (abjuration, alteration, etc.) can be determined if one round is spent concentrating on the subject emanation. One charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate nonmagical items as magical, or vice-versa. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Magic-Missiles',type:'melee|wand|magic',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Missiles}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Magic Missiles,Melee|Wand,1H,Wand],[Wand of Magic Missiles,Melee,1H,Wand],[Wand of Magic Missiles,Magic,1H,Evocation],[Wand of Magic Missiles,Magic,1H,Evocation]{{components=V,M}}{{time=[[3]]}}WandData=[w:Wand of Magic Missiles,st:Wand,wt:1,sp:3,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true)}}{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}ToHitData=[w:Non-Wizard MM1,mulv:0:0,sb:0,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:240,sp:3,c:1],[w:Non-Wizard MM2,mulv:0:0,sb:0,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:240,sp:3,c:2],[w:Wizard 1 Magic Missile,desc:MI-Wand-MM-1,sp:3,lv:6,mulv:1,c:1],[w:Wizard 2 Magic Missiles,desc:MI-Wand-MM-2,sp:3,lv:6,mulv:1,c:2]{{save=None}}DmgData=[w:Non-Wizard MM1,sb:0,+:0,SM:1+1d4,L:1+1d4],[w:Non-Wizard MM2,sb:0,+:0,SM:1+1d4,L:1+1d4,msg:Roll damage twice - once for each missile]{{Looks Like=A wand with a triangular handle and shaft, each marked with one, two or three strokes.}}{{effects=This wand discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the wand is wielded by a wizard, otherwise an attack roll is required. The wand has an initiative modifier of +3, and each missile costs one charge. A maximum of three may be expended in one round. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Metal+Mineral-Detection',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Metal \\amp Mineral Detection}}WandData=[w:Wand of Metal+Mineral Detection,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Metal+Mineral Detection,Magic|Wand,1H,Wand],[Wand of Metal+Mineral Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[10]]}}{{range=0}}ToHitData=[w:Detect Metal+Minerals,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|Wand of Metal+Mineral Detection|20|-1|The wand will pulse and point towards the strongest metal/mineral|lightning-helix --movable-aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true,lv:6,sp:10,c:1]{{duration=2 Turns}}{{aoe=30 foot radius}}{{save=None}}{{Looks Like=A wand with a metal tip that it is difficult to stop clinging to your fellow adventurer\'s armour.}}{{effects=This wand has a 30-foot radius range. It pulses in the wielder\'s hand and points to the largest mass of metal within its effective area of operation. However, the wielder can concentrate on a specific metal or mineral (gold, platinum, quartz, beryl, diamond, corundum, etc.). If the specific mineral is within range, the wand will point to any and all places it is located, and the wand possessor will know the approximate quantity as well. Each operation requires one round. Each charge powers the wand for two full turns. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Negation',type:'magic|wand',ct:'6',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Negation}}WandData=[w:Wand of Negation,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Abjuration}}Specs=[Wand of Negation,Magic|Wand,1H,Wand],[Wand of Negation,Wand,1H,Abjuration]{{components=V,M}}{{time=[[6]]}}{{range=0}}ToHitData=[w:Negate,cmd:!rounds --aoe \\amp#64;{selected|token_id}|bolt|feet|0|60|2|lightning,lv:6,sp:6,c:1]{{duration=1 Round}}{{aoe=1 device}}{{save=Wands: None. Rods/Staves: save 25% of time}}{{Looks Like=A wand with a jade tip.}}{{effects=This device negates the spell or spell-like function(s) of rods, staves, wands, and other magical items. The individual with the negation wand points to the device, and a pale gray beam shoots forth to touch the target device or individual. This totally negates any wand function, and makes any other spell or spell-like function from that device 75% likely to be negated, regardless of the level or power of the spell.\nThe wand can function once per round, and each negation drains one charge. The wand cannot be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Paralysation',type:'magic|wand',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Paralysation}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Paralysation,Magic|Wand,1H,Wand],[Wand of Paralysation,Magic|Wand,1H,Evocation]{{components=V,M}}ToHitData=[w:Wand Area of Effect,cmd:!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|60|5|lightning|true,sp:3,lv:6,c:0,rc:uncharged],[w:Wand of Paralysation,desc:MI-Wand-of-Paralysation,cmd:!rounds --target single|\\amp#64;{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Paralyse|\\amp#91;[\\amp#63;{Duration?|5d4}\\amp#93;\\amp#93;|-1|Paralysed|fishing-net|svwan\\clon;+0,sp:3,lv:6,c:1]{{time=[[3]]}}WandData=[w:Wand of Paralysation,st:Wand,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[60 feet](!rounds --aoe @{selected|token_id}|cone|feet|0|60|5|lightning|true)}}{{duration=5d4 rounds}}{{aoe=1 creature}}{{save=Negates}}{{Looks Like=A wand made of a thin needle of metal.}}{{effects=This wand shoots forth a thin ray of bluish colour to a maximum range of 60 feet. Any creature touched by the ray must roll successful saving throw vs. wand or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops—the wand can attack only one target per round. The wand has an initiative modifier of +3 , and each use costs one charge. The wand may operate once per round. It may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, and then use the *Attack* action to use the capabilities of the wand}}'},
- {name:'Wand-of-Polymorphing',type:'melee|wand|magic',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Polymorphing}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Polymorphing,Melee|Wand,1H,Wand],[Wand of Polymorphing,Magic|Wand,1H,Evocation],[Wand of Polymorphing,Magic|Wand,1H,Evocation]{{components=V,M}}ToHitData=[w:WoP Polymorph Touch,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:3,c:0],[w:WoP Show Ray,cmd:!rounds --aoe \\amp#64;{selected|token_id}|bolt|yards|0|60|2|green|true,sp:3,c:0,lv:6],[w:WoP Poly Other with Ray,desc:MU-Polymorph-Other,msg:Note can only polymorph into a small inoffensive creature,c:1,sp:3,lv:6]{{time=[[3]]}}WandData=[w:Wand of Polymorphing,st:Wand,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[60 yards](!rounds --aoe @{selected|token_id}|bolt|yards|0|60|2|green|true), or Touch}}{{duration=Permanent or [[16]] turns}}DmgData=[w:WoP Polymorph Touch,sb:0,+:0,SM:0,L:0,c:1,ru:1,msg:If successfully touched target they are \\lbrak;polymorphed\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\amp#64;{selected¦token_id}¦\\amp#64;{target\\vbar;Select a target\\vbar;token_id}\\vbar;Poly-other\\vbar;99\\vbar;0\\vbar;Polymorphed by WoP Poly-Other\\vbar;snail\\amp#13;!magic ~~mi-power \\amp#64;{selected\\vbar;token_id}\\vbar;MU-Polymorph-Self\\vbar;Wand-of-Polymorphing\\vbar;6\\rpar;. Press button to set a status marker and view the effect]{{aoe=Special}}{{save=Special}}{{Looks Like=A wand that, as you hold it, seems to want to change shape, becoming stable and solid wood as it is gripped and concentrated on by its wielder.}}{{effects=This wand has two possible effects: *Poly-Other* and *Poly-touch*.}}{{hide1=**Poly-Other:** emits a thin, green beam that darts forth a maximum distance of [[60]] yards. Any creature touched by this beam must make a saving throw vs. wands (success indicating a miss) or be polymorphed (as the polymorph others spell). The wielder may opt to turn the victim into a snail, frog, insect, etc., as long as the result is a small and inoffensive creature.}}{{hide2=**Poly-touch:** The possessor of the wand may elect to touch a creature with the device instead. Unwilling creatures must be hit and are also entitled to a saving throw. If the touch is successful, the recipient is surrounded by dancing motes of sparkling emerald light, and then transforms into whatever creature-shape the wielder wants. This is the same magical effect as the polymorph self spell.\nEither function has an initiative modifier of +3. Each draws one charge. Only one function per round is possible. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, abd then use the *Attack* action to cast the ray or do an attack to touch with the wand}}\n!setattr --silent --charid @{selected|character_id} --casting-level|8 --casting-name|@{selected|token_name}s Wand of Polymorphing'},
- {name:'Wand-of-Secret-Door+Trap-Location',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Secret Door \\amp Trap Location}}WandData=[w:Wand of Secret Door+Trap Location,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Secret Door+Trap Location,Magic|Wand,1H,Wand],[Wand of Secret Door+Trap Location,Magic|Wand,1H,Divination]{{components=V,M}}{{time=[[10]]}}{{range=0}}ToHitData=[w:Detect Secret Doors,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|30|30|light|true,lv:6,sp:6,c:1],[w:Detect Traps,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|light|true,lv:6,sp:6,c:1]{{duration=1 Round per charge}}{{aoe=Secret Doors: 15 foot radius, Traps: 30 foot radius}}{{save=None}}{{Looks Like=A wand with a glowing tip.}}{{effects=This wand has an effective radius of 15 feet for secret door location and 30 feet for trap location. When the wand is energized it will pulse in the wielder\'s hand and point to all secret doors or traps within range. Note that it locates either doors or traps, not both during one operation. It requires one round to function and draws one charge. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Size-Alteration',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Size Alteration}}WandData=[w:Wand of Size Alteration,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Size Alteration,Magic|Wand,1H,Wand],[Wand of Size Alteration,Magic|Wand,1H,Alteration]{{components=V,M}}{{time=[[10]]}}{{range=10 feet}}ToHitData=[w:Enlarge,desc:MU-Enlarge,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|20|20|magic|true|single|\\amp#64;{selected|token_id}|Enlarge|30|-1|Enlarged so Strength as per equivalent giant|overdrive|svwan\\clon;+0,lv:6,sp:6,c:1],[w:Deminish,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|light|true|single|\\amp#64;{selected|token_id}|Deminish|30|-1|Deminished by 50% per casting|overdrive|svwan\\clon;+0,lv:6,sp:6,c:1]{{duration=30 rounds}}{{aoe=1 creature}}{{save=Negates}}{{Looks Like=A wand with its handle in the middle and two ends, one short and one long.}}{{effects=A wand of this sort enables the wielder to cause any single creature of virtually any size to enlarge (using the long end) or diminish (using the small end). Either effect causes a 50% change in size.}}{{hide1=Relative Strength and power increases or decreases proportionally, providing the weaponry employed is proportionate or usable. For humanoid creatures enlarged, Strength is roughly proportional to that of a giant of corresponding size. For example, a humanoid enlarged to 9 feet tall is roughly equivalent to a hill giant (19 strength), and a 13-foot tall humanoid equals a fire giant (22 Strength).\nThe wand\'s power has a range of 10 feet. The target creature and all it is wearing or carrying are affected unless a saving throw succeeds. Note that a willing target need not to make a saving throw.}}{{hide2=The effect of the wand can be removed by a dispel magic spell, but if this is done, the target must roll a system shock check. It can also be countered if the possessor of the wand wills the effect to be canceled before the duration of the effect expires. Each usage of the wand (but not the cancellation of an effect) expends one charge. It can be recharged by a wizard of 12th or higher level.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wand-of-Wonder',type:'magic|wand',ct:'6',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Wonder}}WandData=[w:Wand of Wonder,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Wonder,Magic|Wand,1H,Wand],[Wand of Wonder,Wand,1H,Alteration]{{components=V,M}}{{time=[[6]]}}{{range=Special}}ToHitData=[w:Try your luck,desc:MI-WoW-Cast,sp:6,lv:6,c:1]{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{Looks Like=A very strange and ornate wand. The runes carved on its shaft seem to change every time it is used.}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit.}}{{hide1=Possible effects of the wand include:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;01-10\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Slow creature pointed at for one turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;11-18\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Deludes wielder for one round into believing the wand functions as indicated by a second die roll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;19-25\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gust of wind, double force of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;26-30\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stinking cloud at 30-foot range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;31-33\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Heavy rain falls for one round in 60-foot radius of wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;34-36\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Summon rhino (1-25), elephant (26-50), or mouse (51-00)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;37-46\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Lightning bolt (70\' x 5\') as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;47-49\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;50-53\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Enlarge target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;54-58\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;59-62\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;63-65\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;66-69\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Diminish wand wielder to 1/12 height\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;70-79\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Fireball as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;80-84\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Invisibility covers wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;85-87\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leaves grow from target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;88-90\\amplt;/th\\ampgt;\\amplt;td\\ampgt;10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5d4 for number of hits\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;91-97\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Shimmering colors dance and play over a 40-by 30-foot area in front of wand - creatures therein blinded for 1d6 rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;98-00\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Flesh to stone (or reverse if target is stone) if target is within 60 feet\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Conjuration',type:'magic|wand',ct:'5',charge:'rechargeable',cost:'1400',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Conjuration}}{{splevel=Wand}}{{school=Conjuration}}Specs=[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Wand,1H,Conjuration-Summoning]{{components=V,M}}{{time=[[5]]}}WandData=[w:Wand of Conjuration,st:Wand,gp:1400,wt:1,sp:5,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}ToHitData=[w:Recognise Conjuration Spell,msg:Recognise the spell just cast *if* it was a conjuration/summoning spell - the DM or Player playing the creature that cast the spell must tell you what it was and at what level it was cast,lv:6,sp:5,c:0],[w:Unseen Servant,desc:MU-Unseen-Servant,lv:6,sp:5,c:1],[w:Monster Summoning I,desc:MU-Monster-Summoning-I,sp:5,c:1],[w:Monster Summoning II,desc:MU-Monster-Summoning-II,sp:5,c:2],[w:Monster Summoning III,desc:MU-Monster-Summoning-III,sp:5,c:3],[w:Curtain of Blackness,desc:Curtain-of-Blackness,sp:5,lv:6,c:2],[w:Prismatic Sphere,desc:MU-Prismatic-Sphere,sp:5,lv:18,c:1],[w:Prismatic Wall,desc:MU-Prismatic-Wall,sp:5,lv:16,c:1]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously.}}{{effects=Grasping this device enables a wizard to recognize any cast or written conjuration/summoning spell (unseen servant, monster summoning, conjure elemental, death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic sphere, wish). The wand also has the following powers, which require expenditure of charges:\n• *unseen servant* (1 charge)\n• *monster summoning* (upto 6 charges)\n• *curtain of blackness* (2 charges)\n• *prismatic sphere* (1 charge per color)}}{{hide1=A maximum of six charges may be expended on Monster Summoning at any one time, one per level of the monster summoning: i.e. six *monster summoning I*, three *monster summoning II*, or two *monster summoning III*, or any combination totaling six. The wizard must be of a **sufficient experience level** to cast the appropriate summoning spell.}}{{hide2=The wand of conjuration can also conjure up a *curtain of blackness* - a veil of total black that absorbs all light. The *curtain of blackness* can cover a maximum area of 600 square feet (60\' x 10\', 40\' x 15\', 30\' x 20\'), but it must stretch from ceiling to floor, wall to wall. The curtain takes two charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic.}}{{hide3=The wand also enables its wielder to construct a *prismatic sphere* (or *wall*), one color at a time, red to violet, at a cost of one charge per color.}}{{hide4=Each function of the wand has an initiative penalty of +5, and only one function per round is possible. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Earth+Stone',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'200',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Earth \\amp Stone}}WandData=[w:Wand of Earth+Stone,gp:200,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Wand,1H,Alteration]{{components=V,M}}{{time=[[5]]}}{{range=Special}}ToHitData=[w:Dig,desc:MU-Dig,lv:6,sp:4,c:1],[w:Passwall,desc:MU-Passwall,lv:6,sp:5,c:1],[w:Move Earth,desc:MU-Move-Earth,sp:10,c:2],[w:Transmute Mud to Rock,desc:MU-Transmute-Mud-to-Rock,sp:5,c:1],[w:Transmute Rock to Mud,desc:MU-Transmute-Rock-to-Mud,sp:5,c:1]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand of this sort is typically short and tipped with some form of mineral.}}{{desc=This wand is imbued with the following powers:\n*Dig* one charge/use\n*Passwall* one charge/use\n*Move earth* two charges/use\nIn addition, 50% of all such wands have the following powers:\n*Transmute mud to rock* one charge/use\n*Transmute rock to mud* one charge/use}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Enemy-Detection',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'400',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Enemy Detection}}WandData=[w:Wand of Enemy Detection,st:Wand,gp:400,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Enemy Detection,Magic|Wand,1H,Wand],[Wand of Enemy Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[1]]}}{{range=0}}ToHitData=[w:Detect Enemies,cmd:!rounds --target-nosave caster|@{selected|token_id}|Wand of Enemy Detection|10|-1|The wand will pulse and point towards any enemy|lightning-helix,lv:6,sp:1,c:1]{{duration=1 Turn}}{{aoe=[60 feet](!rounds --movable-aoe @{selected|token_id}|circle|feet|0|120|120|magic|true)}}{{save=None}}{{Looks Like=A wand, obviously, with a piece of *loadstone* at its tip.}}{{desc=This wand pulses in the wielder\'s hand and points in the direction of any creature(s) hostile to the bearer of the device. The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Detection range is a 60-foot sphere. The function requires one charge to operate for one turn. The wand can be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Fear',type:'magic|wand',ct:'4',charge:'rechargeable',cost:'600',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Fear}}{{splevel=Wand}}{{school=Illusion/Phantasm}}Specs=[Wand of Fear,Magic,1H,Wand],[Wand of Fear,Wand,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[4]]}}WandData=[w:Wand of Fear,st:Wand,gp:600,wt:1,sp:4,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=0}}ToHitData=[w:Wand of Fear,desc:MI-Wand-of-Fear,lv:6,sp:4,c:1]{{duration=6 rounds}}{{aoe=Cone [60ft long 20ft at base](!rounds --aoe @{selected|token_id}|cone|feet|0|60|20|dark)}}{{save=vs. Wand negates}}{{damage=[Zap them!](!rounds --target multi|@{selected|token_id}|Fear|6|-1|Screaming and running in fear|screaming|svwan\\clon;+0)}}{{Looks Like=A wand, obviously, and this one has a bead of amber at its tip.}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action. Display the *area of effect* and then use the *zap them* button, select multiple target tokens in the area and then press the *add status changes* chat window button which will prompt for saving throws and apply effects.}}{{effects=a pale amber ray springs from the tip of the wand, forming a cone 60 feet long by 20 feet in base diameter, which flashes on and instantly disappears. Each creature touched by the ray must roll a successful saving throw vs. wand or react as per the cause fear spell (1st-level priest spell, remove fear reversal). In other words, creatures affected by the wand turn and move at fastest possible speed away from the wielder for six rounds. Each use costs one charge. It can operate just once per round. The wand can be recharged.}}{{materials=Wand}}'},
+ {name:'Wand-of-Fire',type:'magic|wand',ct:'2',charge:'rechargeable',cost:'900',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Fire}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Fire,Magic|Wand,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}WandData=[w:Wand of Fire,st:Wand,gp:900,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}ToHitData=[w:WoF Burning Hands,desc:PW-Burning-Hands,sp:0,lv:6,c:1],[w:WoF Pyrotechnics,desc:MU-Pyrotechnics,sp:2,lv:6,c:1],[w:WoF Fireball,desc:PW-Fireball,sp:2,lv:6,c:2],[w:WoF Wall of Fire,desc:MU-Wall-of-Fire,sp:3,lv:6,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously, with a small ruby at its tip.}}{{effects=This wand can function like the following wizard spells, cast as if by a L[[6]] Wizard:\n**Burning hands, Pyrotechnics, Fireball** and **Wall of Fire**}}{{hide1=• **Burning hands: Note: specs different from spell**. The wand emits a [[120]]degree fan-shaped sheet of fire [[10]] feet wide at its end and [[12]] feet long. Each creature touched suffers [[6]] points of damage. The sheet of fire appears instantly, shoots forth dark red flames, and snuffs out in less than one second. It expends [[1]] charge.}}{{hide2=• **Pyrotechnics:** This function duplicates the spell of the same name. It has an initiative modifier of +2 and expends [[1]] charge.}}{{hide3=• **Fireball: Note: specs different from spell.** The wand coughs forth a pea-sized sphere that streaks out to the desired range (to a maximum of 160 feet) and bursts in a fiery, violet-red blast, just like the fireball spell. The initiative modifier is +2, and this expends [[2]] charges. The fireball inflicts [6d6 min 2/dice](!\\amp#13;\\amp#47;r {1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1 points of fireball damage, save to half) points of damage, but all 1s rolled are counted as 2s (i.e., the burst causes 12-36 points). A saving throw vs. wand is applicable.}}{{hide4=• **Wall of fire:** The wand can be used to draw a fiery curtain of purplish-red flames 1200 feet square (10\' x 120\', 20\' x 60\', 30\' x 40\', etc.). The flames last for six rounds and cause 2d6+6 points damage if touched (2d4 points if within 10 feet of the fire, 1d4 if within 20 feet). The flames can also be shaped into a ring around the wand user (but the circle is 25 feet in diameter). The initiative modifier is +3, and its use expends [[2]] charges.}}{{hide5=The wand of fire can operate just once per round. It can be recharged.}}{{materials=Wand}}{{Use=Take the wand in hand using the *Change Weapon* dialogue, then when ready perform an *Attack* to use the powers}}'},
+ {name:'Wand-of-Flame-Extinguishing',type:'melee|wand|magic',ct:'6',charge:'rechargeable',cost:'300',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Flame Extinguishing}}{{splevel=Wand}}{{school=Abjuration}}Specs=[Wand of Flame Extingushing,Melee|Wand,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Wand,1H,Abjuration]{{components=V,M}}WandData=[w:Wand of Flame Extinguishing,st:Wand,gp:300,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{time=[[6]]}}ToHitData=[w:Wand vs Flaming Creature,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:6,c:2,rc:rechargeable],[w:Non-magical Fires,msg:The normal-sized non-magical fire has been extinguished,sp:6,lv:6,c:0],[w:Large non-magical fires,msg:The large-sized non-magical fire has been extinguished at the cost of 1 charge,sp:6,lv:6,c:1],[w:Small magical fires,msg:The small magical fire like *burning hands* has been extinguished at the cost of 1 charge,sp:6,lv:6,c:1],[w:Continuous magical fires,msg:Temporarily dousing a continually-burning magical fire at the cost of 1 charge,cmd:\\api;rounds ~~target single\\vbar;\\amp#64;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who to extinguish?\\vbar;token_id}\\vbar;Wand of Flame Extinguishing\\vbar;6\\vbar;-1\\vbar;Flame extinguished by \\amp#64;{selected\\vbar;character_name}\\vbar;interdiction,sp:6,lv:6,c:1],[w:Large non-creature magical fire,msg:The large-sized magical fire which is not a creature has been extinguished at the cost of 2 charges,sp:6,lv:6,c:2]{{range=Special}}DmgData=[w:Wand of Flame Extinguishing,sb:0,+:0,SM:6d6,L:6d6]{{duration=Special}}{{aoe=Special}}{{save=None)}}{{Looks Like=A wand with a small bright blue but frosted saphire at its tip.}}{{effects=This wand has five separate functions: against **small nonmagical fires, large nonmagical fires, continual magical flames, large magical fires,** and **creatures composed of flame**.}}{{hide1=**Nonmagical fires** of normal size can be extinguished without using any charges. Normal size includes anything up to the size of a bonfire or a fire in a regular fireplace—equal to four to six billets of wood burning hotly.\nTo extinguish **large, nonmagical fires**, flaming oil in quantity equal to a gallon or more, the fire produced by a fiend, a flame tongue sword, or a burning hands spell, one charge is expended from the wand.}}{{hide2=**Continual magical flames**, such as those of a sword or a creature able to ignite, expend one charge and will be extinguished for six rounds and will flare up again after that time.\nWhen applied to **large magical fires** such as those caused by *fireball, flame strike,* or *wall of fire spells*, two charges are expended from the wand as the flames are extinguished.}}{{hide3=If the device is used upon a **creature composed of flame** (a fire elemental, for instance), a successful attack roll inflicts 6d6 points of damage upon the creature. Take the wand in-hand and attack with it.}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue and then use the *Attack* action to use an attack or a power of the wand.}}'},
+ {name:'Wand-of-Frost',type:'magic|wand',ct:'2',charge:'rechargeable',cost:'1200',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Frost}}WandData=[w:Wand of Frost,gp:1200,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=Special}}ToHitData=[w:Ice Storm,desc:MU-Ice-Storm,lv:6,sp:2,c:1],[w:Wall of Ice,desc:MU-Wall-of-Ice,lv:6,sp:2,c:1],[w:Cone of Cold,desc:PW-WoF-Cone-of-Cold,lv:6,sp:2,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand with an *ever-frozen* tip of ice.}}{{effects=A *frost* wand can perform three functions that duplicate wizard spells:\n*Ice Storm, Wall of Ice* and *Code of Cold*.}}{{hide1=• *Ice storm:* A silvery ray springs forth from the wand and an ice (or sleet) storm occurs up to 60 feet away from the wand holder. This function requires one charge.}}{{hide2=• *Wall of ice:* The silvery ray forms a wall of ice, six inches thick, covering a 600-squarefoot area (10\' x 60\', 20\' x 30\', etc.). Its initiative modifier is +2, and it uses one charge.}}{{hide3=• *Cone of cold:* White crystalline motes spray forth from the wand in a cone with a 60-foot length and a terminal diameter of 20 feet. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 degrees F., and damage is 6d6, treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable.\nThe wand can function once per round, and may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Illumination',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'400',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Illumination}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Illumination,Magic|Wand,1H,Wand],[Wand of Illumination,Magic,1H,Evocation],[Wand of Illumination,Magic,1H,Evocation],[Wand of Illumination,Magic,1H,Evocation]{{components=V,M}}{{time=[[6]]}}WandData=[w:Wand of Illumination,st:Wand,gp:400,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{duration=Instantaneous}}ToHitData=[w:WoI Dancing Lights,desc:MU-Dancing-Lights,sp:1,lv:6,c:1],[w:WoI Light,desc:MU-Light,sp:1,lv:6,c:1],[w:WoI Continual Light,desc:MU-Continual-Light,sp:2,lv:6,c:2],[w:WoI Sunburst,desc:MI-WoI-Sunburst,sp:1,lv:6,c:3],{{aoe=Special}}{{save=Special}}{{Looks Like=A wand with a diamond at the base of its handle.}}{{effects=This wand has four separate functions, three of which approximate wizard spells, and one of which is unique:\n1: **Dancing lights:** One charge.\n2: **Light:** One charge.\n3: **Continual light:** This function requires two charges.\n4: **Sunburst**: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays.}}{{hide1=The range of this sunburst is [[120]] yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges.\nThe wand can be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, and then use the *Attack* action to access its capabilities}}'},
+ {name:'Wand-of-Illusion',type:'magic|wand',ct:'3',charge:'rechargeable',cost:'600',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Illusion}}WandData=[w:Wand of Illusion,st:Wand,gp:600,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Illusion/Phantasm}}Specs=[Wand of Illusion,Magic|Wand,1H,Wand],[Wand of Illusion,Magic|Wand,1H,Illusion-Phantasm],[Wand of Illusion,Magic|Wand,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[3]]}}{{range=Special}}ToHitData=[w:Audible Illusion,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|WoI Audible Illusion|10|-10|An audible illusion with no visual component cast from a Wand of Illusion|half-haze,msg:Casts an audible illusion similar to Audible Glamer \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 1 charge per round,lv:6,sp:3,c:1],[w:Visual Illusion,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|WoI Visual Illusion|10|-10|A visual illusion with no audible component cast from a Wand of Illusion|ninja-mask,msg:Casts a visual illusion similar to Phantasmal Force \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 1 charge per round,lv:6,sp:3,c:1],[w:Audio-Visual Illusion,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|WoI Audio-Visual Illusion|10|-10|An illusion with both audible and visual components cast from a Wand of Illusion|lightning-helix,msg:Casts an audio-visual illusion similar to Improved Phantasmal Force \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 2 charges per round,lv:6,sp:3,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously.}}{{effects=This wand creates audible and visual illusions (see *audible glamer, phantasmal force*). The wand emits an invisible ray, with a 140-yard maximum range. The effect has an initiative modifier of +3. The wand wielder must concentrate on the illusion in order to maintain it—he may move normally but can\'t melee during this time. Each portion, audible and visual, cost one charge to effect and one per round to continue. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Lightning',type:'magic|innate-melee|wand',ct:'2',charge:'rechargeable',cost:'800',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Lightning}}WandData=[w:Wand of Lightning,st:Wand,gp:800,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Lightning,Magic|Innate-Melee,1H,Wand],[Wand of Lightning,Magic|Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=Special}}ToHitData=[w:Shock,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:2,c:1,msg:Metal armour is counted as AC10 and armour magic bonus does not apply but rings etc do apply],[w:Lightning Bolt,desc:WoL-Lightning-Bolt,lv:6,sp:2,c:2]{{duration=Special}}DmgData=[w:Shock,sb:0,+:0,SM:1d10,L:1d10,c:0]{{aoe=Special}}{{save=Special}}{{Looks Like=A wand carved with zig-zags and with a chip of quartz in its handle.}}{{effects=This wand has two functions that closely resemble wizard spells: *Shock* and *Lightning Bolt*.}}{{hide1=• **Shock:** This does 1-10 hit points of damage to a target struck in melee combat, with no saving throw. Characters wearing metal armor and/or shields are treated as armor class 10. Plain leather and wood work normally. Magical bonuses on metal armor do not affect Armor Class, but a ring of protection does. The shock uses one charge.}}{{hide2=• **Lightning Bolt:** The possessor of the wand can discharge a bolt of lightning. The stroke can be either a forked or straight bolt (see wizard spell, lightning bolt). Damage is 12-36 (6d6, treating 1s as 2s), but a saving throw is applicable. This function uses two charges and has an initiate modifier of +2.\nThe wand may be recharged. It can perform only one function per round.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-MM',type:'magic|wand',ct:'3',charge:'rechargeable',cost:'800',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Missiles}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Magic Missiles,Magic|Wand,1H,Evocation],[Wand of Magic Missiles,Magic|Wand,1H,Evocation],[Wand of Magic Missiles,Magic|Wand,1H,Evocation],[Wand of Magic Missiles,Magic|Wand,1H,Evocation]{{components=V,M}}{{time=[[3]]}}WandData=[w:Wand of Magic Missiles,st:Wand,gp:800,wt:1,sp:3,qty:80+1d20,c:0,rc:rechargeable,loc:left hand|right hand]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true)}}ToHitData=[w:Show Range,cmd:!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true,c:0],[w:1 Magic Missile,desc:MI-Wand-MM-1,c:1],[w:2 Magic Missile,desc:MI-Wand-MM-2,c:2],[w:3 Magic Missile,desc:MI-Wand-MM-3,c:3]{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}{{save=None}}{{Looks Like=A wand with a triangular handle and shaft, each side marked with one, two or three strokes.}}{{effects=This wand discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the wand is wielded by a wizard, otherwise an attack roll is required. The wand has an initiative modifier of +3, and each missile costs one charge. A maximum of three may be expended in one round. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action. **Note:** this is not the same as the standard Wand of Magic Missiles.}}'},
+ {name:'Wand-of-Magic-Detection',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'500',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Detection}}WandData=[w:Wand of Magic Detection,st:Wand,gp:500,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Magic Detection,Magic|Wand,1H,Wand],[Wand of Magic Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[1]]}}{{range=0}}ToHitData=[w:Detect Magic,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|Wand of Magic Detection|10|-1|The wand will pulse and point towards the strongest magic|lightning-helix --movable-aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true,lv:6,sp:10,c:1]{{duration=1 Turn}}{{aoe=30 foot radius}}{{save=None}}{{Looks Like=A wand with a tip made of some strange, lustorous stone, perhaps *hematite*.}}{{effects=This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magical item exists within a 30-foot radius, the magic detection wand will pulse and point to the strongest source. Note that it will point to a person upon whom a spell has been cast.}}{{hide1=Operation requires one round, and successive rounds will point out successively less powerful magical radiation. The school of magic (abjuration, alteration, etc.) can be determined if one round is spent concentrating on the subject emanation. One charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate nonmagical items as magical, or vice-versa. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Magic-Missiles',type:'melee|wand|magic',ct:'3',charge:'rechargeable',cost:'800',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Missiles}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Magic Missiles,Melee|Wand,1H,Wand],[Wand of Magic Missiles,Melee,1H,Wand],[Wand of Magic Missiles,Magic,1H,Evocation],[Wand of Magic Missiles,Magic,1H,Evocation]{{components=V,M}}{{time=[[3]]}}WandData=[w:Wand of Magic Missiles,st:Wand,gp:800,wt:1,sp:3,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true)}}{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}ToHitData=[w:Non-Wizard MM1,mulv:0:0,sb:0,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:240,sp:3,c:1],[w:Non-Wizard MM2,mulv:0:0,sb:0,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:240,sp:3,c:2],[w:Wizard 1 Magic Missile,desc:MI-Wand-MM-1,sp:3,lv:6,mulv:1,c:1],[w:Wizard 2 Magic Missiles,desc:MI-Wand-MM-2,sp:3,lv:6,mulv:1,c:2]{{save=None}}DmgData=[w:Non-Wizard MM1,sb:0,+:0,SM:1+1d4,L:1+1d4],[w:Non-Wizard MM2,sb:0,+:0,SM:1+1d4,L:1+1d4,msg:Roll damage twice - once for each missile]{{Looks Like=A wand with a triangular handle and shaft, each marked with one, two or three strokes.}}{{effects=This wand discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the wand is wielded by a wizard, otherwise an attack roll is required. The wand has an initiative modifier of +3, and each missile costs one charge. A maximum of three may be expended in one round. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Metal+Mineral-Detection',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'300',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Metal \\amp Mineral Detection}}WandData=[w:Wand of Metal+Mineral Detection,st:Wand,gp:300,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Metal+Mineral Detection,Magic|Wand,1H,Wand],[Wand of Metal+Mineral Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[10]]}}{{range=0}}ToHitData=[w:Detect Metal+Minerals,cmd:!rounds --target-nosave caster|\\amp#64;{selected|token_id}|Wand of Metal+Mineral Detection|20|-1|The wand will pulse and point towards the strongest metal/mineral|lightning-helix --movable-aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true,lv:6,sp:10,c:1]{{duration=2 Turns}}{{aoe=30 foot radius}}{{save=None}}{{Looks Like=A wand with a metal tip that it is difficult to stop clinging to your fellow adventurer\'s armour.}}{{effects=This wand has a 30-foot radius range. It pulses in the wielder\'s hand and points to the largest mass of metal within its effective area of operation. However, the wielder can concentrate on a specific metal or mineral (gold, platinum, quartz, beryl, diamond, corundum, etc.). If the specific mineral is within range, the wand will point to any and all places it is located, and the wand possessor will know the approximate quantity as well. Each operation requires one round. Each charge powers the wand for two full turns. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Negation',type:'magic|wand',ct:'6',charge:'discharging',cost:'700',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Negation}}WandData=[w:Wand of Negation,st:Wand,gp:700,wt:1,sp:6,c:0,qty:80+1d20,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Abjuration}}Specs=[Wand of Negation,Magic|Wand,1H,Wand],[Wand of Negation,Wand,1H,Abjuration]{{components=V,M}}{{time=[[6]]}}{{range=0}}ToHitData=[w:Negate,cmd:!rounds --aoe \\amp#64;{selected|token_id}|bolt|feet|0|60|2|lightning,lv:6,sp:6,c:1]{{duration=1 Round}}{{aoe=1 device}}{{save=Wands: None. Rods/Staves: save 25% of time}}{{Looks Like=A wand with a jade tip.}}{{effects=This device negates the spell or spell-like function(s) of rods, staves, wands, and other magical items. The individual with the negation wand points to the device, and a pale gray beam shoots forth to touch the target device or individual. This totally negates any wand function, and makes any other spell or spell-like function from that device 75% likely to be negated, regardless of the level or power of the spell.\nThe wand can function once per round, and each negation drains one charge. The wand cannot be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Paralysation',type:'magic|wand',ct:'3',charge:'rechargeable',cost:'700',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Paralysation}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Paralysation,Magic|Wand,1H,Wand],[Wand of Paralysation,Magic|Wand,1H,Evocation]{{components=V,M}}ToHitData=[w:Wand Area of Effect,cmd:!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|60|5|lightning|true,sp:3,lv:6,c:0,rc:uncharged],[w:Wand of Paralysation,desc:MI-Wand-of-Paralysation,cmd:!rounds --target single|\\amp#64;{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Paralyse|\\amp#91;[\\amp#63;{Duration?|5d4}\\amp#93;\\amp#93;|-1|Paralysed|fishing-net|svwan\\clon;+0,sp:3,lv:6,c:1]{{time=[[3]]}}WandData=[w:Wand of Paralysation,st:Wand,gp:700,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[60 feet](!rounds --aoe @{selected|token_id}|cone|feet|0|60|5|lightning|true)}}{{duration=5d4 rounds}}{{aoe=1 creature}}{{save=Negates}}{{Looks Like=A wand made of a thin needle of metal.}}{{effects=This wand shoots forth a thin ray of bluish colour to a maximum range of 60 feet. Any creature touched by the ray must roll successful saving throw vs. wand or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops—the wand can attack only one target per round. The wand has an initiative modifier of +3 , and each use costs one charge. The wand may operate once per round. It may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, and then use the *Attack* action to use the capabilities of the wand}}'},
+ {name:'Wand-of-Polymorphing',type:'melee|wand|magic',ct:'3',charge:'rechargeable',cost:'700',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Polymorphing}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Polymorphing,Melee|Wand,1H,Wand],[Wand of Polymorphing,Magic|Wand,1H,Evocation],[Wand of Polymorphing,Magic|Wand,1H,Evocation]{{components=V,M}}ToHitData=[w:WoP Polymorph Touch,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:3,c:0],[w:WoP Show Ray,cmd:!rounds --aoe \\amp#64;{selected|token_id}|bolt|yards|0|60|2|green|true,sp:3,c:0,lv:6],[w:WoP Poly Other with Ray,desc:MU-Polymorph-Other,msg:Note can only polymorph into a small inoffensive creature,c:1,sp:3,lv:6]{{time=[[3]]}}WandData=[w:Wand of Polymorphing,st:Wand,gp:700,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[60 yards](!rounds --aoe @{selected|token_id}|bolt|yards|0|60|2|green|true), or Touch}}{{duration=Permanent or [[16]] turns}}DmgData=[w:WoP Polymorph Touch,sb:0,+:0,SM:0,L:0,c:1,ru:1,msg:If successfully touched target they are \\lbrak;polymorphed\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\amp#64;{selected¦token_id}¦\\amp#64;{target\\vbar;Select a target\\vbar;token_id}\\vbar;Poly-other\\vbar;99\\vbar;0\\vbar;Polymorphed by WoP Poly-Other\\vbar;snail\\amp#13;!magic ~~mi-power \\amp#64;{selected\\vbar;token_id}\\vbar;MU-Polymorph-Self\\vbar;Wand-of-Polymorphing\\vbar;6\\rpar;. Press button to set a status marker and view the effect]{{aoe=Special}}{{save=Special}}{{Looks Like=A wand that, as you hold it, seems to want to change shape, becoming stable and solid wood as it is gripped and concentrated on by its wielder.}}{{effects=This wand has two possible effects: *Poly-Other* and *Poly-touch*.}}{{hide1=**Poly-Other:** emits a thin, green beam that darts forth a maximum distance of [[60]] yards. Any creature touched by this beam must make a saving throw vs. wands (success indicating a miss) or be polymorphed (as the polymorph others spell). The wielder may opt to turn the victim into a snail, frog, insect, etc., as long as the result is a small and inoffensive creature.}}{{hide2=**Poly-touch:** The possessor of the wand may elect to touch a creature with the device instead. Unwilling creatures must be hit and are also entitled to a saving throw. If the touch is successful, the recipient is surrounded by dancing motes of sparkling emerald light, and then transforms into whatever creature-shape the wielder wants. This is the same magical effect as the polymorph self spell.\nEither function has an initiative modifier of +3. Each draws one charge. Only one function per round is possible. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, abd then use the *Attack* action to cast the ray or do an attack to touch with the wand}}\n!setattr --silent --charid @{selected|character_id} --casting-level|8 --casting-name|@{selected|token_name}s Wand of Polymorphing'},
+ {name:'Wand-of-Secret-Door+Trap-Location',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'1000',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Secret Door \\amp Trap Location}}WandData=[w:Wand of Secret Door+Trap Location,st:Wand,gp:1000,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Secret Door+Trap Location,Magic|Wand,1H,Wand],[Wand of Secret Door+Trap Location,Magic|Wand,1H,Divination]{{components=V,M}}{{time=[[10]]}}{{range=0}}ToHitData=[w:Detect Secret Doors,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|30|30|light|true,lv:6,sp:6,c:1],[w:Detect Traps,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|light|true,lv:6,sp:6,c:1]{{duration=1 Round per charge}}{{aoe=Secret Doors: 15 foot radius, Traps: 30 foot radius}}{{save=None}}{{Looks Like=A wand with a glowing tip.}}{{effects=This wand has an effective radius of 15 feet for secret door location and 30 feet for trap location. When the wand is energized it will pulse in the wielder\'s hand and point to all secret doors or traps within range. Note that it locates either doors or traps, not both during one operation. It requires one round to function and draws one charge. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Size-Alteration',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'600',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Size Alteration}}WandData=[w:Wand of Size Alteration,st:Wand,gp:600,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Size Alteration,Magic|Wand,1H,Wand],[Wand of Size Alteration,Magic|Wand,1H,Alteration]{{components=V,M}}{{time=[[10]]}}{{range=10 feet}}ToHitData=[w:Enlarge,desc:MU-Enlarge,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|20|20|magic|true|single|\\amp#64;{selected|token_id}|Enlarge|30|-1|Enlarged so Strength as per equivalent giant|overdrive|svwan\\clon;+0,lv:6,sp:6,c:1],[w:Deminish,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|light|true|single|\\amp#64;{selected|token_id}|Deminish|30|-1|Deminished by 50% per casting|overdrive|svwan\\clon;+0,lv:6,sp:6,c:1]{{duration=30 rounds}}{{aoe=1 creature}}{{save=Negates}}{{Looks Like=A wand with its handle in the middle and two ends, one short and one long.}}{{effects=A wand of this sort enables the wielder to cause any single creature of virtually any size to enlarge (using the long end) or diminish (using the small end). Either effect causes a 50% change in size.}}{{hide1=Relative Strength and power increases or decreases proportionally, providing the weaponry employed is proportionate or usable. For humanoid creatures enlarged, Strength is roughly proportional to that of a giant of corresponding size. For example, a humanoid enlarged to 9 feet tall is roughly equivalent to a hill giant (19 strength), and a 13-foot tall humanoid equals a fire giant (22 Strength).\nThe wand\'s power has a range of 10 feet. The target creature and all it is wearing or carrying are affected unless a saving throw succeeds. Note that a willing target need not to make a saving throw.}}{{hide2=The effect of the wand can be removed by a dispel magic spell, but if this is done, the target must roll a system shock check. It can also be countered if the possessor of the wand wills the effect to be canceled before the duration of the effect expires. Each usage of the wand (but not the cancellation of an effect) expends one charge. It can be recharged by a wizard of 12th or higher level.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wand-of-Wonder',type:'magic|wand',ct:'6',charge:'discharging',cost:'1200',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Wonder}}WandData=[w:Wand of Wonder,st:Wand,gp:1200,wt:1,sp:6,c:0,qty:80+1d20,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Wonder,Magic|Wand,1H,Wand],[Wand of Wonder,Wand,1H,Alteration]{{components=V,M}}{{time=[[6]]}}{{range=Special}}ToHitData=[w:Try your luck,desc:MI-WoW-Cast,sp:6,lv:6,c:1]{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{Looks Like=A very strange and ornate wand. The runes carved on its shaft seem to change every time it is used.}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit.}}{{hide1=Possible effects of the wand include:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;01-10\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Slow creature pointed at for one turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;11-18\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Deludes wielder for one round into believing the wand functions as indicated by a second die roll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;19-25\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gust of wind, double force of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;26-30\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stinking cloud at 30-foot range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;31-33\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Heavy rain falls for one round in 60-foot radius of wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;34-36\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Summon rhino (1-25), elephant (26-50), or mouse (51-00)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;37-46\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Lightning bolt (70\' x 5\') as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;47-49\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;50-53\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Enlarge target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;54-58\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;59-62\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;63-65\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;66-69\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Diminish wand wielder to 1/12 height\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;70-79\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Fireball as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;80-84\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Invisibility covers wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;85-87\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leaves grow from target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;88-90\\amplt;/th\\ampgt;\\amplt;td\\ampgt;10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5d4 for number of hits\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;91-97\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Shimmering colors dance and play over a 40-by 30-foot area in front of wand - creatures therein blinded for 1d6 rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;98-00\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Flesh to stone (or reverse if target is stone) if target is within 60 feet\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
{name:'WoI-Sunburst',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=@{selected|Token_name} uses Wand of Illumination to cast\na Sunburst}}{{splevel=Magic Item}}{{school=Alteration (Reversable)}}{{components=M}}{{time=[[3]]}}{{range=[[120]] yds.}}{{duration=Instantaneous}}{{aoe=[40ft diameter globe](!rounds --aoe @{selected|token_id}|circle|feet|360|40||light)}}{{save=Special}}{{effects=When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is [[120]] yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum).}}'},
{name:'WoW-Cast',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand of Wonder}}{{splevel=Wand}}{{school=Alteration}}{{components=V,M}}{{time=[[6]]}}{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit. Possible effects of the wand include:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100 for Wand of Wonder)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[01-10](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Slow which creature?|token_id}|Slow|10|-1|Creature is slowed, with a worse AC \\amp attacks|snail|svwan\\clon;+0)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Slow creature pointed at for one turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[11-18](!magic --message gm|@{selected|token_id}|Wand of Wonder|Tell player that the result is actually \\amp#91;[1d100]\\amp#93; which is actually untrue and belief only lasts for 1 round)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;The wand functions as indicated by a second die roll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[19-25](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Gust-of-Wind)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gust of wind, double force of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[26-30](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Stinking-Cloud)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stinking cloud at 30-foot range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[31-33](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|blue|true\\amp#13;!magic --message public|@{selected|token_id}|Heavy Rain|A heavy downpour of rain occurs in the displayed area)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Heavy rain falls for one round in 60-foot radius of wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[34-36](!magic --message @{selected|token_id}|Summon Mammal|\\lbrak;Roll d100 again\\rbrak;\\lpar;!\\cr;\\ampamp;#47;r 1d100\\rpar; and summon rhino on 1-25, elephant on 26-50, or mouse on 51-00. Ask DM to *Drag \\amp Drop* the relevant creature onto the map)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Summon rhino (1-25), elephant (26-50), or mouse (51-00)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[37-46](!rounds --aoe @{selected|token_id}|bolt|feet|0|70|5|lightning|true\\amp#13;!magic --message @{selected|token_id}|Lightning Bolt|The lightning bolt does \\lbrak;6d6, 1s as 2s\\rbrak;\\lpar;!\\ampamp;#13;\\ampamp;#47;w gm \\ampamp;#91;\\lbrak;{ {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {2}, {2}, {2}, {2}, {2}, {2} }k6\\rbrak;\\ampamp;#93;HP damage\\rpar; HP of damage save to half)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Lightning bolt (70\' x 5\') as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[47-49](!magic --message @{selected|token_id}|Butterflies|Everyone in the area marked, including the caster, is blinded by clouds of large fluttering butterflies! Select all blinded creatures before pressing *Add Status Changes* in Chat\\amp#13;!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|light|true|@{selected|token_id}|multi|Blindness|2|-1|Blinded by 600 large butterflies fluttering in a cloud|bleeding-eye)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[50-53](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Enlarge)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Enlarge target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[54-58](!rounds --aoe @{selected|token_id}|circle|feet|30|30|30|dark\\amp#13;!magic --message w|@{selected|token_id}|Darkness 15ft Radius|Place the corsshair on the edge of the range circle then confirm)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[59-62](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|40|green|true\\amp#13;!magic --message public|@{selected|token_id}|Instant Field|Grass has grown in the 160sq.ft. indicated)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[63-65](!magic --message public|@{selected|token_id}|Vanishing Object|A target nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size has vanished)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[66-69](!magic --message public|@{selected|token_id}|Shrinkage|The wand wielder has diminished to 1/12th of their previous size)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Diminish wand wielder to 1/12 height\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[70-79](!magic --display-ability @{selected|token_id}|Powers-DB|WoF-Fireball)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Fireball as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[80-84](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Have become invisible, as per spell, with +4 improvement in AC. Become visible on attack|half-haze)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Invisibility covers wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[85-87](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|green|true|@{selected|token_id}|single|WoW Leafy|99|0|Make like a tree and leaf|three-leaves)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leaves grow from target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[88-90](!rounds --aoe @{selected|token_id}|bolt|feet|0|30|2|magic|true\\amp#13;!magic --message public|@{selected|token_id}|Stream of 1gp Gems|\\amp#91;\\lbrak;10\\amp#42;\\lpar;1d4\\rpar;\\rbrak;\\amp#93; gems shoot out of the wand and do \\amp#91;\\lbrak;5d4\\rbrak;\\amp#93; HP damage to the 1st creature they hit in range)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5d4 for number of hits\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[91-97](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|30|magic|true|@{selected|token_id}|multi|Blindness|\\amp#91;[1d6]\\amp#93;|-1|Blinded by the pretty dancing lights!|bleeding-eye|svwan\\clon;+0)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Shimmering colors dance and play over a 40-by 30-foot area in front of wand - creatures therein blinded for 1d6 rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[98-00](!rounds --aoe @{selected|token_id}|bolt|feet|0|60|5|magic|true|@{selected|token_id}|single|WoW Petrified|99|0|If was flesh, is now stone. If was stone, is now flesh|aura|svwan\\clon;+0)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Flesh to stone (or reverse if target is stone) if target is within 60 feet\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Wonder-Wand',type:'magic|wand',ct:'6',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Wonder}}WandData=[w:Wand of Wonder,st:Wand,wt:1,sp:6,c:0,qty:1d20+80,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wonder Wand,Magic|Wand,1H,Wand],[Wonder Wand,Wand,1H,Alteration]{{components=V,M}}{{time=[[6]]}}{{range=Special}}ToHitData=[w:Try your luck,desc:MI-WW-Cast,sp:6,lv:6,c:1]{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{Looks Like=A very strange and ornate wand. The runes carved on its shaft seem to change every time it is used.}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. A percentile dice is rolled to determine what the effect is. With this version of the wand, the player does not know what the effects are until they happen.\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Wonder-Wand',type:'magic|wand',ct:'6',charge:'discharging',cost:'1200',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Wonder}}WandData=[w:Wand of Wonder,st:Wand,gp:1200,wt:1,sp:6,c:0,qty:1d20+80,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wonder Wand,Magic|Wand,1H,Wand],[Wonder Wand,Wand,1H,Alteration]{{components=V,M}}{{time=[[6]]}}{{range=Special}}ToHitData=[w:Try your luck,desc:MI-WW-Cast,sp:6,lv:6,c:1]{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{Looks Like=A very strange and ornate wand. The runes carved on its shaft seem to change every time it is used.}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. A percentile dice is rolled to determine what the effect is. With this version of the wand, the player does not know what the effects are until they happen.\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
]},
- MI_DB_Miscellaneous:{bio:'Miscellaneous Items v7.01 26/01/2025
This Magic Item database holds definitions for all other Magic Items that do not easily fall into any other category',
- gmnotes:'Change Log v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.26 Fixed Net of Snaring and Quaals Feather Whip Token v6.25 27/05/2024 Updated to use very latest capabilities of the API suite v6.21-4 31/03/2024 Added all of the items from DMG. Started adding hide#= sections to long desc= to trigger "show more..." buttons v6.20 14/02/2024 Renamed to overcome inability to extract v6.16-9 20/07/2023 Added more standard items v6.15 20/04/2023 Added more items & started DB compression v6.14 15/04/23 Added more magic items v6.13 09/04/2023 Added ability for bags to automatically create item character sheet, optionally containing initial items v6.11 31/01/2023 Added new magic items v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.01 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.00 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.9 09/03/2022 Added saving throw data to MIs that affect saves v5.8 23/02/2022 Fixed issues with Headband of Intelligence, Robe of Protection, & Shocking Bracers v5.7 04/02/2022 Shocking Bracers updated to fix errors on first use v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item v4.3.3 09/06/2021 Bug fix for Red Ioun Stone v4.3.2 06/05/2021 Added some magic items from the Dungeon of Death v4.3.1 09/04/2021 Fixed a couple of Magic Item macro bugs v4.3 02/04/2021 Changed spell targeting to use MagicMaster API v4.2.1 24/03/2021 Added new MIs for Dungeon of Death v4.2 07/03/2021 Added DM-only list of Magic Items as Priest Level 3 - does not appear for Players. Also changed Magic Item powers to use the !magic API v4.1.11 04/03/2021 Added in a few MIs from Simon\'s dungeon & added 5 unknown potions, A to E v4.1.10 25/02/2021 Unfroze the MI Powers table by duplication v4.1.9 23/02/2021 Added more MIs from Simon\'s Dungeon of Death v4.1.8 17/02/2021 Added MIs from Simon\'s Dungeon of Death v4.1.7 29/01/2021 Added MIs held by characters that somehow seem to have got lost in this version of the MI-DB v4.1.6 21/01/2021 Added new MIs from Simon\'s Dungeon of Death v4.1.5 19/01/2021 Added missing MI Power of Clairaudience for the Robe of Ears v4.1.4 08/01/2021 Added missing entry for Ointment of Flying in Potions list v4.1.3 16/12/2020 Fixed issue with Wand of Paralysation duration when targeting, plus some other small bugs v4.1.2 29/11/2020 New magic items created for Jacob & Solar (Steve L.\'s characters) v4.1.1 09/11/2020 Sorted the MI-DB, compressed some item descriptions so fit better in chat window, and also replaced long descriptions with linked Handouts where possible. v4.1 08/11/2020 Introduction of Magic Item powers for unique MIs, which are stored in the MI-DB rather than player character sheets. This allows them to not need loading into a character\'s powers, but to automatically be available once the MI is acquired. v4.0 29/10/2020 Same as v3.3.1, but aligned version number with v4 Macro Library release v3.3.1 20/10/2020 Updated all embedded macro calls to deal with separation of database from macro library, and also set casting levels & names for various MI spell effects. v3.3 16/10/2020 Split the database of Magic Items from the macro workings so that the MI database can be shared with other macro systems. v3.2.2 14/10/2020 Added Ring of The Hawk, supported by Attacks macro library v3.6 v3.2.1 14/10/2020 Added Magic Items for both Lost Mines & The High Dungeon v3.2 19/09/2020 Updated to deal more effectively with lag, adjusted some menus, and added support for multi-status effects. Developed and then abandoned the use of Dusts for rechargable MIs, but totally changed this approach in later version. v3.1 25/08/2020 Added the ability to deduct multiple charges of a Magic Item when using it. Player specified, and not linked to what they are using it for. v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues. v2.0 Jumped this major version number entirely, to bring in line with other library releases. v1.3 22/08/2020 Added Magic Items gained in various recent quests v1.2 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred. v1.1 06/08/2020 Loaded all known character-held MIs from current campaigns. Coordinated all markers and effects across all MIs & Spell libraries. v1.0 01/08/2020 Testing went fine in Alpha and Beta, so applying first wave of enhancements. v0.1 19/07/2020 Initial creation for testing',
+ MI_DB_Miscellaneous:{bio:'Miscellaneous Items v7.03 04/07/2025
This Magic Item database holds definitions for all other Magic Items that do not easily fall into any other category',
+ gmnotes:'Change Log v7.03 04/07/2025 Added values to all items v7.02 06/05/2025 Updated items to work with random treasure tables v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.26 Fixed Net of Snaring and Quaals Feather Whip Token v6.25 27/05/2024 Updated to use very latest capabilities of the API suite v6.21-4 31/03/2024 Added all of the items from DMG. Started adding hide#= sections to long desc= to trigger "show more..." buttons v6.20 14/02/2024 Renamed to overcome inability to extract v6.16-9 20/07/2023 Added more standard items v6.15 20/04/2023 Added more items & started DB compression v6.14 15/04/23 Added more magic items v6.13 09/04/2023 Added ability for bags to automatically create item character sheet, optionally containing initial items v6.11 31/01/2023 Added new magic items v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.01 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.00 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.9 09/03/2022 Added saving throw data to MIs that affect saves v5.8 23/02/2022 Fixed issues with Headband of Intelligence, Robe of Protection, & Shocking Bracers v5.7 04/02/2022 Shocking Bracers updated to fix errors on first use v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item v4.3.3 09/06/2021 Bug fix for Red Ioun Stone v4.3.2 06/05/2021 Added some magic items from the Dungeon of Death v4.3.1 09/04/2021 Fixed a couple of Magic Item macro bugs v4.3 02/04/2021 Changed spell targeting to use MagicMaster API v4.2.1 24/03/2021 Added new MIs for Dungeon of Death v4.2 07/03/2021 Added DM-only list of Magic Items as Priest Level 3 - does not appear for Players. Also changed Magic Item powers to use the !magic API v4.1.11 04/03/2021 Added in a few MIs from Simon\'s dungeon & added 5 unknown potions, A to E v4.1.10 25/02/2021 Unfroze the MI Powers table by duplication v4.1.9 23/02/2021 Added more MIs from Simon\'s Dungeon of Death v4.1.8 17/02/2021 Added MIs from Simon\'s Dungeon of Death v4.1.7 29/01/2021 Added MIs held by characters that somehow seem to have got lost in this version of the MI-DB v4.1.6 21/01/2021 Added new MIs from Simon\'s Dungeon of Death v4.1.5 19/01/2021 Added missing MI Power of Clairaudience for the Robe of Ears v4.1.4 08/01/2021 Added missing entry for Ointment of Flying in Potions list v4.1.3 16/12/2020 Fixed issue with Wand of Paralysation duration when targeting, plus some other small bugs v4.1.2 29/11/2020 New magic items created for Jacob & Solar (Steve L.\'s characters) v4.1.1 09/11/2020 Sorted the MI-DB, compressed some item descriptions so fit better in chat window, and also replaced long descriptions with linked Handouts where possible. v4.1 08/11/2020 Introduction of Magic Item powers for unique MIs, which are stored in the MI-DB rather than player character sheets. This allows them to not need loading into a character\'s powers, but to automatically be available once the MI is acquired. v4.0 29/10/2020 Same as v3.3.1, but aligned version number with v4 Macro Library release v3.3.1 20/10/2020 Updated all embedded macro calls to deal with separation of database from macro library, and also set casting levels & names for various MI spell effects. v3.3 16/10/2020 Split the database of Magic Items from the macro workings so that the MI database can be shared with other macro systems. v3.2.2 14/10/2020 Added Ring of The Hawk, supported by Attacks macro library v3.6 v3.2.1 14/10/2020 Added Magic Items for both Lost Mines & The High Dungeon v3.2 19/09/2020 Updated to deal more effectively with lag, adjusted some menus, and added support for multi-status effects. Developed and then abandoned the use of Dusts for rechargable MIs, but totally changed this approach in later version. v3.1 25/08/2020 Added the ability to deduct multiple charges of a Magic Item when using it. Player specified, and not linked to what they are using it for. v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues. v2.0 Jumped this major version number entirely, to bring in line with other library releases. v1.3 22/08/2020 Added Magic Items gained in various recent quests v1.2 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred. v1.1 06/08/2020 Loaded all known character-held MIs from current campaigns. Coordinated all markers and effects across all MIs & Spell libraries. v1.0 01/08/2020 Testing went fine in Alpha and Beta, so applying first wave of enhancements. v0.1 19/07/2020 Initial creation for testing',
root:'MI-DB',
api:'magic',
type:'mi',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/thumb.jpg?1636631849',
- version:7.01,
- db:[{name:'Alchemy-Jug',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jug}}{{name= of Alchemy}}{{subtitle=Magic Item}}Specs=[Alchemy Jug,Miscellaneous,1H,Conjuration]{{Speed=Special}}MiscData=[w:Alchemy Jug,st:Jug,sp:3,qty:7,rc:recharging]{{Save=None}}{{Looks Like=A jug with some liquid in it. The jug looks ordinary, but there is an interesting set of runes inscribed on the rim.}}{{desc=This magical device can pour forth various liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only one kind of liquid on any given day, seven pourings maximum. The liquids pourable and quantity per pouring are:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Salt water\\amplt;/td\\ampgt;\\amplt;td\\ampgt;16 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Fresh water\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Beer\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Vinegar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Wine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 gallon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Ammonia\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 quart\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Oil\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 quart\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Aqua regia\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 gills (8 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Alcohol\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 gil (4 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Chlorine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8 drams (1 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Cyanide\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 drams (1/2 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe jug will pour forth two gallons per round, so it will require eight rounds to complete a pouring of salt water.}}'},
- {name:'Amulet-Proof-vs-Detection+Location',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Proof Against Detection and Location}}{{subtitle=Magic Item}}Specs=[Amulet Proof vs Detection+Location,Miscellaneous,1H,Abjuration]{{Size=Small}}MiscData=[w:Amulet Proof vs Detection+Location,st:Amulet,sp:0,rc:uncharged]{{Powers=Can\'t be located by magic}}{{Looks Like=An amulet made of glass or crystal, inscribed with etched runes}}{{desc=This device protects the wearer against all divination and magical location and detection. The wearer cannot be detected through *clairaudience, clairvoyance, ESP, crystal balls,* or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him unless a powerful being is consulted.}}'},
- {name:'Amulet-of-Inescapable-Location',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Inescapable Location}}{{subtitle=Magic Item}}Specs=[Amulet of Inescapable Location,Miscellaneous,1H,Abjuration]{{Size=Small}}MiscData=[w:Amulet of Inescapable Location,hide:Amulet-Proof-vs-Detection+Location,st:Amulet,sp:0,rc:cursed]{{Powers=Doubles the range at which wearer can be located}}{{Looks Like=An amulet made of glass or crystal, inscribed with etched runes}}{{desc=This device is typically worn on a chain or as a brooch. It appears to be an amulet that prevents location, scrying (crystal ball viewing and the like), or detection or influence by ESP or telepathy. Actually, the amulet doubles the likelihood and/or range of these location and detection modes. Normal item identification attempts, including detect magic, will not reveal its true nature.}}'},
- {name:'Amulet-of-Life-Protection',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Life Protection}}{{subtitle=Magic Item}}Specs=[Amulet of Life Protection,Miscellaneous,1H,Abjuration]{{Speed=Instantanious}}MiscData=[w:Amulet of Life Protection,st:Amulet,sp:0,rc:uncharged]{{Save=None}}{{Looks Like=A pendant or brooch with a single rune design, which implies something to do with life.}}{{desc=This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer\'s body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.}}'},
- {name:'Amulet-of-the-Planes',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of the Planes}}{{subtitle=Magic Item}}Specs=[Amulet of the Planes,Miscellaneous,1H,Alteration]{{Speed=Instantanious}}MiscData=[w:Amulet of the Planes,st:Amulet,sp:3,rc:uncharged]{{Save=None}}{{Looks Like=A geometrical amulet with 24 straight edges, each with difficult to see tiny runes written along them}}{{desc=This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random. Either use the [Roll 1d24] below, or roll 1d6. On a 4-6, add 12 to the result of a 1d12 roll (for a result between 1 and 24). On a 1-3, do not add 12 to a 1d12 roll. Figure the total and consult the following table to determine where the holder of the amulet ends up:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[Roll 1d24](!\\amp#13;\\amp#47;r 1d24)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Plane Reached\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mount Celestia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bytopia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elysium\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Beastlands\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arborea\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ysgard\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Limbo\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Pandemonium\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The Abyss\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Carceri\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The Gray Waste\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gehenna\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Baator\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Acheron\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mechanus\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arcadia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prime Material Plane*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n*As an alternative, you can substitute the following for totals between 22 and 24:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;22\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Etheral plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;23\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Astral plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prime, but alternate Earth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
+ avatar:'https://files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/max.jpg?1636631849',
+ version:7.03,
+ db:[{name:'Alchemy-Jug',type:'miscellaneous',ct:'3',charge:'recharging',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jug}}{{name= of Alchemy}}{{subtitle=Magic Item}}Specs=[Alchemy Jug,Miscellaneous,1H,Conjuration]{{Speed=Special}}MiscData=[w:Alchemy Jug,st:Jug,sp:3,gp:12000,wt:2,qty:7,rc:recharging]{{Save=None}}{{Looks Like=A jug with some liquid in it. The jug looks ordinary, but there is an interesting set of runes inscribed on the rim.}}{{desc=This magical device can pour forth various liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only one kind of liquid on any given day, seven pourings maximum. The liquids pourable and quantity per pouring are:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Salt water\\amplt;/td\\ampgt;\\amplt;td\\ampgt;16 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Fresh water\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Beer\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Vinegar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Wine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 gallon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Ammonia\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 quart\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Oil\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 quart\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Aqua regia\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 gills (8 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Alcohol\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 gil (4 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Chlorine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8 drams (1 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Cyanide\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 drams (1/2 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe jug will pour forth two gallons per round, so it will require eight rounds to complete a pouring of salt water.}}'},
+ {name:'Amulet-Proof-vs-Detection+Location',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Proof Against Detection and Location}}{{subtitle=Magic Item}}Specs=[Amulet Proof vs Detection+Location,Miscellaneous,1H,Abjuration]{{Size=Small}}MiscData=[w:Amulet Proof vs Detection+Location,st:Amulet,gp:12000,wt:0.5,sp:0,rc:uncharged]{{Powers=Can\'t be located by magic}}{{Looks Like=An amulet made of glass or crystal, inscribed with etched runes}}{{desc=This device protects the wearer against all divination and magical location and detection. The wearer cannot be detected through *clairaudience, clairvoyance, ESP, crystal balls,* or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him unless a powerful being is consulted.}}'},
+ {name:'Amulet-of-Inescapable-Location',type:'miscellaneous',ct:'0',charge:'cursed',cost:'1200',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Inescapable Location}}{{subtitle=Magic Item}}Specs=[Amulet of Inescapable Location,Miscellaneous,1H,Abjuration]{{Size=Small}}MiscData=[w:Amulet of Inescapable Location,hide:Amulet-Proof-vs-Detection+Location,st:Amulet,gp:1200,wt:0.5,sp:0,rc:cursed]{{Powers=Doubles the range at which wearer can be located}}{{Looks Like=An amulet made of glass or crystal, inscribed with etched runes}}{{desc=This device is typically worn on a chain or as a brooch. It appears to be an amulet that prevents location, scrying (crystal ball viewing and the like), or detection or influence by ESP or telepathy. Actually, the amulet doubles the likelihood and/or range of these location and detection modes. Normal item identification attempts, including detect magic, will not reveal its true nature.}}'},
+ {name:'Amulet-of-Life-Protection',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'20000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Life Protection}}{{subtitle=Magic Item}}Specs=[Amulet of Life Protection,Miscellaneous,1H,Abjuration]{{Speed=Instantanious}}MiscData=[w:Amulet of Life Protection,st:Amulet,gp:20000,wt:0.5,sp:0,rc:uncharged]{{Save=None}}{{Looks Like=A pendant or brooch with a single rune design, which implies something to do with life.}}{{desc=This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer\'s body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.}}'},
+ {name:'Amulet-of-the-Planes',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'18000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of the Planes}}{{subtitle=Magic Item}}Specs=[Amulet of the Planes,Miscellaneous,1H,Alteration]{{Speed=Instantanious}}MiscData=[w:Amulet of the Planes,st:Amulet,gp:18000,wt:0.5,sp:3,rc:uncharged]{{Save=None}}{{Looks Like=A geometrical amulet with 24 straight edges, each with difficult to see tiny runes written along them}}{{desc=This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random. Either use the [Roll 1d24] below, or roll 1d6. On a 4-6, add 12 to the result of a 1d12 roll (for a result between 1 and 24). On a 1-3, do not add 12 to a 1d12 roll. Figure the total and consult the following table to determine where the holder of the amulet ends up:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[Roll 1d24](!\\amp#13;\\amp#47;r 1d24)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Plane Reached\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mount Celestia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bytopia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elysium\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Beastlands\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arborea\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ysgard\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Limbo\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Pandemonium\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The Abyss\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Carceri\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The Gray Waste\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gehenna\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Baator\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Acheron\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mechanus\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arcadia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prime Material Plane*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n*As an alternative, you can substitute the following for totals between 22 and 24:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;22\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Etheral plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;23\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Astral plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prime, but alternate Earth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
{name:'Amulet-vs-Undead',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= vs Undead}}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{Size=Small}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{Powers=Turn or Control Undead}}{{Looks Like=An amulet made of ivory or bone, inscribed with runes and powerful sigils}}{{desc=This prized charm is a specially blessed symbol that enables the wearer to turn undead like a cleric. The amulet appears ordinary, but glows brightly when presented strongly (i.e., as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined by the power of the amulet. The strength of each amulet varies, and when one is discovered, its type is ascertained by rolling on the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[Roll d100](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effective Clerical\\amplt;br\\ampgt;Level of Amulet\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;31-55\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;56-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe amulet must be worn at all times to remain effective. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on.}}'},
- {name:'Amulet-vs-Undead-5th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= vs Undead\n5th Level}}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{Size=Small}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{Powers=Turn or Control Undead}}{{Looks Like=An amulet made of ivory or bone, inscribed with runes and powerful sigils}}{{desc=This prized charm is a specially blessed symbol that enables the wearer to turn undead like a cleric. The amulet appears ordinary, but glows brightly when presented strongly (i.e., as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined by the power of the amulet.\nThe amulet must be worn at all times to remain effective. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on.}}'},
- {name:'Amulet-vs-Undead-6th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n6th Level}}'},
- {name:'Amulet-vs-Undead-7th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n7th Level}}'},
- {name:'Amulet-vs-Undead-8th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n8th Level}}'},
- {name:'Amulet-vs-Undead-9th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n9th Level}}'},
- {name:'Bag-of-Beans',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Beans}}{{subtitle=Magic Item}}Specs=[Bag of Beans,Miscellaneous,1H,Evocation]{{Size=A large sack}}MiscData=[w:Bag of Beans,st:Bag,sp:0,rc:uncharged,bag:7],[cl:MI,w:BoB-Blue-Bean,qty:1d3-1],[cl:MI,w:BoB-Red-Bean,qty:1d3-1],[cl:MI,w:BoB-Green-Bean,qty:1d3-1],[cl:MI,w:BoB-Yellow-Bean,qty:1d3-1],[cl:MI,w:BoB-Black-Bean,qty:1d3-1],[cl:MI,w:BoB-White-Bean,qty:1d3-1],[cl:MI,w:BoB-Rainbow-Bean,qty:1d3-1]{{Access=Drag the *Bag of Beans* token onto the map and use your MI menu *Search* function to retrieve beans from it.}}{{Looks Like=This bag, constructed of heavy cloth, is about two feet wide and four feet long (the size of any other large bag or sack). A character who opens it will find several large, pebble-like objects inside.}}{{desc=If dumped out of the bag, the objects found inside explode for 5d4 points of damage each. All creatures within a 10 foot radius must successfully save vs. spell or suffer full damage. To be removed safely, the beans in the bag must be taken out by hand—telekinesis won\'t prevent them from exploding, nor will working them out with tools. If placed in dirt and watered, each pebble-like bean will "sprout\'\' a creature or object. Bags of beans generally hold 3d4 beans.}}{{GM Info=The GM should alter the beans contained in the bag by changing the MiscData specification and programming new beans or choosing a differrent selection of those provided. Only 1 or 2 beans will be beneficial, the others sprouting monsters or useless things.}}'},
- {name:'Bag-of-Devouring',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Devouring}}{{subtitle=Creature}}Specs=[Bag of Devouring,Miscellaneous,1H,Animal]{{Size=Medium}}MiscData=[w:Bag of Devouring,hide:Bag-of-Holding-150cu-ft,st:Bag,sp:3,rc:uncharged]{{GM Info=Use your *Add Item* dialog to hide the *Bag of Devouring* as a *Bag of Holding* or any other form of bag, which is revealed only when used, or under the GM\'s control, so that the unsuspecting character uses it as intended by the description}}{{Looks Like=This bag appears to be an ordinary sack.}}{{desc=This bag possibly appears empty, or possibly holding beans. The sack is, however, the lure used by an extradimensional creature—this is one of its feeding orifices.\nAny substance of animal or vegetable nature is subject to "swallowing\'\' if it is thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusions, but any time it senses living human flesh within, it is 60% likely to close and attempt to draw the whole victim in—base 75% chance for success, less Strength bonus for "damage,\'\' and each +1 = -5% on base chance. Thus, an 18 Strength character (with +2 damage) is only 65% likely to be drawn into the bag, while a 5 Strength character (with -1 damage) is 80% likely to be drawn in.\nThe bag radiates magic. It can hold up to 30 cubic feet of matter. It will act as a bag of holding (normal capacity), but each turn it has a 5% cumulative chance of "swallowing\'\' the contents and then "spitting the stuff out" in some non-space. Creatures drawn within are consumed in one round, eaten, and gone forever.}}'},
- {name:'Bag-of-Holding',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Holding}}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{Size=[[15]]/[[250]]lbs, 30cu.ft}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{Access=Drag the *Bag of Holding* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=This bag appears to be a common cloth sack of about 2 feet by 4 feet size.}}{{desc=The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag\'s weight limit in contents, and its volume limit are 15 lbs. 250 lbs. 30 cu. ft.\nIf overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.}}'},
- {name:'Bag-of-Holding-150cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n150 cu. feet}}{{Size=[[35]]/[[1000]]lbs, 150cu.ft}}'},
- {name:'Bag-of-Holding-250cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n250 cu. feet}}{{Size=[[60]]/[[1500]]lbs, 250cu.ft}}'},
- {name:'Bag-of-Holding-30cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Holding\n30 cu feet}}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{Size=[[15]]/[[250]]lbs, 30 cu. feet}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{Access=Drag the *Bag of Holding* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=This bag appears to be a common cloth sack of about 2 feet by 4 feet size.}}{{desc=The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag\'s weight limit in contents, and its volume limit are as specified above. If overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.}}'},
- {name:'Bag-of-Holding-70cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n70 cu. feet}}{{Size=[[15]]/[[500]]lbs, 70cu.ft}}'},
- {name:'Bag-of-Transmuting',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Transmuting}}{{subtitle=Creature}}Specs=[Bag of Transmuting,Miscellaneous,1H,Alteration]{{Size=Medium}}MiscData=[w:Bag of Transmuting,hide:Bag-of-Holding-150cu-ft,st:Bag,sp:3,rc:uncharged]{{GM Info=Use your *Add Item* dialog to hide the *Bag of Transmuting* as a *Bag of Holding* or any other form of bag, which is revealed only when used, or under the GM\'s control, so that the unsuspecting character uses it as intended by the description}}{{Looks Like=This bag appears to be a cloth sack of about 2 feet by 4 feet size.}}{{desc=This magical sack appears to be a bag of holding of one of the four sizes described above. It will perform properly for 1d4 + 1 uses (or more if the usages are made within a few days\' time). At some point, however, the magical field will waver, and metals and gems stored in the bag will be turned into common metals and stones of no worth.\nWhen emptied, the bag pours forth these transmuted metals and minerals. Any magical items (other than artifacts and relics) placed in the bag will become ordinary lead, glass, or wood as appropriate (no saving throw) once the transmuting effects have begun.}}'},
- {name:'Bag-of-Tricks-A',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type A)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Weasel\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Skunk\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Musk\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Badger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2/1-2/1-3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lynx, giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-2/1-2/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolverine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4/1-4/2-5 + musk\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Boar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3+3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stag, giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4-16 or 1-4/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'},
- {name:'Bag-of-Tricks-B',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type B)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Owl\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dog\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Goat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ram\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6/1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6/1-6/1-8/2-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lion\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5/6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;28\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4/1-4/1-10/2-7/2-7\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'},
- {name:'Bag-of-Tricks-C',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type C)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Jackel\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Eagle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2/1-2/1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Baboon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ostrich\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4 or 2-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Leopard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-6/1-4/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Jaguar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;21\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-8/2-5/2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Buffalo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8/1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Tiger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5/2-5/1-10/2-8/2-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'},
- {name:'Bead-of-Force',type:'magic|miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bead}}{{name= of Force}}{{subtitle=Magic Item}}{{Speed=[[3]]}}MiscData=[w:Bead of Force,st:Marble,sp:3,rc:charged]{{Size=Tiny}}Specs=[Bead of Force,Magic,1H|2H,Marble],[Bead of Force,Miscellaneous,1H,Evocation]{{Range=Up to 30yds}}ToHitData=[w:Throw Bead of Force,cmd:!rounds --aoe @{selected|token_id}|circle|yards|0|60||dark|true|@{selected|token_id}|area|Bead of Force|\\amp#91;[3d4]\\amp#93;|-1|Held in Sphere of Force|fishing-net,msg:All those in the area of effect take \\amp#91;\\lbrak;5d4\\rbrak;\\amp#93;HP damage and must make a saving throw or be trapped,sp:1,c:1]{{damage=5d4 damage in 10ft radius}}{{duration=3d4 rounds}}{{Save=vs. Spell to escape sphere or captured in *Sphere of Force*}}{{Looks Like=These small, black spheres might be mistaken for common beads, marbles, or unusually black but lusterless pearls. From 5-8 of these beads are usually found at one time. Each is about three-quarters of an inch in diameter and quite heavy, weighing almost an ounce.}}{{desc=Each bead can be hurled up to 30 yards. Upon impact, the bead sends forth a burst of force that inflicts 5d4 points of damage upon all creatures within a 10-foot radius of its center. Each victim is allowed a saving throw vs. spell. Those who save will be thrown out of the blast area, but those who fail to save will be encapsulated by a sphere of force after taking damage.\nThe sphere will form around any and all such creatures in the 10-foot-radius area, even those of large size, and will persist for 3d4 rounds. Victims will be unable to escape except by the same means and used to bring down a wall of force spell.}}'},
- {name:'Beaker-of-Plentiful-Potions',type:'potion',ct:'1+1d4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Beaker}}{{name= of Plentiful Potions}}{{splevel=Magic Item}}{{school=Potion}}Specs=[Beaker of Plentiful Potions,Potion,1H,Conjuration]{{Range=Imbiber of potion}}{{Components=M}}{{Duration=Special}}{{Time=1+1d4 segments}}{{aoe=Imbiber of Potion}}{{Save=Special}}MiscData=[w:Beaker of Plentiful Potions,st:Jug,sp:1+1d4,rc:uncharged,bag:0]{{Use=Drag the *Beaker of Plentiful Potions* token onto the map and use your MI menu *Search* function to retrieve the next potion from it.}}{{Looks Like=A particularly fine beaker or flask, but is it anything out of the ordinary?}}{{Effects=This container is a magical beaker with alchemical properties allowing it to create 1d4 + 1 doses of 1d4 + 1 potions. (The kinds of potions are determined by random selection on Table 89 in the DMG.) Different potion sorts are layered in the container, and each pouring takes one round and results in one dose of one potion type.\nIf the container holds only two potions, it will dispense them one each per day, three times per week; if three are contained, it will dispense them one each per day, two times per week; and if four or five are contained it will produce each just one time per week.\nOnce opened, the beaker gradually loses the ability to produce potions. This reduction in ability results in the permanent loss of one potion type per month, determined randomly.}}{{GM Info=The GM should add the Beaker to a Character, Creature or Container using *Add Items*, and then fill the Beaker sheet that is automatically created with the relevant potions by dragging the sheet for the Beaker onto the map to dropp a token, and then use the GM\'s *Add Items* function to add the potions to the Beaker. The player who gets the Beaker can then search the Beaker and use the potions in sequence. Delusion, duplication and poison are possible. Record each potion in order of occurrence - the potions are layered and are poured in order.}}'},
+ {name:'Amulet-vs-Undead-5th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= vs Undead\n5th Level}}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{Size=Small}}MiscData=[w:Amulet vs Undead,st:Amulet,gp:3000,wt:0.5,sp:10,rc:uncharged]{{Powers=Turn or Control Undead}}{{Looks Like=An amulet made of ivory or bone, inscribed with runes and powerful sigils}}{{desc=This prized charm is a specially blessed symbol that enables the wearer to turn undead like a cleric. The amulet appears ordinary, but glows brightly when presented strongly (i.e., as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined by the power of the amulet.\nThe amulet must be worn at all times to remain effective. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on.}}'},
+ {name:'Amulet-vs-Undead-6th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'3600',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic,Amulet-vs-Undead-5th-level]{{}}MiscData=[gp:3600]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n6th Level}}'},
+ {name:'Amulet-vs-Undead-7th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'4200',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic,Amulet-vs-Undead-5th-level]{{}}MiscData=[gp:4200]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n7th Level}}'},
+ {name:'Amulet-vs-Undead-8th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'4800',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic,Amulet-vs-Undead-5th-level]{{}}MiscData=[gp:4800]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n8th Level}}'},
+ {name:'Amulet-vs-Undead-9th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'5400',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic,Amulet-vs-Undead-5th-level]{{}}MiscData=[gp:5400]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n9th Level}}'},
+ {name:'Bag-of-Beans',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Beans}}{{subtitle=Magic Item}}Specs=[Bag of Beans,Miscellaneous,1H,Evocation]{{Size=A large sack}}MiscData=[w:Bag of Beans,st:Bag,sp:0,gp:4000,wt:2,rc:uncharged,bag:7],[cl:MI,w:BoB-Blue-Bean,qty:1d3-1],[cl:MI,w:BoB-Red-Bean,qty:1d3-1],[cl:MI,w:BoB-Green-Bean,qty:1d3-1],[cl:MI,w:BoB-Yellow-Bean,qty:1d3-1],[cl:MI,w:BoB-Black-Bean,qty:1d3-1],[cl:MI,w:BoB-White-Bean,qty:1d3-1],[cl:MI,w:BoB-Rainbow-Bean,qty:1d3-1]{{Access=Drag the *Bag of Beans* token onto the map and use your MI menu *Search* function to retrieve beans from it.}}{{Looks Like=This bag, constructed of heavy cloth, is about two feet wide and four feet long (the size of any other large bag or sack). A character who opens it will find several large, pebble-like objects inside.}}{{desc=If dumped out of the bag, the objects found inside explode for 5d4 points of damage each. All creatures within a 10 foot radius must successfully save vs. spell or suffer full damage. To be removed safely, the beans in the bag must be taken out by hand—telekinesis won\'t prevent them from exploding, nor will working them out with tools. If placed in dirt and watered, each pebble-like bean will "sprout\'\' a creature or object. Bags of beans generally hold 3d4 beans.}}{{GM Info=The GM should alter the beans contained in the bag by changing the MiscData specification and programming new beans or choosing a differrent selection of those provided. Only 1 or 2 beans will be beneficial, the others sprouting monsters or useless things.}}'},
+ {name:'Bag-of-Devouring',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Devouring}}{{subtitle=Creature}}Specs=[Bag of Devouring,Miscellaneous,1H,Animal]{{Size=Medium}}MiscData=[w:Bag of Devouring,hide:Bag-of-Holding-150cu-ft,st:Bag,gp:1400,wt:2,sp:3,rc:uncharged]{{GM Info=Use your *Add Item* dialog to hide the *Bag of Devouring* as a *Bag of Holding* or any other form of bag, which is revealed only when used, or under the GM\'s control, so that the unsuspecting character uses it as intended by the description}}{{Looks Like=This bag appears to be an ordinary sack.}}{{desc=This bag possibly appears empty, or possibly holding beans. The sack is, however, the lure used by an extradimensional creature—this is one of its feeding orifices.\nAny substance of animal or vegetable nature is subject to "swallowing\'\' if it is thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusions, but any time it senses living human flesh within, it is 60% likely to close and attempt to draw the whole victim in—base 75% chance for success, less Strength bonus for "damage,\'\' and each +1 = -5% on base chance. Thus, an 18 Strength character (with +2 damage) is only 65% likely to be drawn into the bag, while a 5 Strength character (with -1 damage) is 80% likely to be drawn in.\nThe bag radiates magic. It can hold up to 30 cubic feet of matter. It will act as a bag of holding (normal capacity), but each turn it has a 5% cumulative chance of "swallowing\'\' the contents and then "spitting the stuff out" in some non-space. Creatures drawn within are consumed in one round, eaten, and gone forever.}}'},
+ {name:'Bag-of-Holding',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Holding}}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{Size=[[15]]/[[250]]lbs, 30cu.ft}}MiscData=[w:Bag of Holding,st:Bag,sp:3,gp:15000,wt:15,rc:uncharged,bag:0]{{Access=Drag the *Bag of Holding* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=This bag appears to be a common cloth sack of about 2 feet by 4 feet size.}}{{desc=The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag\'s weight limit in contents, and its volume limit are 15 lbs. 250 lbs. 30 cu. ft.\nIf overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.}}'},
+ {name:'Bag-of-Holding-150cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'20000',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration,Bag-of-Holding-30cu-ft]{{}}MiscData=[gp:20000,wt:35,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n150 cu. feet}}{{Size=[[35]]/[[1000]]lbs, 150cu.ft}}'},
+ {name:'Bag-of-Holding-250cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'25000',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration,Bag-of-Holding-30cu-ft]{{}}MiscData=[gp:25000,wt:60,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n250 cu. feet}}{{Size=[[60]]/[[1500]]lbs, 250cu.ft}}'},
+ {name:'Bag-of-Holding-30cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Holding\n30 cu feet}}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{Size=[[15]]/[[250]]lbs, 30 cu. feet}}MiscData=[w:Bag of Holding,st:Bag,gp:15000,wt:15,sp:3,rc:uncharged,bag:0]{{Access=Drag the *Bag of Holding* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=This bag appears to be a common cloth sack of about 2 feet by 4 feet size.}}{{desc=The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag\'s weight limit in contents, and its volume limit are as specified above. If overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.}}'},
+ {name:'Bag-of-Holding-70cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'17500',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration,Bag-of-Holding-30cu-ft]{{}}MiscData=[gp:17500,wt:15,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n70 cu. feet}}{{Size=[[15]]/[[500]]lbs, 70cu.ft}}'},
+ {name:'Bag-of-Transmuting',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'14000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Transmuting}}{{subtitle=Creature}}Specs=[Bag of Transmuting,Miscellaneous,1H,Alteration]{{Size=Medium}}MiscData=[w:Bag of Transmuting,hide:Bag-of-Holding-150cu-ft,st:Bag,gp:14000,wt:5,sp:3,rc:uncharged]{{GM Info=Use your *Add Item* dialog to hide the *Bag of Transmuting* as a *Bag of Holding* or any other form of bag, which is revealed only when used, or under the GM\'s control, so that the unsuspecting character uses it as intended by the description}}{{Looks Like=This bag appears to be a cloth sack of about 2 feet by 4 feet size.}}{{desc=This magical sack appears to be a bag of holding of one of the four sizes described above. It will perform properly for 1d4 + 1 uses (or more if the usages are made within a few days\' time). At some point, however, the magical field will waver, and metals and gems stored in the bag will be turned into common metals and stones of no worth.\nWhen emptied, the bag pours forth these transmuted metals and minerals. Any magical items (other than artifacts and relics) placed in the bag will become ordinary lead, glass, or wood as appropriate (no saving throw) once the transmuting effects have begun.}}'},
+ {name:'Bag-of-Tricks-A',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type A)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,st:Bag,gp:7500,wt:2,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Weasel\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Skunk\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Musk\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Badger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2/1-2/1-3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lynx, giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-2/1-2/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolverine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4/1-4/2-5 + musk\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Boar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3+3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stag, giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4-16 or 1-4/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'},
+ {name:'Bag-of-Tricks-B',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type B)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,gp:7500,wt:2,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Owl\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dog\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Goat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ram\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6/1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6/1-6/1-8/2-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lion\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5/6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;28\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4/1-4/1-10/2-7/2-7\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'},
+ {name:'Bag-of-Tricks-C',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type C)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,gp:7500,wt:2,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Jackel\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Eagle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2/1-2/1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Baboon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ostrich\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4 or 2-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Leopard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-6/1-4/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Jaguar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;21\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-8/2-5/2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Buffalo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8/1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Tiger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5/2-5/1-10/2-8/2-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'},
+ {name:'Bead-of-Force',type:'magic|miscellaneous',ct:'3',charge:'charged',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bead}}{{name= of Force}}{{subtitle=Magic Item}}{{Speed=[[3]]}}MiscData=[w:Bead of Force,st:Marble,gp:200,wt:0.1,sp:3,rc:charged]{{Size=Tiny}}Specs=[Bead of Force,Magic,1H|2H,Marble],[Bead of Force,Miscellaneous,1H,Evocation]{{Range=Up to 30yds}}ToHitData=[w:Throw Bead of Force,cmd:!rounds --aoe @{selected|token_id}|circle|yards|0|60||dark|true|@{selected|token_id}|area|Bead of Force|\\amp#91;[3d4]\\amp#93;|-1|Held in Sphere of Force|fishing-net,msg:All those in the area of effect take \\amp#91;\\lbrak;5d4\\rbrak;\\amp#93;HP damage and must make a saving throw or be trapped,sp:1,c:1]{{damage=5d4 damage in 10ft radius}}{{duration=3d4 rounds}}{{Save=vs. Spell to escape sphere or captured in *Sphere of Force*}}{{Looks Like=These small, black spheres might be mistaken for common beads, marbles, or unusually black but lusterless pearls. From 5-8 of these beads are usually found at one time. Each is about three-quarters of an inch in diameter and quite heavy, weighing almost an ounce.}}{{desc=Each bead can be hurled up to 30 yards. Upon impact, the bead sends forth a burst of force that inflicts 5d4 points of damage upon all creatures within a 10-foot radius of its center. Each victim is allowed a saving throw vs. spell. Those who save will be thrown out of the blast area, but those who fail to save will be encapsulated by a sphere of force after taking damage.\nThe sphere will form around any and all such creatures in the 10-foot-radius area, even those of large size, and will persist for 3d4 rounds. Victims will be unable to escape except by the same means and used to bring down a wall of force spell.}}'},
+ {name:'Beaker-of-Plentiful-Potions',type:'potion',ct:'1+1d4',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Beaker}}{{name= of Plentiful Potions}}{{splevel=Magic Item}}{{school=Potion}}Specs=[Beaker of Plentiful Potions,Potion,1H,Conjuration]{{Range=Imbiber of potion}}{{Components=M}}{{Duration=Special}}{{Time=1+1d4 segments}}{{aoe=Imbiber of Potion}}{{Save=Special}}MiscData=[w:Beaker of Plentiful Potions,st:Jug,gp:3000,wt:2,sp:1+1d4,rc:uncharged,bag:0]{{Use=Drag the *Beaker of Plentiful Potions* token onto the map and use your MI menu *Search* function to retrieve the next potion from it.}}{{Looks Like=A particularly fine beaker or flask, but is it anything out of the ordinary?}}{{Effects=This container is a magical beaker with alchemical properties allowing it to create 1d4 + 1 doses of 1d4 + 1 potions. (The kinds of potions are determined by random selection on Table 89 in the DMG.) Different potion sorts are layered in the container, and each pouring takes one round and results in one dose of one potion type.\nIf the container holds only two potions, it will dispense them one each per day, three times per week; if three are contained, it will dispense them one each per day, two times per week; and if four or five are contained it will produce each just one time per week.\nOnce opened, the beaker gradually loses the ability to produce potions. This reduction in ability results in the permanent loss of one potion type per month, determined randomly.}}{{GM Info=The GM should add the Beaker to a Character, Creature or Container using *Add Items*, and then fill the Beaker sheet that is automatically created with the relevant potions by dragging the sheet for the Beaker onto the map to dropp a token, and then use the GM\'s *Add Items* function to add the potions to the Beaker. The player who gets the Beaker can then search the Beaker and use the potions in sequence. Delusion, duplication and poison are possible. Record each potion in order of occurrence - the potions are layered and are poured in order.}}'},
{name:'BoB-Black-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Black Bean,st:Black Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A black bean, about the size of a small pebble}}{{desc=When planted or just dropped, [smoke and gas](!rounds --aoe @{selected|token_id}|circle|feet|0|100|100|black --target caster|@{selected|token_id}|Black Bean|50|-1|Smoke \\amp Gas cover the area and any creature within the area are blinded for 1d6 rounds after leaving the cloud|bleeding-eye) cover an area of 50-foot radius for five turns; creatures in the smoke cloud can\'t see and will be blinded for 1d6 rounds when they step out of the cloud.}}'},
{name:'BoB-Blue-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Blue Bean,st:Blue Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A blue bean, about the size of a small pebble}}{{desc=When planted or just dropped, three shriekers spring up and begin wailing}}'},
{name:'BoB-Green-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Green Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Green Bean,st:Green Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A green bean, about the size of a small pebble}}{{desc=A poisonous raspberry bush with animated runners shoots up, but each of its 5d4 berries is a gem of 100 or 500 gp base value (or perhaps just worthless glass)}}'},
@@ -3209,474 +3377,501 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'BoB-Red-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Red Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Red Bean,st:Red Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A red bean, about the size of a small pebble}}{{desc=When planted or just dropped, an [Ice Storm](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Ice-Storm) strikes the area}}\n!setattr --silent --charid @{selected|character_id} --casting-level|8'},
{name:'BoB-White-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:White Bean,st:White Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A white bean, about the size of a small pebble}}{{desc=A wyvern grows instantly and attacks; its sting is a *javelin of piercing* (GM: use a *drag \\amp drop* creature)}}'},
{name:'BoB-Yellow-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Yellow Bean,st:Yellow Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A yellow bean, about the size of a small pebble}}{{desc=When planted or just dropped, a hole opens in the ground; a purple worm or a *djinni ring* can be below}}'},
- {name:'Boots-Winged',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= (Winged)}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Winged Boots,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Flying Class=}}{{Use=Select to [Fly](!rounds --target caster|@{selected|token_id}|Boots of Flying|\\amp#64;{selected|MIct|max}|-1|Flying with winged boots|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Boots-of-Flying)}}{{Looks Like=These boots appear to be ordinary footgear. However, whomever wears them they fit, adjusting in size as necessary.}}{{effects=If magic is detected for, the boots radiate a faint aura of both enchantment and alteration. When they are on the possessor\'s feet and he or she concentrates on the desire to fly, the boots sprout wings at the heel and empower the wearer to fly, without having to maintain the concentration.\nThe wearer can use the boots for up to two hours per day, all at once or in several shorter flights. If the wearer tries to use them for a longer duration, the power of the boots fades rapidly, but it doesn\'t abruptly disappear - the wearer slowly descends to the ground.\nFor every twelve hours of uninterrupted non-use, the boots regain one hour of flying power. No amount of non-use allows the boots to be used for more than two hours at a time, however.}}{{GM Info=Some winged boots are better than others. To determine the quality of a given pair, roll [1d4](!\\amp#13;\\amp#47;gr 1d4) and consult the table below:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D4\\amplt;br\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Flying\\amplt;br\\ampgt;Speed\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Maneuverability\\amplt;br\\ampgt;Class\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;B\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;td\\ampgt;21\\amplt;/td\\ampgt;\\amplt;td\\ampgt;C\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;D\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nWhen storing item, set the number of charges for the Boots of Flying to 120 (= 2 hours in rounds). They will then use 1 charge per round of flying with the effect ending when charges reach 0. Charges are regained after a long rest, which is really too short - should be 24 hours.}}'},
- {name:'Boots-Winged-15A',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,qty:120,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL15(A)}}{{Flying Class=Some winged boots are better than others. These boots are FL15(A) manouverability class}}'},
- {name:'Boots-Winged-18B',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,qty:120,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL18(B)}}{{Flying Class=Some winged boots are better than others. These boots are FL18(B) manouverability class}}'},
- {name:'Boots-Winged-21C',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,qty:120,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL21(C)}}{{Flying Class=Some winged boots are better than others. These boots are FL21(C) manouverability class}}'},
- {name:'Boots-Winged-24D',type:'Miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,qty:120,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL24(D)}}{{Flying Class=Some winged boots are better than others. These boots are FL24(D) manouverability class}}'},
- {name:'Boots-of-Dancing',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Dancing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Dancing,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of Dancing,hide:Boots-of-Levitation,st:Boots,sp:0,rc:cursed]{{range=Wearer}}{{duration=While worn in or fleeing from melee}}{{aoe=Wearer}}{{save=None}}{{Use=When revealed in melee [start boots dancing](!rounds --target caster|@{selected|token_id}|Boots of Dancing|99|0|Your feet are dancing and you can\'t stop - AC 4 penalty, saves at -6|tread) then when finished [Stop boots dancing](!rounds --removetargetstatus @{selected|token_id}|Boots of Dancing)}}{{Looks Like=These boots appear to be ordinary footgear. However, whomever wears them they fit, adjusting in size as necessary.}}{{effects=These magical boots expand or contract to fit any foot size, from halfling to giant (just as other magical boots do). They radiate a dim magic if detection is used. They are indistinguishable from other magical boots, and until actual melee combat is engaged in they function like one of the other types of useful boots.\nWhen the wearer is in (or fleeing from) melee combat, the boots of dancing impede movement, begin to tap and shuffle, heel and toe, or shuffle off to Buffalo, making the wearer behave as if *Otto\'s irresistible dance* spell had been cast upon him (-4 penalty to Armor Class rating, saving throws with a -6, and no attacks possible). Only a remove curse spell will enable the boots to be removed once their true nature is revealed.}}{{GM Info=Use the *Hide* function of the *Add Items* menu to hide these boots as some other magical Boots, to be *Revealed* only on use in melee.}}'},
- {name:'Boots-of-Elvenkind',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Elvenkind}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Elvenkind,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Elvenkind,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise - 95% chance of silence in the worst of conditions, 100% in the best.}}'},
- {name:'Boots-of-Levitation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Levitation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Levitation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Levitation,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft, light boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=Boots of levitation enable the wearer to ascend or descend vertically, at will. The speed of ascent/descent is 20 feet per round, with no limitation on duration.\nThe amount of weight the boots can levitate is randomly determined in 14-pound increments by rolling 1d20 and adding the result to a base of 280 pounds (i.e., a given pair of boots can levitate from 294 to 560 pounds of weight). Thus, an ogre could wear such boots, but its weight would be too great to levitate. (See the 2nd-level wizard spell, [*levitation*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Levitate).}}'},
- {name:'Boots-of-Speed',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Speed}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Speed,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Speed,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{use=[Apply 2 bonus to AC](!modattr --charid @{selected|character_id} --fb-header Boots of Speed --fb-content _CHARNAME_\'s AC improves from @{selected|AC} to _CUR0_ due to the speed imparted by their boots --AC|-2) or [Remove 2 bonus from AC](!modattr --charid @{selected|character_id} --fb-header Boots of Speed --fb-content _CHARNAME_\'s AC regresses from @{selected|AC} to _CUR0_ as the speed imparted by their boots is not helping at the moment --AC|+2)}}{{Looks Like=These boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=These boots enable the wearer to run at the speed of a fast horse - 24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate.\nFor every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible.}}'},
- {name:'Boots-of-Striding+Springing',type:'protection-boots',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Striding \\amp Springing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Striding+Springing,Protection-Boots,1H,Alteration]{{components=M}}{{time=[[3]]}}ACData=[a:Boots of Striding+Springing,w:Boots of Striding+Springing,st:Boots,+:1,sp:3,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft boots appear to be ordinary footgear, although quite light and springy. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=The wearer of these magical boots has a base movement rate of 15, regardless of size or weight. While "normal\'\' paces for the individual wearing this type of footgear are three feet long, the boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet.}}{{hide1=A speed of 15 can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours—they need that long to "recharge."\nIn addition to the striding ability, these boots allow the wearer to make great leaps.The boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet.\nIf circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he has the initiative during a melee round. However, such activity involves a degree of danger—there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round. Adjust the 20% chance downward by 3% for each point of Dexterity the wearer has above 12 (i.e., 17% at Dexterity, 14% at 14, 11% at 15, 8% at 16, 5% at 17, and only 2% at 18 Dexterity). In any event, the boots better Armor Class by 1 due to the quickness of movement they allow, so Armor Class 2 becomes 1, Armor Class 1 becomes 0, etc.}}'},
- {name:'Boots-of-Varied-Tracks',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Varied Tracks}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Varied Tracks,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of Varied Tracks,st:Boots,sp:0,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These boots, made of several types of leather, appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a halfling or as large as those of an ogre, bare or shod as desired. In addition, each pair of these boots has four additional track-making capabilities. This pair these are: Goat, Dog, Boar, Tiger}}'},
- {name:'Boots-of-the-North',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of The North}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of the North,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of the North,st:Boots,sp:0,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These boots appear to be ordinary footgear, lined with wool and exceptionally warm. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=This footgear bestows many powers upon the wearer. First, he is able to travel across snow at normal rate of movement, leaving no tracks. The boots also enable the wearer to travel at half normal movement rate across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Boots of the north warm the wearer, so that even in a temperature as low as -50 degrees F., he is comfortable with only scant clothing—a loin of cloth and cloak, for instance. If the wearer of the boots is fully dressed in cold-weather clothing, he can withstand temperatures as low as -100 degrees F.}}'},
- {name:'Bowl-Commanding-Water-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bowl}}{{name= Commanding Water Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Bowl Commanding Water Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Bowl Commanding Water Elementals,st:Beautiful Bowl,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Water Elemental}}{{save=None}}{{Looks Like=This large container is usually fashioned from blue or green semi-precious stone (malachite or lapis lazuli, for example, or sometimes jade). It is about one foot in diameter, half that deep, and relatively fragile.}}{{effects=When the bowl is filled with fresh or salt water, and certain words are spoken, a water elemental of 12 Hit Dice will appear. The summoning words require one round to speak.\nNote that if salt water is used, the elemental will be stronger (+2 per Hit Die, maximum 8 hp per die, however). Information about water elementals can be found in the *Monstrous Compendium*.}}{{Use=Use the bowl as a magic item, then ask the GM to *Drag \\amp Drop* a Water Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'},
- {name:'Bowl-of-Watery-Death',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bowl}{{name= of Watery Death}}{{splevel=Magic Item}}{{school=Necromancy}}Specs=[Bowl of Watery Death,Miscellaneous,1H,Necromancy]{{components=M}}{{time=[[10]]}}MiscData=[w:Bowl of Watery Death,hide:Bowl-Commanding-Water-Elementals,st:Beautiful Bowl,sp:0,rc:uncharged]{{range=10}}{{duration=Permanent}}{{aoe=The Wizard}}{{save=vs. Spell Negates the effect}}{{Looks Like=This large container is usually fashioned from blue or green semi-precious stone (malachite or lapis lazuli, for example, or sometimes jade). It is about one foot in diameter, half that deep, and relatively fragile.}}{{effects=This device looks exactly like a bowl commanding water lementals, right down to the color, design, magical radiation, etc. However, when it is filled with water, the wizard must successfully save vs. spell or be shrunk to the size of a small ant and plunged into the center of the bowl. If salt water is poured into the bowl, the saving throw suffers a -2 penalty.\nThe victim will drown in 1d6 + 2 rounds, unless magic is used to save him, for he cannot be physically removed from the bowl of watery death except by magical means: *animal growth, enlarge,* or *wish* are the only spells that will free the victim and restore normal size; a *potion of growth* poured into the water will have the same effect; a *sweet\nwater potion* will grant the victim another saving throw (i.e., a chance that the curse magic of the bowl works only briefly). If the victim drowns, death is permanent, no resurrection is possible, and even a *wish* will not work.}}{{GM Info=Hide this item as a *Bowl Commanding Water Elementals* using the *Add Items* menu}}'},
- {name:'Bracers-of-Archery',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers}}{{name= of Archery}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Bracers of Archery,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Bracers of Archery,st:Bracers,sp:0,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These appear to be perfectly normal bracers, to be used by any soldier}}{{effects=These magical wrist bands are indistinguishable from normal, non-magical protective wear. When worn by a character type or creature able to employ a bow, they enable the wearer to excel at archery.\nThe bracers empower such a wearer to use any bow (not including crossbows) as if he were proficient in its usage, if such is not already the case. If the wearer of the bracers has proficiency with any type of bow, he gains a +2 bonus to attack rolls and a +1 bonus to damage inflicted whenever that type of bow is used. These bonuses are cumulative with any others, including those already bestowed by a magical bow or magical arrows, **except for a bonus due to weapon specialization.**}}{{Use=The bonuses for these bracers should be applied manually to the relevant attacks}}'},
- {name:'Bracers-of-Brachiation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers}}{{name= of Brachiation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Bracers of Brachiation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Bracers of Brachiation,st:Bracers,sp:3,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These wrist bands appear to be of the ordinary sort, embossed with trees, vines, ferns and other woodland images}}{{effects=These bracers enable the wearer to move by swinging from one tree limb, vine, etc., to another to get from place to place. The power can be employed only in locales where these sorts of hand-holds can be found. Movement is at a rate of 3, 6, or 9—the more jungle-like the conditions, the greater the movement rate.\nThe wearer is also able to climb trees, vines, poles, ropes, etc., at a rate of 6, and can swing on a rope, vine, or other dangling, flexible object as if he were an ape. The wearer can also jump as if wearing *boots of striding and springing*, but the jump must culminate in the grasping of a rope or vine, movement through the upper portion of trees, the climbing of a tree or pole, or some other activity associated with brachiation.}}'},
- {name:'Brass-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Brass Bottle}}{{subtitle=Special Item}}Specs=[Brass Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Brass Bottle,st:Smoking Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{desc=Fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{GM Info=This can be used to hide an Efreeti Bottle}}'},
- {name:'Brass-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Brass Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Brass}'},
- {name:'Brazier-Commanding-Fire-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Brazier}}{{name= Commanding Fire Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Brazier Commanding Fire Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Brazier Commanding Fire Elementals,st:Brazier,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Fire Elemental}}{{save=None}}{{Looks Like=Appears to be a normal container for holding burning coals}}{{effects=The brazier radiates magic if detected for. It enables a mage to summon an elemental of 12-Hit-Dice strength from the Elemental Plane of Fire. A fire must be lit in the brazier—one round is required to do so. If sulphur is added, the elemental will gain +1 on each Hit Die (i.e., 2-9 hit points per Hit Die). The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See Monstrous Compendium for other details.)}}{{Use=Use the brazier as a magic item, then ask the GM to *Drag \\amp Drop* a Fire Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'},
- {name:'Brazier-of-Sleep-Smoke',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Brazier}}{{name= of Sleep Smoke}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Brazier of Sleep Smoke,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[10]]}}MiscData=[w:Brazier of Sleep Smoke,hide:Brazier-Commanding-Fire-Elementals,st:Brazier,sp:10,rc:uncharged]{{range=0}}{{duration=Special}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|magic|true|@{selected|token_id}|area|Sleep|99|-1|Deeply asleep and can only be woken by *dispel magic* or *remove curse*|sleepy) \\amp 1 Summoned Fire Elemental}}{{save=None}}{{Looks Like=Appears to be a normal container for holding burning coals}}{{effects=This device is exactly like the brazier commanding fire elementals. However, when a fire is started within it, the burning causes a great cloud of magical smoke to pour forth in a 10-foot radius from the brazier. All creatures within the cloud must successfully save vs. spell or fall into a deep sleep.\nAt the same moment, a fire elemental of 12 Hit Dice appears and attacks the nearest creature. Sleeping creatures can be awakened only by means of a *dispel magic* or *remove curse* spell.}}{{Use=Use the brazier as a magic item, select the *Duration* button, then ask the GM to *Drag \\amp Drop* a Fire Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}{{GM Info=When setting up or allocating this item, hide it as a *Brazier Commanding Fire Elementals* using the *Add Items* menu.}}'},
- {name:'Broach-of-Shielding',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broach}}{{name= of Shielding}}{{splevel=Magic Item}}{{school=Abjuration}}Specs=[Broach of Shielding,Miscellaneous,1H,Abjuration]{{components=M}}{{time=[[0]]}}MiscData=[w:Broach of Shielding,st:Broach,sp:0,qty:101,rc:discharging]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=This appears to be a piece of silver or gold jewelry (10% chance that there are jewels set in it). It is used to fasten a cloak or cape.}}{{effects=In addition to this mundane task, it can absorb magic missiles of the sort generated by spell, wand, or other magical device. A brooch can absorb up to 101 points of magic missile damage before it melts and becomes useless. Its use can be determined only by means of a detect magic spell and then experimentation.}}{{Use=Instead of deducting HP from the wearer\'s token, [Absorb MM HP damage](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb how many HP from Magic Missiles?}|Brooch-of-Shielding) which will deduct charges down to zero}}'},
- {name:'Bronze-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Bronze Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Bronze}'},
- {name:'Broom-of-Animated-Attack',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broom}}{{name= of Animated Attack}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Broom of Animated Attack,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[3]]}}MiscData=[w:Broom of Animated Attack,st:Broom,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=Looks like a normal broom, that would be used by any surf to sweep the yard.}}{{effects=Indistinguishable from a normal broom, except by means of detection of its magic. It is identical to a broom of flying by all tests short of attempted use. Using it reveals that a broom of animated attack is a very nasty item:\nIf a command word ("fly,\'\' "soar,\'\' etc.) is spoken, the broom will do a loop-the-loop with its hopeful rider, dumping him on his head from 1d4 + 5 feet off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the handle end.\nThe broom gets two attacks per round with each end (two swats with the straw, two with the handle). It attacks as if it were a 4-Hit-Dice monster. The straw end causes blindness for one round if it hits. The other end causes 1d3 points of damage when it hits.\nThe broom is Armor Class 7 and takes 18 hit points to destroy.}}{{Use=Ask the GM to *Drag \\amp Drop* a *Broom of Animated Attack* onto the map to interact with}}{{GM Info=Hide the Broom as a *Broom of Flying* using the *Add Item* menu and set it to reveal on use. The Creature *Drag \\amp Drop* database includes a *Broom of Animated Attack*. When used and revealed, *Drag \\amp Drop* one on to the map to attack the victim.}}'},
- {name:'Broom-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broom}}{{name= of Flying}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Broom of Flying,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Broom of Flying,st:Broom,sp:3,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=Rider}}{{save=None}}{{Looks Like=Looks like a normal broom, that would be used by any surf to sweep the yard.}}{{effects=This magical broom is able to fly through the air at up to 30 base movement speed. The broom can carry 182 pounds at this rate, but every 14 additional pounds slows movement by 1. The device can climb or dive at an angle of 30 degrees. A command word (determined by the DM) must be used. The broom will travel alone to any destination named. It will come to its owner from as far away as [300 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|300|300|magic|true) when he speaks the command word.}}{{Use=Select one of [Fly](!rounds --target caster|@{selected|token_id}|Broom of Flying|99|-1|Flying on a broom|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Broom-of-Flying)}}'},
- {name:'Bucknards-Everfull-Purse',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,st:Purse,sp:3,rc:uncharged]{{desc=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{GM Info=Use this item to hide the bag of the determined type using the *Add Items* menu, until the players work out how to use it.\nEach morning the bag duplicates certain coins - and possibly gems as well, as determined by the table below. When found, the purse will be full of the coins listed. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, the coins listed will be found inside the next morning. The types of coins found is determined by consulting the table below.\nOnce the type of bag is determined by roll, its abilities will not change.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;CP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;SP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;EP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;GP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;PP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Gems^\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Base 10 gp gems that can increase to a maximum of 100 gp only.}}'},
+ {name:'Boots-Winged',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= (Winged)}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Winged Boots,st:Boots,sp:3,rc:single-uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Flying Class=}}{{Use=Select to [Fly](!rounds --target caster|@{selected|token_id}|Boots of Flying|\\amp#64;{selected|MIct|max}|-1|Flying with winged boots|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Boots-of-Flying)}}{{Looks Like=These boots appear to be ordinary footgear. However, whomever wears them they fit, adjusting in size as necessary.}}{{effects=If magic is detected for, the boots radiate a faint aura of both enchantment and alteration. When they are on the possessor\'s feet and he or she concentrates on the desire to fly, the boots sprout wings at the heel and empower the wearer to fly, without having to maintain the concentration.\nThe wearer can use the boots for up to two hours per day, all at once or in several shorter flights. If the wearer tries to use them for a longer duration, the power of the boots fades rapidly, but it doesn\'t abruptly disappear - the wearer slowly descends to the ground.\nFor every twelve hours of uninterrupted non-use, the boots regain one hour of flying power. No amount of non-use allows the boots to be used for more than two hours at a time, however.}}{{GM Info=Some winged boots are better than others. To determine the quality of a given pair, roll [1d4](!\\amp#13;\\amp#47;gr 1d4) and consult the table below:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D4\\amplt;br\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Flying\\amplt;br\\ampgt;Speed\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Maneuverability\\amplt;br\\ampgt;Class\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;B\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;td\\ampgt;21\\amplt;/td\\ampgt;\\amplt;td\\ampgt;C\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;D\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nWhen storing item, set the number of charges for the Boots of Flying to 120 (= 2 hours in rounds). They will then use 1 charge per round of flying with the effect ending when charges reach 0. Charges are regained after a long rest, which is really too short - should be 24 hours.}}'},
+ {name:'Boots-Winged-15A',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration,Boots-Winged]{{}}MiscData=[gp:6000]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL15(A)}}{{Flying Class=Some winged boots are better than others. These boots are FL15(A) manouverability class}}'},
+ {name:'Boots-Winged-18B',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration,Boots-Winged]{{}}MiscData=[gp:6000]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL18(B)}}{{Flying Class=Some winged boots are better than others. These boots are FL18(B) manouverability class}}'},
+ {name:'Boots-Winged-21C',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration,Boots-Winged]{{}}MiscData=[gp:6000]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL21(C)}}{{Flying Class=Some winged boots are better than others. These boots are FL21(C) manouverability class}}'},
+ {name:'Boots-Winged-24D',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration,Boots-Winged]{{}}MiscData=[gp:6000]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL24(D)}}{{Flying Class=Some winged boots are better than others. These boots are FL24(D) manouverability class}}'},
+ {name:'Boots-of-Dancing',type:'miscellaneous',ct:'0',charge:'cursed',cost:'5500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Dancing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Dancing,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of Dancing,hide:Boots-of-Levitation,st:Boots,gp:5500,sp:0,rc:cursed]{{range=Wearer}}{{duration=While worn in or fleeing from melee}}{{aoe=Wearer}}{{save=None}}{{Use=When revealed in melee [start boots dancing](!rounds --target caster|@{selected|token_id}|Boots of Dancing|99|0|Your feet are dancing and you can\'t stop - AC 4 penalty, saves at -6|tread) then when finished [Stop boots dancing](!rounds --removetargetstatus @{selected|token_id}|Boots of Dancing)}}{{Looks Like=These boots appear to be ordinary footgear. However, whomever wears them they fit, adjusting in size as necessary.}}{{effects=These magical boots expand or contract to fit any foot size, from halfling to giant (just as other magical boots do). They radiate a dim magic if detection is used. They are indistinguishable from other magical boots, and until actual melee combat is engaged in they function like one of the other types of useful boots.\nWhen the wearer is in (or fleeing from) melee combat, the boots of dancing impede movement, begin to tap and shuffle, heel and toe, or shuffle off to Buffalo, making the wearer behave as if *Otto\'s irresistible dance* spell had been cast upon him (-4 penalty to Armor Class rating, saving throws with a -6, and no attacks possible). Only a remove curse spell will enable the boots to be removed once their true nature is revealed.}}{{GM Info=Use the *Hide* function of the *Add Items* menu to hide these boots as some other magical Boots, to be *Revealed* only on use in melee.}}'},
+ {name:'Boots-of-Elvenkind',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Elvenkind}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Elvenkind,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Elvenkind,st:Boots,gp:3000,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise - 95% chance of silence in the worst of conditions, 100% in the best.}}'},
+ {name:'Boots-of-Levitation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Levitation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Levitation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Levitation,st:Boots,gp:6000,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft, light boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=Boots of levitation enable the wearer to ascend or descend vertically, at will. The speed of ascent/descent is 20 feet per round, with no limitation on duration.\nThe amount of weight the boots can levitate is randomly determined in 14-pound increments by rolling 1d20 and adding the result to a base of 280 pounds (i.e., a given pair of boots can levitate from 294 to 560 pounds of weight). Thus, an ogre could wear such boots, but its weight would be too great to levitate. (See the 2nd-level wizard spell, [*levitation*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Levitate).}}'},
+ {name:'Boots-of-Speed',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Speed}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Speed,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Speed,st:Boots,gp:7500,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{use=[Apply 2 bonus to AC](!modattr --charid @{selected|character_id} --fb-header Boots of Speed --fb-content _CHARNAME_\'s AC improves from @{selected|AC} to _CUR0_ due to the speed imparted by their boots --AC|-2) or [Remove 2 bonus from AC](!modattr --charid @{selected|character_id} --fb-header Boots of Speed --fb-content _CHARNAME_\'s AC regresses from @{selected|AC} to _CUR0_ as the speed imparted by their boots is not helping at the moment --AC|+2)}}{{Looks Like=These boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=These boots enable the wearer to run at the speed of a fast horse - 24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate.\nFor every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible.}}'},
+ {name:'Boots-of-Striding+Springing',type:'protection-boots',ct:'3',charge:'uncharged',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Striding \\amp Springing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Striding+Springing,Protection-Boots,1H,Alteration]{{components=M}}{{time=[[3]]}}ACData=[a:Boots of Striding+Springing,w:Boots of Striding+Springing,st:Boots,+:1,gp:7500,sp:3,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft boots appear to be ordinary footgear, although quite light and springy. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=The wearer of these magical boots has a base movement rate of 15, regardless of size or weight. While "normal\'\' paces for the individual wearing this type of footgear are three feet long, the boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet.}}{{hide1=A speed of 15 can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours—they need that long to "recharge."\nIn addition to the striding ability, these boots allow the wearer to make great leaps.The boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet.\nIf circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he has the initiative during a melee round. However, such activity involves a degree of danger—there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round. Adjust the 20% chance downward by 3% for each point of Dexterity the wearer has above 12 (i.e., 17% at Dexterity, 14% at 14, 11% at 15, 8% at 16, 5% at 17, and only 2% at 18 Dexterity). In any event, the boots better Armor Class by 1 due to the quickness of movement they allow, so Armor Class 2 becomes 1, Armor Class 1 becomes 0, etc.}}'},
+ {name:'Boots-of-Varied-Tracks',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Varied Tracks}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Varied Tracks,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of Varied Tracks,st:Boots,gp:4500,sp:0,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These boots, made of several types of leather, appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{GM Info=In order to determine the additional 4 specialist tracks this pair of boots can leave, refer to the desription of *Boots of Varied Tracks* in the DMG}}{{effects=The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a halfling or as large as those of an ogre, bare or shod as desired. In addition, each pair of these boots has four additional track-making capabilities. Ask the DM what these are and make a separate note of them.}}'},
+ {name:'Boots-of-the-North',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of The North}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of the North,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of the North,st:Boots,gp:4500,sp:0,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These boots appear to be ordinary footgear, lined with wool and exceptionally warm. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=This footgear bestows many powers upon the wearer. First, he is able to travel across snow at normal rate of movement, leaving no tracks. The boots also enable the wearer to travel at half normal movement rate across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Boots of the north warm the wearer, so that even in a temperature as low as -50 degrees F., he is comfortable with only scant clothing—a loin of cloth and cloak, for instance. If the wearer of the boots is fully dressed in cold-weather clothing, he can withstand temperatures as low as -100 degrees F.}}'},
+ {name:'Bowl-Commanding-Water-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bowl}}{{name= Commanding Water Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Bowl Commanding Water Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Bowl Commanding Water Elementals,st:Beautiful Bowl,gp:12000,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Water Elemental}}{{save=None}}{{Looks Like=This large container is usually fashioned from blue or green semi-precious stone (malachite or lapis lazuli, for example, or sometimes jade). It is about one foot in diameter, half that deep, and relatively fragile.}}{{effects=When the bowl is filled with fresh or salt water, and certain words are spoken, a water elemental of 12 Hit Dice will appear. The summoning words require one round to speak.\nNote that if salt water is used, the elemental will be stronger (+2 per Hit Die, maximum 8 hp per die, however). Information about water elementals can be found in the *Monstrous Compendium*.}}{{Use=Use the bowl as a magic item, then ask the GM to *Drag \\amp Drop* a Water Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'},
+ {name:'Bowl-of-Watery-Death',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'11500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bowl}{{name= of Watery Death}}{{splevel=Magic Item}}{{school=Necromancy}}Specs=[Bowl of Watery Death,Miscellaneous,1H,Necromancy]{{components=M}}{{time=[[10]]}}MiscData=[w:Bowl of Watery Death,hide:Bowl-Commanding-Water-Elementals,gp:11500,st:Beautiful Bowl,sp:0,rc:uncharged]{{range=10}}{{duration=Permanent}}{{aoe=The Wizard}}{{save=vs. Spell Negates the effect}}{{Looks Like=This large container is usually fashioned from blue or green semi-precious stone (malachite or lapis lazuli, for example, or sometimes jade). It is about one foot in diameter, half that deep, and relatively fragile.}}{{effects=This device looks exactly like a bowl commanding water lementals, right down to the color, design, magical radiation, etc. However, when it is filled with water, the wizard must successfully save vs. spell or be shrunk to the size of a small ant and plunged into the center of the bowl. If salt water is poured into the bowl, the saving throw suffers a -2 penalty.\nThe victim will drown in 1d6 + 2 rounds, unless magic is used to save him, for he cannot be physically removed from the bowl of watery death except by magical means: *animal growth, enlarge,* or *wish* are the only spells that will free the victim and restore normal size; a *potion of growth* poured into the water will have the same effect; a *sweet\nwater potion* will grant the victim another saving throw (i.e., a chance that the curse magic of the bowl works only briefly). If the victim drowns, death is permanent, no resurrection is possible, and even a *wish* will not work.}}{{GM Info=Hide this item as a *Bowl Commanding Water Elementals* using the *Add Items* menu}}'},
+ {name:'Bracers-of-Archery',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers}}{{name= of Archery}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Bracers of Archery,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Bracers of Archery,st:Bracers,gp:3000,sp:0,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These appear to be perfectly normal bracers, to be used by any soldier}}{{effects=These magical wrist bands are indistinguishable from normal, non-magical protective wear. When worn by a character type or creature able to employ a bow, they enable the wearer to excel at archery.\nThe bracers empower such a wearer to use any bow (not including crossbows) as if he were proficient in its usage, if such is not already the case. If the wearer of the bracers has proficiency with any type of bow, he gains a +2 bonus to attack rolls and a +1 bonus to damage inflicted whenever that type of bow is used. These bonuses are cumulative with any others, including those already bestowed by a magical bow or magical arrows, **except for a bonus due to weapon specialization.**}}{{Use=The bonuses for these bracers should be applied manually to the relevant attacks}}'},
+ {name:'Bracers-of-Brachiation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers}}{{name= of Brachiation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Bracers of Brachiation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Bracers of Brachiation,st:Bracers,gp:3000,sp:3,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These wrist bands appear to be of the ordinary sort, embossed with trees, vines, ferns and other woodland images}}{{effects=These bracers enable the wearer to move by swinging from one tree limb, vine, etc., to another to get from place to place. The power can be employed only in locales where these sorts of hand-holds can be found. Movement is at a rate of 3, 6, or 9—the more jungle-like the conditions, the greater the movement rate.\nThe wearer is also able to climb trees, vines, poles, ropes, etc., at a rate of 6, and can swing on a rope, vine, or other dangling, flexible object as if he were an ape. The wearer can also jump as if wearing *boots of striding and springing*, but the jump must culminate in the grasping of a rope or vine, movement through the upper portion of trees, the climbing of a tree or pole, or some other activity associated with brachiation.}}'},
+ {name:'Brass-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Brass Bottle}}{{subtitle=Special Item}}Specs=[Brass Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Brass Bottle,st:Smoking Bottle,wt:1,gp:10,wt:3,sp:3,qty:1,rc:uncharged]{{Size=S}}{{desc=Fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{GM Info=This can be used to hide an Efreeti Bottle}}'},
+ {name:'Brass-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn,Horn-of-Valhalla-Brass]{{}}MiscData=[w:Brass Horn of Valhalla]{{}}%{MI-DB|Horn-of-Valhalla-Brass}'},
+ {name:'Brazier-Commanding-Fire-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Brazier}}{{name= Commanding Fire Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Brazier Commanding Fire Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Brazier Commanding Fire Elementals,st:Brazier,gp:12000,wt:15,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Fire Elemental}}{{save=None}}{{Looks Like=Appears to be a normal container for holding burning coals}}{{effects=The brazier radiates magic if detected for. It enables a mage to summon an elemental of 12-Hit-Dice strength from the Elemental Plane of Fire. A fire must be lit in the brazier—one round is required to do so. If sulphur is added, the elemental will gain +1 on each Hit Die (i.e., 2-9 hit points per Hit Die). The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See Monstrous Compendium for other details.)}}{{Use=Use the brazier as a magic item, then ask the GM to *Drag \\amp Drop* a Fire Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'},
+ {name:'Brazier-of-Sleep-Smoke',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'11000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Brazier}}{{name= of Sleep Smoke}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Brazier of Sleep Smoke,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[10]]}}MiscData=[w:Brazier of Sleep Smoke,hide:Brazier-Commanding-Fire-Elementals,st:Brazier,gp:11000,wt:15,sp:10,rc:uncharged]{{range=0}}{{duration=Special}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|magic|true|@{selected|token_id}|area|Sleep|99|-1|Deeply asleep and can only be woken by *dispel magic* or *remove curse*|sleepy) \\amp 1 Summoned Fire Elemental}}{{save=None}}{{Looks Like=Appears to be a normal container for holding burning coals}}{{effects=This device is exactly like the brazier commanding fire elementals. However, when a fire is started within it, the burning causes a great cloud of magical smoke to pour forth in a 10-foot radius from the brazier. All creatures within the cloud must successfully save vs. spell or fall into a deep sleep.\nAt the same moment, a fire elemental of 12 Hit Dice appears and attacks the nearest creature. Sleeping creatures can be awakened only by means of a *dispel magic* or *remove curse* spell.}}{{Use=Use the brazier as a magic item, select the *Duration* button, then ask the GM to *Drag \\amp Drop* a Fire Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}{{GM Info=When setting up or allocating this item, hide it as a *Brazier Commanding Fire Elementals* using the *Add Items* menu.}}'},
+ {name:'Broach-of-Shielding',type:'miscellaneous',ct:'0',charge:'discharging',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broach}}{{name= of Shielding}}{{splevel=Magic Item}}{{school=Abjuration}}Specs=[Broach of Shielding,Miscellaneous,1H,Abjuration]{{components=M}}{{time=[[0]]}}MiscData=[w:Broach of Shielding,st:Broach,gp:2000,sp:0,qty:101,rc:discharging]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=This appears to be a piece of silver or gold jewelry (10% chance that there are jewels set in it). It is used to fasten a cloak or cape.}}{{effects=In addition to this mundane task, it can absorb magic missiles of the sort generated by spell, wand, or other magical device. A brooch can absorb up to 101 points of magic missile damage before it melts and becomes useless. Its use can be determined only by means of a detect magic spell and then experimentation.}}{{Use=Instead of deducting HP from the wearer\'s token, [Absorb MM HP damage](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb how many HP from Magic Missiles?}|Brooch-of-Shielding) which will deduct charges down to zero}}'},
+ {name:'Bronze-Horn-of-Valhalla',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn,Horn-of-Valhalla-Bronze]{{}}MiscData=[w:Bronze Horn of Valhalla]{{}}%{MI-DB|Horn-of-Valhalla-Bronze}'},
+ {name:'Broom-of-Animated-Attack',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broom}}{{name= of Animated Attack}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Broom of Animated Attack,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[3]]}}MiscData=[w:Broom of Animated Attack,hide:Broom of Flying,rev:use,st:Broom,gp:4000,wt:7,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=Looks like a normal broom, that would be used by any surf to sweep the yard.}}{{effects=Indistinguishable from a normal broom, except by means of detection of its magic. It is identical to a broom of flying by all tests short of attempted use. Using it reveals that a broom of animated attack is a very nasty item:\nIf a command word ("fly,\'\' "soar,\'\' etc.) is spoken, the broom will do a loop-the-loop with its hopeful rider, dumping him on his head from 1d4 + 5 feet off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the handle end.\nThe broom gets two attacks per round with each end (two swats with the straw, two with the handle). It attacks as if it were a 4-Hit-Dice monster. The straw end causes blindness for one round if it hits. The other end causes 1d3 points of damage when it hits.\nThe broom is Armor Class 7 and takes 18 hit points to destroy.}}{{Use=Ask the GM to *Drag \\amp Drop* a *Broom of Animated Attack* onto the map to interact with}}{{GM Info=Hide the Broom as a *Broom of Flying* using the *Add Item* menu and set it to reveal on use. The Creature *Drag \\amp Drop* database includes a *Broom of Animated Attack*. When used and revealed, *Drag \\amp Drop* one on to the map to attack the victim.}}'},
+ {name:'Broom-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broom}}{{name= of Flying}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Broom of Flying,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Broom of Flying,st:Broom,gp:6000,wt:7,sp:3,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=Rider}}{{save=None}}{{Looks Like=Looks like a normal broom, that would be used by any surf to sweep the yard.}}{{effects=This magical broom is able to fly through the air at up to 30 base movement speed. The broom can carry 182 pounds at this rate, but every 14 additional pounds slows movement by 1. The device can climb or dive at an angle of 30 degrees. A command word (determined by the DM) must be used. The broom will travel alone to any destination named. It will come to its owner from as far away as [300 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|300|300|magic|true) when he speaks the command word.}}{{Use=Select one of [Fly](!rounds --target caster|@{selected|token_id}|Broom of Flying|99|-1|Flying on a broom|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Broom-of-Flying)}}'},
+ {name:'Bucknards-Everfull-Purse',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Bucknard\'s Everfull}}{{title=Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,st:Purse,sp:3,rc:uncharged]{{desc=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{GM Info=Use this item to hide the bag of the determined type using the *Add Items* menu, until the players work out how to use it.\nEach morning the bag duplicates certain coins - and possibly gems as well, as determined by the table below. When found, the purse will be full of the coins listed. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, the coins listed will be found inside the next morning. The types of coins found is determined by consulting the table below.\nOnce the type of bag is determined by roll, its abilities will not change.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;CP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;SP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;EP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;GP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;PP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Gems^\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Base 10 gp gems that can increase to a maximum of 100 gp only.}}'},
{name:'Bucknards-Everfull-Purse-type-1',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{name=\nBucknards Everfull Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,hide:Bucknards-Everfull-Purse,st:Purse,sp:3,rc:uncharged]{{Looks Like=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{desc=Each morning the bag duplicates certain coins - and possibly gems as well. When found, the purse will be full of 26SP, 26EP \\amp 26GP. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, another 26SP, 26EP and 26GP will be found inside the next morning. }}{{GM Info=Until the players determine what this bag is, hide this version of the item with the *Bucknards-Everfull-Purse* untyped version, using the *Add Items* menu}}'},
{name:'Bucknards-Everfull-Purse-type-2',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{name=\nBucknards Everfull Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,hide:Bucknards-Everfull-Purse,st:Purse,sp:3,rc:uncharged]{{Looks Like=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{desc=Each morning the bag duplicates certain coins - and possibly gems as well. When found, the purse will be full of 26CP, 26EP \\amp 26PP. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, another 26CP, 26EP and 26PP will be found inside the next morning. }}{{GM Info=Until the players determine what this bag is, hide this version of the item with the *Bucknards-Everfull-Purse* untyped version, using the *Add Items* menu}}'},
{name:'Bucknards-Everfull-Purse-type-3',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{name=\nBucknards Everfull Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,hide:Bucknards-Everfull-Purse,st:Purse,sp:3,rc:uncharged]{{Looks Like=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{desc=Each morning the bag duplicates certain coins - and possibly gems as well. When found, the purse will be full of 26CP, 26EP \\amp 26 Gems (base 10gp, can increase to 100gp max). If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, another 26CP, 26EP and 26 Gems will be found inside the next morning. }}{{GM Info=Until the players determine what this bag is, hide this version of the item with the *Bucknards-Everfull-Purse* untyped version, using the *Add Items* menu}}'},
- {name:'Candle-of-Invocation',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Candle}}{{name= of Invocation}}{{subtitle=Magic Item}}Specs=[Candle of Invocation,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Candle of Invocation,st:Candle,sp:3,qty:240,rc:discharging]{{Size=Small}}{{Immunity=None}}{{Saves=Only as affected by Level}}{{Use=As long as the alignment of the candle matches yours [Burn Candle](!rounds --target caster|@{selected|token_id}|Candle of Invocation|99|0|Level increased by 2|strong) or [Snuff Candle](!rounds --removeTargetStatus @{selected|token_id}|Candle of Invocation)}}{{Looks Like=A clerical candle, unremarkable but clearly well made.}}{{desc=These specially blessed tapers are dedicated to the pantheon of gods of one of the nine alignments. If a detection spell is cast, it will radiate magic. It also radiates good or evil, if appropriate. Simply burning the candle generates a favorable aura for the individual so doing - if the candle\'s alignment matches that of the character\'s. If burned by a priest of the same alignment, the candle temporarily increases the priest\'s level of experience by 2, enabling him to cast additional spells. He can even cast spells normally unavailable to him, as if he were of the higher level, but only so long as the candle continues to burn. Any burning allows the casting of a *gate* spell, the respondent being of the alignment of the candle, but the taper is immediately consumed in the process.\nOtherwise, each candle burns for four hours. It is possible to extinguish the candle as placed in a lantern or otherwise sheltered to protect it from drafts and other things which could put it out. This doesn\'t affect its magical properties.}}{{GM Info=If so desired, rename the Candle to be of the alignment you desire using the *Add Items / Rename Item* function}}'},
- {name:'Carpet-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}}{{title=Carpet}}{{name= of Flying}}{{Subtitle=Magic Item}}Specs=[Carpet of Flying,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Carpet of Flying,st:Rug,sp:3,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design.}}{{desc=The size, carrying capacity, and speed of a carpet are determined by rolling percentile dice and consulting the table below. Each carpet has its own command word (if you use the optional command word rules) to activate it - if the device is within voice range, the command word will activate it. The carpet is then controlled by spoken directions.\nThese rugs are of oriental make and design. Each is beautiful and durable. Note, however, that tears or other rents cannot be repaired without special weaving techniques generally known only in distant, exotic lands.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Size\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Capacity\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Speed\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\' x 5\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 person\\amplt;/td\\ampgt;\\amplt;td\\ampgt;42\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-55\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\' x 6\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;36\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;56-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\' x 7\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\' x 9\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=Select one of [Fly](!rounds --target caster|@{selected|token_id}|Carpet of Flying|99|-1|Flying on a carpet|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Carpet-of-Flying)}}{{GM Info=Once the type is determined, consider renaming the Carpet to indicate its capacity using the *Add Items / Rename Item* dialog function}}'},
- {name:'Censer-Controlling-Air-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Censer}}{{name= Controlling Air Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Censer Controlling Air Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Censer Controlling Air Elementals,st:Censer,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Air Elemental}}{{save=None}}{{Looks Like=This 6-inch wide, 1-inch high perforated golden vessel resembles thuribles found in places of worship.}}{{effects=If filled with incense and lit, a command word need only be spoken to summon forth a 12 Hit Dice air elemental on the following round. If *incense of meditation* is burned within the censer, the air elemental will have a +3 bonus to each of its Hit Dice, and it will obey the commands of its summoner. If the censer is extinguished, the elemental will remain and turn on the summoner (see *Elemental* in the *Monstrous Compendium*)}}{{Use=Use the censer as a magic item, then ask the GM to *Drag \\amp Drop* an Air Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'},
- {name:'Censer-of-Summoning-Hostile-Air-Elementals',type:'miscellaneous',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Censer}}{{name= of Summoning\nHostile Air Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Censer of Summoning Hostile Air Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Censer of Summoning Hostile Air Elementals,Hide:Censer-Controlling-Air-Elementals,st:Censer,sp:10,rc:cursed-uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1d4 Summoned Air Elementals}}{{save=None}}{{Looks Like=This 6-inch wide, 1-inch high perforated golden vessel resembles thuribles found in places of worship.}}{{effects=This thurible is indistinguishable from other magical and ordinary censers. It is cursed: any incense burned within it causes [1d4](!\\amp#13;\\amp#47;gr 1d4) enraged air elementals to appear, one per round. These attack any and all creatures within sight. The censer cannot be extinguished, and it will burn until either the summoner or the elementals have been killed.}}{{Use=Use the censer as a magic item, then ask the GM to *Drag \\amp Drop* Air Elementals onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}{{GM Info=Hide this item as a *Censer Controlling Air Elementals* using the GM\'s *Add Items* dialog function, setting it to *reveal on use*}}'},
- {name:'Chime-of-Hunger',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Hunger}}{{subtitle=Magic Item}}Specs=[Chime of Hunger,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Chime of Hunger,hide:Chime-of-Opening,st:Metal Tube,wt:1,sp:10,c:1,rc:discharging]{{Size=S}}{{Use=[Sound the Chime](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|acid|true|@{selected|token_id}|area|Chime of Hunger|99|0|Ravenously hungry - MUST EAT - can try a save vs. spell after 1st round|chemical-bolt)}}{{Looks Like=A hollow fine metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=This device looks exactly like a *chime of opening*. In fact, it will operate as a *chime of opening* for several uses before its curse is put into operation.\nWhen the curse takes effect, at the DM\'s discretion, striking the chime causes all creatures within 60 feet to be immediately struck with ravenous hunger. Characters will tear into their rations, ignoring everything else, even dropping everything they are holding in order to eat. Creatures without food immediately available will rush to where the *chime of hunger* sounded and attack any creatures there in order to kill and eat them.\nAll creatures must eat for at least one round. After that, they are entitled to a saving throw vs. spell on each successive round until they succeed. At that point, hunger is satisfied.}}{{GM Info=Hide this item as a *Chime of Opening* using the GM\'s *Add Item* dialog, setting it to reveal manually so that it can work for a short while as a *Chime of Opening*}}'},
- {name:'Chime-of-Interruption',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Interruption}}{{subtitle=Magic Item}}Specs=[Chime of Interruption,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Chime of Interruption,st:Metal Tube,wt:1,sp:3,qty:1,c:1,rc:recharging]{{Size=S}}{{Use=[Sound the Chime](!rounds --movable-aoe @{selected|token_id}|circle|feet|0|60|60|magic|true --target caster|@{selected|token_id}|Chime of Interruption|3|-1|No spells with a verbal component can be cast in the area shown|screaming)}}{{Looks Like=A hollow fine metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=This magical instrument can be struck once per turn. Its resonant tone lasts for three full rounds. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster is able to make a saving throw vs. breath weapon. After its effects fade, the chime must be rested for at least seven rounds. If it is struck again before this time elapses, no sound issues forth, and a full turn must elapse from that point in time before it can again be sounded.}}'},
- {name:'Chime-of-Opening',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Opening}}{{subtitle=Magic Item}}Specs=[Chime of Opening,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Chime of Opening,st:Metal Tube,wt:1,sp:10,c:1,qty:(1d6*10)+20,rc:discharging]{{Size=S}}{{Looks Like=A hollow precious metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=When a *chime of opening* is struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, etc. The chime of opening also destroys the magic of a hold portal spell or even a wizard lock cast by a wizard of less than 15th level.\nThe chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in one round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If a chest is chained, padlocked, locked, and wizard locked, it will take four soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 1d8 x 10 charges before it cracks and becomes useless.}}'},
- {name:'Cloak-of-Arachnida',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Arachnida}}{{subtitle=Magic Item}}Specs=[Cloak of Arachnida,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Arachnida,st:Cloak,wt:1,sp:3,rc:uncharged,ns:2],[cl:PW,w:MU-Spider-Climb,sp:1,pd:-1],[cl:PW,w:MU-Web,sp:2,pd:1]{{Size=M}}{{Use=[Spider Climb](!magic --mi-power @{selected|token_id}|MU-Spider-Climb|Cloak-of-Arachnida) or [Create Web](!magic --mi-power @{selected|token_id}|MU-Web|Cloak-of-Arachnida|[[2*@{selected|casting-level}]]) \n+2 vs. spider poison must be applied as a situational modifier}}{{Looks Like=A black cloak that has a few silver threads woven through it in a web-like design.}}{{desc=This black garment gives the wearer the ability to climb as if a *spider climb* spell had been placed upon him. When magic is detected for, the cloak radiates a strong aura of alteration magic.\nIn addition to the wall-climbing ability, the cloak grants the wearer immunity to entrapment by webs of any sort—the wearer can actually move in webs at a rate equal to that of the spider that created the web, or at a base movement rate of 6 in other cases.\nOnce per day the wearer of this cloak can cast a double-sized *web*. This operates like the 2nd-level wizard spell.\nFinally, the wearer is less subject to the poison of arachnids. He gains a +2 bonus to all saving throws vs. such poison.}}'},
- {name:'Cloak-of-Displacement-Large',type:'protection cloak',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Displacement\nSized for Humans \\amp Elves}}{{subtitle=Magic Item}}Specs=[Cloak of Displacement,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of Displacement,st:Cloak,+:2,wt:1,sp:3,svsav:+2,rc:uncharged]{{Size=M}}{{Use=AC benefit and +2 on save are automatic but save mod should be manually discounted for saves against non-directional and area-of-effect spells etc.}}{{Looks Like=Appears as a normal cloak sized for humans and elves, and does not resize for other races.}}{{desc=When the cloak is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.\nAfter the first attack, the cloak affords an automatic +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).\nNote that 75% of all cloaks of displacement are sized for humans or elves (persons 5 to 6 feet tall), and 25% are sized for persons of about 4 feet in height (dwarves, gnomes, halflings).}}'},
- {name:'Cloak-of-Displacement-Small',type:'protection cloak',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Displacement\nSized for Dwarves, Gnomes \\amp Halflings}}{{subtitle=Magic Item}}Specs=[Cloak of Displacement,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of Displacement,st:Cloak,+:2,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Use=AC benefit is automatic but all other effects must be taken into account manually}}{{Looks Like=Appears as a normal cloak sized for dwarves, gnomes \\amp halflings, and does not resize for other races.}}{{desc=This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.\nAfter the first attack, the cloak affords an automatic +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).\nNote that 75% of all cloaks of displacement are sized for humans or elves (persons 5 to 6 feet tall), and 25% are sized for persons of about 4 feet in height (dwarves, gnomes, halflings).}}'},
- {name:'Cloak-of-Elvenkind-Large',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Elvenkind\nSized for Humans \\amp Elves}}{{subtitle=Magic Item}}Specs=[Cloak of Elvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Elvenkind,st:Cloak,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Looks Like=This cloak of neutral gray cloth and appears to be an ordinary cloak sized for humans \\amp elves.}}{{desc=When this cloak is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers.\nOutdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;*Outdoors, natural surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;heavy growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;99%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;open fields\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;rocky terrain\\amplt;/td\\ampgt;\\amplt;td\\ampgt;98%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Urban surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;buildings\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;brightly lit room\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Underground*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;torch/lantern light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;infravision\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light spell/continual light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).}}'},
- {name:'Cloak-of-Elvenkind-Small',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Elvenkind\nSized for Dwarves, Gnomes \\amp Halflings}}{{subtitle=Magic Item}}Specs=[Cloak of Elvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Elvenkind,st:Cloak,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Looks Like=This cloak of neutral gray cloth and appears to be an ordinary cloak sized for dwarves, gnomes and halflings.}}{{desc=When this cloak is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers.\nOutdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;*Outdoors, natural surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;heavy growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;99%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;open fields\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;rocky terrain\\amplt;/td\\ampgt;\\amplt;td\\ampgt;98%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Urban surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;buildings\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;brightly lit room\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Underground*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;torch/lantern light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;infravision\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light spell/continual light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).}}'},
- {name:'Cloak-of-Poisonousness',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Poisonousness}}{{subtitle=Magic Item}}Specs=[Cloak of Poisonousness,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Poisonousness,st:Cloak,wt:1,sp:3,rc:cursed]{{Size=M}}{{Looks Like=This particular cloak is usually made of a wool-like material, although it can be made of leather.}}{{desc=The cloak radiates magic. The cloak can be handled without harm, but as soon as it is actually donned, the wearer is stricken stone dead.\nA *cloak of poisonousness* can be removed only with a *remove curse* spell—this destroys the magical properties of the cloak. If a *neutralize poison* spell is then used, it may be possible to revive the victim with a *raise dead* or *resurrection* spell, but there is a -10% chance of success because of the poison.}}'},
- {name:'Cloak-of-Protection+1',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Protection+1}}{{subtitle=Cloak}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=+[[1]] on AC}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{Saves=+[[1]] on saves}}ACData=[a:Cloak of Protection+1,st:Cloak,+:1,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+1,sp:0,svsav:1,rc:uncharged,loc:Cloak]{{Looks Like=Appears as a normal cloak of cloth, or perhaps of leather.}}{{desc=Each plus of a cloak of protection betters Armor Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armor Class 10 (no armor) to Armor Class 9, and give a +1 bonus to saving throw rolls.\nThis device can be combined with other items or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor not made of leather, or with a shield of any sort.}}'},
- {name:'Cloak-of-Protection+2',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:2,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+2,sp:0,svsav:2,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+2}}{{Protection=+[[2]] on AC}}{{Saves=+[[2]] on saves}}'},
- {name:'Cloak-of-Protection+3',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:3,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+3,sp:0,svsav:3,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+3}}{{Protection=+[[3]] on AC}}{{Saves=+[[3]] on saves}}'},
- {name:'Cloak-of-Protection+4',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:4,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+4,sp:0,svsav:4,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+4}}{{Protection=+[[4]] on AC}}{{Saves=+[[4]] on saves}}'},
- {name:'Cloak-of-Protection+5',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:5,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+5,sp:0,svsav:5,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+5}}{{Protection=+[[5]] on AC}}{{Saves=+[[5]] on saves}}'},
- {name:'Cloak-of-the-Bat',type:'protection cloak',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of the Bat}}{{subtitle=Magic Item}}Specs=[Cloak of the Bat,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of the Bat,st:Cloak,+:2,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Use=at night, in the dark [Fly holding Cloak](!rounds --target caster|@{selected|token_id}|Cloak of the Bat|60|-1|Flying by holding the corners of a Cloak of the Bat at night|fluffy-wing) or [Fly as a Bat](!rounds --target caster|@{selected|token_id}|Cloak of the Bat|60|-1|Flying by transforming into a bat|lightning-helix) and then can\'t fly either way for the same duration}}{{Looks Like=Fashioned of dark brown or black cloth, a cloak of this type is not readily noticeable as unusual.}}{{desc= The cloak radiates both enchantment and alteration in equal proportions. The cloak bestows a 90% probability of being invisible when the wearer is stationary within a shadowy or dark place. The wearer is also able to hang upside down from the ceiling, like a bat, and to maintain this same chance of invisibility.\nBy holding the edges of the garment, the wearer is able to fly at a speed of 15 (Maneuver Class: B). If he desires, the wearer can actually transform himself into an ordinary bat - all possessions worn or carried will be part of the transformation—and fly accordingly. Flying, either with the cloak or as an ordinary bat, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to one hour at a time, but after a flight of any duration, the cloak will not bestow any flying power for a like period of time.\nThe cloak also automatically provides a +2 bonus to Armor Class. This benefit extends to the wearer even when he is in bat form.}}'},
- {name:'Cloak-of-the-Manta-Ray',type:'miscellaneous|innate-melee',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of the Manta Ray}}Specs=[Cloak of the Manta Ray,Miscellaneous|Innate-Melee,1H,Alteration]{{subtitle=Magic Item}}MiscData=[w:Cloak of the Manta Ray,st:Cloak,wt:1,ac:6,sp:1,rc:uncharged]{{Speed=[[1]]}}ToHitData=[w:Manta Ray tail,+:0,sp:1,sb:0,n:1,sz:L,ty:P]{{Size=M}}DmgData=[w:Manta Ray tail,+:0,SM:1d6,L:1d6]{{Use=Note that the tail can only be used as a weapon *underwater* by taking the Cloak in-hand as a weapon using the *Change Weapon* dialog}}{{Looks Like=This cloak appears to be made of leather.}}{{desc=This cloak appears to be leather until the wearer enters salt water. At that time the *cloak of the manta ray* adheres to the individual, and they appear nearly identical to a manta-ray—there is only a 10% chance that someone seeing the wearer will know he isn\'t a manta ray.\nThe wearer can breathe underwater and has a movement rate of 18, like a manta ray (see the Monstrous Compendium).}}{{hide1=The wearer also has an Armor Class of at least six, that of a manta ray. Other magical protections or magical armor can improve that armor value.\nAlthough the cloak does not enable the wearer to bite opponents as a manta ray does, the garment has a tail spine which can be used to strike at opponents behind him. The spine inflicts 1d6 points of damage, and there is no chance of stunning. This attack can be used in addition to other sorts, for the wearer can release his arms from the cloak without sacrificing underwater movement if so desired.}}{{GM Info=To use weapons/shields in both hands and the Manta Ray tail, add an additional hand to the character using the GM version of the *Change Weapon* dialog. The Player can then get the character to take the Cloak in-hand as a weapon.}}'},
- {name:'Concentrated-Universal-Solvent',type:'potion|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Universal Solvent,Potion|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Concentrated Universal Solvent,st:Bottle of Liquid,sp:3,qty:9,rc:discharging]{{}}%{MI-DB|Universal-Solvent}{{prefix=Concentrated Universal}}{{Use=Use the concentrated solution by selecting the *Use Item* or *Use MI* action button. If attempting to hit a moving target, then select the *[attack roll]* button. Target creatures should then make any relevant saving throw before being marked as dissolving}}{{effects=If *universal solvent* is carefully distilled to bring it down to one-third of its original volume, each ounce will dissolve one cubic foot of organic or inorganic material, just as if a [*disintegrate*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Disintegrate) spell had been employed. To find if a moving target is affected by this concentrated solution, a normal [attack roll](~selected|To-Hit-Spell) is required, and the subject is entitled to a saving throw vs. spell. Inanimate objects are automatically affected by the solution, although if they are magical, a saving throw vs. disintegrate applies.}}{{materials=Solvent}}\n!magic --touch @{selected|token_id}|Dissolving|99|0|This object is dissolving in front of your eyes|chemical-bolt'},
- {name:'Crystal-Ball',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Crystal Ball }}{{subtitle=Magic Item}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball,st:Crystal Ball,wt:3,sp:10,rc:uncharged]{{Size=S (6 inches diameter)}}{{Looks Like=A ball made of clear crystal, though perhaps there is a glow or swirling smoke at its centre - difficult to see}}{{desc=This is the most common form of scrying device: a crystal sphere about 6 inches in diameter. A wizard can use the device to see over virtually any distance or into other planes of existence. The user of a crystal ball must know the subject to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. Knowledge, rather than distance, is the key to how successful location will be. The chance of locating also dictates how long and how frequently a wizard will be able to view the subject.\nViewing beyond the periods or frequencies noted will force the wizard to roll a saving throw vs. spell each round. A failed saving throw permanently lowers the character\'s Intelligence by one point and drives him insane until healed.\nCertain spells cast upon the user of the crystal ball can improve his chances of using the device successfully. These are comprehend languages, read magic, infravision, and tongues. Two spells - detect magic and detect evil/good - can be cast through a crystal ball. The chance of success is 5% per level of experience of the wizard.}}{{GM Info=View the DMG for the tables detailing chance of locating, viewing periods \\amp frequencies, and chance of detection.\nCertain crystal balls have additional powers. These spell functions operate at 10th level. To determine whether a crystal ball has extra powers, roll percentile dice and\nconsult the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Additional Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with clairaudience\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with ESP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with telepathy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
- {name:'Crystal-Ball-With-Telepathy',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with Telepathy}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with Telepathy,st:Crystal Ball,wt:3,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-Telepathy,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [Telepathy](!magic --mi-power @{selected|token_id}|MU-Telepathy|Crystal-Ball-with-Telepathy|10) to display this power}}%{MI-DB|Crystal-Ball}'},
- {name:'Crystal-Ball-with-Clairaudience',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with Clairaudience}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with Clairaudience,st:Crystal Ball,wt:3,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-Clairaudience,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [Clairaudience](!magic --mi-power @{selected|token_id}|MU-Clairaudience|Crystal-Ball-with-Clairaudience|10) to display this power}}%{MI-DB|Crystal-Ball}'},
- {name:'Crystal-Ball-with-ESP',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with ESP}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with ESP,st:Crystal Ball,wt:3,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-ESP,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [ESP](!magic --mi-power @{selected|token_id}|MU-ESP|Crystal-Ball-with-ESP|10) to display this power}}%{MI-DB|Crystal-Ball}'},
- {name:'Crystal-Hypnosis-Ball',type:'miscellaneous',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Crystal Ball}}{{name= of Hypnosis}}{{subtitle=Magic Item}}Specs=[Crystal Hypnosis Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Hypnosis Ball,hide:Crystal-Ball,st:Crystal Ball,wt:3,sp:10,rc:cursed]{{Size=M}}{{Looks Like=A ball made of clear crystal, though perhaps there is a glow or swirling smoke at its centre - difficult to see}}{{desc=This cursed item is indistinguishable from a normal *crystal ball*, and it radiates magic, but not evil, if detected for. Any wizard attempting to use it will become hypnotized, and a telepathic *suggestion* will be implanted in his mind.\nThe user of the device will believe that the desired object was viewed, but actually he came partially under the influence of a powerful wizard, lich, or even some power/being from another plane. Each further use brings the crystal ball gazer more under the influence of the creature, either as a servant or tool. The DM decides whether to make this a gradual or sudden affair according to the surroundings and circumstances peculiar to the finding of the crystal hypnosis ball and the character(s) locating it.}}{{GM Info=Hide this item as a standard *Crystal Ball* using the GM\'s *Add Items* dialog. Set to reveal manually, which may not happen for a long time, if ever - perhaps only when a *remove curse* is cast on it}}'},
- {name:'Cube-of-Force',type:'magic|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Cube}}{{name= of Force}}{{splevel=Magic Item}}MiscData=[w:Cube of Force,st:Dice,sp:3,qty:36,rc:discharging]{{school=Alteration/Invocation}}Specs=[Cube of Force,Magic|Miscellaneous,1H,Dice],[Cube of Force,Magic,1H,Evocation]{{components=M}}ToHitData=[w:Cube of Force,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{Which function of the Cube of Force?|Gasses+Wind\\amp#44;-1|Non-living Matter\\amp#44;-2|Living Matter\\amp#44;-3|Magic\\amp#44;-4|Everything\\amp#44;-6}|Wave\\amp#13;!rounds --movable-aoe \\amp#64;{selected|token_id}|square|feet|0|10|10|magic|false --target caster|\\amp#64;{selected|token_id}|Cube of Force|10|-1|Inside a Cube of Force|aura,sp:3,lv:12,c:0],[w:Cube Extras,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{What extra situation does the Cube protect?|Catapult-like missiles\\amp#44;1|Very hot normal fire\\amp#44;2|Horn of Blasting\\amp#44;6|Delayed blast fireball\\amp#44;3|Disintegrate\\amp#44;6|Fireball\\amp#44;3|Fire Storm\\amp#44;3|Flame Strike\\amp#44;3|Lightning Bolt\\amp#44;4|Meteor Storm\\amp#44;8|Passwall\\amp#44;3|Phase Door\\amp#44;5|Prismatic spray\\amp#44;7|Wall of Fire\\amp#44;2}|Wave]{{time=[[3]]}}DmgData=[]{{range=[[0]]}}{{duration=Special}}{{aoe=10ft cube}}{{save=None}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{effects=This cube enables its possessor to put up a wall of force 10 feet per side around his person. This cubic screen is impervious to the attack forms shown on the table below. The cube has 36 charges, and this energy is restored each day. The holder presses one face of the cube to activate or deactivate the field. See the *Cube of Force* in the DMG for details of Faces, Charges \\amp Movement Rates}}'},
- {name:'Cube-of-Frost-Resistance',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name= of Frost Resistance}}{{subtitle=Magic Item}}Specs=[Cube of Frost Resistance,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cube of Frost Resistance,st:Dice-size Cube,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=[Place area](!rounds --movable-aoe @{selected|token_id}|square|feet|0|10|10|cold) then select it and give it 100 hit points (it is a player-selectable token)}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{desc=When the cube is activated it encloses an area 10 feet per side, resembling a cube of force. The temperature within this area is always 65 degrees F. The field will absorb all cold-based attacks (i.e., cone of cold, ice storm, and even white dragon\'s breath). However, if the field is subjected to more than 50 points of cold damage in any turn (10 rounds), it collapses and cannot be renewed for one hour. If it receives over 100 points of damage in one turn, the cube is destroyed.\nCold below 0 degrees F. effectively inflicts 2 points of cold damage on the cube for every -10 degrees F., -4 at -11 to -20, etc. Thus, at -40 degrees F. the device can withstand only 42 points of damage.}}'},
- {name:'Cubic-Gate',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name=, Cubic Gate}}{{subtitle=Magic Item}}Specs=[Cubic Gate,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cubic Gate,st:Dice-size Cube,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{desc=Another small cubic device, this item is fashioned from carnelian. The six sides of the cube are each keyed to a plane, one of which will always be the Prime Material. The other five sides/planes can be determined by the DM in any manner he chooses.\nIf a side of the cubic gate is pressed once, it opens a nexus to the appropriate plane. There is a 10% chance per turn that something will come through it looking for food, fun, or trouble.\nIf a side is pressed twice, the creature so doing, along with all creatures in a 5-foot radius will be drawn through the nexus to the other plane. It is impossible to open more than one nexus at a time.}}'},
- {name:'Daerns-Instant-Fortress',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name=\nDaern\'s Instant Fortress}}{{subtitle=Magic Item}}Specs=[Daerns Instant Fortress,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Daerns Instant Fortress,st:Dice-size Cube,wt:1,sp:3,qty:1,c:1,rc:discharging]{{Size=T}}{{Use=[Place Fortress](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|20|20|black|true) then select it and give it 200 hit points (it is a player-selectable token. Any creature in the area immediately takes [10d10 HP damage](!magic --message public|@{selected|token_id}|Crushed by Daern\'s Instant Fortress|Everyone in the area where the forttress has appeared takes \\lbrak;[10d10]\\rbrak;HP damage)}}{{Looks Like=This device can be made of metal. It is about the size of a large die - perhaps 3/4 of an inch across.}}{{desc=This metal cube is small, but when activated it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a machicolated battlement atop it. The metal walls extend 10 feet into the ground. The fortress has a small door which will open only at the command of the owner of the fortress - even *knock* spells can\'t open the door.\nThe adamantite walls of *Daern\'s instant fortress* are unaffected by normal weapons other than catapults. The tower can absorb 200 points of damage before collapsing. Damage sustained is cumulative, and the fortress cannot be repaired (although a wish will restore 10 points of damage sustained).\nThe fortress springs up in just one round, with the door facing the device\'s owner. The door will open and close instantly at his command. People and creatures (except the owner) must be careful not to be caught by the fortress\'s sudden growth. Anyone so caught sustains 10d10 points of damage.}}'},
- {name:'Decanter-of-Endless-Water',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Decanter}}{{name= of Endless Water}}{{subtitle=Magic Item}}Specs=[Decanter of Endless Water,Miscellaneous,1H,Conjuration]{{Speed=[[3]]}}MiscData=[w:Decanter of Endless Water,st:Bottle,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=Command a [Stream](!rounds --target caster|@{selected|token_id}|Endless Water|1|+1|Gallons of water, at 1 gallon per round flow out of the decanter|drink-me), a [Fountain](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|5|1|lightning|true --target caster|@{selected|token_id}|Endless Water|5|+5|Gallons of water, at 5 gallons per round flow out of the decanter|drink-me), a [Geyser](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|20|1|lightning|true --target caster|@{selected|token_id}|Endless Water|30|+30|Gallons of water, at 30 gallons per round flow out of the decanter|drink-me), or [Stop the flow](!rounds --removetargetstatus @{selected|token_id}|Endless Water). The player can move the water flow image as their character moves, if the GM agrees}}{{Looks Like=A stoppered flask, containing a colourless liquid.}}{{desc=This stoppered flask looks ordinary but radiates the aura of magic. If the stopper is removed, and the proper words spoken, a stream of fresh or salt water pours out, as ordered. There are separate command words for the amount as well as the type of water. Water can be made to come forth as follows:\\amplt;ul\\ampgt;\\amplt;li\\ampgt;*Stream:* pours out 1 gallon per round\\amplt;/li\\ampgt;\\amplt;li\\ampgt;*Fountain:* 5-foot long stream at 5 gallons per round\\amplt;/li\\ampgt;\\amplt;li\\ampgt;*Geyser:* 20-foot long stream at 30 gallons per round\\amplt;/li\\ampgt;\\amplt;/ul\\ampgt;The geyser causes considerable back pressure, and the holder must be well braced or be knocked over. The force of the geyser will kill small animals and insects (mice, moles, small bats, etc.). The command word must be given to cease.}}'},
- {name:'Deck-of-Illusions',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of cards}}{{name= of Illusions}}{{subtitle=Magic Item}}Specs=[Deck of Illusions,Miscellaneous,1H,Illusion-Phantasm]{{Speed=[[3]]}}MiscData=[w:Deck of Illusions,st:Deck of Cards,wt:1,sp:3,qty:34,rc:discharging]{{Size=S}}{{Looks Like=This set of parchment cards is usually found in an ivory, leather, or wood box. A full deck consists of 34 cards of 4 suits.}}{{desc=When a card is drawn at random and thrown to the ground, an illusion with audible and visual components is formed. This lasts until dispelled. The illusionary creature will not go more than 30 feet away from where the card landed, but will otherwise move and act as if it were real. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are as follows:\n\n**DECK OF ILLUSIONS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Red dragon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A:Beholder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Fighter \\amp 4 guards\\amplt;/td\\ampgt;\\amplt;td\\ampgt;K:Wizard \\amp apprentice\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Female Wizard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Q:Night hag\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Druid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;J:Harpy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10:Cloud giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10:Fire giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9:Ettin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9:Ogre mage\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8:Bugbear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8:Gnoll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Goblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2:Kobold\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;---\\amplt;/td\\ampgt;\\amplt;td\\ampgt;---\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Lich\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A:Iron golem\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Cleric \\amp 2 underpriests\\amplt;/td\\ampgt;\\amplt;td\\ampgt;K:Thief \\amp 3 cohorts\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Medusa\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Q:Pixies\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Paladin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;J:Bard\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10:Frost giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10:Hill giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9:Troll\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9:Ogre\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8:Hobgoblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8:Orc\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Goblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2:Kobold\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;Jokers (2): Illusion of the deck\'s owner\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe cards in a particular deck may differ from these, and a deck may be discovered with some of its cards missing. The illusions perform normal routines and respond to attacks - they should be played as if they were real creatures.}}{{GM Info=Some but not all the creatures exist as *Drag \\amp Drop*, so it is recommended to create playable tokens for all illusions ahead of the game. A normal deck of cards, or a Roll20 custom Playable Deck can be used}}'},
- {name:'Deck-of-Many-Things-13',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of Cards}}{{name= of Many Things}}{{subtitle=Magic Item}}Specs=[Deck of Many Things,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Deck of Many Things,st:Deck of Cards,wt:1,sp:3,qty:13,rc:single-uncharged]{{Size=S}}{{Looks Like=A deck of ivory or vellum cards usually found in a wooden box or leather pouch. This deck has just 13 cards.}}{{desc=A deck of many things (beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards, or plaques, made of ivory or vellum. Each is engraved with glyphs, characters, and magical sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.\nThe character with a deck of many things can announce that he is drawing only one card, or he can draw two, three, four, or more. However, the number must be announced prior to drawing the first card. If a jester is drawn, the possessor of the deck may elect to draw two additional cards.\nEach time a card is taken from the deck it is replaced (making it possible to draw the same card twice) unless the draw is a jester or fool, in which case the card is discarded from the pack.\n\n**DECK OF MANY THINGS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Throne\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain Charisma of 18 plus a small keep\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Key\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain a treasure map plus one magic weapon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Knight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain the service of a 4th-level fighter\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Sun\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain beneficial miscellaneous magical item and 50,000 XP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Moon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are granted 1d4 wishes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Star\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately gain 2 points to prime requisite ability\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:**The Void**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Body functions, but soul is trapped elsewhere\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Flames\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Enmity between you and an outer planar creature\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Skull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat Death or be forever destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Ruin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately lose all wealth and real property\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Euryale\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-3 penalty to all saving throws vs. petrification\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Rogue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One of your henchmen turns against you\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester:Joker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain 10,000 XP or two more draws from the deck\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nUpon drawing the last card possible, or immediately upon drawing the cards in bold face (The Void and Donjon), the deck disappears. The cards are explained in greater detail in the DMG}}'},
- {name:'Deck-of-Many-Things-22',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of Cards}}{{name= of Many Things}}{{subtitle=Magic Item}}Specs=[Deck of Many Things,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Deck of Many Things,st:Deck of Cards,,wt:1,sp:3,qty:22,rc:single-uncharged]{{Size=S}}{{Looks Like=A deck of ivory or vellum cards usually found in a wooden box or leather pouch. This deck has just 22 cards.}}{{desc=A deck of many things (beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards, or plaques, made of ivory or vellum. Each is engraved with glyphs, characters, and magical sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.\nThe character with a deck of many things can announce that he is drawing only one card, or he can draw two, three, four, or more. However, the number must be announced prior to drawing the first card. If a jester is drawn, the possessor of the deck may elect to draw two additional cards.\nEach time a card is taken from the deck it is replaced (making it possible to draw the same card twice) unless the draw is a jester or fool, in which case the card is discarded from the pack.\n\n**DECK OF MANY THINGS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Fates\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Avoid any situation you choose . . . once\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Throne\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain Charisma of 18 plus a small keep\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Key\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain a treasure map plus one magic weapon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Knight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain the service of a 4th-level fighter\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Gem\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain your choice of 20 pieces of jewelry or 50 gems\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Vizier\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Know the answer to your next dilemma\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Sun\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain beneficial miscellaneous magical item and 50,000 XP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Moon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are granted 1d4 wishes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Star\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately gain 2 points to prime requisite ability\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Comet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat the next monster you meet to gain one level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Idiot\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lose 1d4 points of Intelligence; you may draw again\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:**The Void**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Body functions, but soul is trapped elsewhere\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Flames\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Enmity between you and an outer planar creature\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Skull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat Death or be forever destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Talons\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All magical items you possess disappear permanently\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:**Donjon**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are imprisoned\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Ruin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately lose all wealth and real property\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Euryale\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-3 penalty to all saving throws vs. petrification\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Rogue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One of your henchmen turns against you\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Balance\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Change alignment instantly\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester:Joker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain 10,000 XP or two more draws from the deck\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester TM:Fool\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lose 10,000 experience points and draw again\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nUpon drawing the last card possible, or immediately upon drawing the cards in bold face (The Void and Donjon), the deck disappears. The cards are explained in greater detail in the DMG}}'},
- {name:'Drums-of-Deafening',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Drums}}{{name= of Deafening}}{{subtitle=Magic Item}}Specs=[Drums of Deafening,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Drums of Deafening,st:Kettle Drums,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=[Strike The Drums](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true --aoe @{selected|token_id}|circle|feet|0|140|140|magic|true|@{selected|token_id}|area|Stunned by Drums|\\amp#91;[2d4]\\amp#93;|-1|Stunned by the sound of Drums of Deafening|back-pain) then select each in the inner circle as stunned.\nNote on Character Sheets all creatures in the larger area as they are permanently deaf.}}{{Looks Like=A pair of kettle drums about 1 1/2 feet in diameter.}}{{desc=This item radiates magic, if so detected, but are otherwise unremarkable. If either is struck nothing happens, but if both are sounded together all creatures within 70 feet are permanently deafened and will remain so until a heal spell or similar cure is used to restore shattered eardrums. 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. \nFurthermore, those within 10 feet of the drums will be stunned by the noise for 2d4 rounds.}}'},
- {name:'Drums-of-Panic',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Drums}}{{name= of Panic}}{{subtitle=Magic Item}}Specs=[Drums of Panic,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Drums of Panic,st:Kettle Drums,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=[Spread Panic](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|light|true --aoe @{selected|token_id}|circle|feet|0|240|240|magic|true|@{selected|token_id}|area|Paniced by Drums|99|0|Paniced by the sound of Drums, running away screaming, save each round after first|back-pain)}}{{Looks Like=A pair of kettle drums about 1 1/2 feet in diameter.}}{{desc=These kettle drums are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a "safe zone\'\' of 20 feet radius from the drums) must roll a successful saving throw vs. spell or turn and move directly away from the sound for one full turn.\nEach turn thereafter, panicked creatures may attempt to save vs. spell again. Each failure brings another turn of movement away from the drums of panic. Movement is at the fastest possible speed while fleeing in panic, and three rounds of rest are required for each turn of fast movement after the saving throw is made. Creatures with an Intelligence of 2 roll saving throws -2 with penalties, and those with 1 or less roll with -4 penalties.}}'},
- {name:'Dust-in-Bone-Blowtubes',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Dust}}Specs=[Dust in Bone Blowtubes,dust,1H,Alteration]{{}}MiscData=[w:Dust in Bone Blowtubes,st:Tubes of Dust,wt:1,sp:3,rc:charged]{{}}%{MI-DB|Dust-in-Silk-Packets}{{name=in Bone Blowtubes}}'},
- {name:'Dust-in-Silk-Packets',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust }}{{name=in Silk Packets}}{{subtitle=Magic Dust}}Specs=[Dust in Silk Packets,dust,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust in Silk Packets,st:Packets of Dust,wt:1,sp:3,rc:charged]{{Size=T}}{{desc=Packets of an unidentified dust, which might or might not be magical.}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use this item to hide Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'},
- {name:'Dust-of-Appearance-Bone-Tube',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Dust of Appearance,dust,1H,Alteration]{{}}MiscData=[w:Dust of Appearance,hide:Dust-in-Bone-Blowtubes,st:Tubes of Dust,wt:1,sp:3,qty:5d10,rc:charged]{{}}%{MI-DB|Dust-of-Appearance-Silk-Packet}{{Use=[Blow Dust tube](!rounds --aoe @{selected|token_id}|cone|feet|0|20|15|light|true|@{selected|token_id}|area|Dust of Appearance|\\amp#91;[10*2d10]\\amp#93;|-1|Revealed by Dust of Appearance|aura)}}'},
- {name:'Dust-of-Appearance-Silk-Packet',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Appearance}}{{subtitle=Magic Dust}}Specs=[Dust of Appearance,dust,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Appearance,hide:Dust-in-Silk-Packets,st:Packets of Dust,wt:1,sp:3,qty:5d10,rc:charged]{{Size=T}}{{Use=[Spread Dust packet](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true|@{selected|token_id}|area|Dust of Appearance|\\amp#91;[10*2d10]\\amp#93;|-1|Revealed by Dust of Appearance|aura)}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=Looks like any other dust unless a careful examination is conducted. This will reveal it to be a very fine, very light, metallic dust. A single handful of this substance flung into the air will coat all objects, making them visible even if they are invisible, out of phase, astral, or ethereal. Note that the dust will also reveal mirror images and projected images for what they are, and it likewise negates the effects of cloaks of displacement or elvenkind and robes of blending. The dust\'s effect lasts for 2d10 turns.\nDust of appearance is typically stored in small silk packets or hollow bone blow tubes. A packet can be shaken out to cover an area with a radius of 10 feet from the user. A tube can be blown in a cone shape, 1 foot wide at the start, 15 feet at the end, and 20 feet long.\nAs few as 5 or as many as 50 containers may be found in one place.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'},
- {name:'Dust-of-Disappearance-Bone-Blowtube',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Dust of Disappearance,dust,1H,Illusion-Phantasm]{{}}MiscData=[w:Dust of Disappearance,hide:Dust-in-Bone-Blowtubes,st:Tubes of Dust,wt:1,sp:3,qty:5d10,rc:charged]{{}}%{MI-DB|Dust-of-Disappearance-Silk-Packet}{{Use=[Blow Dust tube](!rounds --aoe @{selected|token_id}|cone|feet|0|20|15|dark|true|@{selected|token_id}|area|Dust of Disappearance|\\amp#91;[10*2d10]\\amp#93;|-1|Hidden by Dust of Appearance, AC bonus of 4, always win surprise|aura)}}'},
- {name:'Dust-of-Disappearance-Silk-Packets',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Disappearance}}{{subtitle=Magic Dust}}Specs=[Dust of Disappearance,dust,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Disappearance,hide:Dust-in-Silk-Packets,st:Packets of Dust,wt:1,sp:3,qty:5d10,rc:charged]{{Size=T}}{{Use=[Spread Dust packet](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true|@{selected|token_id}|area|Dust of Disappearance|\\amp#91;[10*2d10]\\amp#93;|-1|Hidden by Dust of Disappearance|half-haze) or on [One Creature Carefully](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Make which creature disappear?|token_id}|Dust of Disappearance|\\amp#91;[10*(10+1d10)]\\amp#93;|-1|Hidden by Dust of Disappearance|half-haze)}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This dust looks just like *dust of appearance*, and it is typically stored in the same manner and quantity. All things touched by it reflect and bend light of all sorts (infrared and ultraviolet included), becoming invisible. Normal sight can\'t see dusted creatures or objects, nor can they be detected by any normal detection or even magical means. Even *detect invisibility* spells don\'t work. *Dust of appearance*, however, does reveal people and objects made invisible by *dust of disappearance*.\nInvisibility bestowed by the dust lasts for 2d10 turns (1d10+10 if sprinkled carefully upon an object). Attack while thus invisible is possible, always by surprise if the opponent fails to note the invisible thing and always at an Armor Class 4 better than normal (while invisibility lasts). Unlike the *invisibility* spell, *dust of disappearance* remains effective even after an attack is made.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'},
- {name:'Dust-of-Dryness',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Dryness}}{{subtitle=Magic Dust}}Specs=[Dust of Dryness,dust,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Dryness,hide:Dust-in-Silk-Packets,st:Packets of Dust,wt:1,sp:3,qty:4+1d6,rc:charged]{{Size=T}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use this item to hide Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This special dust has many uses. If a pinch is cast into a cubic yard of water, the liquid is instantly transformed to nothingness, and the dust pinch becomes a marble-sized pellet, floating or resting where it was cast. If this pellet is hurled down, it breaks and releases the same volume of water. When the dust is sprinkled over an area (such as with a wave of the arm), it dries up as much as 15 cubic feet of water. The dust affects only water (whether fresh, salt, brackish, or alkaline), not other liquids.\nIf the dust is employed against a water elemental or similar creature, the creature must save vs. spell or be destroyed. A successful save still inflicts [5d6](!\\amp#13;\\amp#47r 5d6) points of damage upon the water-creature.}}'},
- {name:'Dust-of-Illusion',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Illusion}}{{subtitle=Magic Dust}}Specs=[Dust of Illusion,dust,1H,Illusion-Phantasm]{{Speed=[[3]]}}MiscData=[w:Dust of Illusion,hide:Dust-in-Silk-Packets,st:Packets of Dust,wt:1,sp:3,qty:10+1d10,rc:charged]{{Size=T}}{{Save=vs. Spell negates}}{{Use=[Alter Appearance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Alter the appearance of which creature??|token_id}|Dust of Illusion|\\amp#91;[60*(6+1d6)]\\amp#93;|-1|Appearance altered by Dust of Illusion|half-haze)}}{{Looks Like=This fine powder appears like chalk dust or powered graphite, unless stared at.}}{{desc=If it is stared at the dust changes color and form. Put a pinch of dust of illusion on a creature and the creature appears to become any other creature of similar shape, with a size variance of 50% (plus or minus) from the actual size of the affected creature. Thus, a halfling could appear as a human of small stature, a human as an ogre, a pegasus as a mule, etc. An unwilling recipient is allowed a saving throw vs. spell to escape the effect.\nThe individual who sprinkles the magical dust must envision the illusion desired as the powder is shaken over the subject creature. The illusionary power lasts for 1d6+6 hours unless otherwise dispelled.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'},
- {name:'Dust-of-Sneezing+Choking',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Sneezing and Choking}}{{subtitle=Magic Dust}}Specs=[Dust of Sneezing and Choking,dust,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Sneezing and Choking,hide:Dust-in-Silk-Packets,st:Packets of Dust,wt:1,sp:3,qty:5d10,rc:charged]{{Size=T}{{Looks Like=This fine powder appears like any other dust.}}}{{desc=If this dust is spread, it causes those within a 20-foot radius to fall into fits of sneezing and coughing. Those failing a saving throw vs. poison die immediately; those who make their saving throw are [disabled by the choking](!rounds --target caster|@{selected|token_id}|Sneezing \\amp Choking|\\amp#91;[5d4]\\amp#93;|-1|Sneezing and Choking and unable to do anything else - effectively prone|back-pain) for 5d4 rounds.}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use *Dust in Silk Packets* (or, as suggested, *Dust of Appearance* or *Dust of Disappearance* to hide this Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'},
- {name:'Dust-of-Tracelessness',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Tracelessness}}{{subtitle=Magic Dust}}Specs=[Dust of Tracelessness,dust,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Tracelessness,hide:Dust-in-Silk-Packets,st:Packets of Dust,wt:1,sp:3,qty:12+1d12,rc:charged]{{Size=T}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This normal-seeming dust is actually a highly magical powder that can be used to conceal the passage of its possessor and his companions. Tossing a pinch of this dust into the air causes a chamber of up to 1,000 square feet to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.\nA pinch of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for a mile back into the distance. No magical radiation occurs from the use of this dust.\nThe substance is typically found in a finely sewn pouch}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use *Dust in Silk Packets* to hide this Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'},
- {name:'Efreeti-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bottle}}{{name=containing an Efreeti}}{{subtitle=Magic Item}}Specs=[Efreeti Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Efreeti Bottle,hide:Brass-Bottle,st:Smoking Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=When used, ask the GM to *Drag \\amp Drop* an Efreeti onto the map}}{{Looks Like=This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{desc=There is a 10% chance that the efreeti will be insane and attack immediately upon being released. There is also a 10% chance that the efreeti of the bottle will only grant three wishes. The other 80% of the time, however, the inhabitant of the bottle will serve normally (see Monstrous Manual). When opened, the efreeti issues from the bottle instantly.}}{{GM Info=Hide this bottle as a *Brass Bottle* using the GM\'s *Add Items* menu}}'},
- {name:'Eversmoking-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bottle}}{{name= (Eversmoking)}}{{subtitle=Magic Item}}Specs=[Eversmoking Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Eversmoking Bottle,hide:Brass-Bottle,st:Smoking Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Looks Like=This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{desc=This metal urn is identical to an efreeti bottle except that it does nothing but smoke. The amount of smoke is very great if the stopper is pulled out, pouring from the bottle and totally obscuring vision in a 50,000-cubic-foot area in one round (e.g. 50 x 100 x 10 ft high). Left unstoppered, the bottle will fill another 10,000 cubic feet of space with smoke each round until 120,000 cubic feet of space is fogged. This area remains smoked until the eversmoking bottle is stoppered. When the bottle is stoppered, smoke dissipates normally. The bottle can be resealed only if a command word is known.}}{{GM Info=Hide this bottle as a *Brass Bottle* using the GM\'s *Add Items* menu}}'},
- {name:'Eyes-of-Charming',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Charming}}{{subtitle=Magic Item}}Specs=[Eyes of Charming,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Charming,hide:Eyes-of-Unknown-Type,st:Lenses,wt:1,sp:3,qty:2,rc:uncharged]{{Size=S}}{{Use=[Charm Person](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Charm-Person) then follow the spell description. Remember, save suffers penalty of 2 if both eyes are worn, bonus of 2 if only 1 is worn}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=When in place, the wearer is able to charm persons merely by meeting their gaze. Those failing a saving throw vs. spell are charmed as per the spell. The user can look at and charm one person per round. Saving throws suffer a -2 penalty if the wearer has both lenses, or a +2 bonus if he wears only one of a pair of eyes of charming.}}'},
- {name:'Eyes-of-Minute-Seeing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Minute Seeing}}{{subtitle=Magic Item}}Specs=[Eyes of Minute Seeing,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Minute Seeing,hide:Eyes-of-Unknown-Type,st:Lenses,wt:1,sp:3,qty:2,rta:+20,rc:uncharged]{{Size=S}}{{Use=[Wear the Eyes](!rounds --target caster|@{selected|token_id}|Eyes-of-Minute-Seeing|99|0|Can see 100x smaller|overdrive\\amp#13;!magic --message @{selected|token_id}|Eyes of Minute Seeing|@{selected|token_name} dons some odd crystals into their eyes, now has a penetrating gaze, and looks very closely at everything and everyone) \n[Remove the Eyes](!rounds --removetargetstatus @{selected|token_id}|Eyes-of-Minute-Seeing\\amp#13;!magic --message @{selected|token_id}|Eyes of Minute Seeing|@{selected|token_name} removes the strange crystals from their eyes, and their glance is now less piercing)}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=In appearance, *eyes of minute seeing* are much like other magical lenses, but they enable the wearer to see 100 times better at distances of 1 foot or less. Thus, tiny seams, minute marks, even the impression left from writing can be seen. Secret compartments and hidden joints can be noted and the information acted upon. \nWearing only one of the pair causes a character to become dizzy and, in effect, stunned, for one round. Thereafter, one eye must always be covered to avoid this sensation of vertigo.}}'},
- {name:'Eyes-of-Petrification',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Petrification}}{{subtitle=Magic Item}}Specs=[Eyes of Petrification,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Eyes of Petrification,hide:Eyes-of-Unknown-Type,st:Lenses,wt:1,sp:3,qty:2,rc:uncharged,on:!rounds ~~target caster|@{selected|token_id}|Eyes of Petrification|99|0|Petrified - turned to stone|frozen-orb]{{Size=S}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=Totally indistinguishable from any other magical lenses, the effect of donning *eyes of petrification* is dramatic: the wearer is instantly turned to stone. Note that 25% of these devices work as the gaze of a basilisk does, including reflection of the eyes turning the gazer to stone.}}{{GM Info=Hide this item as any other form of *eyes* using the GM\'s *Add Items* menu, with *Reveal* set to *on use*}}'},
- {name:'Eyes-of-Unknown-Type',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Eyes of Unknown Type}}{{subtitle=Magic Item}}Specs=[Eyes of Unknown Type,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Unknown Type,st:Lenses,wt:1,sp:3,qty:2,rc:uncharged]{{Size=S}}{{desc=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes, but what they will do when worn is clearly uncertain.}}'},
- {name:'Eyes-of-the-Eagle',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of the Eagle}}{{subtitle=Magic Item}}Specs=[Eyes of the Eagle,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Eyes of the Eagle,hide:Eyes-of-Unknown-Type,st:Lenses,sp:10,rc:uncharged,loc:Eyes]{{Size=Tiny}}{{Use=[Wear the Eyes](!rounds --target caster|@{selected|token_id}|Eyes-of-the-Eagle|99|0|Can see 100x better|overdrive\\amp#13;!magic --message @{selected|token_id}|Eyes of the Eagle|@{selected|token_name} dons some odd crystals into their eyes, now has a piercing stare, and looks far into the distance) \n[Remove the Eyes](!rounds --removetargetstatus @{selected|token_id}|Eyes-of-the-Eagle\\amp#13;!magic --message @{selected|token_id}|Eyes of the Eagle|@{selected|token_name} removes the strange crystals from their eyes, and their glance is now less piercing)}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=These items are made of special crystal and fit over the eyes of the wearer. They give vision 100 times greater than normal at distances of 1 foot or more (i.e., the wearer can see at 2,000 feet what a person could normally see at 20 feet). It takes 1 round to put the crystal in each eye, and 1 round to take each out again.\nWearing only one of the pair causes a character to become dizzy and, in effect, stunned, for one round. Thereafter, one eye must always be covered to avoid this sensation of vertigo.}}'},
- {name:'Figurine-Ebony-Fly',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Figurine}}{{name= of Wonderous Power\nEbony Fly}}{{subtitle=Magic Item}}Specs=[Ebony Fly,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Ebony Fly,st:Figurine,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T (1 inch high figurine)}}{{Use=Ask the GM to *Drag \\amp Drop* an Ebony Fly onto the map from the *Creature Database*}}{{Looks Like=A small, intricately carved figurine of a fly, made of some black material}}{{desc=There are several kinds of figurines of wondrous power. Each appears to be a tiny statuette of an animal an inch or so high. When the figurine is tossed down and a command word spoken, it becomes a living animal of normal size (except when noted below). The animal obeys and serves its owner.\nIf a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined, all magic is lost, and it has no power. If slain in animal form, the figurine simply reverts to a statuette and can be used again at a later time.}}{{desc1=***Ebony Fly:*** At a word, this small, carved fly comes to life and grows to the size of a pony. The ebony fly is Armor Class 4, has 4+4 Hit Dice, and maneuverability class C. It flies at a movement rate of 48 without a rider, 36 carrying up to 210 pounds weight, and 24 carrying from 211 to 350 pounds weight. The item can be used a maximum of three times per week, 12 hours per day. When 12 hours have passed or when the command word is spoken, the ebony fly once again becomes a tiny statuette.}}'},
- {name:'Figurine-Elephant-Normal',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Marble Elephant,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Marble Elephant,st:Figurine,wt:1,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* an Elephant onto the map from the *Creature Database*}}{{name= of Wonderous Power\nMarble Elephant (Normal)}}{{Looks Like=A statuette of an elephant, being about the size of a human hand}}{{desc1=***Marble Elephant:*** This is the largest of the figurines. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine\'s owner, serving as a beast of burden, mount, or combatant.\nThe statuette can be used a maximum of 24 hours at a time, four times per month.}}{{GM Info=The type of marble elephant obtained is determined by rolling percentile dice and consulting the table below:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Elephant Type\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-09\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Normal Elephant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prehistoric Elephant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
- {name:'Figurine-Elephant-Prehistoric',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Marble Elephant,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Marble Elephant,st:Figurine,wt:1,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Figurine-Elephant-Normal}{{name= of Wonderous Power\nMarble Elephant (Prehistoric)}}{{Use=Ask the GM to *Drag \\amp Drop* a Mastodon onto the map from the *Creature Database*}}{{Looks Like=A statuette of a *mastodon* (a type of prehistoric elephant), about the size of a human hand}}'},
- {name:'Figurine-Goat-of-Terror',type:'melee|miscellaneous',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Terror,Melee|Miscellaneous,1H,Spears],[Goat of Terror,Melee|Miscellaneous,1H,long-blade],[Goat of Terror,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Terror,st:Figurine,wt:1,sp:3,qty:3,rc:rechargeable]{{}}ToHitData=[w:Goat Horn Lance,sb:1,+:3,n:1,ty:P,r:10,sp:5],[w:Goat Horn Sword,sb:1,+:6,n:1,ty:S,sp:6]{{}}DmgData=[w:Goat Horn Lance,db:0,sb:1,sm:1d6,l:1d8],[w:Goat Horn Sword,db:0,sb:1,sm:1d8,l:1d12]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Terror onto the map from the *Creature Database*. To use the horns as weapons, take the *Figurine Goat of Terror* in-hand using the *Change Weapon* dialog which will then give a *Spear+3* and a *Longsword+6* as equipped weapons}}{{name=Figurine of Wonderous Power\nGoat of Terror}}{{Looks Like=A figurine of a goat, posed as if running fast. The horns of the figurine appear a little lose.}}{{desc1=***Goat of Terror:*** When called upon with the proper command word, this statuette becomes a destrier-like mount, movement rate 36, Armor Class 2, 48 hit points, and no attacks. However, its rider can employ the goat\'s horns as weapons (one horn as a *spear +3* (lance), the other as a *sword +6*). When ridden versus an opponent, the *goat of terror* radiates terror in a 30-foot radius, and any opponent in this radius must roll a successful saving throw vs. spell or lose 50% of strength and suffer at least a -3 penalty to attack rolls, all due to weakness caused by terror. When all opponents are slain, or upon the proper command, the goat returns to its statuette form. It can be used once every two weeks.\nAfter three uses, each of the goats loses its magical ability forever.}}'},
- {name:'Figurine-Goat-of-Travail',type:'miscellaneous',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Travail,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Travail,st:Figurine,wt:1,sp:3,qty:3,rc:rechargeable]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Travail onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGoat of Travail}}{{Looks Like=A figurine of a goat, posed as if about to ram an opponent.}}{{desc1=***Goat of Travail:*** When commanded, this statuette becomes an enormous creature, larger than a bull, with sharp hooves (2d4+2/2d4+2), a vicious bite (2d4), and a pair of wicked horns of exceptional size (2d6/2d6). If it is charging to attack, it may only use its horns, but +6 damage is added to each hit on that round (i.e., 8-18 hit points per damage per horn). It is Armor Class 0, has 96 hit points, and attacks as a 16 Hit Dice monster. It can be called to life just once per month up to 12 hours at a time. Its movement rate is 24.\nAfter three uses, each of the goats loses its magical ability forever.}}'},
- {name:'Figurine-Goat-of-Travelling',type:'miscellaneous',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Travelling,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Travelling,st:Figurine,wt:1,sp:3,qty:3,rc:rechargeable]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Travelling onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGoat of Travelling}}{{Looks Like=A figurine of a goat, posed as if running very fast}}{{desc1=***Goat of Travelling:*** This statuette provides a speedy and enduring mount of Armor Class 6, with 24 Hit Points and 2 attacks (horns) for 1d8 each (consider as 4 Hit Dice monster). Its movement rate is 48 bearing 280 pounds or less. Its movement is reduced by 1 for every additional 14 pounds of weight carried. The goat can travel a maximum of one day each week—continuously or in any combination of periods totalling 24 hours. At this point, or when the command word is uttered, it returns to its small form for not less than one day before it can again be used.\nAfter three uses, each of the goats loses its magical ability forever.}}'},
- {name:'Figurine-Golden-Lions',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Golden Lions,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Golden Lions,st:Figurine,wt:1,sp:3,qty:2,rc:recharging]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a pair of Lions onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGolden Lions}}{{Looks Like=A pair of figurines of lions, fabricated in some golden metal, possibly gold plated or even solid gold, small enough that both figurines can fit in the palm of your hand.}}{{desc1=***Golden Lions:*** These come in pairs. They become normal adult male lions (Armor Class 5/6, 5+2 Hit Dice, and normal attack modes). If slain in combat, the lions cannot be brought back from statuettes form for one full week; otherwise, they can be used once every day. They enlarge and shrink upon speaking the command word.}}'},
- {name:'Figurine-Obsidian-Steed',type:'miscellaneous',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Obsidian Steed,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Obsidian Steed,st:Figurine,wt:1,sp:3,qty:1,rc:rechargeable]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* an *Obsidian Steed* onto the map from the *Creature Database*}}{{name= of Wonderous Power\nObsidian Steed}}{{Looks Like=A small, *nearly shapeless* lump of black stone.}}{{desc1=***Obsidian Steed:*** Only careful inspection will reveal that it vaguely resembles some form of quadruped, and of course, if magic is detected for, the figurine will radiate magic. Upon speaking the command word, the near formless piece of obsidian becomes a fantastic mount. Treat it as a heavy war horse with the following additional powers: fly (at normal movement speed), go ethereal, go astral. It will allow itself to be ridden (see GM Info). The statuette can be used for a 24-hour period maximum, once per week. Note that when the obsidian steed becomes astral or ethereal, its rider and gear follow suit. Thus, travel to other planes can be accomplished by means of this item.}}{{GM Info=It will allow itself to be ridden, but if the rider is of good alignment, it is 10% likely per use to carry its "master\'\' to the floor of the first layer of the Gray Waste and then return to its statuette form. }}'},
- {name:'Figurine-Serpentine-Owl',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Serpantine Owl,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Serpentine Owl,st:Figurine,wt:1,sp:3,qty:3,rc:single-uncharged,ns:1],[cl:PW,w:PW-Serpentine-Giant-Owl,sp:3,pd:3]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Either ask the GM to *Drag \\amp Drop* a *Horned Owl* onto the map from the *Creature Database* ***or*** [Transform to a Giant Owl](!magic --mi-power @{selected|token_id}|Serpentine-Giant-Owl|Figurine-Serpentine-Owl --mi-charges @{selected|token_id}|-1|Figurine-Serpentine-Owl||charged)}}{{name= of Wonderous Power\nSerpentine Owl}}{{Looks Like=A skillfully carved figurine of an owl grasping a snake in its talons, fashioned of heavy hardwood, possibly oak}}{{desc1=***Serpentine Owl:*** becomes a normal-sized horned owl (AC 7; move 24(D); 2d2 hit points; 1d2/1d2 points of damage when attacking) if its possessor so commands, or it can become a giant owl if its owner so requires. The maximum duration of the transformation is eight hours in either case. (However, after three transformations into giant owl form, the statuette loses all of its magical properties.) The normal-sized form of the magical statuette moves with 95% silence, has infravision to 90 feet, can see in normal, above-ground darkness as if it were full light, and twice as well as a human. Its hearing is so keen it can detect a mouse moving up to 60 feet away. Anyone or anything trying to move silently has his (or its) chances reduced 50% against the serpentine owl in smaller form. Furthermore, the owl can and will communicate with its owner by telepathic means, informing him of all it sees and hears within the limitations of its intelligence. If commanded to giant-size, a serpentine owl is in all respects the same as a\ngiant owl.}}'},
- {name:'Flask-of-Curses',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Flask}}{{name= of Curses}}{{subtitle=Magic Item}}Specs=[Flask of Curses,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Flask of Curses,hide:Brass-Bottle,st:Flask,wt:1,sp:3,qty:1,rc:charged]{{Size=S}}{{Use=The GM will tell you what happens when you use this item}}{{Looks Like=An ordinary beaker, bottle, container, decanter, flask, or jug of some type, containing a little liquid of some unidentifyable sort}}{{desc=It has magical properties, but detection will not reveal the nature of the flask of curses. It may contain a liquid or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby. After that, it is harmless. The type of curse is up to the DM}}{{GM Info=Hide this as some other jug, flask or bottle, using the GM\'s *Add Items* menu, and set *Reveal* to *on use*. Invent an imaginative curse to enact! Suggestions include the reverse of the priest\'s bless spell. Typical curses found on scrolls are recommended for use here as well. Or perhaps a monster could appear and attack all creatures in sight.}}'},
- {name:'Gauntlets-of-Dexterity',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Dexterity}}{{subtitle=Magic Item}}Specs=[Gauntlets of Dexterity,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Dexterity,st:Gauntlets,wt:1,sp:3,rc:uncharged]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=A pair of these gloves \nappears to be nothing more than lightweight leather handwear of the everyday sort except that, strangely, they will resize to fit any hand, from that of a huge human to that of a small halfling.}}{{desc=Naturally, the gloves radiate magic if so detected. *Gauntlets of Dexterity* increase overall Dexterity by 4 points if the wearer\'s Dexterity is 6 or less, by 2 points if at 7-13, and by 1 point if Dexterity is 14 or higher. Furthermore, wearing these gloves enables a nonthief character to pick pockets (45% chance) or open locks (37% chance) as if he were a 4th-level thief. If worn by a thief, they increase these two abilities by 10%.}}'},
- {name:'Gauntlets-of-Fumbling',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Fumbling}}{{subtitle=Magic Item}}Specs=[Gauntlets of Fumbling,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Fumbling,st:Gauntlets,wt:1,sp:3,rc:cursed]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=Might be either made of supple leather or heavy protective material suitable for use with armor. The GM will tell you which.}}{{desc=These gauntlets may be of supple leather or heavy protective material suitable for use with armor (ring, scale, chain, etc.). In the former instance, these will appear to be *gauntlets of dexterity*; in the latter case, they will appear to be *gauntlets of ogre power*. They will perform according to every test as if they were *gauntlets of dexterity* or *ogre power* until the wearer finds himself under attack or in a life and death situation. At that time, the curse is activated, and the wearer will become very clumsy, with a 50% chance each round of dropping anything held in either hand—not from both singly. The gauntlets will also lower overall Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a *remove curse* spell or a *wish*.}}{{GM Info=Hide these gauntlets in a container or on a dead body (or NPC that the part can loot) as either *gauntlets of dexterity* or *gauntlets of ogre power* using the GM\'s *Add Items* menu, set *Reveal* to *manually by GM*. Then reveal when the situation fits the criteria. Until then, they will appear and work as the displayed gauntlets}}'},
- {name:'Gauntlets-of-Ogre-Power',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Ogre Power}}{{subtitle=Magic Item}}Specs=[Gauntlets of Ogre Power,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Ogre Power,st:Gauntlets,wt:1,sp:3,rc:uncharged]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=These gauntlets are typical of handwear for use with armour of some type (the GM will tell you if they are chain, plate, heavy leather etc)}}{{desc=The wearer of these gloves, is imbued with 18/00 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +6 bonus to damage inflicted when a hit is made. These gauntlets are particularly desirable when combined with a *girdle of giant strength* and a hurled weapon. They grow or shrink to fit human to halfling-sized hands.}}'},
- {name:'Gauntlets-of-Swimming+Climbing',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gloves}}{{name= of Swimming \\amp Climbing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gauntlets of Swimming+Climbing,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gauntlets of Swimming+Climbing,st:Gauntlets,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=A pair of these gloves appear to be normal light-weight handwear. However, they seem to resize themselves to fit hands from large human to small halfling.}}{{effects=These gloves radiate magic if a detection is attempted. The wearer can swim as fast as a triton (movement of 15) underwater, and as fast as a merman (movement 18) on the surface. These gauntlets do not empower the wearer to breathe in water.\nThese gloves give the wearer a very strong gripping ability with respect to climbing. He can climb vertical or nearly vertical surfaces, upward or downward, with a 95% chance of success. If the wearer is a thief, the gauntlets increase success probability to 99%.}}'},
- {name:'Gem-of-Brightness',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Brightness}}{{subtitle=Magic Item}}Specs=[Gem of Brightness,Miscellaneous,1H,Evocation]{{Speed=[[3]]}}MiscData=[w:Gem of Brightness,st:Prism,wt:1,sp:3,qty:50,c:0,rc:discharging]{{Size=S}}{{Use=Select [Shed Pale Light](!rounds --target caster|@{selected|token_id}|Gem of Brightness Light|99|0|Illuminating with the Gem of Brightness|aura) or [Stop Shedding Light](!rounds --removetargetstatus @{selected|token_id}|Gem of Brightness Light) or [Bright Ray](!rounds --aoe @{selected|token_id}|bolt|feet|0|50|1|light|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d4]\\amp#93;|-1|Blinded by the Gem of Brightness, penalty of 4 on AC+Attk|bleeding-eye\\amp#13;!magic --mi-charges @{selected|token_id}|-1|Gem of Brightness) or [Blinding Flash](!rounds --aoe @{selected|token_id}|cone|feet|0|30|5|light|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d4]\\amp#93;|-1|Blinded by the Gem of Brightness, penalty of 4 on AC+Attk and permanent eye damage|bleeding-eye\\amp#13;!magic --mi-charges @{selected|token_id}|-5|Gem of Brightness) \n[Absorb *Darkness*](!magic --mi-charges @{selected|token_id}|-1|Gem of Brightness --message @{selected|token_id}|Gem of Brightness|The *darkness* cast at the gem has been absorbed at a cost of 1 charge) or [Absorb *Continual Darkness*](!magic --mi-charges @{selected|token_id}|-5|Gem of Brightness --message @{selected|token_id}|Gem of Brightness|The *continual darkness* cast at the gem has been absorbed at a cost of 5 charges)}}{{Looks Like=Appears to be a long, rough prism, such as might be used by an alchemist or street magicians to produce rainbows}}{{desc=Upon utterance of the proper spell words, the crystal emits light of one of three sorts: a pale cone of light, a bright ray, or a blinding flash. *Darkness* or *Continual Darkness* can be absorbed at a cost.}}{{hide1=One command word causes the gem to shed a pale light in a cone-shape 10 feet long, emanating from the gem to a radius of 2_ feet at the end of the beam. This does not discharge any of the energy of the device.\nAnother command causes the gem of brightness to send out a very bright ray 1 foot in diameter and 50 feet long. Any creature struck in the eyes by this beam will be dazzled and unable to see for 1d4 rounds. The target creature is entitled to a saving throw versus magic to determine whether or not its eyes were shut or averted in time. This use of the gem expends one energy charge.\nThe third manner in which the item may be used is to cause it to flare in a blinding flash of light in a cone 30 feet long with a 5-foot radius at its end. Although this glare lasts but a moment, all creatures within its area must save versus magic or be blinded for 1-4 rounds and thereafter suffer a penalty of -1 to -4 to attack rolls due to permanent eye damage. This use expends five charges.\nDazzling or blindness effects can be reversed by a *cure blindness* spell; eye damage can be cured only by a *heal* spell. The *gem of brightness* has 50 charges and cannot be recharged. A *darkness* spell cast at the gem\'s owner drains one charge from a *gem of brightness*, or makes it useless for one round, at the option of the gem owner. A *continual darkness* spell causes it to be useless for one day, or to expend five charges, at the option of the owner.}}'},
- {name:'Gem-of-Insight',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Insight}}{{subtitle=Magic Item}}Specs=[Gem of Insight,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gem of Insight,st:Gem,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=This jewel appears to be a well-cut stone of not less than 5,000 gp value.}}{{desc=If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A *gem of insight* functions once every 50 years. If a character acquires a second gem, the second item has no effect.}}'},
- {name:'Gem-of-Seeing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Seeing}}{{subtitle=Magic Item}}Specs=[Gem of Seeing,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gem of Seeing,st:Gem,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A finely cut and polished gem, that seems very clear and free of defects, almost like a lens}}{{desc=These finely cut and polished stones are indistinguishable from ordinary jewels, although a *detect magic* will reveal its enchantment. When gazed through, the *gem of seeing* enables the user to detect all hidden, illusionary, invisible, astral, ethereal, or out-of-phase things within viewing range.\nPeering through the crystal is time-consuming and tedious. The viewing range of the gem is 300 feet for a cursory scan if only large, obvious objects are being sought, 100 feet if small things are to be seen. It requires one round to scan a 200-square-foot area in a cursory manner, two rounds to view a 100-square-foot area in a careful way. There is a 5% chance each time the gem is used that the viewer will see an hallucination, something that is not there, or possibly through some real thing as if it were an illusion.}}'},
- {name:'Girdle-of-Cloud-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Cloud Giant Strength}}{{desc1=Cloud Giant Strength is 23, To-Hit bonus +5, Damage bonus +11, Open doors 18/20, Locked dors 16/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 935 lbs, range: 14 yds, damage: 1d10, rock weight: 184 lbs, % lift gates: 90%}}'},
- {name:'Girdle-of-Dwarvenkind',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Dwarvenkind}}{{subtitle=Magic Item}}Specs=[Girdle of Dwarvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Dwarvenkind,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of sturdy construction from various leathers and metal plates, with dwarvish runes inscribed in several places.}}{{desc=This belt lowers the wearers\' Charisma score by 1 with respect to nondwarves and their ilk. The girdle causes the wearer to gain one point of Charisma with respect to halflings of the stout sort and with respect to all gnomes as well.\nDwarves regard the wearer as if he has Charisma two points higher than before. The girdle enables the wearer to understand, speak, and read dwarvish language. The wearer also gains the racial benefits of dwarvenkind (i.e., +1 Constitution, saving throw bonuses based on total Constitution, 60-foot infravision, and detection/determination of approximate depth underground as described in the Player\'s Handbook). All bonuses and penalties apply only as long as the individual actually wears the girdle. Benefits such as additional languages and combat bonuses against giant-type-opponents never apply.}}'},
- {name:'Girdle-of-Femininity/Masculinity',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Femininity/Masculinity}}{{subtitle=Magic Item}}Specs=[Girdle of Femininity-Masculinity,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Femininity-Masculinity,st:Girdle,wt:2,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of fine construction from various leathers and metal plates, but otherwise ordinary.}}{{desc=This broad leather band appears to be a normal belt, but, if buckled on, it will immediately change the sex of its wearer to the opposite gender. It then loses all power. There is no sure way to restore the character\'s original sex, although there is a 50% chance a wish might do so, and a powerful being can alter the situation. In other words, it takes a godlike creature to set matters aright with certainty. Ten percent of these girdles actually remove all sex from the wearer.}}'},
- {name:'Girdle-of-Fire-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Fire Giant Strength}}{{desc1=Fire Giant Strength is 22, To-Hit bonus +4, Damage bonus +10, Open doors 18/20, Locked dors 14/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 785 lbs, range: 12 yds, damage: 1d8, rock weight: 170 lbs, % lift gates: 80%}}'},
- {name:'Girdle-of-Frost-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Frost Giant Strength}}{{desc1=Frost Giant Strength is 21, To-Hit bonus +4, Damage bonus +9, Open doors 17/20, Locked dors 12/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 635 lbs, range: 10 yds, damage: 1d8, rock weight: 156 lbs, % lift gates: 70%}}'},
- {name:'Girdle-of-Hill-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Hill Giant Strength}}{{subtitle=Magic Item}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of fine construction from various leathers and metal plates, but otherwise ordinary.}}{{desc=When worn it increases the physical prowess of its wearer, giving him the Strength of a giant. (It doesn\'t cause the wearer to grow to giant size, however!).\nThe Strength gained is not cumulative with normal or magical Strength bonuses except in combination with *gauntlets of ogre power* and magical warhammers.}}{{desc1=Hill Giant Strength is 19, To-Hit bonus +3, Damage bonus +7, Open doors 16/20, Locked dors 8/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 485 lbs, range: 8 yds, damage: 1d6, rock weight: 140 lbs, % lift gates: 50%}}{{GM Info=Roll on the following table to determine which type of giant strength girdle has been found:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hill Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;31-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stone Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Frost Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-95\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cloud Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;96-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tabe\\ampgt;}}'},
- {name:'Girdle-of-Many-Pouches',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Many Pouches}}{{subtitle=Magic Item}}Specs=[Girdle of Many Pouches,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Many Pouches,st:Girdle,wt:3,sp:3,qty:1,rc:uncharged,bag:64]{{Size=S}}{{Use=When viewed or used, this item creates a container character sheet of the same name in the Player\'s Journal. Drag this sheet onto the map and use the *MI Menu / Search* and *Store* functions to extract and store items in the pouches}}{{Looks Like=This broad waistbelt seems to be nothing more than a wellmade article of dress. However, examination will reveal that the girdle has eight small pouches on its inner front surface.}}{{desc=If magic is detected for, the item will radiate strong enchantment along with a fainter aura of alteration.\nIn fact, there are a total of 64 magical pouches in the girdle, seven others "behind\'\' each of the eight apparent ones. Each of these pouches is similar to a miniature *bag of holding*, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available.}}'},
- {name:'Girdle-of-Stone-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Stone Giant Strength}}{{desc1=Stone Giant Strength is 20, To-Hit bonus +3, Damage bonus +8, Open doors 17/20, Locked dors 10/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 535 lbs, range: 16 yds, damage: 1d12, rock weight: 198 lbs, % lift gates: 60%}}'},
- {name:'Girdle-of-Storm-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Storm Giant Strength}}{{desc1=Storm Giant Strength is 24, To-Hit bonus +6, Damage bonus +12, Open doors 19/20, Locked dors 17/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 1,235 lbs, range: 16 yds, damage: 1d12, rock weight: 212 lbs, % lift gates: 95%}}'},
- {name:'Gloves-of-Missile-Snaring',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gloves}}{{name= of Missile Snaring}}{{subtitle=Magic Item}}Specs=[Gloves of Missile Snaring,Miscellaneous|Magic,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gloves of Missile Snaring,st:Gloves,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T}}ToHitData=[w:Snare Missile,msg:If the missile is an arrow, bolt, dart, bullet, javelin, axe, hammer, spear or a similar ranged weapon \\lpar;that is, not a spell such as *magic missile*\\rpar; you successfully pluck it from the air and add it to your inventory,cmd:!magic ~~pickorput \\at;{selected\\vbar;token_id}\\vbar;\\at;{target\\vbar;Who fired the missile?\\vbar;token_id}\\vbar;\\at;{selected\\vbar;token_id},sp:0,c:0]{{Use=The glove should be taken *In Hand* using the *Change Weapon* dialog (thus ensuring you have nothing else in that hand). If a missile should be caught, use the *Attack* action to display the *Snare Missile* action button which, when pressed will ask who fired the missile to be targeted, at which point the missile fired can be "plucked" from their character sheet!}}{{Looks Like=These gloves "fit like a glove" - so well in fact that they seem to meld with the hands, becoming almost invisible (undetectable unless within five feet of the wearer).}}{{desc=These gloves radiate slightly of enchantment and alteration if magic is detected for. Once snugly worn, they seem to meld with the hands, becoming almost invisible (undetectable unless within five feet of the wearer). Either or both hands so clad, if not already holding something, can be used to pick many sorts of missiles out of the air, thus preventing possible harm, and enabling the wearer to return a hand-thrown missile to its sender as an attack in a subsequent round.\nAll forms of small, hand-hurled or weapon-propelled missiles (arrows, bolts, darts, bullets, javelins, axes, hammers, spears, and the like) can be caught. If the weapon magically returns to the attacker, then catching it simply prevents damage, and returning the weapon does not result in an attack.}}{{GM Info=**Note:** if the missile is non-returning and the quantity left is 0, the user of the gloves may not be able to pick the weapon from the thrower\'s character sheet - in this case, the GM may need to use their *Add Items* menu (or the Player use their *Edit Weapons \\amp Armour* dialog) to add the weapon to their inventory.}}'},
- {name:'Harp-of-Charming',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Harp}}{{name= of Charming}}{{subtitle=Magic Item}}Specs=[Harp of Charming,Miscellaneous|Magic,2H,Alteration]{{Speed=[[3]]}}MiscData=[w:Harp of Charming,st:Harp,wt:10,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:MU-Suggestion,lv:6,sp:3,pd:1]{{Size=M}}ToHitData=[w:Cast Suggestion,cmd:!magic ~~mi-power \\at;{selected\\vbar;token_id}\\vbar;MU-Suggestion\\vbar;Harp-of-Charming\\vbar;6\\ampamp;#13;!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Harp Suggestion Recharging\\vbar;10\\vbar;-1\\vbar;Keep playing the harp while the Suggestion power recharges\\vbar;stopwatch]{{Use=Take the Harp in hand as a two-handed weapon using the *Change Weapon* dialog, then use the *Attack* action to cast the *Suggestion*. The *Suggestion* will automatically recharge over 1 turn.}}{{Looks Like=This instrument appears identical to all other fine quality harps.}}{{desc=When played by a person proficient in the instrument, the player is able to cast one *suggestion* spell each turn of playing. Optionally, the DM can require a successful proficiency check be made to cast the *suggestion*. On a die roll of 20, the harpist has played so poorly as to enrage all those who hear.}}{{GM Info=If using the optional Proficiency Roll means of allowing the *suggestion* to be cast, use the *Maintenance Menu* to alter the duration of the timer on the harpist, or just delete the status off the harpist, which will reinstate the *suggestion* power.}}'},
- {name:'Harp-of-Discord',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Harp}}{{name= of Discord}}{{subtitle=Magic Item}}Specs=[Harp of Discord,Miscellaneous|Magic,2H,Alteration]{{Speed=[[3]]}}MiscData=[w:Harp of Discord,st:Harp,wt:10,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:MU-Suggestion,lv:6,sp:3,pd:1]{{Size=M}}ToHitData=[w:Cast Suggestion,cmd:!magic ~~mi-power \\at;{selected\\vbar;token_id}\\vbar;MU-Suggestion\\vbar;Harp-of-Charming\\vbar;6\\ampamp;#13;!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Harp Suggestion Recharging\\vbar;10\\vbar;-1\\vbar;Keep playing the harp while the Suggestion power recharges\\vbar;stopwatch]{{Use=[Roll d100](!\\amp#13;\\amp#47;gr 1d100cs\\gt51cf\\lt50) to determine if the harp acts as a *harp of charming* (51-00). If a *harp of charming* take the Harp in hand as a two-handed weapon using the *Change Weapon* dialog, then use the *Attack* action to cast the *Suggestion*. The *Suggestion* will automatically recharge over 1 turn.\nIf as a *harp of discord* all effects should be applied manually in agreement with the GM.}}{{Looks Like=This instrument appears identical to all other fine quality harps.}}{{desc=However, when played, the harp emits painful and discordant tones 50% of the time. The remaining 50% of the time it acts as a harp of charming. When discordant, the music has the effect of automatically enraging all those within 30 feet. Those enraged will attack the musicians 50% of the time or the nearest other target the remaining 50% of the time. The harpist is not affected by this frenzy unless he is being attacked. The frenzy lasts for 1d4 + 1 rounds after the music stops.}}{{GM Info=If using the optional Proficiency Roll means of allowing the *suggestion* to be cast, use the *Maintenance Menu* to alter the duration of the timer on the harpist, or just delete the status off the harpist, which will reinstate the *suggestion* power.}}'},
- {name:'Hat-of-Disguise',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{name= of Disguise}}{{subtitle=Magic Item}}Specs=[Hat of Disguise,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Hat of Disguise,st:Hat,wt:5,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A normal appearing hat.}}{{desc=This normal-appearing hat contains a powerful enchantment that allows its wearer to alter his appearance as follows:\n*Height:* +/-25% of actual height\n*Weight:* +/-50% of actual weight\n*Sex:* Male or female\n*Hair:* Any color\n*Eyes:* Any color\n*Complexion:* Any color\n*Facial features:* Highly mutable\nThus, the wearer could appear as a comely woman, a half-orc, or possibly even a gnome. If the hat is removed, the disguise is instantly dispelled. The headgear can be used over and over. Note that the hat can be changed (as part of a disguise) to appear as a comb, ribbon, head band, fillet, cap, coif, hood, helmet, etc.}}'},
- {name:'Hat-of-Stupidity',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{name= of Stupidity}}{{subtitle=Cursed Magic Item}}Specs=[Hat of Stupidity,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Hat of Stupidity,st:Hat,sp:0,pick:!attk --set-savemod @{selected|token_id}|add|Hat of Stupidity|Hat of Stupidity|int:-7,put:!attk --set-savemod @{selected|token_id}|del|Hat of Stupidity|Hat of Stupidity,rc:cursed,loc:Head]{{Size=Small}}{{Immunity=None}}{{Looks Like=This hat is indistinguishable from any other hat.}}{{desc=Indistinguishable even when most carefully detected by magical means. Only by placing it upon the head can its powers be determined. Of course, once on the head, the wearer will believe that the hat is a beneficial item, for he will be overcome by stupidity. Intelligence is lowered to 7, or by -1 if the wearer has a 7 or lower Intelligence normally. The wearer will always desire to have the hat on—especially when he is engaged in any activity which requires thinking, spellcasting, etc. Without the benefit of a remove curse spell or similar magic, the wearer will never be free from the magic of the hat. If released, the wearer\'s Intelligence returns to its normal level.}}'},
- {name:'Helm-of-Brilliance',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Brilliance}}ACData=[a:Helm of Brilliance,st:Helm,+:2,rules:+acall,sz:M,wt:10,w:Helm of Brilliance,sp:3,qty:1,rc:uncharged,loc:Head,ns:4],[cl:PW,w:MU-Prismatic-Spray,lv:14,sp:7,pd:10],[cl:PW,w:PR-Wall-of-Fire,lv:10,sp:8,pd:20],[cl:PW,w:MU-Fireball,lv:6,sp:3,pd:30],[cl:PW,w:PR-Light,lv:2,sp:4,pd:40]{{subtitle=Magic Item}}Specs=[Helm of Brilliance,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=Select one of the following gems to use:\n[Diamond](!magic --mi-power @{selected|token_id}|MU-Prismatic-Spray|Helm-of-Brilliance|14|1|1) [Ruby](!magic --mi-power @{selected|token_id}|PR-Wall-of-Fire|Helm-of-Brilliance|14|1|1) [Fire Opal](!magic --mi-power @{selected|token_id}|MU-Fireball|Helm-of-Brilliance|14|1|1) [Opal](!magic --mi-power @{selected|token_id}|PR-Light|Helm-of-Brilliance|14|1|1) \n\nIn addition, can [Make Sword of Flame](!attk --mod-weapon @{selected|token_id}|Blade|DMG|sm\\clon;+1d6,l\\clon;+1d6). To stop, *Change Weapon* (even to same weapon). Other effects must be applied manually.}}{{GM Info=Note that this helm adds an AC bonus of +2 to the whole body, not just the head.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=When worn, it functions only upon the utterance of a special command word. When so empowered the true nature of the helm is visible to all. The helm is armor of +2 value. It is of brilliant silver and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals—each of large size and magicked—which perform as explained below. When struck by bright light, the helm will scintillate and send forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels\' functions are:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Diamond\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Prismatic spray* (as the 7th-level wizard spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Ruby\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Wall of fire* (as the 5th-level priest spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Fire Opal\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Fireball* (as the 3rd-level wizard spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Opal\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Light* (as the 1st-level priest spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;/table\\ampgt;\nEach gem can perform its spell-like power just once. The helm may be used once per round. The level of the spell is doubled to obtain the level at which the spell was cast with respect to range, duration, and such considerations. Until all of its jewels are magically expended, a *helm of brilliance* also has the following magical properties when activated.\n1. It glows with a bluish light when undead are within 30 feet. This light causes pain and 1d6 points of damage to all such creatures except skeletons and zombies.\n2. The wearer may command any sword he wields to become a *sword of flame*. This is in addition to any other special properties it may have. This takes one round to take effect.\n3. The wearer is protected as if a double-strength *fire resistance ring* were worn, but this protection cannot be augmented by further magical means.\nOnce all of its jewels have lost their magic, the helm loses all of its powers. The gems turn to worthless powder when this occurs. Removing a jewel destroys the gem. They may not be recharged.\nIf a creature wearing the helm is attacked by magical fire and fails to save vs. magical fire, he must attempt another saving throw for the helmet without magical additions. If this is failed, the remaining gems on the helm overload and detonate, inflicting on the wearer whatever accumulated effects the gems would normally have.}}'},
- {name:'Helm-of-Opposite-Alignment',type:'helm|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Opposite Alignment}}MiscData=[w:Helm of Opposite Alignment,hide:hide,st:Helm,sz:M,wt:10,sp:3,qty:1,rc:discharging,loc:Head]{{subtitle=Magic Item}}Specs=[Helm of Opposite Alignment,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=All effects of this device must be applied manually in agreement with the GM}}{{GM Info=Hide the *helm of opposite alignment* as another helm using the GM\'s *Add Item* dialog.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=If magic is detected for, the helm radiates magic of an indeterminate sort. Once placed upon the head, however, its curse immediately takes effect, and the alignment of the wearer is radically altered—good to evil, neutral to some absolute commitment (LE, LG, CE, CG) as radically different from the former alignment as possible. Alteration in alignment is mental and, once effected, is desired by the individual changed by the magic.\nOnly a wish can restore former alignment, and the affected individual will not make any attempt to return to the former alignment. If a paladin is concerned, he must undergo a special quest and atone if the curse is to be obliterated. Note that once a helm of opposite alignment has functioned, it loses all of its magical properties.}}'},
- {name:'Helm-of-Telepathy',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Telepathy}}MiscData=[w:Helm of Telepathy,st:Helm,sz:M,wt:10,sp:3,qty:1,hide:hide,rc:uncharged,loc:Head]{{subtitle=Magic Item}}Specs=[Helm of Telepathy,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=Cast [Suggestion](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion --message @{selected|token_id}|Helm of Telepathy|The creature receiving the suggestion gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.) but apply the saving throw modifiers manually.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=The helm will radiate magic if this is detected for. The wearer of a *helm of telepathy* is able to determine the thoughts of creatures within a 60-foot range. There are two limitations on this power: The wearer must know the language used by such creatures (the racial tongue will be used in thoughts in preference to the Common, the Common in preference to alignment languages); and there can\'t be more than 3 feet of solid stone, 3 inches of iron, or any solid sheeting of lead or gold between the wearer and\nthe creatures. The thought pick-up is directional. Conscious effort must be made to pick up thoughts.\nThe wearer may communicate by language with any creature within range if there is a mutually known speech, or emotions may be transmitted (empathy) so that a creature will receive the emotional message of the wearer.\nIf the wearer of the helm wants to implant a *suggestion* (see the 3rd-level wizard spell of that name in the *Player\'s Handbook*), he can attempt to do so as follows: The creature receiving the *suggestion* gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.}}'},
- {name:'Helm-of-Teleportation',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Teleportation\n(Non-Wizard version)}}MiscData=[w:Helm of Teleportation,hide:hide,st:Helm,sz:M,wt:10,sp:3,qty:1,rc:uncharged,loc:Head,ns:1],[cl:PW,w:MU-Teleport,sp:2,pd:1]{{subtitle=Helm}}Specs=[Helm of Teleportation,Helm|Miscellaneous,0H,Hat]{{Speed=[[2]]}}{{Size=M}}{{Use=Select to cast [Teleportation](!magic --mi-power @{selected|token_id}|MU-Teleport|Helm-of-Teleportation-Wizard|10)}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=Will give\noff a magical aura if detected for. Any character wearing this device may teleport once per day, exactly as if he were a wizard—the destination must be known, and a risk is involved.}}'},
- {name:'Helm-of-Teleportation-Wizard',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Teleportation\n(Wizard version)}}MiscData=[w:Helm of Teleportation,hide:hide,st:Helm,sz:M,wt:10,sp:3,qty:1,rc:uncharged,loc:Head,ns:2],[cl:PW,w:MU-Teleport,sp:2,pd:7],[cl:PW,w:PW-Teleport-Other,sp:2,pd:3]{{subtitle=Helm}}Specs=[Helm of Teleportation,Miscellaneous,0H,Hat]{{Speed=[[3]]}}{{Size=M}}{{Use=If have a *Teleport* spell memorised cast [Teleportation (Self)](!magic --mi-power @{selected|token_id}|MU-Teleport|Helm-of-Teleportation-Wizard) or [Teleportation (Other)](!magic --mi-power @{selected|token_id}|PW-Teleport-Other|Helm-of-Teleportation-Wizard)}}{{Looks Like=Appears to be nothing more than an ordinary hat - perhaps a trilby, panama, fez, or broad-brimmed sunhat}}{{desc=Will give off a magical aura if detected for. A wizard of higher than 9th level can use the helm\'s full powers, for the wearer can then memorize a *teleportation* spell, and use the helm to refresh his memory so he can repeat the spell up to three times upon objects or characters and still be able to personally teleport by means of the helm. As long as the wizard retains the *teleportation* spell uncast, he can personally teleport up to six times before the memory of the spell is lost, and even then a usage of the helm remains for one more *teleportation* spell from the helm.}}'},
- {name:'Hewards-Handy-Haversack',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Backpack}}{{name=\nHeward\'s Handy Haversack}}{{subtitle=Magic Item}}Specs=[Hewards Handy Haversack,Miscellaneous,1H,Bag]{{Speed=[[3]]}}MiscData=[w:Hewards Handy Haversack,st:Backpack,wt:3,sp:3,qty:1,rc:uncharged,bag:0]{{Size=M}}{{Use=Viewing or using the backpack, or picking it up from a container, will add a *Heward\'s Handy Haversack* character sheet to your journal. Drag this onto the map to drop a token and use as you would any other container.}}{{Looks Like=A backpack of this sort appears quite ordinary - well-made and well-used. It is of finely tanned leather, and the straps have brass hardware and buckles. There are two side pouches, each of which appears large enough to hold about a quart of material.}}{{desc=The two side pouches are each similar to a bag of holding and will actually contain material equal to as much as two cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to eight cubic feet or 80 pounds of material. The pack has an even greater power: When the wearer reaches into it for a specific item, that item will always be on top. Thus, no digging around and fumbling is ever necessary to find what the haversack contains. Heward\'s handy haversack and whatever it contains gain a +2 bonus to all saving throws.}}'},
- {name:'Horn-of-Blasting',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Horn}}{{name= of Blasting}}{{splevel=Magic Item}}{{school=Combat}}Specs=[Horn,Miscellaneous,1H,Horn]{{components=M}}{{time=[[4]]}}MiscData=[w:Horn of Blasting,st:Horn,sp:4,rc:uncharged]{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[120ft cone, 30ft at end](!rounds --aoe @{selected|token_id}|cone|feet|0|120|30|magic)}}{{save=[Save](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Stunned|1|-1|Stunned and incapacitated|back-pain --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Deaf|3|-1|Deafened|interdiction) or [Fail](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Stunned|2|-1|Stunned and incapacitated|back-pain --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Deaf|6|-1|Deafened|interdiction\\amp#13;And the victim takes [[1d10]] of damage) vs. Spell}}{{Looks Like=This horn appears to be a normal trumpet.}}{{effects=This magical horn radiates magic if a detect magic is cast upon it. It can be sounded as a normal horn, but if the correct word is spoken and the instrument is then played, it has the following effects, both of which happen at once:\n1. A cone of sound, 120 feet long and 30 feet wide at the end, issues forth from the horn. All within this area must roll a successful saving throw vs. spell. Those saving are stunned for one round and deafened for two. Those failing the saving throw sustain 1d10 points of damage, are stunned for two rounds, and deafened for four.\n2. A wave of ultrasonic sound 1 foot wide and 100 feet long issues from the horn. This causes a weakening of such materials as metal, stone, and wood. The weakening is equal in effect to the damage caused by a hit from a missile hurled by a large catapult. See "Siege Damage" in Chapter 9, and suffer an additional -2 penalty to the die roll described there.\nIf a horn of blasting is used magically more than once per day, there is a 10% cumulative chance that it will explode and inflict 5d10 points of damage upon the person sounding it.\nThere are no charges upon a horn, but the device is subject to stresses as noted above, and each time it is used to magical effect there is a 2% cumulative chance of the instrument self-destructing. In the latter case, no damage is inflicted on the character blowing it.}}{{materials=The Horn of Blasting}}'},
- {name:'Horn-of-Bubbles',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Bubbles}}{{subtitle=Cursed Magic Item}}Specs=[Horn of Bubbles,Miscellaneous,1H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Bubbles,hide:hide,st:Horn,wt:3,sp:3,qty:1,rc:cursed]{{Size=M}}{{Use=Ask the GM to look at the GM Info and inform you of the effects.}}{{Looks Like=Appears as a normal horn of fine quality.}}{{GM Info=It appears as a normal horn, or possibly any of the many magical ones, so choose how you want to hide it using the GM\'s *Add Items* dialog. When you decide that the bubbles appear, select the character\'s token and [Click here](!rounds --target caster|@{selected|token_id}|Blindness|\\amp#91;[2d10]\\amp#93;|-1|Blinded by bubbles, just at the wrong moment!|bleeding-eye) to blind the character for 2d10 rounds.}}{{desc=This cursed musical instrument will radiate magic if detected for. It appears as a normal horn, or possibly any of the many magical ones. It will sound a note and call forth a mass of bubbles that completely surround and blind the individual who blew the horn for 2d10 rounds, but these bubbles appear only in the presence of a creature actively seeking to slay the character who played the horn, so their appearance might be delayed for a very short or extremely lengthy period.}}'},
- {name:'Horn-of-Collapsing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Collapsing}}{{subtitle=Magic Item}}Specs=[Horn of Collapsing,Miscellaneous,1H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Collapsing,hide:hide,st:Horn,wt:3,sp:3,qty:1,rc:uncharged]{{Size=M}}{{Use=Ask the GM to look at the GM Info and inform you of the effects.}}{{Looks Like=The horn appears to be a normal musical instrument, perhaps a bugle or warning horn of some sort. }}{{GM Info=Hide the horn using the GM\'s *Add Items* dialog until the character knows the command word. Until then, if it is sounded improperly (e.g., without first speaking the proper command word) or 10% of the time in any event, the following will result:\n*Out-of-doors:* A torrent of fist-sized rocks will strike the individual sounding the horn, 2d6 in number, each causing 1d6 hit points of damage = [Roll total damage](!\\amp#13;\\amp#47;w gm \\amp#91;[ \\amp#91;[2d6]\\amp#93;d6]\\amp#93;HP damage from falling rocks) \n*Indoors:* The ceiling overhead will collapse when the device is blown. The character suffers [3d12](!\\amp#13;\\amp#47;gr 3d12 damage from overhead collapse) points of damage.\n*Underground:* The area immediately above the character sounding the horn will fall upon him. The damage is as described below for an underground fall.}}{{desc=Proper use of a *horn of collapsing* enables the character to sound it while it is pointed at the roof overhead from 30 to 60 feet beyond the user. The effect is to [collapse](!rounds --aoe @{selected|token}|circle|feet|60|20|20|magic) a section of roof up to 20 feet wide and 20 feet long (10-foot radius from the central aiming point) which inflicts the following damage:\n*Indoors:* Victims suffer [3d12](!\\amp#13;\\amp#47;r 3d12 damage from falling rock) points of damage.\n*Underground:* The area immediately above the character sounding the horn will fall upon him. The damage is [5d4](!\\amp#13;\\amp#91;[\\amp#63;{How high?}%10*5d4]\\amp#93; points of damage from a cave-in) points base, multiplied by one for each 10 feet of height which the material above drops (i.e., twice damage if a 20-foot ceiling, three times damage if a 30-foot ceiling, etc.).}}'},
- {name:'Horn-of-Evil',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Evil,Magic,1H,Horn],[Horn of Evil,Miscellaneous,0H,Horn]{{}}MiscData=[w:Horn of Evil,st:Horn,wt:2,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:PR-Protection-from-Good,sp:3,pd:1]{{}}ToHitData=[w:Protection from Good,pw:PR-Protection-from-Good]{{}}%{MI-DB|Horn-of-Goodness}{{name= of Evil}}{{Looks Like=Appears as a normal horn of fine quality.}}'},
- {name:'Horn-of-Fog',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Fog}}{{subtitle=Magic Item}}Specs=[Horn of Fog,Magic,1H,Horn],[Horn of Fog,Magic,1H,Horn],[Horn of Fog,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Fog,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{Size=M}}ToHitData=[w:Start Blowing,cmd:!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Blowing Horn of Fog\\vbar;99\\vbar;0\\vbar;Blowing fog from a horn\\vbar;half-haze],[w:Stop Blowing,cmd:!rounds ~~removetargetstatus \\at;{selected\\vbar;token_id}\\vbar;Blowing Horn of Fog]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select *Start Blowing* to start producing 10 cubic feet of fog per round, then *Stop Blowing* to stop and set the duration timer.}}{{Looks Like=A small, buglelike device.}}{{desc=This small, buglelike device allows its possessor to blow forth a thick cloud of heavy fog equal to that of a [fog cloud](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Fog-Cloud) spell. Each round spent blowing it creates a 10-foot cube fog cloud. The cloud lasts for 2d4 rounds after the last round of blowing the instrument. Note that should it stop being sounded for a round, a new fog cloud will have begun, as the initial one has a life expectancy of but 2d4 more minutes, and will have drifted away from the individual sounding it. The device makes a deep, horn-like noise, the note dropping abruptly to a lower register at the end.}}'},
- {name:'Horn-of-Goodness',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Goodness}}{{subtitle=Magic Item}}Specs=[Horn of Goodness,Magic,1H,Horn],[Horn of Goodness,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Goodness,st:Horn,wt:2,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:PR-Protection-from-Evil,sp:3,pd:1]{{Size=M}}ToHitData=[w:Protection from Evil,pw:PR-Protection-from-Evil]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select the *Protection* spell to cast.}}{{Looks Like=Appears as a normal horn of fine quality.}}{{desc=This magical instrument adapts itself to the alignment of its possessor, so it will produce either a good or an evil effect depending on the alignment of its owner. If the possessor is absolutely neutral, the horn will have no power whatsoever. If the owner is good, then blowing the horn has the effect of a protection from evil spell in a 10-foot radius, and this protection will last for 10 rounds. Each friendly/allied creature within this area will be affected as if granted the spell. If the horn is of evil alignment, then the reverse of the noted spell occurs within the area of effect. The horn can be blown once per day.}}'},
- {name:'Horn-of-Neutrality',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Neutrality,Miscellaneous,0H,Horn]{{}}MiscData=[w:Horn of Neutrality,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Goodness}{{name= of Neutrality}}{{Use=Taking this horn in-hand is pointless, as it will not function for Neutrals.}}{{Looks Like=Appears as a normal horn of fine quality.}}'},
- {name:'Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Valhalla}}{{subtitle=Magic Item}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged],{{Size=M}}{{Use=Ask the GM to add the requisite number of Berserker class characters to the battle area}}{{Looks Like=Appears as a normal horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. They are Armor Class 4, have 6 hp points per die, and are armed with sword and spear (50%), or battle-axe and spear (50%). The type of horn, its powers, and who is able to employ it are determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Type of Horn\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Berserk Fighters Summoned\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Usable By\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Silver\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4+2 2nd level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;any group\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Brass\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4+1 3rd level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;P, Wi, R\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bronze\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4 4th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;P, Wa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Iron\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4+1 5th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAny character whose group is unable to employ a particular horn of Valhalla will be attacked by the berserk fighters summoned when the character blows the horn.}}{{desc=This appears to be a normal instrument until its command word is spoken. Then, it summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. It can be blown just once every seven days.\nSummoned fighters gladly attack anyone the possessor of the horn commands them to fight, until they or their opponents are slain, or six turns have elapsed, whichever occurs first.\nFully 50% of these horns are aligned and will summon only fighters of the horn\'s alignment. A radical alignment difference will cause the horn blower to be attacked by the fighters.}}'},
- {name:'Horn-of-Valhalla-Brass',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Brass Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Brass Horn}}{{Looks Like=Appears as a brass horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4+1 in number, each of 3rd level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 18 hp points. The horn can be used by Priests, Wizards and Rogues.}}'},
- {name:'Horn-of-Valhalla-Bronze',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Bronze Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Bronze Horn}}{{Looks Like=Appears as a bronze horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4 in number, each of 4th level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 24 hp points. The horn can be used by Priests and Warriors.}}'},
- {name:'Horn-of-Valhalla-Iron',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Iron Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Iron Horn}}{{Looks Like=Appears as an iron horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 1d4+1 in number, each of 5th level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 30 hp points. The horn can only be used by Warriors.}}'},
- {name:'Horn-of-Valhalla-Silver',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Silver Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Silver Horn}}{{Looks Like=Appears as a silver horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4+2 in number, each of 2nd level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 12 hp points. The horn can be used by any character.}}'},
- {name:'Horn-of-the-Tritons',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of the Tritons}}{{subtitle=Magic Item}}Specs=[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of the Tritons,st:Horn,wt:1,sp:3,qty:1,rc:uncharged]{{Size=M}}ToHitData=[w:Calm Rough Waters,msg:Calms rough waters in a one mile radius. (This has the effect of dispelling a water elemental or water weird.)],[w:Summon Creatures,desc:MI-Triton-Horn-Creatures-\\amp#91;\\lbrak;1d6\\rbrak;\\amp#93;],[w:Panic Marine Creatures,msg:Panic creatures of the sea with animal or lower *intelligence* that can hear the horn causing them to flee unless they save vs spell. Those that save have a -5 penalty to their attack rolls for \\lbrak;3d6 turns\\rbrak;(!rounds ~~target area\\vbar;\\ampat;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Which creatures can hear the horn?\\vbar;token_id}\\vbar;Horn of the Tritons Panic\\vbar;\\amp#91;\\lbrak;10*3d6\\rbrak;\\amp#93;\\vbar;-1\\vbar;Attacking with a penalty of -5 on ToHit rolls\\vbar;screaming).]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select the desired power.}}{{Looks Like=A conch shell}}{{desc=This device is a conch shell horn which can be blown once per day (except by a triton who can sound it three times daily). A horn of the tritons can do any one of the following functions when blown:\n1. Calm rough waters in a one mile radius. (This has the effect of dispelling a water elemental or water weird.)\n2. Summon 5d4 hippocampi (on a d6 roll of 1 or 2), 5d6 giant sea horses (on a roll of 3-5), or 1d10 sea lions (on a roll of 6) if the character is in a body of water in which such creatures dwell. The creatures summoned will be friendly and will obey, to the best of their understanding, the character who sounded the horn.\n3. Panic marine creatures with animal or lower Intelligence, causing them to flee unless each saves vs. spell. Those who do save must take a -5 penalty on their attack rolls for 3d6 turns (30-180 rounds).\nAny sounding of a horn of the tritons can be heard by all tritons within a three-mile radius.}}'},
- {name:'Horseshoes-of-Speed',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horseshoes}}{{name= of Speed}}{{subtitle=Magic Item}}Specs=[Horseshoes of Speed,Miscellaneous,0H,Horseshoes]{{Speed=[[0]]}}MiscData=[w:Horseshoes of Speed,st:Horseshoes,wt:2,sp:3,qty:4,rc:uncharged],{{Size=S}}{{Use=Apply all effects of this item manually}}{{Looks Like=A set of four ordinary horseshoes which look totally unused.}}{{desc=These iron shoes come in sets of four like ordinary horseshoes, but they are magical and will not wear out. When affixed to a horse\'s hooves, they double the animal\'s speed. There is a 1% chance per 20 miles traveled that a shoe will drop off, and if this passes unnoticed, the horse\'s speed will drop to 150% normal rate. If two or more are lost, speed returns to normal.}}'},
- {name:'Horseshoes-of-a-Zephyr',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horseshoes}}{{name= of a Zephyr}}{{subtitle=Magic Item}}Specs=[Horseshoes of a Zephyr,Miscellaneous,0H,Horseshoes]{{Speed=[[0]]}}MiscData=[w:Horseshoes of a Zephyr,st:Horseshoes,wt:2,sp:3,qty:4,rc:uncharged],{{Size=S}}{{Use=Apply all effects of this item manually}}{{Looks Like=A set of four ordinary horseshoes which look totally unused.}}{{desc=These iron shoes can be affixed like normal horseshoes, but they allow a horse to travel without actually touching the ground. Among other things, this means water can be crossed—passed over without effort—and movement is possible without leaving tracks on any sort of ground. The horse is able to move at normal speeds, and it will not tire for as long as 12 hours\' continuous riding per day when wearing these magical horseshoes.}}'},
- {name:'Incense-of-Meditation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Incense}}{{name= of Meditation}}{{subtitle=Magic Item}}Specs=[Incense of Medititation,Miscellaneous,0H,Incense]{{Speed=[[3]]}}MiscData=[w:Incense of Meditation,st:Incense blocks,wt:2,sp:3,qty:2d4,rc:uncharged],{{Size=T}}{{Use=Apply all effects of this item manually}}{{Looks Like=A number of small, rectangular blocks of incense ready to be lit.}}{{desc=The small rectangular blocks of sweet-smelling *incense of meditation* are indistinguishable from nonmagical incense until one is lit. When burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by any priest of 5th or higher level.\nWhen a priest lights a block of the *incense of meditation* and spends eight hours praying and meditating nearby, the incense will enable him to gain maximum spell effects. Thus, *cure wounds* spells are always maximum, spell effects are of the broadest area possible, and saving throws against their effects suffer -1 penalties, and when dead are brought back to life, their chance of not surviving is reduced by one-half (rounded down).\nWhen this item of magic is discovered, there will be 2d4 pieces of incense. Each piece burns for eight hours, the effects remain for 24 hours.}}'},
- {name:'Incense-of-Obsession',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Incense}}{{name= of Obsession}}{{subtitle=Magic Item}}Specs=[Incense of Obsession,Miscellaneous,0H,Incense]{{Speed=[[3]]}}MiscData=[w:Incense of Obsession,st:Incense blocks,wt:2,sp:3,qty:2d4,rc:uncharged],{{Size=T}}{{Use=Apply all effects of this item manually}}{{Looks Like=A number of small, rectangular blocks of incense ready to be lit.}}{{GM Info=Hide this item as *Incense of Meditation* or just as *Incense* using the GM\'s *Add Items* dialogue, set to reveal manually (i.e. only after the character or the rest of the party realise the true nature of this incense (the burning time difference is a clue)}}{{desc=These strange blocks of incense exactly resemble *incense of meditation*. If meditation and prayer are conducted while the lit incense of obsession is nearby, its odor and smoke will cause the priest to become totally confident that his spell ability is superior, due to the magical incense. The priest will be determined to use his spells at every opportunity, even when not needed or when useless. The priest will remain obsessed with his abilities and spells until all are cast or 24 hours have elapsed.\nThere are 2d4 pieces of this incense normally, each burning for one hour.}}'},
- {name:'Ioun-Stone',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Ioun Stone}}{{subtitle=Magic Item}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{Speed=[[3]]}}MiscData=[w:Ioun Stone,st:Floating Stone,wt:2,sp:3,qty:1d10,rc:uncharged],{{Size=T}}{{Use=Determine which type of Ioun Stone each one is, then add these individually}}{{Looks Like=A coloured stone that is floating in the air}}{{GM Info=Determine the type of each Ioun Stone using the table below and then add each individual type to the container as required.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Color of Stone\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Shape\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rhomboid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Str. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;scarlet \\amp blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Int. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;incandescent blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Wis. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;deep red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Dex. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pink\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rhomboid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Con. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pink \\amp green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Cha. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 level of experience\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;clear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sustains person without food/water\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;iridescent\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sustains person without air\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pearly white\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;regenerates 1 hp/turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale lavender\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ellipsoid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;absorbs spells up to 4th level^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;lavender \\amp green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ellipsoid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;absorbs spells up to 8th level^^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;vibrant purple\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;stores 2d6 levels of spells\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;dusty rose\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;gives +1 protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;dull gray\\amplt;/td\\ampgt;\\amplt;td\\ampgt;any\\amplt;/td\\ampgt;\\amplt;td\\ampgt;burned out, "dead" stone\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=}}{{hide9=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling 1d3 feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. 1d10 ioun stones will be found, though there are 14 different kinds, in all. Roll 1d20 to determine the property of each stone, a duplication indicating a stone which is burned out and useless but counts as one of the number found. Whenever ioun stones are exposed to attack, they are treated as Armor Class -4 and take 10 points of damage to destroy. They save as if they were of hard metal—+3 bonus.}}'},
- {name:'Ioun-Stone-Clear',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Clear)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Clear Ioun Stone,st:Floating Clear Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Sustains person without food/water. Apply the effects of this item manually}}{{Looks Like=A clear spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *Clear Ioun Stone* sustains the possessor without any food or water for as long as the stone is circling thier head. When stopped, hunger and thirst return normally.}}'},
- {name:'Ioun-Stone-Deep-Red',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Deep Red)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Deep Red Ioun Stone,st:Floating Deep Red Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Dexterity (18 max.). Apply the effects of this item manually}}{{Looks Like=A deep red coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *deep red ioun stone* adds 1 point to Dexterity to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s dexterity returns to normal.}}'},
- {name:'Ioun-Stone-Dull-Grey',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dull Grey)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Dull Grey Ioun Stone,st:Floating Dull Grey Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Useless - does nothing but orbit the possessor\'s head. Apply the effects of this item manually}}{{Looks Like=A dull grey stone that is floating in the air}}{{GM Info=}}{{desc=The *dull gray ioun stone* is burned out, and will not even circle the possessor\'s head.}}'},
- {name:'Ioun-Stone-Dusty-Rose',type:'protection-ioun-stone',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dusty Rose)}}Specs=[Ioun Stone,Protection-Ioun-Stone,0H,Stone]{{}}ACData=[a:Dusty Rose Ioun Stone,w:Dusty Rose Ioun Stone,st:Floating Dusty Rose-coloured Stone,+:1,svsav:+1,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Gives a +1 benefit to all saving throws and armour. With the *Dusty Rose Ioun Stone* in the character\'s possession, use the *Attk Menu / Check AC* and *Other Actions / Saving Throws / Auto-Check Saving Throws* button to ensure the +1 benefit is taken into account.}}{{Looks Like=A dusty rose prismatic stone that is floating in the air}}{{GM Info=}}{{desc=The *dusty rose ioun stone* adds a +1 benefit to armour class and saving throws, as if wearing a +1 *ring of protection*. It will combine with other forms of protection while it circles the possessor\'s head}}'},
- {name:'Ioun-Stone-Incandescent-Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Incandescent Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Incandescent Blue Ioun Stone,st:Floating Incandescent Blue Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Wisdom (18 max.). Apply the effects of this item manually}}{{Looks Like=An incandescent blue coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *Incancescent blue ioun stone* adds 1 point to wisdom to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s wisdom returns to normal.}}'},
- {name:'Ioun-Stone-Iridescent',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Iridescent)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Iridescent Ioun Stone,st:Floating Iridescent Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Sustains person without air. Apply the effects of this item manually}}{{Looks Like=An iridescent spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *irridescent ioun stone* sustains the possessor without air (for instance under water) while it circles their head.}}'},
- {name:'Ioun-Stone-Lavender+Green',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Lavender \\amp Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Lavender+Green Ioun Stone,st:Floating Lavender+Green Stone,wt:2,sp:3,qty:10*2d4,c:0,rc:discharging]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Absorbs levels of spells up to 8th level and the quantity of levels shown. Select [Absorb spells](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb what level of spell?|1,-1|2,-2|3,-3|4,-4|5,-5|6,-6|7,-7|8,-8}|Ioun-Stone-Lavender+Green) to reduce remaining quantity. When hits zero, will burn out.}}{{Looks Like=A pale lavender coloured elipsoid stone that is floating in the air}}{{GM Info=The number of charges is 10*2d4, which is the number of levels of spell that can be absorbed. The charges will reduce as the *Absorb Spells* button is used.}}{{desc=The *lavender \\amp green ioun stone* absorbs spells up to 8th level while circling the possessor\'s head.}}'},
- {name:'Ioun-Stone-Pale-Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pale Blue Ioun Stone,st:Floating Pale-Blue Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Strength (18 max.). Apply the effects of this item manually}}{{Looks Like=A pale blue coloured rhomboid stone that is floating in the air}}{{GM Info=}}{{desc=The *pale blue ioun stone* adds 1 point to strengthto a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s strength returns to normal.}}'},
- {name:'Ioun-Stone-Pale-Green',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pale Green Ioun Stone,st:Floating Pale-Green Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 level of experience. Apply the effects of this item manually}}{{Looks Like=A pale green coloured prismatic stone that is floating in the air}}{{GM Info=}}{{desc=The *pale green ioun stone* adds 1 level to experience while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s level returns to normal.}}'},
- {name:'Ioun-Stone-Pale-Lavender',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Lavender)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pale Lavender Ioun Stone,st:Floating Pale-Lavender Stone,wt:2,sp:3,qty:10*1d4,c:0,rc:discharging]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Absorbs levels of spells up to 4th level and the quantity of levels shown. Select [Absorb spells](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb what level of spell?|1,-1|2,-2|3,-3|4,-4}|Ioun-Stone-Pale-Lavender) to reduce remaining quantity. When hits zero, will burn out.}}{{Looks Like=A pale lavender coloured elipsoid stone that is floating in the air}}{{GM Info=The number of charges is 10*1d4, which is the number of levels of spell that can be absorbed. The charges will reduce as the *Absorb Spells* button is used.}}{{desc=The *pale lavender ioun stone* absorbs spells of up to 4th level while the ioun stone is in use by the possessor.}}'},
- {name:'Ioun-Stone-Pearly-White',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pearly White)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pearly White Ioun Stone,st:Floating Pearly White Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=regenerates 1 hp/turn. Apply the effects of this item manually}}{{Looks Like=A pearly white spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *pearly white ioun stone* grants the possessor 1hp/turn regeneration while it is in use circling their head.}}'},
- {name:'Ioun-Stone-Pink',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pink Ioun Stone,st:Floating Pink Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Constitution (18 max.). Apply the effects of this item manually}}{{Looks Like=A pink coloured rhomboid stone that is floating in the air}}{{GM Info=}}{{desc=The *pink ioun stone* adds 1 point to constitution to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s constitution returns to normal.}}'},
- {name:'Ioun-Stone-Pink+Green',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink \\amp Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pink+Green Ioun Stone,st:Floating Pink and Green Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Charisma (18 max.). Apply the effects of this item manually}}{{Looks Like=A pink \\amp green coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *pink \\amp green ioun stone* adds 1 point to charisma to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s charisma returns to normal.}}'},
- {name:'Ioun-Stone-Scarlet+Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Scarlet \\amp Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Scarlet+Blue Ioun Stone,st:Floating Scarlet and Blue Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Inteligence (18 max.). Apply the effects of this item manually}}{{Looks Like=A scarlet \\amp blue coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *scarlet \\amp blue ioun stone* adds 1 point to intelligence to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s intelligence returns to normal.}}'},
- {name:'Ioun-Stone-Vibrant-Purple',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Vibrant Purple)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Vibrant Purple Ioun Stone,st:Floating Vibrant Purple Stone,wt:2,sp:3,qty:2d6,lvl:1,store:any,rc:single-uncharged]{{}}%{MI-DB-Miscellaneous|Ioun-Stone}{{Size=T}}{{Use=Can store "quantity" levels of spell that the possessor casts into it. [Store Spells](!magic --mem-spell MI-MU|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [View Spells](!magic --view-spell MI|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [Cast Spell](!magic --cast-spell MI|@{selected|token_id}||Vibrant Purple Ioun Stone||Ioun-Stone-Vibrant-Purple). The quantity/number of charges represents the number of levels of spell that can be stored.}}{{Looks Like=A vibrant purple prismatic stone that is floating in the air}}{{GM Info=This version of the Vibrant Purple Ioun Stone can store *any* spell and the player character can change the spells stored.}}{{desc=The *vibrant purple ioun stone* can store three spells (or more at the discretion of the GM) with combined levels up to the stated quantity, which can be cast by the user of the stones regardless of class.}}'},
- {name:'Iron-Bands-of-Bilarro',type:'innate-ranged|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spherical Iron}}{{name= Bands of Bilarro}}{{subtitle=Magic Item}}Specs=[Iron Bands of Bilarro,Innate-Ranged,0H,Grenade],[Iron Bands of Bilarro,Miscellaneous,0H,Grenade]{{Speed=[[3]]}}MiscData=[w:Iron Bands of Bilarro,st:Iron Sphere,wt:2,sp:3,qty:1,rc:uncharged]{{Size=T}}ToHitData=[w:Iron Bands of Bilarro,sb:0,db:0]{{Use=Take this item in-hand using *Change Weapon*, then throw it as a ranged weapon}}AmmoData=[w:Iron Bands of Bilarro,t:Iron Bands of Bilarro,sb:0,db:0,SM:0,L:0,cmd:\\api;rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the target?|token_id}|Iron Bands of Billarro|99|0|Locked in tight iron bands|padlock]{{Looks Like=An iron sphere of about 3ins. diameter, composed of bands of iron wrapped around each other}}RangeData=[w:Iron Bands of Bilarro,t:Iron Bands of Bilarro,r:1/2/3]{{desc=Magic detection will reveal strong magic of an indeterminate nature. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and tightly constrict the target creature if a successful, unadjusted attack roll is made. A single creature of up to frost/fire giant-size can be captured thus and held immobile until the command word is spoken to bring the bands into globular form again. Any creature captured in the bands, however, gets the chance to break (and ruin) the bands by successfully bending bars. Only one attempt is possible before the bands are so set as to be inescapable.}}'},
- {name:'Iron-Flask',type:'innate-ranged|miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Iron Flask}}{{subtitle=Magic Item}}Specs=[Iron Flask,Innate-Ranged|Miscellaneous,0H,Flask]{{Speed=[[3]]}}MiscData=[w:Iron Flask,wt:3,sp:3,qty:1,rc:charged]{{Size=S}}{{Use=Once opened, ask the GM to *drag \\amp drop* the creature contained (if there is one). The GM will tell you if you have spoken the right command word to trap or command the creature}}{{Looks Like=An iron flask inlaid with runes of silver and stoppered by a brass plug bearing a seal set round with sigils, glyphs, and special\nsymbols}}{{GM info=Determine which creature is contained (if any) on the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Contents\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Empty\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-54\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Air Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;55-65\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Djinni\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;66-69\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Earth Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;70-72\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Efreeti\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;73-76\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;77-86\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Invisible Stalker\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;87-89\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rakshasa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;90-93\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Salamander\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;94-97\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Water Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;98-99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wind Walker\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Xorn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=When the user speaks a command, he can force any creature from another plane into the container, provided the creature fails its saving throw vs. spell - after magic resistance, if any, is checked. Range is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.\nIf the individual freeing the captured creature knows the command word, the creature can be forced to serve for one turn (or to perform a minor service which takes up to one hour). If freed without command knowledge, dice for the creature\'s reaction. Any attempt to force the same creature into the flask a second time allows it +2 on its saving throw and makes it very angry and totally hostile.}}'},
- {name:'Iron-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Iron Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Iron}'},
- {name:'Jewel-of-Attacks',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jewel}}{{name= of Attacks}}{{subtitle=Magic Item}}Specs=[Jewel of Attacks,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Jewel of Attacks,st:Jewel,sz:t,wt:0,sp:0,rc:cursed]{{Looks Like=Appears to be an incredibly valuable gem, which gleams and sparkles}}{{GM Info=Hide this Jewel either automatically or manually (if auto-hide not enabled) so that the possessor does not immediately know its properties, revealing only in the correct circumstances using the *Add-Items* dialog, *Reveal Now* button, or the button on the GM\'s item description}}{{desc=It is cursed, however, and doubles the likelihood of encountering wandering monsters and the likelihood of pursuit when monsters are encountered and the party seeks to evade them by flight. Once picked up, the jewel of attacks will always magically return to its finder (secreting itself in pouch, bag, pack, pocket, etc.) until a *remove curse* spell or an *atonement* is cast upon them.}}'},
- {name:'Jewel-of-Flawlessness',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jewel}}{{name= of Flawlessness}}{{subtitle=Jewel}}Specs=[Jewel of Flawlessness,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Jewel of Flawlessness,st:Jewel,sz:t,wt:0,sp:0,qty:10d10,rc:single-uncharged,ns:1],[cl:PW,w:Improve-Gem,sp:10,pd:-1]{{Looks Like=Appears to be a fine jewel with many facets}}{{Use=Select [Place with gem](!magic --mi-power @{selected|token_id}|Improve-Gem|Jewel-of-Flawlessness) to see if the jewel works its magic - doing this automatically manages the charges of the *Jewel of Flawlessness* correctly (whereas rolling manually does not)}}{{desc=This magical gem appears to be a very fine stone of some sort, but if magic is detected for, its magical aura will be noted. When a jewel of flawlessness is placed with other gems, it doubles the likelihood of their being more valuable (i.e., the chance for each stone going up in value increases from 10% to 20%). The jewel has from 10-100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), one of these facets disappears. When all are gone, the jewel is a spherical stone that has no value. Only one attempt can be made to improve each gem - if it does not work first time, the Jewel of Flawlessness will never improve that gem}}'},
- {name:'Keoghtoms-Ointment',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Keoghtom\'s }}{{name=Ointment}}{{subtitle=Ointment}}Specs=[Keoghtoms Ointment,Miscellaneous,0H,Healing]{{Size=Small}}MiscData=[w:Keoghtoms Ointment,st:Ointment,sz:S,wt:1,sp:3,qty:[[5*1d3]],rc:charged]{{Looks Like=A jar of the unguent is small - perhaps three inches in diameter and one inch deep}}{{desc=This sovereign salve is useful for drawing poison, curing disease, or healing wounds. A jar of the unguent is small—perhaps three inches in diameter and one inch deep—but contains five applications. Placed upon a poisoned wound (or swallowed), it detoxifies any poison or disease. Rubbed on the body, the ointment heals [1d4+8](!magic --message @{selected|token_id}|Keoghtom\'s Ointment|Does \\amp#91;[1d4+8]\\amp#93; HP of healing, and detoxifies any disease and poison) points of damage. Generally, 1d3 jars will be found.}}'},
- {name:'Lens-of-Detection',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lens}}{{name= of Detection}}{{subtitle=Lens}}Specs=[Lens of Detection,Miscellaneous,0H,Divination]{{Size=Small}}MiscData=[w:Lens of Detection,st:Lens,sz:s,wt:1,sp:3,qty:1,rc:single-uncharged]{{Looks Like=A circular prism about 6 inches in diameter}}{{desc=This circular prism enables its user to detect minute things at 50% of the ability of eyes of minute seeing, but it also enables the possessor to look through the lens and track as a 5th-level ranger does. The lens of detection is about six inches in diameter. It must be set in a frame with a handle in order to be properly used.}}'},
- {name:'Libram-of-Gainful-Conjuration',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Libram}}{{name= of Gainful Conjuration}}{{subtitle=Book}}Specs=[Libram of Gainful Conjuration,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Libram of Gainful Conjuration,st:Book,sz:S,wt:2,sp:10,qty:1,rc:charged]{{Looks Like=An ornately brass-bound tome}}{{desc=This mystic book contains much arcane knowledge for wizards of neutral, chaotic neutral, and lawful neutral alignment.}}{{desc1=If a character of this class and alignment spends a full week cloistered and undisturbed, pondering its contents, he gains experience points sufficient to place him exactly at the mid-point of the next higher level. When this occurs, the libram disappears - totally gone - and that character can never benefit again from reading such a work.\nAny wizard not of this alignment reading so much as a line of the libram suffers [[[5d4]] points of damage](!rounds --target caster|@{selected|token_id}|Unconscious|[[($[[0]])*10]]|-1|Reading this tome has knocked you unconscious|broken-skull\\amp#13;!magic --message @{selected|token_id}|Libram|You should not have read this Libram. Take $[[0]] points of damage and fall unconscious), falls unconscious for a like number of turns, and must seek a priest in order to atone and regain the ability to progress in experience (until doing so, he gains no further experience).\nAny nonwizard perusing the work must roll a saving throw vs. spell in order to avoid insanity. Characters who go insane can be healed only by a *remove curse* and rest for 1 month or by having a priest *heal* them.}}'},
- {name:'Libram-of-Ineffable-Damnation',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Libram of Ineffable Damnation,st:Book,sz:S,wt:2,sp:10,qty:1,rc:charged]{{}}%{MI-DB|Libram-of-Gainful-Conjuration}{{name= of Ineffable Damnation}}{{Looks Like=An ornately brass-bound tome}}{{desc=This work is exactly like the *libram of gainful conjuration* except that it benefits evil wizards. Non-evil characters of that class [lose one level of experience](!magic --level-change @{selected|token_id}|-1) merely by looking inside its brass-bound covers, in addition to the other ill effects of perusing as little as one line of its contents.}}'},
- {name:'Libram-of-Silver-Magic',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Libram of Silver Magic,st:Book,sz:S,wt:2,sp:10,qty:1,rc:charged]{{}}%{MI-DB|Libram-of-Gainful-Conjuration}{{name= of Silver Magic}}{{Looks Like=An ornately brass-bound tome}}{{desc=This work is exactly like the *libram of gainful conjuration* except that it benefits good wizards. Evil characters of that class [lose one level of experience](!magic --level-change @{selected|token_id}|-1) merely by looking inside its brass-bound covers, in addition to the other ill effects of perusing as little as one line of its contents.}}'},
- {name:'Loadstone',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Stone of Weight,Miscellaneous,0H,Stone]{{}}%{MI-DB|Stone-of-Weight}{{}}'},
- {name:'Lyre-of-Building',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lyre}}{{name= of Building}}{{subtitle=Musical Instrument}}Specs=[Lyre of Building,Miscellaneous,0H,Alteration]{{Size=Medium}}MiscData=[w:Lyre of Building,st:Lyre,sz:M,wt:5,sp:3,qty:1,rc:single-uncharged]{{Looks Like=A regular lyre made of good quality materials}}{{desc=The enchantments placed upon this instrument make it indistinguishable from a normal one. Even if its magic is detected, it cannot be told from an ordinary instrument until it is played. If the proper chords are struck, a single use of the lyre will negate the effects of a horn of blasting, a disintegrate spell, or the effects of up to three rounds of attack from a ram or similar siege item. The lyre can be used in this way once per day.\nThe lyre is also useful with respect to actual building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but three turns of playing is equal to the work of 100 men laboring for three days.\nA check must be made whenever the lyre is played. Under normal circumstances, a false chord is sounded on a roll of 1-3 on 1d20. (Characters with the musical instrument proficiency play a false chord only on a roll of 1.) If the player of the lyre is under physical or mental attack, the chance of a false chord increases to 1-10. (Proficient characters resolve a proficiency check by the standard rules under these circumstances.) If a false chord is struck, all effects of the lyre are 20% likely to be negated.}}'},
- {name:'Manual-of-Bodily-Health',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Bodily Health}}{{subtitle=Magic Item}}Specs=[Manual of Bodily Health,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Manual of Bodily Health,st:Book,sp:0,rc:discharging]{{Size=Small}}{{Immunity=None}}{{Saves=Only as affected by Constitution}}{{Use=Manually adjust Constitution by +1, and other consequences such as Hit Points}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=If a detect magic spell is cast upon the *manual of bodily health*, the manual will radiate an aura of magic. Any character who reads the work (24 hours of time over 3-5 days) will know how to increase his Constitution by one point—this involves a special dietary regimen and breathing exercises over a one-month period. The book disappears immediately upon completion of its contents.\nThe point of Constitution is gained only after the prescribed regimen is followed. In three months the knowledge of the secrets to bodily health will be forgotten. The knowledge cannot be articulated or recorded by the reader. The manual will not be useful to any character a second time, nor will more than one character be able to benefit from a single copy.}}'},
- {name:'Manual-of-Clay-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Clay Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Clay Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of clay golems. It contains all of the information and incantations necessary for a Priest to make a clay golem at a cost of 65,000gp over 1 month}}'},
- {name:'Manual-of-Flesh-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Flesh Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Flesh Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of flesh golems. It contains all of the information and incantations necessary for a Wizard to make a flesh golem at a cost of 50,000gp over 2 months}}'},
- {name:'Manual-of-Gainful-Exercise',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Bodily Health,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Manual of Bodily Health,st:Book,sz:S,wt:3,sp:3,rc:discharging]{{}}%{MI-DB|Manual-of-Bodily-Health}{{name= of Gainful Exercise}}{{Saves=Only as affected by Strength}}{{Use=Manually adjust Strength by +1, and other consequences such as ToHit adjustments}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=Any character who reads the work (24 hours of time over 3-5 days) will know how to increase his Strength by one point.}}'},
- {name:'Manual-of-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Golems}}{{subtitle=Book}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium}}MiscData=[w:Manual of Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{GM info=The type of manual found is determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D20 Roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;ht scope="col"\\ampgt;Type of Golem\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Construction Time\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;GP Cost\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-5\\amplt;/td\\ampgt;Clay (P)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 month\\amplt;/td\\ampgt;\\amplt;td\\ampgt;65,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-17\\amplt;/td\\ampgt;Flesh (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;Iron (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;Stone (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=The GM must determine which type of book this is and store the appropriate magic item from the databases into the container}}{{desc=This compilation is a treatise on the construction and animation of golems. It contains all of the information and incantations necessary to make one of the four sorts of golems.}}{{desc1=The construction and animation of a golem takes a considerable amount of time and costs quite a bit as well. During the construction / animation process, a single wizard or priest must have the manual at hand to study, and he must not be interrupted. The type of manual found is determined by the GM.\nOnce the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem, the figure becomes fully animated.\nIt is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th, there is a cumulative 10% chance that the golem will fall to pieces within one turn of completion due to the maker\'s imperfect understanding.\nIf a priest reads a work for wizards, he will lose 10,000-60,000 experience points. A wizard reading a priestly work will lose one level of experience. The DM must decide in advance which it is meant for. Any other class of character will suffer 6d6 hit points of damage from opening the work.}}'},
- {name:'Manual-of-Iron-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Iron Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Iron Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of iron golems. It contains all of the information and incantations necessary for a Wizard to make an iron golem at a cost of 100,000gp over 4 months}}'},
- {name:'Manual-of-Quickness-of-Action',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Quickness of Action,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Manual of Quickness of Action,st:Book,sz:S,wt:3,sp:3,rc:discharging]{{}}%{MI-DB|Manual-of-Bodily-Health}{{name= of Quickness of Action}}{{Saves=Only as affected by Dexterity}}{{Use=Manually adjust Dexterity by +1, and other consequences such as AC adjustments}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=Any character who reads the work (3 days of uninterrupted study) will know how to increase his Dexterity by one point.}}'},
- {name:'Manual-of-Skill-at-Arms',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Manual}}{{name= of Puissant Skill at Arms}}{{splevel=Tome}}{{school=Alteration}}Specs=[Manual of Skill at Arms,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours}}MiscData=[w:Manual of Skill at Arms,st:Book,sp:0,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=A leather bound book, with an unidentifyable coat of arms tooled into the front cover, along with some runes.}}{{effects=Any Bard, Fighter or Barbarian who reads will move to the midpoint of the next highest level (so always gains a level). Cover says (For Bard Fighter or Barbarian NOT Ranger or Paladin)}}{{materials=Book}}'},
- {name:'Manual-of-Stealthy-Pilfering',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Stealthy Pilfering}}{{subtitle=Book}}Specs=[Manual of Stealthy Pilfering,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Manual of Stealthy Pilfering,st:Book,sz:S,wt:1,sp:10,qty:1,rc:discharging]{{Looks Like=A small, light paperback book}}{{desc=This is a guide to expertise at thievery. It is so effective that any thief or bard who reads it and then spends one month practicing the skills therein will gain enough experience points to place him at the mid-point of the next higher level. The text disappears after reading, but knowledge is retained for three months. As with other magical texts of this sort, however, the knowledge cannot be recorded or repeated to others. Any additional reading of a similar manual is of no benefit to the character.\nFighters and wizards are unable to comprehend the work. Priests, rangers, and paladins who read even a word of the book suffer [[[5d4]] points of damage](!rounds --target caster|@{selected|token_id}|Unconscious|$[[0]]|-1|Reading this tome has knocked you unconscious|broken-skull\\amp#13;!magic --message @{selected|token_id}|Libram|You should not have read this Libram. Take $[[0]] points of damage and fall unconscious), are stunned for a like number of rounds, and, if a saving throw vs. spell is failed, they lose 5,000-20,000 experience points as well. In addition, such characters must atone within one day or lose one point of Wisdom.}}'},
- {name:'Manual-of-Stone-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Stone Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Stone Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of stone golems. It contains all of the information and incantations necessary for a Wizard to make a stone golem at a cost of 80,000gp over 3 months}}'},
- {name:'Mattock-of-the-Titans',type:'melee|miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mattock}}{{name= of the Titans}}{{subtitle=Mattock}}Specs=[Mattock of the Titans,Melee|Miscellaneous,0H,Combat]{{Size=Huge}}MiscData=[w:Mattock of the Titans,st:Mattock,sz:H,wt:100,sp:3,qty:1,rc:single-uncharged]{{Speed=3}}ToHitData=[w:Mattock of the Titans,sp:3,+:3,sb:1,r:10,n:1,ty:B]{{Looks Like=A huge digging tool which is 10 ft long and weighs over 100 pounds}}DmgData=[w:Mattock of the Titans,+:0,sb:0,sm:5d6,l:5d6]{{desc=Any giant-sized creature with a Strength of 20 or more can use it to loosen (or tumble) earth or earthen ramparts in a 100-cubic-foot area in one turn. It will smash rock in a 20-cubic-foot area in the same amount of time. If used as a weapon, it has a +3 bonus to attack rolls and inflicts 5d6 points of damage, exclusive of Strength bonuses (see girdle of giant strength).}}'},
- {name:'Medallion-of-ESP',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Medallion}}{{name= of ESP}}{{subtitle=Necklace}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{Range=0}}{{Components=M}}{{Duration=1 round}}{{Time=1 round}}{{AoE=Special}}{{Save=Fails on a roll of [6 on 1d6](!\\amp#13;\\amp#47;gr 1d6cf\\gt6 ESP fails on a 6)}}MiscData=[w:Medallion of ESP,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{Looks Like=A normal pendant disk hung from a neck chain. It is usually fashioned from bronze, copper, or nickel-silver.}}{{GM info=There are different powers of medallion. The type of medallion found is determined by consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Medallion\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\' range with empathy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe GM should then store the appropriate medallion in the container}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion and broadening 2 feet every 10 feet from the device the magic reaches, up to an 11-foot maximum width at 50 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}{{desc=Use of the medallion requires a full round. It is prevented from functioning by stone of over 3-foot thickness, metal of over 1/6-inch thickness, or any continuous sheet of lead, gold or platinum of any thickness greater than paint. The medallion malfunctions (with no result) on a roll of 6 on 1d6, and the device must be checked each time is used.\nThe character using the device can pick up only the surface thoughts of creatures in the ESP path. The general distance can be determined, but all thoughts will be understandable only if the user knows the language of the thinkers. If target creatures use no language, only the prevailing emotions can be felt. Note that undead and mindless golems have neither readable thoughts nor emotions.}}'},
- {name:'Medallion-of-ESP-30ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 30ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 30ft range}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
- {name:'Medallion-of-ESP-30ft+Empathy',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 30ft with Empathy,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 30ft range with ESP}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts with empathy in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
- {name:'Medallion-of-ESP-60ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 60ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 60ft range}}{{AoE=[60ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|60|11|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 60 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
- {name:'Medallion-of-ESP-90ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 90ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 90ft range}}{{AoE=[90ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|11|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 90 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
- {name:'Medallion-of-Thought-Projection',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of Thought Projection}}{{Save=Does not project on a roll of [6 on 1d6](!\\amp#13;\\amp#47;gr 1d6cf\\gt6 Thoughts remain secret on a 6)}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion and broadening 2 feet every 10 feet from the device the magic reaches, up to an 11-foot maximum width at 50 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
- {name:'Medallion-of-Thought-Projection-30ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 30ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 30ft range}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
- {name:'Medallion-of-Thought-Projection-30ft+Empathy',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 30ft with Empathy,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 30ft range with Empathy}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
- {name:'Medallion-of-Thought-Projection-60ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 60ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 60ft range}}{{AoE=[60ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|60|11|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 60 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
- {name:'Medallion-of-Thought-Projection-90ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 90ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 90ft range}}{{AoE=[90ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|11|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 90 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
- {name:'Mirror-of-Life-Trapping',type:'miscellaneous',ct:'3',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Life Trapping}}{{subtitle=Mirror}}Specs=[Mirror of Life Trapping,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium (4sq. ft.)}}MiscData=[w:Mirror of Life Trapping,st:Mirror,sz:M,wt:10,sp:3,qty:12+1d6,rc:selfchargeable]{{Looks Like=This crystal device is usually about 4 square feet in area, framed in metal, wood, etc. Can be affixed to a wall, furniture or other object}}{{Area of Effect=[30 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|magic|true)}}{{GM info=Set the item up with the number of charges equal to the number of empty cells. If not carried by the wizard, but instead attached to a surface, create a new character sheet and token for the mirror (use the *token-setup* dialog to give it the *Use MI* and/or *MI menu* action buttons), and give it this magic item. Use the Area of Effect button if you need to check the range. You need to record the cells manually. For any creature trapped, make a note of which cell it is in, then use the button below to use a cell up (deduct a charge). Then I suggest you move the token for the creature stored on a different map (or the GM layer). To eject a creature from a cell, the user must say which cell to retrieve (or roll for a random slot) on your recorded list, then use the other button below to add an empty cell back (add a charge)\n[Store in Cell](!magic --mi-charges @{selected|token_id}|-1|Mirror of Life Trapping) [Retrieve a cell](!magic --mi-charges @{selected|token_id}|-1|Mirror of Life Trapping)}}{{desc=It is usable only by wizards, although it can operate alone by giving a command word. A mirror has from 13 to 18 nonspatial / extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its reflection must successfully save vs. spell or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device will always see its reflection, the probability dropping to 50% if the creature is aware that the\nmirror traps life.\nWhen a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but automatons and nonliving matter (including golems but excluding intelligent undead) are\nnot trapped. The possessor of the mirror can call the reflection of any creature that is trapped within to the surface of the mirror, and the powerless creature can be engaged in conversation. If mirror capacity is exceeded, one victim (determined randomly) will be set free in order to accommodate the latest one.\nIf the mirror is broken, all victims are freed (usually to then attack the possessor of the device). Note that the possessor of a mirror of life trapping can speak a command word to free a trapped creature, but the creature\'s cell must be known. Example: "In the name of Zagig the Great, I command the occupant of the third cell to come forth!"}}'},
- {name:'Mirror-of-Mental-Prowess',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Mental Prowess}}{{subtitle=Mirror}}Specs=[Mirror of Mental Prowess,Miscellaneous,0H,Divination]{{Size=Medium}}MiscData=[w:Mirror of Mental Prowess,st:Mirror,sz:M,wt:5,sp:3,qty:1,rc:single-uncharged]{{Looks Like=This mirror looks ordinary and is 5 feet by\n2 feet.}}{{desc=The possessor who knows the proper commands can cause it to perform as follows:\n**1.** Read the thoughts of any creature reflected therein, even though these thoughts are in an unknown language.\n**2.** Scry with it as if it were a [*crystal ball with clairaudience*](!magic --display-ability @{selected|token_id}|MI-DB|Crystal-Ball-with-Clairaudience), even being able to view into other planes if the viewer is sufficiently familiar with them.\n**3.** Use it as a portal to visit other places (possibly other planes, as well, at the DM\'s option) by first scrying them and then stepping through to the place pictured - an invisible area remains on the "other side," and those using the portal can return if the correct spot can be found. (Note that creatures being scried can step through if the place is found by them!)\n**4.** Once per week it will answer one short question regarding a creature whose image is shown upon its surface.}}'},
- {name:'Mirror-of-Opposition',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Opposition}}{{subtitle=Mirror}}Specs=[Mirror of Opposition,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium}}MiscData=[w:Mirror of Opposition,st:Mirror,sz:M,wt:3,sp:3,qty:1,rc:single-uncharged]{{Looks Like=This mirror looks ordinary and is whatever size the GM says it is}}{{Use=The GM will need to make a copy character sheet of the creature reflected (a copy means HP, the effects of magic, and use of magic items are individual to both the character and the duplicate - dragging on another token will not achieve this), and then drag the copied sheet onto the map to drop a token. ***The GM should ensure the dropped token represents and is linked to the copied sheet, not the original***, and then make the duplicate GM controlled: all of this can be achieved using the GM\'s *token-setup* dialog.}}{{desc=This item exactly resembles a normal mirror. If a creature is reflected in its surface, an exact duplicate of the creature will come into being, and this opposite will immediately attack the creature reflected. Note that the duplicate will have all items and powers of the original (including magic), but upon the defeat or destruction of either, the duplicate and his items disappear completely.}}'},
- {name:'Murlynds-Spoon',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spoon}}{{name= (Murlynd\'s)}}{{subtitle=Magical Spoon}}Specs=[Murlynds Spoon,Miscellaneous,0H,Conjuration]{{Size=Small}}MiscData=[w:Murlynds Spoon,st:Spoon,sz:S,wt:0,sp:3,rc:uncharged]{{Looks Like=An unremarkable eating utensil typically fashioned from horn.}}{{desc=It radiates a dim aura of conjuration if magic is detected for. If the spoon is placed in an empty container - a bowl, a cup, dish, etc. - the vessel will fill with a thick, pasty gruel. Although this substance has a flavor similar to warm, wet cardboard, it is highly nourishing. It contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon will produce sufficient gruel each day to feed up to four humans.}}'},
- {name:'Necklace-of-Adaptation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Adaptation}}{{subtitle=Magical Necklace}}Specs=[Necklace of Adaptation,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Necklace of Adaptation,st:Necklace,sz:S,wt:1,loc:Neck,sp:3,qty:1,rc:uncharged]{{Looks Like=This chain resembles a medallion}}{{desc=The wearer can ignore all sorts of gases that affect creatures through respiration. He can also breathe underwater or even exist in airless space for up to seven days.}}'},
- {name:'Necklace-of-MM',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Necklace}}{{name= of Magic Missiles}}{{splevel=Magic Item}}{{school=Evocation}}Specs=[Necklace of Magic Missiles,Miscellaneous,1H,Evocation]{{components=M}}{{time=[[3]]}}MiscData=[w:Necklace of Magic Missiles,st:Necklace,sp:3,rc:discharging,loc:Neck]{{range=[[120]] yds}}{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}{{save=None}}{{Looks Like=A necklace with a number of tigers-eye semi-precious stones threaded on a fine silver or mithral chain.}}{{effects=This necklace discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the necklace is used by a wizard, otherwise an attack roll is required. The necklace has an initiative modifier of +3, and each missile costs one charge. A maximum of two may be expended in one round. The necklace may be recharged.}}{{materials=Necklace}}'},
- {name:'Necklace-of-Missiles',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Necklace}}{{name= of Missiles}}{{subtitle=Magical Necklace}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{Range=[70 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|70|70|green|true)}}{{Components=M}}{{Duration=Instantaneous}}{{Time=3}}{{aoe=Special}}{{Save=vs. spell for half damage}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,c:0,qty:1,rc:discharging]{{Looks Like=Nothing but a cheap medallion or piece of valueless jewelry}}ToHitData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,db:1,sb:1,sp:3,sz:S,n:1,c:0,ty:SPB]{{Use=Cast the selected fireball using one of the buttons presented. **Optional:** If the GM needs you to make a grenade-like attack, take the necklace (representing just one missile) in-hand using the *change weapon* dialog, and then make a ranged attack with it. On a successful hit, the fireball lands where it was aimed. On a miss, use the Grenade Miss button to determine where it landed.}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles]{{GM info=The number of missiles, and their respective Hit Dice of fireball damage, are determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col" rowspan="2"\\ampgt;D20 Roll\\amplt;/th\\ampgt;;\\amplt;th scope="col" colspan="10"\\ampgt;Number of Missiles and Power in Dice\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;11\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;10\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;9\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;8\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;7\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;6\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;5\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFor example, on a roll of 9-12, the necklace will possess seven missiles—one 7-dice, two 5-dice, and four 3-dice fireballs.\nThe size will show that there is a difference in power between globes, but the number of dice and damage each causes cannot generally be known.}}RangeData=[w:Fireball Globe,t:Necklace-of-Missiles,r:7]{{desc1=If a character places it about his neck they can see the necklace as it really is - it is actually a golden chain from which hang a number of golden missile globes. The spheres are detachable only by the wearer, who can easily hurl them up to a 70-foot distance. When they arrive at the end of their trajectory, they burst as a magical *fireball*.\nIf the necklace is being worn or carried by a character who fails his saving throw versus a magical fire attack, the item must undergo a saving throw check as well. If it fails to save, all remaining missiles detonate simultaneously.}}'},
- {name:'Necklace-of-Missiles-1-4',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Large Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-1-4]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-1-4)}}'},
- {name:'Necklace-of-Missiles-13-16',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:9],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Small Globe,lv:4,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Medium Globe,lv:6,sp:3],[cl:MU,w:Large Globe,lv:8,sp:3],[cl:MU,w:Medium Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Small Globe,lv:4,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-13-16]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-13-16)}}'},
- {name:'Necklace-of-Missiles-17-18',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:7],[cl:MU,w:Tiny Globe,lv:3,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Tiny Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-17-18]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-17-18)}}'},
- {name:'Necklace-of-Missiles-19',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:9],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Medium Globe,lv:8,sp:3],[cl:MU,w:Large Globe,lv:10,sp:3],[cl:MU,w:Medium Globe,lv:8,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-19]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-19)}}'},
- {name:'Necklace-of-Missiles-20',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:9],[cl:MU,w:Tiny Globe,lv:3,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Largest Globe,lv:11,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Tiny Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-20]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-20)}}'},
- {name:'Necklace-of-Missiles-5-8',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:5],[cl:MU,w:Small Globe,lv:2,sp:3],[cl:MU,w:Medium Globe,lv:4,sp:3],[cl:MU,w:Large Globe,lv:6,sp:3],[cl:MU,w:Medium Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:2,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-5-8]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-5-8)}}'},
- {name:'Necklace-of-Missiles-9-12',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:7],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Medium Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Large Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Medium Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-9-12]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-9-12)}}'},
- {name:'Necklace-of-Prayer-Beads',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Prayer Beads}}{{subtitle=Magical Necklace}}Specs=[Necklace of Prayer Beads,Miscellaneous,0H,Conjuration]{{Size=Small}}MiscData=[w:Necklace of Prayer Beads,st:Necklace,sz:S,wt:3,loc:Neck,sp:3,qty:1,rc:uncharged]{{Looks Like=Appears to be a normal piece of nonvaluable jewelry}}{{Use=Use a *commune* spell to [View the Powers](!magic --view-spell mi-power|@{selected|token_id}|Necklace-of-Prayer-Beads) or [Use a gem](!magic --cast-spell mi-power|@{selected|token_id}||||Necklace-of-Prayer-Beads)}}{{GM info=Store this magical item in a container using the *Add-Items* dialog, then add [1d4+2](!\\amp#13;\\amp#47;gr 1d4+2 powers) Powers to it using the same dialog from the following table (roll 1d20 for each bead):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th style="text-align:center" scope="col"\\ampgt;[Dice Roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;th style="text-align:center" scope = "col"\\ampgt;Results\\amplt;/th\\ampgt;\\amplt;th style="text-align:center" scope = "col"\\ampgt;Store\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of atonement\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 5th-level *atonement* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of blessing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 1st-level spell *bless* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of curing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of curing*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of karma\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of karma*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt; Bead of summons\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of summons*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt; Bead of wind walking\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 7th-level spell *wind walking* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nIf the priest summons his deity frivolously, the deity will, at the very least, take the necklace as punishment. The function of each bead is known only when the bead is grasped and a *commune* spell used. All powers of the special beads are lost if they are removed from the necklace.}}{{desc=A magical necklace of this sort appears to be a normal piece of nonvaluable jewelry until it is placed about a character\'s neck. Even then, the true nature of the item will be revealed only if the wearer is a priest (excluding druids and characters otherwise able to use spells of a priestly or druidical nature such as paladins and rangers). The necklace of prayer beads consists of 1d6+24 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his deity to grant desired spells. \nThere will also be 1d4+2 special beads (precious stones, gems of 1,000 gp base value). Each special bead has a magical power that can be used once per day.}}'},
- {name:'Necklace-of-Strangulation',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Strangulation}}{{subtitle=Magical Necklace}}Specs=[Necklace of Strangulation,Miscellaneous,0H,Necromancy]{{Size=Small}}MiscData=[w:Necklace of Strangulation,st:Necklace,sz:S,wt:1,loc:Neck,sp:3,qty:1,rc:cursed]{{Looks Like=Appears to be a normal piece of nonvaluable jewelry}}{{GM info=Hide this item either automatically or manually using the *Add Item* dialog until a creature uses it.}}{{desc=A *necklace of strangulation* can be identified only when placed around a character\'s neck. The necklace immediately constricts and cannot be removed by any means short of a limited wish or wish spell. The wearer suffers 6 points of strangulation damage per round until he is dead. The necklace remains clasped around the character\'s throat until he is a dry skeleton. It can be reused.}}'},
- {name:'Net-of-Entrapment',type:'weapon',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Net}}{{name= of Entrapment}}{{subtitle=Magical Net}}Specs=[Net,Weapon,0H,Net]{{Size=Tiny}}MiscData=[w:Net of Entrapment,st:Net,sz:M,wt:5,sp:10,qty:1,rc:uncharged]{{Looks Like=A seemingly normal net, 10ft square with a 3-inch mesh size}}{{Use=[Deploy the net](!range --aoe @{selected|token_id}|square|feet|20|10|10|dark|false|@{selected|token_id}|area|entangled|99|0|Entangled in the net|fishing-net). Those in the area must save vs. breath weapon or be intangled. Those who save dodge to just outside the area}}{{desc1=This magical rope net is strong enough to defy Strength under 20 and is equal to AC -10 with respect to blows aimed at cutting it. (Normal sawing attempts to cut it with dagger or sword will not succeed; to sever a strand of the mesh, a character must hack at it until he does 5 points of damage on a strand.)\nEach net is 10 feet square and has a 3-inch-square mesh. It can be thrown 20 feet so as to cover and close upon opponents; each creature in range must roll a successful saving throw vs. dragon breath to avoid being entrapped. It can be suspended from a ceiling (or generally overhead) and drop upon a command word. It can be laid upon the floor and close upward upon command. The net stretches so as to close over an area up to five cubic feet. It can be loosened by its possessor on command.}}'},
- {name:'Net-of-Snaring',type:'weapon',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Net}}{{name= of Snaring}}{{subtitle=Magical Net}}Specs=[Net,Weapon,0H,Net,Net-of-Entrapment]{{}}MiscData=[w:Net of Snaring]{{Use=[Deploy the net](!range --aoe @{selected|token_id}|square|feet|30|10|10|dark|false|@{selected|token_id}|area|entangled|99|0|Entangled in the net|fishing-net). Those in the area must save vs. breath weapon or be intangled. Those who save dodge to just outside the area}}{{desc=This net looks just like a net of entrapment, but it functions only underwater. There, it can be commanded to shoot forth up to 30 feet to trap a creature. It is otherwise the same as the net of entrapment.}}'},
- {name:'Nolzurs-Marvelous-Pigments',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pot}}{{name= of Nolzur\'s Marvelous Pigments}}{{subtitle=Paint}}Specs=[Nolzurs Marvelous Pigments,Miscellaneous,0H,Conjuration-Summoning]{{Size=Small}}MiscData=[w:Nolzurs Marvelous Pigments,st:Pots,sz:S,wt:1,loc:Neck,sp:3,qty:1d4,rc:charged]{{Looks Like=Pots of pigments or paint of some type, swirling with multiple colours}}{{desc=These magical emulsions enable their possessor to create actual objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the wielder concentrates on the desired image. One pot of *Nolzur\'s marvelous pigments* is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Thus, a 10-foot by 10-foot rendition of a pit would result in an actual 10-foot by 10-foot by 10-foot pit; a 10-foot by 10-foot depiction of a room would result in a 10-foot by 10-foot by 10-foot room; and so on.\nOnly normal, inanimate things can be created—doors, pits, flowers, trees, cells, etc.; monsters, people, golems, and the like can\'t be created. The pigments must be applied to a surface (i.e., a floor, wall, ceiling, door, etc.). From [1d4](!\\amp#13;\\amp#47 gr 1d4 pots of pigment) containers of pigments will be found, usually with a single instrument about 1 foot long with which to apply them. It takes one turn to depict an object with pigments. Objects of value depicted by pigments - precious metals, gems, jewelry, ivory, etc. - will appear to be valuable but will really be made of tin, lead, paste gems, brass, bone, etc. Normal armor or weapons can, of course, be created.}}'},
- {name:'Pearl-of-Cursed-Power',type:'miscellaneous',ct:'3',charge:'cursed-recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Power}}{{subtitle=Magic Item}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{Speed=[[3]]}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,rc:cursed-recharging]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{Looks Like=A seemingly normal pearl of average size and coloration.}}{{GM info=Hide this pearl either automatically or manually using the *Add-Item* dialog until a character uses it. The level of spell to be forgotten by holding this *cursed* pearl is determined by rolling percentile dice and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Spell Recalled by Pearl\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;first\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-45\\amplt;/td\\ampgt;\\amplt;td\\ampgt;second\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;46-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;third\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fourth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fifth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-92\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sixth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;93-96\\amplt;/td\\ampgt;\\amplt;td\\ampgt;seventh\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;97-98\\amplt;/td\\ampgt;\\amplt;td\\ampgt;eighth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ninth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;recalls two spells of 1st to 6th level (use 1d6)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;Once the level is determined, use the *memorise MU spells* dialog for the wizard, go to the right level, click on the *[#] of spells at level* button, then click the [misc] button and enter -1. This will reduce the number of spells that the wizard can memorise at that level by 1: remember to reverse this if the wizard rids himself of the pearl}}{{desc=This seemingly normal pearl is usually a potent aid to a ***wizard***, but not in this case. One in 20 *pearls of power* is of the opposite effect, causing a spell to be forgotten. These pearls can be gotten rid of only by means of a *wish*!}}'},
- {name:'Pearl-of-Lost-Wisdom',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Lost Wisdom}}{{subtitle=Magical Pearl}}Specs=[Pearl of Lost Wisdom,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of Lost Wisdom,st:Pearl,sz:T,wt:0,sp:3,qty:1,rc:charged]{{Use=Manually deduct a point of wisdom from the possessor\'s character sheet}}{{Looks Like=A seemingly normal pearl of average size and coloration}}{{GM info=Hide this pearl either automatically or manually using the *Add-Item* dialog until a character uses it.}}{{desc=one in 20 Pearls of Wisdom are cursed to work in reverse, and once the point of Wisdom is lost, the pearl turns to powder; the loss is permanent barring some magical restoration means such as a *wish* or *tome of understanding*.}}'},
- {name:'Pearl-of-Power',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Power}}{{subtitle=Magic Item}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{Speed=[[3]]}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,rc:recharging]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{Use=[Re-memorise a spell](!magic --mem-spell MU|@{selected|token_id}) but only one you memorised for today}}{{Looks Like=A seemingly normal pearl of average size and coloration.}}{{GM info=The power of the pearl is determined by rolling percentile dice and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Spell Recalled by Pearl\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;first\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-45\\amplt;/td\\ampgt;\\amplt;td\\ampgt;second\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;46-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;third\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fourth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fifth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-92\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sixth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;93-96\\amplt;/td\\ampgt;\\amplt;td\\ampgt;seventh\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;97-98\\amplt;/td\\ampgt;\\amplt;td\\ampgt;eighth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ninth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;recalls two spells of 1st to 6th level (use 1d6)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;Once the power is determined, replace this version of the pearl with the one of the correct level}}{{desc=This seemingly normal pearl is a potent aid to a ***wizard***. Once a day, a pearl of power enables the possessor to recall any one spell as desired, even if the spell has already been cast. Of course, the wizard must have the spell to be remembered among those he most recently memorized.}}'},
- {name:'Pearl-of-Power-1st-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*1st level spells*}}{{Use=Re-memorise [a 1st level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|1|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-1st-to-6th',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:2,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*two 1st to 6th level spells*}}{{Use=Re-memorise [a [[1d6]] level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|$[[0]]|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-2nd-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*2nd level spells*}}{{Use=Re-memorise [a 2nd level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|2|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-3rd-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*3rd level spells*}}{{Use=Re-memorise [a 3rd level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|3|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-4th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*4th level spells*}}{{Use=Re-memorise [a 4th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|4|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-5th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*5th level spells*}}{{Use=Re-memorise [a 5th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|5|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-6th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*6th level spells*}}{{Use=Re-memorise [a 6th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|6|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-7th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*7th level spells*}}{{Use=Re-memorise [a 7th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|7|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-8th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*8th level spells*}}{{Use=Re-memorise [a 8th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|8|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Power-9th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*9th level spells*}}{{Use=Re-memorise [a 9th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|9|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
- {name:'Pearl-of-Wisdom',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Wisdom}}{{subtitle=Magical Pearl}}Specs=[Pearl of Wisdom,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of Wisdom,st:Pearl,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Looks Like=A seemingly normal pearl of average size and coloration}}{{Use=Manually add a point of wisdom to the possessor\'s wisdom after 30 days.}}{{desc=Although it appears to be a normal pearl, a pearl of wisdom causes a priest to increase one point in Wisdom if they retains the pearl for one month. The increase happens at the end of 30 days, but thereafter the priest must keep the pearl with them or the one point gain will be lost.}}'},
- {name:'Pearl-of-the-Sirines',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of the Sirines}}{{subtitle=Magical Pearl}}Specs=[Pearl of the Sirines,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of the Sirines,st:Pearl,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Looks Like=A seemingly normal pearl of good size and excellent coloration, very beautiful and worth at least 1,000 gp}}{{desc=Radiates faintly of enchantment if magic is detected for. If it is clasped firmly in hand (or to the breast) and the possessor attempts actions related to the pearl\'s power areas, he will understand and be able to employ the item.\nThe pearl enables its possessor to breathe in water as if he were in clean, fresh air. Underwater movement rate is 24. The possessor is immune to ill effects from the poison touch of a sirine. The pearl must be within the general area of the possessor - less than 10 feet distant - to convey its powers to him.}}'},
- {name:'Pearly-White-Ioun-Stone',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=White Stone}}{{name=\nPearly White Ioun Stone}}{{splevel=Magic Item}}{{school=Necromancy}}Specs=[Ioun Stone,Miscellaneous,1H,Necromancy]{{components=M}}{{time=Continuous}}MiscData=[w:Pearly White Ioun Stone,st:White Stone,sp:0,rc:uncharged,loc:Above Head+]{{range=[[0]]}}{{duration=While wearing stone above head}}{{aoe=Wearer}}{{save=None}}{{Looks Like=An off-white pinkish/yellowish stone, with polished edges, and runes inscribed on its surface.}}{{effects=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling [1d3](!\\amp#13;\\amp#47;r 1d3) feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. Whenever ioun stones are exposed to attack, they are treated as Armor Class [[0-4]] and take [[10]] points of damage to destroy. They save as if they were of hard metal—+[[3]] bonus.\nThis **Pearly White Ioun Stone** allows the wearer to regain [[1]]HP *per turn*, up to their normal maximum HP}}{{materials=The Ioun stone}}'},
- {name:'Periapt-of-Foul-Rotting',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Foul Rotting}}{{subtitle=Cursed Gem}}Specs=[Periapt of Foul Rotting,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Foul Rotting,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:cursed]{{Use=Manually deduct a point each of Dexterity, Constitution, and Charisma per week beginning one week after claiming the item from the possessor\'s character sheet}}{{GM info=Always either auto-hide or manually hide this item using the *Add-Items* dialog and do not reveal except when finally and fully identified by the party or NPCs assisting the party.}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{desc=If any character claims it as his own, they will contract a terrible rotting disease which can be removed only by application of a *remove curse* spell followed by a *cure disease* and then a *heal*, *limited wish*, or *wish* spell. The rotting can also be countered by crushing a *periapt of health* and sprinkling its dust upon the afflicted character. Otherwise, the afflicted loses one point each of Dexterity, Constitution, and Charisma per week beginning one week after claiming the item. When any score reaches 0, the character is dead. Each point lost due to the disease will be permanent regardless of subsequent removal of the affliction.}}'},
- {name:'Periapt-of-Health',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Health}}{{subtitle=Magical Gem}}Specs=[Periapt of Health,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Health,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Use=Manually apply all effects of this gem}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{desc=This gem appears exactly the same as a *periapt of foul rotting*, but the possessor will be immune from all diseases save that of the latter periapt so long as they have it on their person.}}'},
- {name:'Periapt-of-Proof-Against-Poison',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Proof Against Poison}}{{subtitle=Magical Gem}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Use=Manually apply all effects of this gem}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{GM info=Roll 1d20 and consult the table below to determine the effectiveness of a particular periapt. Then place the appropriate power of periapt in the container:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th style="text-align:center"\\ampgt;[D20 roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;th style="text-align:center"\\ampgt;Special Save\\amplt;/th\\ampgt;\\amplt;th style="text-align:center"\\ampgt;Plus of Periapt\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison that normally disallow any such opportunity. The Special Save column on the table below lists the saving throw for such poisons. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a plus on all other poison saves.}}'},
- {name:'Periapt-of-Proof-Against-Poison+1',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+1}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 19 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +1 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
- {name:'Periapt-of-Proof-Against-Poison+2',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+2}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 17 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +2 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
- {name:'Periapt-of-Proof-Against-Poison+3',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+3}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 15 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +3 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
- {name:'Periapt-of-Proof-Against-Poison+4',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+4}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 13 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +4 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
- {name:'Periapt-of-Wound-Closure',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Periapt}}{{name= of Wound Closure}{{splevel=Magic Item}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Periapt of Wound Closure,Miscellaneous,1H,Healing]{{components=M}}{{time=[[3]]}}MiscData=[w:Periapt of Wound Closure,st:Stone,sp:3,rc:uncharged]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Holder}}{{save=None}}{{Looks Like=A gem or semi-precious stone of little value, inscribed with some runes.}}{{effects=This magical stone looks exactly the same as the others of this ilk. The person possessing it need never fear open, bleeding wounds because the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds that would not do so normally.}}'},
- {name:'Philosophers-Stone',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Philosopher\'s }}{{title=Stone}}{{subtitle=Magical Stone}}Specs=[Philosophers Stone,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Philosophers Stone,st:Stone,sz:T,wt:1,sp:3,qty:1,rc:charged]{{Use=Manually apply all effects of this stone}}{{Looks Like=An ordinary, sooty black piece of rock}}{{desc=This is a rare and magical substance. It radiates faintly of unknown magic. If the stone is broken open, a cavity will be discovered. The interior of this cavity is lined with a quicksilver which enables the transmutation of the base metals (iron and lead) into silver and gold. A wizard will be required to bring about such transmutation, however. \nFrom 50 to 500 pounds of iron can be made into silver; from 10 to 100 pounds of lead can be turned into gold from a single *philosopher\'s stone*. Transmutation must be made fully upon the first attempt, all the quicksilver being employed at one time.\nTwo other substances may be found in a *philosopher\'s stone* instead of the quicksilver described above, at the DM\'s discretion. If he decides there\'s something different in the stone, there is a 75% chance that a greenish, crystalline salt will be found. This allows the manufacture of 1d4 *potions of longevity*. There is a 25% chance that a white powder will be found in a stone. When mixed with a *potion of longevity*, this can actually restore life to a dead human or demihuman. The mixture must be administered internally within one week of the creature\'s demise (see the *raise dead* spell).}}'},
- {name:'Phylactery-of-Faithfulness',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Faithfulness}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Divination]{{Size=Small}}MiscData=[w:Phylactery of Faithfulness,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=Use this as a magic item to indicate that you are contemplating an action on which you require a determination of how it will affect the relationship with your deity}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=There is no means to determine what function this device performs until it is worn. The wearer of a *phylactery of faithfulness* will be aware of any action or item that will adversely affect his alignment and standing with his deity. He acquires this information prior to performing the action or becoming associated with such an item, if a moment is taken to contemplate the action. The phylactery must be worn normally by the priest, of course.}}'},
- {name:'Phylactery-of-Long-Years',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Long Years}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Long Years,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=This device slows the aging process by one-quarter for as long as the priest wears it. The reduction applies even to magical aging. Thus, if a priest dons the phylactery at age 20, he will age nine months in every 12 that pass; in 12 chronological years, he will have aged just nine years, and will be 29 (physically) rather than 32. One in 20 of these devices is cursed to operate in reverse.}}'},
- {name:'Phylactery-of-Monstrous-Attention',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Monstrous Attention}}{{subtitle=Magical Armband}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Monstrous Attention,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:cursed]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=While this arm wrapping appears to be a beneficial device, it actually draws the attention of supernatural creatures of exactly the opposite alignment of the priest wearing it. This results in the priest being plagued by powerful and hostile creatures whenever he is in an area where such creatures are or can appear. If the priest is of 10th or higher level, the attention of his deity\'s most powerful enemy will be drawn, causing this being to interfere directly. Once donned, a *phylactery of monstrous attention* cannot be removed without a *wish* spell and then a quest must be performed to re-establish the priest in his alignment.}}'},
- {name:'Phylactery-of-Short-Years',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Short Years}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Long Years,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:cursed]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=This device accelerates the aging process by one-quarter for as long as the priest wears it - it is the cursed version of a *Phylactery of Long Years*. The acceleration applies even to magical aging. Thus, if a priest dons the phylactery at age 20, he will age 15 months in every 12 that pass; in 12 chronological years, he will have aged fifteen years, and will be 35 (physically) rather than 32. It cannot be removed and will continue to function until a *Remove Curse* is used.}}'},
- {name:'Pipes-of-Haunting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Haunting}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Pipes of Haunting,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=[Sound the pipes](!rounds --target area|@{selected|token_id}|@{target|Who is listening to the pipes?|target_id}|Haunting music|99|0|Feeling nervous and scared. Morale checks at -2 and surprise at -1|screaming) by pressing this button and selecting the creatures who hear and are affected by the music}}{{Looks Like=A small set of pan pipes of excellent quality, but unmarked with plain and simple tubes}}{{desc=If checked, it faintly radiates magic. When played by a person skilled in music, the pipes create an eerie, spell-binding tune. A listener will think the source of the music is somewhere within 30 feet of the musician. Those hearing the tune and not aware of the piper must make a saving throw vs. spell. Those who fail become nervous and scared. All morale checks are made with a -2 penalty and the listeners suffer a -1 penalty to all surprise rolls.}}'},
- {name:'Pipes-of-Pain',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Pain}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Evocation]{{Size=Small}}MiscData=[w:Pipes of Pain,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=[Play the pipes](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|magic|true|@{selected|token_id}|area|pipes-of-pain|[[2d4]]|-1|Suffering 1d4 damage each round that you hear any sound at all|back-pain) by pressing this button and selecting the creatures who hear and are affected by the music. Apply 1d4 damage in ***every round*** that *any* sound is heard (including but not exclusively that of the pipes) while affected. Once the innitial effect has expired, penalties will automatically be applied to attack and saving throws}}{{Looks Like=These appear to be like any other standard or magical set of pipes with nothing to reveal their true nature}}{{desc=When played by a character proficient in music, the pipes create a wondrous melody, surpassing any sound ever heard. All within 30 feet, including the piper, must save vs. spells or be enchanted by the sound. So long as the pipes are played, no one will attack or attempt any action if affected.\nAs soon as the piping stops, all those affected will be stricken by intense pain at even the slightest noise, causing 1d4 points of damage per round. This pain will last for 2d4 rounds. Thereafter, the least noise will cause the victim to wince, reducing the character\'s attack and saving throw rolls -2. The effect can be negated only by a *forget* or *remove curse* spell.}}'},
- {name:'Pipes-of-Sounding',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Sounding}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Illusion]{{Size=Small}}MiscData=[w:Pipes of Sounding,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=Play all of the effects of this magical item manually}}{{Looks Like=A small set of pan pipes of excellent quality, but unmarked with plain and simple tubes}}{{desc=When played by a character proficient in music, these pipes can be used to create a variety of sounds. To a listener the source of the sound will seem to be anywhere within 60 feet of the piper. The possible sounds that can be created are: wind blowing, laughter, whistling, bird calls, moaning, footsteps, crying, mumbled voices, screams, running water, or creaking. (Note: The DM can rule that other similar sounds are possible.)}}'},
- {name:'Pipes-of-the-Sewers',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of the Sewers}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Summoning]{{Size=Small}}MiscData=[w:Pipes of the Sewers,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=*Drag \\amp Drop* blank character sheets and use the *Drag \\amp Drop* Creature menu to make the sheets into brown/black rats or giant rats}}{{Looks Like=A small set of unadorned wooden pan pipes of unremarkable quality, unmarked with plain and simple tubes}}{{desc=These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract from 10-60 [1d6 x 10](!\\amp#13;\\amp#47;r \\amp#91;[ \\amp#91;[1d6]\\amp#93;\\amp#42;10]\\amp#93; giant rats) giant rats [80%](!\\amp#13;\\amp#47;r 1d100) or 30-180 [3d6 x 10](!\\amp#13;\\amp#47;r \\amp#91;[ \\amp#91;[3d6]\\amp#93;\\amp#42;10]\\amp#93; normal rats) normal rats (20%) if either or both are within 400 feet. For each 50-foot distance the rats have to travel, there will be a one-round delay. The piper must continue playing until the rats appear, and when they do so, they are 95% likely to obey the piper so long as he continues to play. If for any reason the piper ceases playing, the rats summoned will leave immediately. If they are called again, it is 70% probable that they will come and obey, 30% likely that they will turn upon the piper.\nIf the rats are under control of a creature such as a vampire, the piper\'s chance of taking over control is 30% per round of piping. Once control is assumed, there is a 70% chance of maintaining it if the other creature is actively seeking to reassert its control.}}'},
- {name:'Portable-Hole',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Portable Hole}}{{subtitle=Magic Item}}Specs=[Portable Hole,Miscellaneous,1H,Alteration]{{Size=Small to Tiny}}MiscData=[w:Portable Hole,st:Circular Cloth,sp:3,rc:uncharged,bag:0]{{Powers=Interdimensional Storage}}{{Access=Drag the *Portable Hole* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=A circle of a very fine cloth about 6 feet in diameter: increadibly if not impossibly light and can be folded as small as a pocket handkerchief. Laid on the ground, it is dark and three dimentional like a hole in the ground}}{{desc=A portable hole is a circle of magical cloth spun from the webs of a phase spider interwoven with strands of ether and beams of Astral plane luminaries. When spread upon any surface, it causes an extra-dimensional hole 10 feet deep to come into being. This hole can be "picked up" from inside or out by simply taking hold of the edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.\nThe only oxygen in the hole is that allowed by creation of the space, so creatures requiring the gas cannot remain inside for more than a turn or so without opening the space again by means of the magical cloth. The cloth does not accumulate weight even if its hole is filled (with gold, for example). Each *portable hole* opens on its own particular non-dimensional space. If a *bag of holding* is placed within a *portable hole*, a rift to the Astral Plane is torn in the space, and the bag and the cloth are sucked into the void and forever lost. If a *portable hole* is placed within a *bag of holding*, it opens a gate to another plane, and the hole, bag, and any creatures within a 10-foot radius are drawn to the Astral Plane, the *portable hole* and bag of holding being destroyed in the process.}}'},
- {name:'Pouch-of-Accessibility',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pouch}}{{name=of Accessibility}}{{subtitle=Magical Storage}}Specs=[Pouch,Miscellaneous,1H,Alteration]{{Size=Small}}MiscData=[w:Pouch of Accessibility,st:Pouch,sp:3,rc:uncharged,bag:0]{{Powers=Interdimensional Storage}}{{Access=Drag the *Pouch of Accessibility* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=A normal-seeming pouch made of leather to be hung on a belt}}{{desc=This normal-seeming pouch is actually a strongly magicked item which can contain up to 300 lbs. in 30 specially constructed pockets within it. Each pocket, in turn, holds a maximum of 10 lbs., or one cubic foot of volume, whichever is reached first.\nThis device also enables the possessor to open it and call forth the item(s) desired. Merely speaking the name of a desired object causes it to appear at the top of the pouch,\nready for instant grasp.\nThese items are similar to *bags of holding* and *portable holes*, and the strictures about placement within such magical spaces apply fully. The pouch weighs 1 lb. empty and 4 lbs. when filled.}}'},
- {name:'Quaals-Feather-Anchor-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Anchor Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Anchor Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A blue feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Anchor Token**: a token useful to moor a craft in water so as to render it immobile for up to one full day.}}'},
- {name:'Quaals-Feather-Bird-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Bird Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Bird Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A brown feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Bird Token**: a token that can be used to drive off hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size (one-day duration).}}'},
- {name:'Quaals-Feather-Fan-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Fan Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Fan Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A white feather, with a black quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Fan Token**: a token that forms a huge flapping fan which can cause a strong breeze in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds—if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land.}}'},
- {name:'Quaals-Feather-Swan-Boat-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Swan Boat Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Swan Boat Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A white feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Swan Boat Token**: a token that forms a huge swanlike boat capable of swimming at a rate of 24, and carrying eight horses and gear or 32 men or any equivalent combination (one-day duration).}}'},
- {name:'Quaals-Feather-Tree-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Tree Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Tree Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A green feather, with a brown quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Tree Token**: a token that causes a great oak to spring into being (6-foot diameter trunk, 60-foot height, 40-foot top diameter).}}'},
- {name:'Quaals-Feather-Whip-Token',type:'melee|miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Whip Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Whip,Melee,1H,Whips],[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{}}ToHitData=[w:Quaals Feather Whip,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:N,r:10,sp:8]{{}}DmgData=[w:Quaals Feather Whip,sb:1,+:1,SM:1d6,L:1d6,msg:The opponent must save vs. spell or become \\lbrak;bound by the whip\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Opponent¦token_id}¦Entangled in whip¦\\lbrak;\\amp#91;1d6+1\\amp#93;\\rbrak;¦-1¦Bound by the coils of the whip¦padlock\\rpar; for 1d6+1 rounds]{{Speed=[[8]]}}WeapData=[w:Quaals Feather Whip Token,st:Feather,sp:10,rc:uncharged,on:!rounds ~~target caster¦`{selected¦token_id}¦Quaals-Feather-Whip¦60¦-1¦Quaal\'s Feather Whip continues to dance¦all-for-one]{{Use=Take the Feather Whip in hand as a weapon, and it will start to dance immediately as a weapon wielded as if by a proficient 9th level fighter}}{{Looks Like=A black feather, with a black quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Whip Token**: a token that causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th-level fighter\'s attack roll, 1d6+1 points damage plus a saving throw vs. spell or be bound fast for 1d6+1 rounds) for up to six turns. (See *Sword of dancing*).}}'},
- {name:'Quiver-of-Ehlonna',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Quiver}}{{name=of Ehlonna}}{{subtitle=Magical Quiver}}Specs=[Quiver,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Quiver of Ehlonna,st:Quiver,sp:0,rc:uncharged]{{Use=Apply all the effects of this token manually, allowing stacks of appropriate objects in the character\'s equipment to reach the indicated numbers (though then only fair that DMs limit stack sizes in other\'s equipment to more normal numbers)}}{{Looks Like=A typical arrow container capable of holding about 20 arrows}}{{desc=It has an aura of alteration if magic is detected for, and examination shows that it has three distinct portions. The first and smallest one can contain up to 60 objects of the same general size and shape as long bow arrows. The second, slightly longer, compartment will hold up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case will contain as many as six objects of the same general size and shape as a bow—spears or staves, for example. Such a quiver is always found empty, but once the owner has filled it, he can command the quiver to produce any stored items he wishes each round.}}'},
- {name:'Red-ioun-stone',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Semi-Precious}}{{name= Light Red Ioun Stone}}{{splevel=Magic Item}}{{school=Illusion/Phantasm}}Specs=[Ioun Stone,Miscellaneous,1H,Illusion-Phantasm]{{components=M}}{{time=[[4]]}}MiscData=[w:Red Ioun Stone,st:Reddish Stone,sp:4,rc:uncharged,loc:Above Head+]{{range=[[0]]}}{{duration=[[8]] rounds}}{{aoe=[60ft cone, 30ft at end, 5ft base](!rounds --aoe @{selected|token_id}|cone|feet|0|60|30|acid)}}{{save=Negates}}{{damage=[Frighten them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Red-Ioun-Stone|8|-1|Fear|screaming)}}{{Looks Like=A red semi-precious stone, with polished edges, and runes inscribed on its surface.}}{{effects=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling [1d3](!\\amp#13;\\amp#47;r 1d3) feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. Whenever ioun stones are exposed to attack, they are treated as Armor Class [[0-4]] and take [[10]] points of damage to destroy. They save as if they were of hard metal—+[[3]] bonus.\nThis Red Ioun stone is able to cast *Fear* once per day, as per the 4th level Wizard spell. When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base\nchance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th\nlevel no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the user. Undead and creatures that successfully roll their saving throws vs. spell are not affected.}}{{materials=The Ioun stone}}'},
- {name:'Robe-of-Blending',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Blending}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Illusion-Phantasm]{{}}MiscData=[st:Robe,sz:L,wt:1,w:Robe of Blending,sp:0,rc:uncharged,loc:Robe]{{GM Info=Creatures with exceptional (15+) or better Intelligence have a 1% per Intelligence point chance of detecting something amiss when they are within 30 feet of someone disguising himself with a robe of blending. Creatures with low Intelligence or better and 10 or more levels of experience or Hit Dice have a 1% chance per level or Hit Die of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 Intelligence wizard of 12th level has a 30% chance - 18% + 12% - of noting something amiss.) After an initial check per eligible creature, successive checks should be made each turn thereafter, if the same creatures are within the 30-foot range.}}{{Use=All effects of this robe must be applied manually}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=This ordinary-appearing robe cannot be detected by magical means. When it is put on, however, the wearer will know that the garment has very special properties. A *robe of blending* enables its wearer to appear to be part of a rock wall or a plant—whatever is appropriate. It can even make the wearer appear to be a creature of his choice.\nThe robe does have its limits: It will not make its wearer appear to be more than twice normal height or less than one-half normal. It does not impart vocal capabilities—either understanding or imitating the creature the wearer looks like. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him as.)\nAll creatures acquainted with and friendly to the wearer will see him normally.}}'},
- {name:'Robe-of-Eyes',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Eyes}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Robe of Eyes,sp:0,st:Robe,sz:L,wt:1,rc:uncharged,loc:Robe,rta:+10]{{Use=All effects of this robe must be applied manually, except improvement in finding/removing traps. Set *infravision* on the token to 120ft (remember to note what it was before). If a *light* spell or a *continual light* spell are cast on the *robe*, the DM should use the [Maint Menu] to alter the duration of the effect appropriately.}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=Its wearer is able to "see\'\' in all directions at the same moment due to scores of magical "eyes\'\' which adorn the robe. The wearer also gains infravision to a range of 120 feet, and the power to see displaced or out-of-phase objects and creatures in their actual positions. The *robe of eyes* sees all forms of invisible things within a 240-foot normal vision range (or 120 feet if *infravision* is being used).\n*Invisibility, dust of disappearance, robes of blending,* and *improved invisibility* **are not proof against observation**, but astral or ethereal things cannot be seen by means of this robe. Solid objects obstruct even the robe\'s powers of observation. Illusions and secret doors also can\'t be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing a *robe of eyes* is impossible. Finally, the robe enables its wearer to track as if he were a 12th-level ranger, and improves a thief\'s find/remove traps hance by 10%. \nA *light* spell thrown directly on a *robe of eyes* will blind it for 1d3 rounds, a *continual light* for 2d4 rounds.}}'},
- {name:'Robe-of-Powerlessness',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Powerlessness}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Robe of Powerlessness,st:Robe,sz:L,wt:1,sp:0,rc:uncharged,loc:Robe]{{GM Info=The robe can be removed easily, but in order to restore mind and body, the character must have a *remove curse* spell and then a *heal* spell placed upon him.}}{{Use=All effects of this robe must be applied manually. Remember to make a note of the character\'s Strength and Intelligence before changing them (for when they are restored).}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=A *robe of powerlessness* appears to be a robe of another sort, and detection will discover nothing more than the fact that it has a magical aura. As soon as a character dons this garment, he drops to 3 Strength and 3 Intelligence, forgetting all spells and magical knowledge. The GM knows what is needed to restore these.}}'},
- {name:'Robe-of-Scintillating-Colours',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Scintillating Colours}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Enchantment-Charm]{{}}MiscData=[w:Robe of Scintillating colours,st:Robe,sz:L,wt:1,sp:0,rc:uncharged,loc:Robe]{{Use=Only usable by characters with Intelligence 15 or more and Wisdom of 13 or more.\nIn combat press [scintillate](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|magic|true|@{selected|token_id}|RoSC-Hypnotized|\\amp#91;[1+\\amp#91;[1d4]\\amp#93;] \\amp#93;]|-1|Hypnotized by the pretty colours|bleeding-eye --target caster|@{selected|token_id}|Scintillating-Robe-AC|5|-1|Getting harder to hit|bolt-shield) to show aoe and target hypnotized creatures that fail their save vs. magic. If not in combat, then instead use [hypnotize](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|magic|true|@{selected|token_id}|Hypnotized|\\amp#91;[10*(1+\\amp#91;[1d4]\\amp#93;]) \\amp#93;]|-1|Hypnotized by the pretty colours|bleeding-eye)}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=Only a wearer with an Intelligence of 15 or higher and a Wisdom of 13 or more can cause a robe of scintillating colors to function. If Intelligence and Wisdom are sufficient, the wearer can cause the garment to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.\nThis effect sheds light in a 40-foot diameter sphere, and it has the power to hypnotize opponents, making them unable to attack the wearer. A full round passes before the colors begin "flowing\'\' on the robe. Each round after that, any opponent who fails a saving throw vs. spell (or magic resistance check, then save) will stand hypnotized and transfixed for 1d4+1 rounds. Even when this effect wears off, additional saves must be made in order to attack.\nFurthermore, every round of continuous scintillation of the robe makes the wearer 5% more difficult to hit with missile attacks or hand-held or body weaponry (hands, fists, claws, fangs, horns, etc.) until a maximum of 25% (-5) is attained—five continuous rounds of the dazzling play of hues.\nAfter the initial round of concealment, the wearer is able to cast spells or engage in all forms of activity that do not require movement of more than 10 feet from his starting position. In noncombat situations, the robe simply hypnotizes creatures failing their saving throws vs. spell for 1d4+1 turns.}}'},
- {name:'Robe-of-Shooting-Stars',type:'ranged|miscellaneous',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Shooting Stars}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe of Shooting Stars,Ranged|Miscellaneous,0H,Alteration|Evocation]{{Saves=+1 bonus to all saving throws}}MiscData=[w:Robe of Shooting Stars, st:Robe, svall:+1, sz:L, wt:1, sp:0, rc:charged, qty:6, loc:Robe]{{Use=The 6 shooting stars on the chest can be taken in-hand using the *Attk Menu \\gt Change Weapon* dialog and then thrown using the *Attack* action button. Recovery at 1 per day must be achieved manually using the *Attk Menu \\gt Recover Ammo* dialog}}ToHitData=[w:Shooting Star,+:5,t:Dart,st:Dart,sp:3,ty:P]{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or high level wizard}}AmmoData=[w:Shooting Star,+:5,t:Robe-of-Shooting-Stars,sm:2d4,l:2d4]{{}}RangeData=[t:Ring-of-Shooting-Stars,+:5,r:3/5/6]{{desc=The robe enables its wearer to travel physically on the Astral Plane, along with all that he is wearing or carrying. The garment also enables the wearer to survive comfortably in the void of outer space. In other situations, the robe gives its wearer a +1 bonus to all saving throws.\nThe robe is embroidered with stars, and the wearer can use up to six of these as missile weapons, provided he is proficient with darts as a weapon. Each star is a throwing weapon of +5 value, both to hit and damage. Maximum range is 60 feet and base damage is 2d4 points per hit. The special star weapons are located on the chest portion of the robe. If the wearer does not use all of these missiles, they will replace themselves magically at the rate of one per day. If all six are used, all of the robe\'s traveling and missile powers are gone forever.}}'},
- {name:'Robe-of-Useful-Items',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Useful Items}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Conjuration]{{}}MiscData=[st:Robe,sz:L,wt:1,w:Robe of Useful Items, qty:1, sp:0, rc:uncharged, loc:Robe, store:nostore, bag:6],[cl:MI,w:Dagger,qty:2],[cl:MI,w:Hooded-Lantern,qty:2],[cl:MI,w:Mirror,qty:2],[cl:MI,w:Pole-10ft,qty:2],[cl:MI,w:Rope-50ft,qty:2],[cl:MI,w:Backpack,qty:2]{{GM Info=To set this object up correctly, add this item to a character, NPC or container, and then view it - this will trigger the creation of an associated character sheet, named *Robe of Useful Items*. Then use these buttons to add equipment to it as specified in the item description in the DMG:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[Roll 4d4](!\\amp#13;\\amp#47;r 4d4 items to be added)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;for quantity to add\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[Roll D100](!\\amp#13;\\amp#47;r 1d100)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;to randomly select item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[01-08](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Bag-of-100gp|1|||silent --message @{selected|token_id}|Robe of Useful Items|Bag of 100gp added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bag of 100gp\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[09-15](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Silver-Coffer|1|||silent --message @{selected|token_id}|Robe of Useful Items|Silver Coffer added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Silver Coffer\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[16-22](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Iron-Door|1|||silent --message @{selected|token_id}|Robe of Useful Items|Iron Door added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Iron Door\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[23-30](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Gem-of-100gp-value|10|||silent --message @{selected|token_id}|Robe of Useful Items|10 Gems of 100gp value added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10 x 100gp Gem\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[31-44](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Ladder-24ft|1|||silent --message @{selected|token_id}|Robe of Useful Items|24ft ladder added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;24ft Ladder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[45-51](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Mule-with-Saddle-Bags|1|||silent --message @{selected|token_id}|Robe of Useful Items|Mule with Saddle Bags added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mule with Saddle Bags\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[52-59](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Pit-10ft-cube|1|||silent --message @{selected|token_id}|Robe of Useful Items|10ft cubic pit added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10ft Pit\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[60-68](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Potion-of-Extra-Healing|1|||silent --message @{selected|token_id}|Robe of Useful Items|Potion of Extra Healing added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Potion of Extra Healing\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[69-75](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Rowboat|1|||silent --message @{selected|token_id}|Robe of Useful Items|12ft Rowboat added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12ft Rowboat\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[76-83](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Scroll|1|||silent --message @{selected|token_id}|Robe of Useful Items|*Scroll* place-holder added to the Robe but requires replacing with one you select randomly --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Random Scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[84-90](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|War-Dog|2|||silent --message @{selected|token_id}|Robe of Useful Items|Pair of War Dogs added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Two War Dogs\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[91-96](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Window|1|||silent --message @{selected|token_id}|Robe of Useful Items|2ft x 4ft window added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2ft x 4ft Window\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n97-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Roll again twice\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=When you want to use one of the Useful items, drag the *Robe of Useful Items* onto the playing surface and search it as if it were a backpack (containing useful items)}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=A wizard who dons it will note that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see, recognize, and detach these patches. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A robe of useful items always begins with two each of the following patches:\ndagger\nlantern (filled and lit)\nmirror (large)\npole (10-foot length)\nrope (50-foot coil)\nsack (large)\nIn addition, the robe will have 4d4 items which must be diced for. The GM should view this item to gain access to the buttons to add these additional items.}}'},
- {name:'Robe-of-Vermin',type:'miscellaneous',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Vermin}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Enchantment]{{}}MiscData=[w:Robe of Vermin,sp:10,qty:1,st:Robe of Protection,sz:L,wt:1,rc:cursed,loc:Robe]{{Use=Use the Robe as a magic item and ask the GM to view the description and apply effects manually}}{{GM Info=This cursed item is infested with vermin. [Click here](!rounds --target caster|@{selected|token_id}|Infested with vermin|99|0|50% chance of spell failure or failure of any other action|screaming) to mark the wearer as infested.\nThe wearer immediately suffers a multitude of bites from the insects that magically infest the garment. They must cease all other activities in order to scratch, shift the robe, and generally show signs of extreme discomfort from the movement and biting of these pests.\nThe wearer is unable to gain initiative, and has a 50% chance of being unable to complete a spell due to the vermin. All other actions and attack forms requiring manual / locomotive / somatic activity are at half normal probability. The garment can\'t be removed except by means of a *remove curse* spell or similar magic.}}{{Looks Like=Appears as a very fine robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=This fine robe clearly has magical properties. However, you can\'t determine what they are and only the GM can apply them (mainly because it\'s too difficult to apply them automatically!)}}'},
- {name:'Robe-of-the-Archmagi',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=^^alignment#2^^}}{{title=Robe}}{{name=of the Archmagi}}{{subtitle=Robe}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=AC5}}Specs=[Robe,Protection Cloak,0H,Abjuration-Protection]{{Saves=+[[1]] on saves}}ACData=[a:Robe of the Archmagi,st:Robe,query:alignment=What alignment is this robe (roll d100)?|01-45 Good%%Good/White/LG¦NG¦CG|46-75 Neutral%%Neutral/Gray/LN¦NN¦N¦CN|76-00 Evil%%Evil/Black/LE¦NE¦CE,ac:5,rules:-shield|-acall|+skin|+worn,sz:L,wt:2,w:Robe of the Archmagi,sp:0,svsav:1,rc:uncharged,loc:Robe]{{Use=Wearing this item (having it in the character\'s equipment is enough) confers its AC and saving throw benefits automatically. Magic resistance and effects on opponents must be considered manually}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich wizard or witch. Maybe it is unwashed, or messed up in some way but the true colour is difficult to make out.}}{{GM info=White (45%—good\nalignment), gray (30%—neutral, but neither good nor evil, alignment), or black (25%—evil alignment) is determined when you first store the robe in a container or give it to a creature via a query. This one is **^^alignment#1^^**. The color of a *robe of the archmagi* is not determined until it is donned by a wizard so the item should be hidden so that the player does not know the colour until too late!\nIf a white robe is donned by an evil wizard, he suffers [[11d4+7]] points of damage and loses 18,000-51,000 experience points at the DM\'s discretion. The reverse is true with respect to a black robe donned by a good aligned wizard. An evil or good wizard putting on a gray robe, or a neutral wizard donning either a white or black robe, incurs [[6d4]] points damage, 6,000-24,000 experience points loss, and the wearer will be moved toward the alignment of the robe by its enchantments (i.e., he will feel himself urged to change alignment to that of the robe, and he will have to make an effort to maintain his old alignment).}}{{desc=This normal-appearing garment grants its wearer the following powers:\n1. It serves as armor equal to AC 5.\n2. The robe confers a 5% magic resistance.\n3. It adds a +1 bonus to saving throw scores.\n4. The robe reduces the victim\'s magic resistance and saving throws by 20%/-4 when the wearer casts any of the following spells: *charm monster, charm person, friends, hold monster, hold person, polymorph other, suggestion*.}}'},
- {name:'Rope-of-Climbing',type:'magic|miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Climbing}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Climbing,sp:10,qty:1,st:Rope,sz:L,wt:3,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Extend Rope,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Rope of Climbing|99|0|Extending rope at 10ft per round to 60ft|overdrive,msg:The rope starts to extend at 10ft per round up to 60ft],[w:Knott the Rope,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Knotted Rope of Climbing|99|0|The knotted rope extends at 10ft per round up to 50ft|overdrive,msg:The knotted rope starts to extend at 10ft per round up to 50ft],[w:Retract rope,cmd:!rounds --removetargetstatus \\amp#64;\\lbrc;selected|token_id\\rbrc;|Rope of Climbing|Knotted Rope of Climbing,msg:The rope releases any attachment and is able to be gathered in]{{Looks Like=A 60ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=A 60-foot long *rope of climbing* is strong enough to support 3,000 pounds. Upon command (using the *Attack* action), the rope will snake forward, upward, downward, or any other direction at 10 feet per round and attach itself securely wherever desired. It will return or unfasten itself in a similar manner. A rope of climbing can also be commanded (using the *Attack* action) to knot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied. One end of the rope **must be held** by a character when its magic is invoked.)}}'},
- {name:'Rope-of-Constriction',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Constriction}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Constriction,sp:3,qty:1,st:Rope,rev:use,sz:L,wt:3,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Entangle Creatures,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|\\amp#64;\\lbrc;target|Select 1d4 others constricted|token_id\\rbrc;|Rope of Constriction|99|0|Being constricted by the rope and taking damage each round|fishing-net --aoe \\amp#64;\\lbrc;selected|token_id\\rbrc;|circle|feet|0|10|10|dark|true|\\amp#64;\\lbrc;selected|token_id\\rbrc;|area|Rope of Constriction|99|0|Being constricted by the rope and taking damage each round|fishing-net,msg:The rope entwines itself around the wielder\'s neck and body and \\lbrak;\\lbrak;1d4\\rbrak;\\rbrak; others. Save vs. spell or automatically constricted for 2d6 points of damage each round],[w:Retrieve Rope,msg:Oh! The rope won\'t let go!]{{Looks Like=A 50ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=This rope looks exactly like a *rope of climbing* or *entanglement*. As soon as it is commanded to perform some action, however, it lashes itself about the neck of the character holding it, and from 1d4 others within 10 feet. Everyone caught by the rope is entitled to a saving throw vs. spell. Anyone failing the saving throw is strangled and crushed (2d6 hit points of damage), and the rope continues to constrict until a dispel magic is cast upon it.\nCreatures entwined by the rope cannot cast spells or free themselves. An unentangled character can cast a dispel magic or try to cut through the rope—it is AC -2 and takes 22 points of damage to cut through; all hit points must be inflicted by the same creature (not the one entangled).}}'},
- {name:'Rope-of-Entanglement',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Entanglement}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Entanglement,sp:3,qty:1,st:Rope,sz:L,wt:3,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Entangle Creatures,cmd:!rounds --aoe \\amp#64;\\lbrc;selected|token_id\\rbrc;|bolt|feet|0|20|5|light||\\amp#64;\\lbrc;selected|token_id\\rbrc;|area|Entangled_Entangled_\\amp#64;\\lbrc;selected|token_id\\rbrc;|99|0|Entangled in a magical rope|fishing-net,msg:The rope extends 20ft forward or 10ft upward and entangles up to 8 man-sized creatures in its path. Ratios are **Tiny**=0.33^ **Small**=0.5^ **Medium**=1 **Large**=3 **Huge**=4 **Gigantic**=8],[w:Retrieve Rope,cmd:!rounds --removeglobalstatus Entangled_Entangled_\\amp#64;\\lbrc;selected|token_id\\rbrc;,msg:The rope releases any entangleing and is able to be gathered in]{{Looks Like=A 50ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle up to eight man-sized creatures. For purposes of entanglement, creatures of different sizes are assigned values, as follows:\nSize Value\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Size\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Value\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Tiny\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0.33^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Small\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0.5^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Medium\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Large\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Huge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Gigantic\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Round up.\nAdd the values of all creatures entangled to determine how many are affected by the rope. For example, the rope could entangle up to 24 Tiny creatures or 2 Huge creatures. Any combination of sizes is possible as long as the total value doesn\'t exceed eight.\nThe rope cannot be broken by sheer strength—it must be hit by an edged weapon. The rope is AC -2 and takes 22 points of damage to cut through; all damage must be inflicted by the same creature (not the one entangled). Damage under 22 points will repair itself in six turns. If a rope of entanglement is severed, it is destroyed.)}}'},
- {name:'Rug-of-Smothering',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}}{{prefix=Rug / }}{{title=Carpet}}{{name= of Smothering}}{{Subtitle=Magic Item}}Specs=[Rug,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rug of Smothering,st:Rug,sp:3,rev:manual,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design. There appears to be a command word woven into the carpet. [Use the Command Word](!rounds --target caster|@{selected|token_id}|Suffocating|\\amp#91;[2+1d4]\\amp#93;|-1|The rug continues to wrap itself surround you - it is ever more difficult to breath|back-pain \\amp#13;!magic --message \\amp#64;{selected|token_id}|Rug of Smothering|Oh no! The rug has wrapped itself around @{selected|character_name} and starts to smother them. It seems impossible to stop it!)}}{{GM Info=The victim needs to pick up the rug and view it - this presents them with a "Command Word" button that, if pressed, will cause the smothering to start. If the victim escapes because someone casts *animate object, hold plant,* or *wish* (or by any other means you deem fair), then select the victim\'s token and press [release victim](!rounds --removestatus Suffocating)}}{{desc=The character seating himself upon the *rug of smothering* and giving a command will be surprised, however, as the rug of smothering rolls itself tightly around him, suffocating him in 1d4+2 rounds. The rug cannot be physically prevented from wrapping itself, and it can be prevented from smothering its victim only by the casting of any one of the following spells: *animate object, hold plant, wish.*}}'},
- {name:'Rug-of-Welcome',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}}{{title=Rug}}{{name= of Welcome}}{{Subtitle=Magic Item}}Specs=[Rug,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rug of Welcome,st:Rug,sp:3,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design. There appears to be a command word woven into the carpet.}}{{Use=To fly, press [Fly](!rounds --target caster|@{selected|token_id}|Rug of Welcome Flying|99|-1|Flying on a carpet|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Rug of Welcome Flying) or [View *Carpet of Flying*](!magic --display-ability @{selected|token_id}|MI-DB|Carpet of Flying). When placing the rug, either to smother or as metal, draw the location on the map. If a creature steps on it in smothering mode, use the *Use MI* action, select *Rug of Welcome* and press [Use the Command Word](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is the victim?|token_id}|Suffocating|\\amp#91;[2+1d4]\\amp#93;|-1|The rug continues to wrap itself surround you - it is ever more difficult to breath|back-pain)}}{{GM Info=If the victim escapes because someone casts *animate object, hold plant,* or *wish* (or by any other means you deem fair), then select the victim\'s token and press [release victim](!rounds --removestatus Suffocating)}}{{desc=A rug of this type appears exactly the same as a *carpet of flying*, and it performs the functions of one (6-foot by 9-foot size), but a *rug of welcome* has other, additional powers. Upon command it will function as a *rug of smothering*, entrapping any creature up to ogre-size which steps upon it. A *rug of welcome* can also elongate itself and become as hard and strong as steel, the maximum length being 27 feet by 2 feet. In this form, it can serve as a bridge, barricade, etc. In this latter form it is AC 0 and will take 100 points of damage to destroy. Finally, the possessor need only utter a word of command, and the rug will shrink to half size for easy storage and transportation.}}'},
- {name:'Saw-of-Mighty-Cutting',type:'innate-melee|miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Saw}}{{name=of Mighty Cutting}}{{subtitle=Magic Item}}{{Size=Large}}{{Immunity=None}}Specs=[Saw,Innate-Melee|Miscellaneous,2H,Plant]{{}}MiscData=[w:Saw of Mighty Cutting,sp:10,st:Saw,sz:M,wt:10,rc:uncharged,loc:Both Hands]{{Use=Take the saw in-hand two-handed to indicate use - if being used by 2 characters of 17 strength, one should lend their hands to the other. Otherwise, all effects of this robe must be applied manually.}}ToHitData=[w:Saw,r:10,ty:S]{{Looks Like=This notched adamantite blade is 12 feet long and over 1 foot wide.}}DmgData=[w:Saw,sm:1d3,l:1d3]{{desc=The saw requires 18/00 or greater Strength to operate alone, or two people of 17 or greater Strength working in tandem. The blade will slice through a 1-foot diameter tree in three rounds, a 2-foot thick hardwood tree in one turn, or a 4-foot thick trunk in three turns. \nAfter six turns (cumulative) of cutting with the saw, the character or characters must rest for six turns before doing any further work.}}'},
- {name:'Scarab-of-Cursed-Protection',type:'miscellaneous',ct:'3',charge:'cursed+discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Cursed }}{{title=Scarab}}{{name=of Protection}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Cursed Scarab of Protection,sp:3,st:Scarab,qty:12,c:0,svspe:-2,rev:view,sz:T,wt:1,rc:cursed+discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:12,sp:3,lv:12]{{GM Info=One in five of these cursed items will become a +2 scarab if the curse is removed by a cleric of 16th-level or higher. In this case, the scarab will have absorption capability of 24 rather than 12.}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device (but not that it is cursed...).\nThe possessor gains a -2 penalty to all saving throws vs. spell. However,iIf no save is normally possible the still get a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.\nOne in 20 of these scarabs will be a cursed item, giving the possessor a -2 penalty to his saving throws.}}\n!attk --build-save @{selected|token_id}|Spell|20'},
- {name:'Scarab-of-Death',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Death}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Necromancy]{{}}MiscData=[w:Scarab of Death,sp:10,st:Scarab,sz:T,wt:1,rc:uncharged]{{Looks Like=A small pin of good quality with a motif shaped like an ornamental scarab beetle.}}{{desc=This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than one round or placed within a soft container (bag, pack, etc.) within 1 foot of a warm, living body for one turn, it changes into a horrible burrowing beetle-like creature. The thing will tear through any leather or cloth, burrow into flesh, and reach the victim\'s heart in a single round, causing death. It then returns to its scarab form. (Placing the scarab in a container of hard wood, ceramic, bone, ivory, or metal will prevent the monster from coming to life.)}}'},
- {name:'Scarab-of-Enraging-Enemies',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Enraging Enemies}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Enchantment]{{}}MiscData=[w:Scarab of Enraging Enemies,sp:3,st:Scarab,qty:18+1d6,sz:T,wt:1,rc:discharging]{{Looks Like=A small broach of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Click [Speak Command Word](!rounds --aoe @{selected|token_id}|circle|0|80|80|magic|true|@{selected|token_id}|area|Enraged by Scarab|\\amp#91;[6+1d6]\\amp#93;|-1|Enraged and will attack nearest creature|death-zone \\amp#13;!magic --message c|@{selected|token_id}|Scarab of Enraging Enemies|Select each enemy in the displayed area in turn using the button in chat and the GM will make saving throws for each you select \\amp#13;!magic --message gm|Scarab of Enraging Enemies|When asked to confirm a status, save vs. spell and confirm only if fail) then select each enemy creature within the displayed radius. The GM will roll saving throws for them and mark those that fail. Effects of the device on enemy attack, damage \\amp AC are then automatically applied.}}{{desc=When one of these devices is displayed and a command uttered, all intelligent hostile creatures within a 40-foot radius must successfully save vs. spell or become enraged. Those whose saving throws succeed may perform normally; enraged enemies fly into a berserk fury and attack the nearest creature, even their own comrades (+1 bonus to attack rolls, +2 bonus to damage, -3 to their own Armor Class).\nThe rage lasts for 1d6+6 rounds, and during this period, the enraged creatures will attack continually, without reason or fear, moving on to attack other creatures nearest them if initial opponents are slain. A scarab of this type contains from 1d6+18 charges.}}'},
- {name:'Scarab-of-Insanity',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Insanity}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Enchantment]{{}}MiscData=[w:Scarab of Insanity,sp:3,st:Scarab,qty:8+1d8,sz:T,wt:1,rc:discharging]{{Looks Like=A small broach of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Use the item by selecting the *Use MI* action then click [Speak Command Word](!rounds --aoe @{selected|token_id}|circle|0|40|40|magic|true|@{selected|token_id}|area|Scarab Insanity|\\amp#91;[8+1d4]\\amp#93;|-1|Insane! Can\'t cast spells or use reasoning|broken-skull \\amp#13;!magic --message c|@{selected|token_id}|Scarab of Insanity|Select each creature \\lpar;including friends\\rpar; in the displayed area in turn using the button in chat and the GM will make saving throws for each you select \\amp#13;!magic --message gm|Scarab of Insanity|When asked to confirm a status, save vs. spell at -2 penalty and 10% penalty to any magic resistance and confirm only if fail) then select each creature in turn within the displayed radius. The GM will roll saving throws for them and confirm those that fail.}}{{desc=When displayed and a command word is spoken, all other creatures within a 20-foot radius must save vs. spell with a -2 penalty (and -10% penalty to any magic resistance as well). Those failing the save are completely insane for 1d4+8 rounds, unable to cast spells or use reasoning of any sort (treat as a *confusion* spell with no chance for acting in a non-confused manner). The scarab has 1d8+8 charges.}}'},
- {name:'Scarab-of-Protection+1',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Protection+1}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Scarab of Protection,sp:3,st:Scarab,qty:12,c:0,svspe:+1,rev:view,sz:T,wt:1,rc:discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:12,sp:3,lv:12]{{GM Info=}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.\nThe possessor gains a +1 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.}}\n!attk --build-save @{selected|token_id}|Spell|20'},
- {name:'Scarab-of-Protection+2',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Protection+2}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Scarab of Protection+2,sp:3,st:Scarab,qty:24,c:0,svspe:+2,rev:view,sz:T,wt:1,rc:discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:24,sp:3,lv:12]{{GM Info=}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.\nThe possessor gains a +2 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 24 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 24 such attacks the scarab turns to powder - totally destroyed.}}\n!attk --build-save @{selected|token_id}|Spell|20'},
- {name:'Scarab-vs-Golems',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=versus ^^golemType#1^^ Golem}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Scarab vs ^^golemType#1^^ Golem,query:golemType=Which golem type - Roll D100?|01-30 Flesh Golem%%Flesh|31-55 Clay Golem%%Clay|56-75 Stone Golem%%Stone|76-85 Iron Golem%%Iron|86-95 Flesh Clay and Wood Golems%%Flesh Clay and Wood|96-00 Any Golem%%Any,sp:0,st:Scarab,sz:T,wt:1,rc:uncharged]{{Looks Like=A small pin of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Press [Detect Golems](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|magic|true) to show area in which golems can be detected. Otherwise, when attacking ^^golemType#1^^ golems, apply the effects manually}}{{desc=This magical pin enables its wearer to detect any golem within 60 feet, although he must concentrate in order for the detection to take place. Furthermore, the scarab enables its possessor to combat a ^^golemType#1^^ golem, with hand-held or missile weapons, as if it were a normal monster, with no special defenses.}}'},
- {name:'Sheet-of-Smallness',type:'miscellaneous',ct:'20',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Material Sheet}}{{name=of Smallness}}{{subtitle=Cloth}}{{Size=Tiny}}{{Immunity=None}}Specs=[Cloth,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Sheet of Smallness,sp:20,st:Cloth,sz:T,wt:1,rc:uncharged]{{Looks Like=Appears to be nothing more than a well-made piece of material—possibly some sort of covering or sheet woven of very fine linen or silk. One side will have a larger pattern than the other, or perhaps one side will be white, the other black.}}{{Use=Apply all effects of this item manually}}{{desc=There will be an aura of alteration detectable from this cloth if magic is checked for. This item causes any magical item wrapped within it to shrink to 1/12 its normal size and weight. If the item is then wrapped in the sheet so as to be touching the reverse side of the material, it will grow back to its normal size and weight. Note that this item has no effect on artifacts, relics, or living material—it affects only non-living, ordinary magical items—and no item shrunk in this fashion is functional or usable while in reduced form. Change in size requires two rounds to accomplish, either in shrinking or restoring to normal size.}}'},
- {name:'Silver-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Silver Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Silver}'},
- {name:'Slippers-of-Spider-Climb',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Slippers}}{{name=of Spider Climbing}}{{subtitle=Slippers}}{{Size=Small}}{{Immunity=None}}Specs=[Slippers,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Slippers of Spider Climb,sp:3,st:Slippers,sz:S,wt:1,rc:uncharged]{{Looks Like=Appears to be nothing more than a well made pair of slippers with the design of a spider on their soles}}{{Use=If worn continuously, act out effects manually. If not worn continuously, select *Use Item/MI* as an action and press [wear slippers](!rounds --target caster|@{selected|token_id}|Spider Climb|99|0|Able to walk up walls \\amp over ceilings at 12|tread) to indicate wearing them, or press [remove slippers](!rounds --removetargetstatus @{selected|token_id}|Spider Climb) to take them off - again, act out effects manually}}{{desc=They will give off a faint aura of alteration magic if detected for. When worn, a pair of these slippers enable the individual to move at a 60-foot rate on vertical surfaces or even upside down along ceilings, with hands free to do whatever the wearer desires. Extremely slippery surfaces—ice, oiled, or greased surfaces - make these slippers useless.}}'},
- {name:'Smoke-Powder',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Smoke}}{{title=Powder}}{{subtitle=Magical Powder}}{{Size=A small pouch}}{{Immunity=None}}Specs=[Powder,dust,2H,Evocation]{{}}MiscData=[w:Smoke Powder, sp:3,st:Powder,sz:S,wt:1,qty:3d6,c:0,rc:charged]{{Looks Like=A charcoal-coloured powder in a small pouch}}{{Use=Draw something on the playing surface to represent placement of the *Smoke Powder*. Then, to ignite it, use the *Use Item/MI* action selecting *Smoke Powder* and then press [Ignite Smoke Powder](!magic --mi-charges @{selected|token_id}|-\\amp#63;{Ignite how many charges?|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18}|Smoke-Powder --message @{selected|token_id}|Smoke Powder|\\amp#63;{Ignite how many charges?} charges of *smoke powder* ignite with the desired effect, and cause **\\amp#91;[\\amp#63;{Ignite how many charges?}d2]\\amp#93; HP damage** to objects and creatures in the blast radius) to choose how many charges go off and show the damage}}{{desc=These powders are extremely scarce and, due to its volatile nature, dangerous to combine. *Smoke powder* is commonly found divided into two separate components - one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the *smoke powder* is complete and dangerous.}}{{hide1=When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of *smoke powder* used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally - doubling causes 2d2 points of damage, tripling causes 3d2, and so on.\nAn explosion capable of causing 30 points of damage (15 charges) has a 5-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant\'s blow.\n*Smoke powder components* will be available in a campaign only if the DM allows it. If the DM doesn\'t want it in the campaign, it simply doesn\'t exist. When discovered, a pouch of *smoke powder* contains 3d6 charges. Charges from several pouches of *smoke powder* can be combined to create bigger, more damaging explosions.}}'},
- {name:'Smoke-Powder-Components',type:'dust',ct:'10',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Steely Blue and White}}{{title=Powders}}{{subtitle=Powder}}{{Size=Two separate tiny to small pouches}}{{Immunity=None}}Specs=[Powder,dust,2H,Evocation]{{}}MiscData=[w:Steely Blue \\amp White Powders, sp:10,st:Powders,sz:T,wt:1,qty:3d6,c:0,rc:change-each,to:Smoke-Powder]{{Looks Like=Steely blue granuals held in one pouch and a white powder, ground fine and held in another small pouch}}{{Use=Press [make Smoke Powder](!magic --mi-charges @{selected|token_id}|-\\amp#63;{Combine how many charges?|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18}|Steely-Blue-Powder --message @{selected|token_id}|Smoke Powder Components|Combined \\amp#63;{Combine how many charges?} charges of the steely blue granuals with the same of the white powder and created a charcoal-coloured substance) to combine the blue and white powders}}{{desc=These powders are extremely scarce and, due to its volatile nature, dangerous to combine. *Smoke powder* is commonly found divided into two separate components - one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the *smoke powder* is complete and dangerous.}}{{hide1=When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of *smoke powder* used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally - doubling causes 2d2 points of damage, tripling causes 3d2, and so on.\nAn explosion capable of causing 30 points of damage (15 charges) has a 5-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant\'s blow.\n*Smoke powder components* will be available in a campaign only if the DM allows it. If the DM doesn\'t want it in the campaign, it simply doesn\'t exist. When discovered, a pouch of *smoke powder* contains 3d6 charges. Charges from several pouches of *smoke powder* can be combined to create bigger, more damaging explosions.}}'},
- {name:'Sovereign-Glue',type:'miscellaneous',ct:'20',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Sovereign}}{{title=Glue}}{{subtitle=Oil}}{{Size=Small}}{{Immunity=None}}Specs=[Glue,Miscellaneous,0H,Glue]{{}}MiscData=[w:Sovereign Glue,sp:20,st:Thick Liquid,qty:1d10,sz:S,wt:1,rc:charged]{{Looks Like=This pale amber substance is thick and viscous, contained in a glass-stoppered bottle}}{{Use=Apply all effects of this item manually. Initiative speed of 2 rounds (20 segments) includes both 1 round of application and 1 round of setting}}{{desc=Because of its particular powers, *sovereign glue* can be contained only within a flask coated with *oil of slipperiness*, and each time any of the bonding agent is poured from the flask, a new application of the *oil of slipperiness* must be put on the flask within one round to prevent the remaining glue from adhering to the side of the container.\nOne ounce of the adhesive will cover approximately one square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes one full round to set; if the objects are pulled apart before that time has elapsed, that application of the glue will lose its stickiness and be worthless. If the glue is allowed to set, then attempting to separate the two bonded objects will only result in the rending of one or the other except when *oil of etherealness* or *universal solvent* is applied to the bond - *sovereign glue* is dissolved only by those liquids. A typical container of the substance holds 1d10 ounces of glue.}}'},
- {name:'Spade-of-Colossal-Excavation',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spade}}{{name=of Colossal Excavation}}{{subtitle=Spade}}{{Size=Large}}{{Immunity=None}}Specs=[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool]{{}}MiscData=[w:Spade of Colossal Excavation,sp:3,st:Spade,qty:1,sz:L,wt:8]{{Looks Like=This digging tool is 8 feet long with a spade-like blade 2 feet wide and 3 feet long}}ToHitData=[w:Dig Clay,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging clay at 1 cu.yd. per 2 rounds|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1/2 cubic yard of clay],[w:Dig Gravel,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging gravel at 1 cu.yd. per 2 rounds|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1/2 cubic yard of gravel],[w:Dig Loose Soil,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging loose soil at 2 cu.yds. per round|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 2 cubic yards of loose soil],[w:Dig Anything Else,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging 1 cu.yd. per round|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1 cubic yard of soil],[w:Stop Digging + Rest,cmd:!rounds --removetargetstatus \\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|After all that hard work you need to rest before you can do any more excavating...]{{Use=Requires 18 strength. Take the spade in both hands using *attk menu \\gt Change Weapon* and use the magical *attack* buttons to control digging from round to round}}{{desc=Any fighter with 18 Strength can use this magical shovel to dig great holes. One cubic yard of normal earth can be excavated in one round. After 10 rounds of digging, the user must rest for five rounds. Hard pan clay takes twice as long to dig, as does gravel. Loose soil takes only half as long.}}'},
- {name:'Sphere-of-Annihilation',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Sphere}}{{name=of Annihilation}}{{subtitle=Magic Item}}{{Size=Medium (2ft dia.)}}{{Immunity=None}}Specs=[Sphere of Annihilation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Sphere of Annihilation,sp:0,st:Black Sphere,qty:1,sz:M,wt:0,rc:uncharged]{{Looks Like=A globe of absolute blackness, a ball of nothingness 2 feet in diameter. If on the ground it just looks like a flat hole as it is impossible to see perspective and curviture of the surace}}{{Use=Use [place sphere](!rounds --aoe @{selected|token_id}|circle|feet|0|2|2|black) to draw the sphere on the map}}{{GM info=You can move the sphere drawing on the map until control is established, then grant the player control using the token settings}}{{desc=A sphere is actually a hole in the continuity of the multiverse, a void. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, utterly destroyed - even *wishes* and similar magicks have no effect!\nA *sphere of annihilation* is basically static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort. The brain waves of the individual concentrating on moving it bend spatial fabrics, causing the hole to slide. Control range is 40 feet initially, 10 feet/level once control is established. Basic movement rate is 10 feet per round, modified as shown below.\nConcentration control is based on Intelligence and level of experience—the higher the level the greater the mental power and discipline. For every point of Intelligence above 12, the wizard adds 1%; for every point over 15, he adds another 3%. In other words, add 1% for each point from 13 to 15, and an additional 3% for each point from 16-18 - a maximum of 12% bonus at 18 Intelligence. The bonus applies to this table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Level of Wizard\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Move / Round\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Probability of Control / Round\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;up to 5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6th-7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10th-11th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;11\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;40%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12th-13th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14th-15th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;13\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16th-17th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;14\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;70%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18th-20th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;75%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21st \\amp above\\amplt;/td\\ampgt;\\amplt;td\\ampgt;16\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAny attempt to control the sphere will cause it to move, but if control is not established, the sphere will slide toward the wizard attempting to move it. The sphere will continue to move in this direction for 1d4 rounds and as long as the wizard is within 30 feet thereafter.\nIf two or more wizards vie for control of a *sphere of annihilation*, the one with the highest percentage chance to control the sphere is checked first, then the next strongest, etc. Control chance is reduced 5% per person, cumulative, when two or more wizards concentrate on the sphere, even if they are cooperating. If none are successful, the sphere will slip toward the strongest. Control must be checked each round.\nShould a *gate* spell be cast upon a sphere, there is a 50% chance that the spell will destroy it, 35% that the spell will do nothing, and 15% that a gap will be torn in the spatial fabric, and everything in a 180-foot radius will be catapulted into another plane or universe.\nIf a *rod of cancellation* touches a sphere, a tremendous explosion will occur as they negate each other. Everything within a 60-foot radius will sustain 3d4 x 10 points of damage.}}'},
- {name:'Stone-Horse',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone Horse}}{{subtitle=Statue}}{{Size=Large (life size)}}{{Immunity=None}}Specs=[Stone Horse,Miscellaneous,0H,Statue]{{}}MiscData=[w:^^hType#0^^ Stone Horse,query:hType=Which type of Stone Horse?|Courser%%24/3/18/Light/Medium/6|Destrier%%18/1/26/Medium/Heavy/8,sp:3,st:Horse Statue,qty:1,sz:H,wt:500,rc:single-uncharged]{{Looks Like=This appears to be full-sized, roughly hewn statue of a horse, carved from some type of hard stone.}}{{Use=If you know the comand word, ask the GM to use the *Drag \\amp Drop* creature system to drop a *^^hType#0^^ stone horse* onto the playing surface.}}{{GM Info=When used, create a new blank character sheet (preferably with a horse image) and *drag \\amp drop* it onto the playing area. Make sure the token is selected and use the [Creature] button on the dialog that has appeared in chat to select the ^^hType#0^^ Stone Horse}}{{desc=A command word brings the steed to life, enabling it to carry a burden, and even to attack as if it were a warhorse.\nThis is a ^^hType#0^^: This stone horse travels at the same movement rate as a ^^hType#4^^ horse (movement rate ^^hType#1^^) and attacks as if it were a ^^hType#5^^ warhorse (three attacks for 1d^^hType#6^^/1d^^hType#6^^/1d3). It is Armor Class ^^hType#2^^ and has ^^hType#3^^ hit points. It saves versus all applicable attack forms as if it were "Metal, hard."\nA stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage inflicted upon it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse. If then allowed to graze and rest, the animal will heal its wounds at the rate of one point per day. When it is fully healed, it will automatically revert to its magical form.}}'},
- {name:'Stone-of-Controlling-Earth-Elementals',type:'magic|miscellaneous',ct:'10*1d4',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name=of Controlling Earth Elementals}}{{subtitle=Stone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone]{{}}MiscData=[w:Stone of Controlling Earth Elementals,st:Stone,sp:10*1d4,qty:1,sz:S,wt:1,rc:recharging,ns:2],[cl:PW,w:Summon-Earth-Elemental,sp:10*1d4,pd:1]{{Looks Like=An oddly shaped bit of roughly polished rock}}ToHitData=[w:Use Loose Earth,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 12HD Earth Elemental],[w:Use Mud or Clay,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 12HD Earth Elemental],[w:Use Sand,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 8HD Earth Elemental],[w:Use Rough Stone,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 8HD Earth Elemental],[w:Use Worked Stone,sp:40,rc:recharging,msg:You attempt to summon an Earth Elemental and wait for 4 rounds but it does not seem to work]{{Use=Take the stone in-hand using *Attk Menu \\gt Change Weapon*, attack with it and select the appropriate situation button}}{{desc=The possessor of such a stone need but utter a single command word, and an earth elemental of 12-Hit-Dice size will come to the summoner if earth is available, an 8-Hit-Dice elemental if rough, unhewn stone is the summoning medium. (An earth elemental cannot be summoned from worked stone, but one can be from mud, clay, or even sand, although one from sand is an eight-dice monster.) The area of summoning for an earth elemental must be at least 4 feet square and have four cubic yards volume. The elemental will appear in 1d4 rounds. For detailed information about elementals and their control see the Monstrous Compendium. The stone can be used to summon one elemental per day.}}'},
- {name:'Stone-of-Good-Luck+1',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name= of Good Luck}}{{subtitle=Magic Item}}Specs=[Stone of Good Luck,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Stone of Good Luck+1,st:Stone,sp:0,svall:+1,rc:uncharged]{{Size=Tiny}}{{Immunity=None}}{{Damage=+[[1]] on To-Hit rolls}}{{Saves=+[[1] on saves and NWP checks}}{{Looks Like=A piece of polished agate.}}{{desc=While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.)}}'},
- {name:'Stone-of-Weight',type:'miscellaneous',ct:'3',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name=of Weight}}{{subtitle=Loadstone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Weight,Miscellaneous,0H,Stone]{{}}MiscData=[w:Stone of Weight,st:Stone,sp:3,qty:1,sz:S,wt:1,init*:0.5,rc:cursed+uncharged,pick:!setattr --silent --charid @{selected|character_id} --basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}\\rpar;\\rpar;/2\\rbrak;\\rbrak;,put:!setattr --silent --charid @{selected|character_id} --basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}\\rpar;\\rpar;*2\\rbrak;\\rbrak;]{{Looks Like=An oddly shaped bit of roughly polished rock}}{{GM Info=This cursed stone will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually}}{{desc=This magical stone appears to be any one of the other sorts, and testing will not reveal its nature. However, as soon as the possessor of a stone of weight is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate. Furthermore, the stone cannot be gotten rid of by any nonmagical means - if it is thrown away or smashed, it will reappear somewhere on the character\'s person. If a *dispel evil* is cast upon a *loadstone*, the item will disappear and no longer haunt the individual.}}'},
- {name:'Talisman-of-Pure-Good',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Pure Good}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Pure Good,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Pure Good,st:Talisman,sp:3,qty:7,sz:S,wt:1,rc:charged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are a Neutral Priest take \\lbrak;\\lbrak;7d4\\rbrak;\\rbrak;hp damage or if you are an Evil Priest take \\lbrak;\\lbrak;12d4\\rbrak;\\rbrak;hp damage. Anyone else take no damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any priest of the wrong alignment. Apply all the effects of this talisman manually}}{{desc=A high priest who possesses this item can cause a flaming crack to open at the feet of an evil priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil priest will gain a saving throw vs. death.\nA talisman of pure good has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If an evil priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.}}'},
- {name:'Talisman-of-Ultimate-Evil',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Ultimate Evil}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Ultimate Evil,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Ultimate Evil, st:Talisman,sp:3,qty:6,sz:S,wt:1,rc:charged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are a Neutral Priest take \\lbrak;\\lbrak;7d4\\rbrak;\\rbrak;hp damage or if you are a Good Priest take \\lbrak;\\lbrak;12d4\\rbrak;\\rbrak;hp damage. Anyone else take no damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any priest of the wrong alignment. Apply all the effects of this talisman manually}}{{desc=A high priest who possesses this item can cause a flaming crack to open at the feet of a good priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if he is not exceptionally pure in thought and deed, the good priest will gain a saving throw vs. death.\nA *talisman of ultimate evil* has six charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If a good priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.}}'},
- {name:'Talisman-of-Zagy',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Miscellaneous,0H,Stone]{{}}MiscData=[w:Talisman of Zagy, st:Talisman, sp:3, qty:1, sz:S, wt:1, rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|Having picked up the Talisman of Zagy you must now make a Reaction Check having rolled \\lbrak;\\lbrak;\\lpar;2d10cs\\lt1cf\\gt10\\rpar;-\\lpar;@{selected|chareact}\\ampnoerror}\\rpar;-\\lpar;@{selected|comreact}\\amp{noerror}\\rpar;\\rbrak;\\rbrak; and then select between \\lbrak;Friendly\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Friendly-Talisman\\vbar;\\lbrak;\\lbrak;ceil((0+@{selected|charisma}\\amp{noerror})/6)\\rbrak;\\rbrak;\\vbar;1\\vbar;\\vbar;silent\\rpar; or \\lbrak;Neutral\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Neutral-Talisman\\vbar;1\\vbar;\\vbar;\\vbar;silent\\rpar; or \\lbrak;Hostile\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Stone-of-Weight\\vbar;1\\vbar;\\vbar;\\vbar;silent\\rpar;]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=This talisman will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. Whenever a character touches a talisman of Zagy, a reaction check is made as if the individual were meeting another creature.\nIf a hostile reaction result is obtained, the device will act as a *stone of weight*, although discarding it or destroying it results only in 5d6 points of damage and the disappearance of the talisman. If the possessor of a *zagy stone of weight* is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate.}}'},
- {name:'Talisman-of-the-Sphere',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of the Sphere}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of theSphere,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of the Sphere,st:Talisman,sp:3,qty:1,sz:S,wt:1,rc:single-uncharged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are ***not*** a Wizard take \\lbrak;\\lbrak;5d6\\rbrak;\\rbrak;hp damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any non-wizard. Apply all the effects of this talisman manually}}{{desc=This is a small adamantite loop and handle which will be useless to nonwizards. Characters of any other class touching a talisman of this sort will suffer 5d6 points of damage. When held by a wizard concentrating on control of a *sphere of annihilation*, a *talisman of the sphere* doubles the Intelligence bonus percentage for control (i.e., 2% per point of Intelligence from 13-15, 6% per point of Intelligence from 16-18).\nIf control is established by the wielder of a talisman, he need check for continual control only every other round thereafter. If control is not established, the sphere will move toward the wizard at maximum speed (16 feet/round). Note that a *wand of negation* will have no effect upon a *sphere of annihilation*, but if the wand is directed at the talisman it will negate its power of control as long as the wand is directed at it.}}'},
- {name:'Tattered-Useless-Fan',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Tattered Useless}}{{title=Fan}}{{subtitle=Fan}}{{Size=Small}}{{Immunity=None}}Specs=[Fan,Miscellaneous,0H,Fan]{{}}MiscData=[w:Tattered Useless Fan,st:Fan,sp:3,qty:1,sz:S,wt:1,c:0,rc:uncharged,ns:1],[cl:PW,w:MU-Gust-of-Wind,sp:3,pd:0]{{Looks Like=What used to be a fan but is now nothing more than a collection of wood and papyrus or cloth.}}{{desc=Totally useless as it is. Perhaps you can make these parts into something useful?}}'},
- {name:'Tome-of-Clear-Thought',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Clear Thought,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Tome of Clear Thought,st:Book,sp:0,qty:1,rc:discharging]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{name=of Clear Thought}}{{effects=A work of this nature is indistinguishable from any normal book. Any single character who reads a *tome of clear thought* will be able to practice mental exercises that will increase their intelligence by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears.\nThe reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Intelligence goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a *tome of clear thought* will be of no benefit to the character.}}{{materials=Book}}'},
- {name:'Tome-of-Leadership+Influence',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Tome}}{{name= of Leadership + Influence}}{{splevel=Tome}}{{school=Alteration}}Specs=[Tome of Leadership+Influence,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours over 6 days}}MiscData=[w:Tome of Leadership+Influence,st:Book,sp:0,qty:1,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=A leather-and-brass-bound book that is indistinguishable from any other normal book. If you could read the runes on the spine, it might give a clue to the nature of the work, but they are worn and faded, with some clearly missing.}}{{effects=Any single character who reads a *tome of leadership \\amp influence* will be able to practice exercises that will increase their Charisma by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears. The reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Charisma goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of the tome will be of no benefit to the character.}}{{materials=Book}}'},
- {name:'Tome-of-Understanding',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Understanding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Tome of Understanding,st:Book,sp:0,qty:1,rc:discharging]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{name=of Understanding}}{{effects=A work of this nature is indistinguishable from any normal book. Any single character who reads a *tome of understanding* will be able to practice mental exercises that will increase their wisdom by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears.\nThe reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Wisdom goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a *tome of understanding* will be of no benefit to the character.}}{{materials=Book}}'},
+ {name:'Candle-of-Invocation',type:'miscellaneous',ct:'3',charge:'discharging',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Candle}}{{name= of Invocation}}{{subtitle=Magic Item}}Specs=[Candle of Invocation,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Candle of Invocation,st:Candle,gp:2000,wt:1,sp:3,qty:240,rc:discharging]{{Size=Small}}{{Immunity=None}}{{Saves=Only as affected by Level}}{{Use=As long as the alignment of the candle matches yours [Burn Candle](!rounds --target caster|@{selected|token_id}|Candle of Invocation|99|0|Level increased by 2|strong) or [Snuff Candle](!rounds --removeTargetStatus @{selected|token_id}|Candle of Invocation)}}{{Looks Like=A clerical candle, unremarkable but clearly well made.}}{{desc=These specially blessed tapers are dedicated to the pantheon of gods of one of the nine alignments. If a detection spell is cast, it will radiate magic. It also radiates good or evil, if appropriate. Simply burning the candle generates a favorable aura for the individual so doing - if the candle\'s alignment matches that of the character\'s. If burned by a priest of the same alignment, the candle temporarily increases the priest\'s level of experience by 2, enabling him to cast additional spells. He can even cast spells normally unavailable to him, as if he were of the higher level, but only so long as the candle continues to burn. Any burning allows the casting of a *gate* spell, the respondent being of the alignment of the candle, but the taper is immediately consumed in the process.\nOtherwise, each candle burns for four hours. It is possible to extinguish the candle as placed in a lantern or otherwise sheltered to protect it from drafts and other things which could put it out. This doesn\'t affect its magical properties.}}{{GM Info=If so desired, rename the Candle to be of the alignment you desire using the *Add Items / Rename Item* function}}'},
+ {name:'Carpet-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'22500',body:'\\amp{template:'+fields.itemTemplate+'}}{{title=Carpet}}{{name= of Flying}}{{Subtitle=Magic Item}}Specs=[Carpet of Flying,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Carpet of Flying,st:Rug,sp:3,gp:22500,rc:uncharged,query:rugSize=What size of rug?|01-20 1 Person%%1/3/5/42/37|21-55 2 Person%%2/4/6/36/60|56-80 3 Person%%3/5/7/30/90|81-00 4 Person%%4/6/9/24/135,wt:^^rugSize#5^^]{{Looks Like=An oriental carpet with a beautiful and intricate design, size ^^rugSize#2^^ft x ^^rugSize#3^^ft.}}{{Capacity=This rug can carry up to ^^rugSize#1^^ person(s) at a speed of ^^rugSize#4^^.}}{{desc=Each carpet has its own command word (if you use the optional command word rules) to activate it - if the device is within voice range, the command word will activate it. The carpet is then controlled by spoken directions.\nThese rugs are of oriental make and design. Each is beautiful and durable. Note, however, that tears or other rents cannot be repaired without special weaving techniques generally known only in distant, exotic lands.}}{{Use=Select one of [Fly](!rounds --target caster|@{selected|token_id}|Carpet of Flying|99|-1|Flying on a carpet|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Carpet-of-Flying)}}{{GM Info=Once the type is determined, consider renaming the Carpet to indicate its capacity using the *Add Items / Rename Item* dialog function.\nThe size, carrying capacity, and speed of a carpet are determined by rolling percentile dice and consulting the table below. \n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Size\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Capacity\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Speed\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\' x 5\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 person\\amplt;/td\\ampgt;\\amplt;td\\ampgt;42\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-55\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\' x 6\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;36\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;56-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\' x 7\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\' x 9\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
+ {name:'Censer-Controlling-Air-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Censer}}{{name= Controlling Air Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Censer Controlling Air Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Censer Controlling Air Elementals,st:Censer,gp:12000,wt:5,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Air Elemental}}{{save=None}}{{Looks Like=This 6-inch wide, 1-inch high perforated golden vessel resembles thuribles found in places of worship.}}{{effects=If filled with incense and lit, a command word need only be spoken to summon forth a 12 Hit Dice air elemental on the following round. If *incense of meditation* is burned within the censer, the air elemental will have a +3 bonus to each of its Hit Dice, and it will obey the commands of its summoner. If the censer is extinguished, the elemental will remain and turn on the summoner (see *Elemental* in the *Monstrous Compendium*)}}{{Use=Use the censer as a magic item, then ask the GM to *Drag \\amp Drop* an Air Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'},
+ {name:'Censer-of-Summoning-Hostile-Air-Elementals',type:'miscellaneous',ct:'10',charge:'cursed-uncharged',cost:'10000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Censer}}{{name= of Summoning\nHostile Air Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Censer of Summoning Hostile Air Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Censer of Summoning Hostile Air Elementals,Hide:Censer-Controlling-Air-Elementals,gp:10000,wt:5,st:Censer,sp:10,rc:cursed-uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1d4 Summoned Air Elementals}}{{save=None}}{{Looks Like=This 6-inch wide, 1-inch high perforated golden vessel resembles thuribles found in places of worship.}}{{effects=This thurible is indistinguishable from other magical and ordinary censers. It is cursed: any incense burned within it causes [1d4](!\\amp#13;\\amp#47;gr 1d4) enraged air elementals to appear, one per round. These attack any and all creatures within sight. The censer cannot be extinguished, and it will burn until either the summoner or the elementals have been killed.}}{{Use=Use the censer as a magic item, then ask the GM to *Drag \\amp Drop* Air Elementals onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}{{GM Info=Hide this item as a *Censer Controlling Air Elementals* using the GM\'s *Add Items* dialog function, setting it to *reveal on use*}}'},
+ {name:'Chime-of-Hunger',type:'miscellaneous',ct:'10',charge:'discharging',cost:'7000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Hunger}}{{subtitle=Magic Item}}Specs=[Chime of Hunger,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Chime of Hunger,hide:Chime-of-Opening,st:Metal Tube,wt:1,gp:7000,sp:10,c:1,rc:discharging]{{Size=S}}{{Use=[Sound the Chime](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|acid|true|@{selected|token_id}|area|Chime of Hunger|99|0|Ravenously hungry - MUST EAT - can try a save vs. spell after 1st round|chemical-bolt)}}{{Looks Like=A hollow fine metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=This device looks exactly like a *chime of opening*. In fact, it will operate as a *chime of opening* for several uses before its curse is put into operation.\nWhen the curse takes effect, at the DM\'s discretion, striking the chime causes all creatures within 60 feet to be immediately struck with ravenous hunger. Characters will tear into their rations, ignoring everything else, even dropping everything they are holding in order to eat. Creatures without food immediately available will rush to where the *chime of hunger* sounded and attack any creatures there in order to kill and eat them.\nAll creatures must eat for at least one round. After that, they are entitled to a saving throw vs. spell on each successive round until they succeed. At that point, hunger is satisfied.}}{{GM Info=Hide this item as a *Chime of Opening* using the GM\'s *Add Item* dialog, setting it to reveal manually so that it can work for a short while as a *Chime of Opening*}}'},
+ {name:'Chime-of-Interruption',type:'miscellaneous',ct:'3',charge:'recharging',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Interruption}}{{subtitle=Magic Item}}Specs=[Chime of Interruption,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Chime of Interruption,st:Metal Tube,wt:1,sp:3,gp:6000,qty:1,c:1,rc:recharging]{{Size=S}}{{Use=[Sound the Chime](!rounds --movable-aoe @{selected|token_id}|circle|feet|0|60|60|magic|true --target caster|@{selected|token_id}|Chime of Interruption|3|-1|No spells with a verbal component can be cast in the area shown|screaming)}}{{Looks Like=A hollow fine metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=This magical instrument can be struck once per turn. Its resonant tone lasts for three full rounds. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster is able to make a saving throw vs. breath weapon. After its effects fade, the chime must be rested for at least seven rounds. If it is struck again before this time elapses, no sound issues forth, and a full turn must elapse from that point in time before it can again be sounded.}}'},
+ {name:'Chime-of-Opening',type:'miscellaneous',ct:'10',charge:'discharging',cost:'10500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Opening}}{{subtitle=Magic Item}}Specs=[Chime of Opening,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Chime of Opening,st:Metal Tube,wt:1,gp:10500,sp:10,c:1,qty:(1d6*10)+20,rc:discharging]{{Size=S}}{{Looks Like=A hollow precious metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=When a *chime of opening* is struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, etc. The chime of opening also destroys the magic of a hold portal spell or even a wizard lock cast by a wizard of less than 15th level.\nThe chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in one round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If a chest is chained, padlocked, locked, and wizard locked, it will take four soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 1d8 x 10 charges before it cracks and becomes useless.}}'},
+ {name:'Cloak-of-Arachnida',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Arachnida}}{{subtitle=Magic Item}}Specs=[Cloak of Arachnida,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Arachnida,st:Cloak,wt:1,gp:12000,sp:3,rc:uncharged,ns:2],[cl:PW,w:MU-Spider-Climb,sp:1,pd:-1],[cl:PW,w:MU-Web,sp:2,pd:1]{{Size=M}}{{Use=[Spider Climb](!magic --mi-power @{selected|token_id}|MU-Spider-Climb|Cloak-of-Arachnida) or [Create Web](!magic --mi-power @{selected|token_id}|MU-Web|Cloak-of-Arachnida|[[2*@{selected|casting-level}]]) \n+2 vs. spider poison must be applied as a situational modifier}}{{Looks Like=A black cloak that has a few silver threads woven through it in a web-like design.}}{{desc=This black garment gives the wearer the ability to climb as if a *spider climb* spell had been placed upon him. When magic is detected for, the cloak radiates a strong aura of alteration magic.\nIn addition to the wall-climbing ability, the cloak grants the wearer immunity to entrapment by webs of any sort—the wearer can actually move in webs at a rate equal to that of the spider that created the web, or at a base movement rate of 6 in other cases.\nOnce per day the wearer of this cloak can cast a double-sized *web*. This operates like the 2nd-level wizard spell.\nFinally, the wearer is less subject to the poison of arachnids. He gains a +2 bonus to all saving throws vs. such poison.}}'},
+ {name:'Cloak-of-Displacement-Large',type:'protection cloak',ct:'3',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Displacement\nSized for Humans \\amp Elves}}{{subtitle=Magic Item}}Specs=[Cloak of Displacement,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of Displacement,st:Cloak,+:2,wt:1,gp:9000,sp:3,svsav:+2,rc:uncharged]{{Size=M}}{{Use=AC benefit and +2 on save are automatic but save mod should be manually discounted for saves against non-directional and area-of-effect spells etc.}}{{Looks Like=Appears as a normal cloak sized for humans and elves, and does not resize for other races.}}{{desc=When the cloak is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.\nAfter the first attack, the cloak affords an automatic +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).\nNote that 75% of all cloaks of displacement are sized for humans or elves (persons 5 to 6 feet tall), and 25% are sized for persons of about 4 feet in height (dwarves, gnomes, halflings).}}'},
+ {name:'Cloak-of-Displacement-Small',type:'protection cloak',ct:'3',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Displacement\nSized for Dwarves, Gnomes \\amp Halflings}}{{subtitle=Magic Item}}Specs=[Cloak of Displacement,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of Displacement,st:Cloak,+:2,wt:1,gp:9000,sp:3,rc:uncharged]{{Size=M}}{{Use=AC benefit is automatic but all other effects must be taken into account manually}}{{Looks Like=Appears as a normal cloak sized for dwarves, gnomes \\amp halflings, and does not resize for other races.}}{{desc=This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.\nAfter the first attack, the cloak affords an automatic +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).\nNote that 75% of all cloaks of displacement are sized for humans or elves (persons 5 to 6 feet tall), and 25% are sized for persons of about 4 feet in height (dwarves, gnomes, halflings).}}'},
+ {name:'Cloak-of-Elvenkind-Large',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Elvenkind\nSized for Humans \\amp Elves}}{{subtitle=Magic Item}}Specs=[Cloak of Elvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Elvenkind,st:Cloak,wt:1,gp:3000,sp:3,rc:uncharged]{{Size=M}}{{Looks Like=This cloak of neutral gray cloth and appears to be an ordinary cloak sized for humans \\amp elves.}}{{desc=When this cloak is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers.\nOutdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;*Outdoors, natural surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;heavy growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;99%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;open fields\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;rocky terrain\\amplt;/td\\ampgt;\\amplt;td\\ampgt;98%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Urban surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;buildings\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;brightly lit room\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Underground*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;torch/lantern light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;infravision\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light spell/continual light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).}}'},
+ {name:'Cloak-of-Elvenkind-Small',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Elvenkind\nSized for Dwarves, Gnomes \\amp Halflings}}{{subtitle=Magic Item}}Specs=[Cloak of Elvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Elvenkind,st:Cloak,wt:1,gp:3000,sp:3,rc:uncharged]{{Size=M}}{{Looks Like=This cloak of neutral gray cloth and appears to be an ordinary cloak sized for dwarves, gnomes and halflings.}}{{desc=When this cloak is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers.\nOutdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;*Outdoors, natural surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;heavy growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;99%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;open fields\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;rocky terrain\\amplt;/td\\ampgt;\\amplt;td\\ampgt;98%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Urban surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;buildings\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;brightly lit room\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Underground*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;torch/lantern light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;infravision\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light spell/continual light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).}}'},
+ {name:'Cloak-of-Poisonousness',type:'miscellaneous',ct:'3',charge:'cursed',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Poisonousness}}{{subtitle=Magic Item}}Specs=[Cloak of Poisonousness,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Poisonousness,st:Cloak,wt:1,gp:3000,sp:3,rc:cursed]{{Size=M}}{{Looks Like=This particular cloak is usually made of a wool-like material, although it can be made of leather.}}{{desc=The cloak radiates magic. The cloak can be handled without harm, but as soon as it is actually donned, the wearer is stricken stone dead.\nA *cloak of poisonousness* can be removed only with a *remove curse* spell—this destroys the magical properties of the cloak. If a *neutralize poison* spell is then used, it may be possible to revive the victim with a *raise dead* or *resurrection* spell, but there is a -10% chance of success because of the poison.}}'},
+ {name:'Cloak-of-Protection+1',type:'protection cloak',ct:'0',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Protection+1}}{{subtitle=Cloak}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=+[[1]] on AC}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{Saves=+[[1]] on saves}}ACData=[a:Cloak of Protection+1,st:Cloak,+:1,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,gp:3000,w:Cloak of Protection+1,sp:0,svsav:1,rc:uncharged,loc:Cloak]{{Looks Like=Appears as a normal cloak of cloth, or perhaps of leather.}}{{desc=Each plus of a cloak of protection betters Armor Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armor Class 10 (no armor) to Armor Class 9, and give a +1 bonus to saving throw rolls.\nThis device can be combined with other items or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor not made of leather, or with a shield of any sort.}}'},
+ {name:'Cloak-of-Protection+2',type:'protection cloak',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[+:2,gp:6000,w:Cloak of Protection+2,svsav:2]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection,Cloak-of-Protection+1]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+2}}{{Protection=+[[2]] on AC}}{{Saves=+[[2]] on saves}}'},
+ {name:'Cloak-of-Protection+3',type:'protection cloak',ct:'0',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[+:3,gp:9000,w:Cloak of Protection+3,svsav:3]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection,Cloak-of-Protection+1]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+3}}{{Protection=+[[3]] on AC}}{{Saves=+[[3]] on saves}}'},
+ {name:'Cloak-of-Protection+4',type:'protection cloak',ct:'0',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[+:4,gp:12000,w:Cloak of Protection+4,svsav:4]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection,Cloak-of-Protection+1]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+4}}{{Protection=+[[4]] on AC}}{{Saves=+[[4]] on saves}}'},
+ {name:'Cloak-of-Protection+5',type:'protection cloak',ct:'0',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[+:5,gp:15000,w:Cloak of Protection+5,svsav:5]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection,Cloak-of-Protection+1]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+5}}{{Protection=+[[5]] on AC}}{{Saves=+[[5]] on saves}}'},
+ {name:'Cloak-of-the-Bat',type:'protection cloak',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of the Bat}}{{subtitle=Magic Item}}Specs=[Cloak of the Bat,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of the Bat,st:Cloak,+:2,wt:1,gp:6000,sp:3,rc:uncharged]{{Size=M}}{{Use=at night, in the dark [Fly holding Cloak](!rounds --target caster|@{selected|token_id}|Cloak of the Bat|60|-1|Flying by holding the corners of a Cloak of the Bat at night|fluffy-wing) or [Fly as a Bat](!rounds --target caster|@{selected|token_id}|Cloak of the Bat|60|-1|Flying by transforming into a bat|lightning-helix) and then can\'t fly either way for the same duration}}{{Looks Like=Fashioned of dark brown or black cloth, a cloak of this type is not readily noticeable as unusual.}}{{desc= The cloak radiates both enchantment and alteration in equal proportions. The cloak bestows a 90% probability of being invisible when the wearer is stationary within a shadowy or dark place. The wearer is also able to hang upside down from the ceiling, like a bat, and to maintain this same chance of invisibility.\nBy holding the edges of the garment, the wearer is able to fly at a speed of 15 (Maneuver Class: B). If he desires, the wearer can actually transform himself into an ordinary bat - all possessions worn or carried will be part of the transformation—and fly accordingly. Flying, either with the cloak or as an ordinary bat, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to one hour at a time, but after a flight of any duration, the cloak will not bestow any flying power for a like period of time.\nThe cloak also automatically provides a +2 bonus to Armor Class. This benefit extends to the wearer even when he is in bat form.}}'},
+ {name:'Cloak-of-the-Manta-Ray',type:'miscellaneous|innate-melee',ct:'1',charge:'uncharged',cost:'8000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of the Manta Ray}}Specs=[Cloak of the Manta Ray,Miscellaneous|Innate-Melee,1H,Alteration]{{subtitle=Magic Item}}MiscData=[w:Cloak of the Manta Ray,st:Cloak,wt:1,gp:8000,ac:6,sp:1,rc:uncharged]{{Speed=[[1]]}}ToHitData=[w:Manta Ray tail,+:0,sp:1,sb:0,n:1,sz:L,ty:P]{{Size=M}}DmgData=[w:Manta Ray tail,+:0,SM:1d6,L:1d6]{{Use=Note that the tail can only be used as a weapon *underwater* by taking the Cloak in-hand as a weapon using the *Change Weapon* dialog}}{{Looks Like=This cloak appears to be made of leather.}}{{desc=This cloak appears to be leather until the wearer enters salt water. At that time the *cloak of the manta ray* adheres to the individual, and they appear nearly identical to a manta-ray—there is only a 10% chance that someone seeing the wearer will know he isn\'t a manta ray.\nThe wearer can breathe underwater and has a movement rate of 18, like a manta ray (see the Monstrous Compendium).}}{{hide1=The wearer also has an Armor Class of at least six, that of a manta ray. Other magical protections or magical armor can improve that armor value.\nAlthough the cloak does not enable the wearer to bite opponents as a manta ray does, the garment has a tail spine which can be used to strike at opponents behind him. The spine inflicts 1d6 points of damage, and there is no chance of stunning. This attack can be used in addition to other sorts, for the wearer can release his arms from the cloak without sacrificing underwater movement if so desired.}}{{GM Info=To use weapons/shields in both hands and the Manta Ray tail, add an additional hand to the character using the GM version of the *Change Weapon* dialog. The Player can then get the character to take the Cloak in-hand as a weapon.}}'},
+ {name:'Concentrated-Universal-Solvent',type:'solvent|potion|miscellaneous',ct:'3',charge:'discharging',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Universal Solvent,Solvent|Potion|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Concentrated Universal Solvent,st:Bottle of Liquid,gp:6000,wt:1,sp:3,qty:9,rc:discharging]{{}}%{MI-DB|Universal-Solvent}{{prefix=Concentrated Universal}}{{Use=Use the concentrated solution by selecting the *Use Item* or *Use MI* action button. If attempting to hit a moving target, then select the *[attack roll]* button. Target creatures should then make any relevant saving throw before being marked as dissolving}}{{effects=If *universal solvent* is carefully distilled to bring it down to one-third of its original volume, each ounce will dissolve one cubic foot of organic or inorganic material, just as if a [*disintegrate*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Disintegrate) spell had been employed. To find if a moving target is affected by this concentrated solution, a normal [attack roll](~selected|To-Hit-Spell) is required, and the subject is entitled to a saving throw vs. spell. Inanimate objects are automatically affected by the solution, although if they are magical, a saving throw vs. disintegrate applies.}}{{materials=Solvent}}\n!magic --touch @{selected|token_id}|Dissolving|99|0|This object is dissolving in front of your eyes|chemical-bolt'},
+ {name:'Crystal-Ball',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Crystal Ball }}{{subtitle=Magic Item}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball,st:Crystal Ball,wt:3,gp:3000,sp:10,rc:uncharged]{{Size=S (6 inches diameter)}}{{Looks Like=A ball made of clear crystal, though perhaps there is a glow or swirling smoke at its centre - difficult to see}}{{desc=This is the most common form of scrying device: a crystal sphere about 6 inches in diameter. A wizard can use the device to see over virtually any distance or into other planes of existence. The user of a crystal ball must know the subject to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. Knowledge, rather than distance, is the key to how successful location will be. The chance of locating also dictates how long and how frequently a wizard will be able to view the subject.\nViewing beyond the periods or frequencies noted will force the wizard to roll a saving throw vs. spell each round. A failed saving throw permanently lowers the character\'s Intelligence by one point and drives him insane until healed.\nCertain spells cast upon the user of the crystal ball can improve his chances of using the device successfully. These are comprehend languages, read magic, infravision, and tongues. Two spells - detect magic and detect evil/good - can be cast through a crystal ball. The chance of success is 5% per level of experience of the wizard.}}{{GM Info=View the DMG for the tables detailing chance of locating, viewing periods \\amp frequencies, and chance of detection.\nCertain crystal balls have additional powers. These spell functions operate at 10th level. To determine whether a crystal ball has extra powers, roll percentile dice and\nconsult the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Additional Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with clairaudience\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with ESP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with telepathy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
+ {name:'Crystal-Ball-With-Telepathy',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with Telepathy}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with Telepathy,st:Crystal Ball,wt:3,gp:6000,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-Telepathy,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [Telepathy](!magic --mi-power @{selected|token_id}|MU-Telepathy|Crystal-Ball-with-Telepathy|10) to display this power}}%{MI-DB|Crystal-Ball}'},
+ {name:'Crystal-Ball-with-Clairaudience',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with Clairaudience}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with Clairaudience,st:Crystal Ball,wt:3,gp:4000,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-Clairaudience,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [Clairaudience](!magic --mi-power @{selected|token_id}|MU-Clairaudience|Crystal-Ball-with-Clairaudience|10) to display this power}}%{MI-DB|Crystal-Ball}'},
+ {name:'Crystal-Ball-with-ESP',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with ESP}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with ESP,st:Crystal Ball,wt:3,gp:5000,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-ESP,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [ESP](!magic --mi-power @{selected|token_id}|MU-ESP|Crystal-Ball-with-ESP|10) to display this power}}%{MI-DB|Crystal-Ball}'},
+ {name:'Crystal-Hypnosis-Ball',type:'miscellaneous',ct:'10',charge:'cursed',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Crystal Ball}}{{name= of Hypnosis}}{{subtitle=Magic Item}}Specs=[Crystal Hypnosis Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Hypnosis Ball,hide:Crystal-Ball,st:Crystal Ball,wt:3,gp:2000,sp:10,rc:cursed]{{Size=M}}{{Looks Like=A ball made of clear crystal, though perhaps there is a glow or swirling smoke at its centre - difficult to see}}{{desc=This cursed item is indistinguishable from a normal *crystal ball*, and it radiates magic, but not evil, if detected for. Any wizard attempting to use it will become hypnotized, and a telepathic *suggestion* will be implanted in his mind.\nThe user of the device will believe that the desired object was viewed, but actually he came partially under the influence of a powerful wizard, lich, or even some power/being from another plane. Each further use brings the crystal ball gazer more under the influence of the creature, either as a servant or tool. The DM decides whether to make this a gradual or sudden affair according to the surroundings and circumstances peculiar to the finding of the crystal hypnosis ball and the character(s) locating it.}}{{GM Info=Hide this item as a standard *Crystal Ball* using the GM\'s *Add Items* dialog. Set to reveal manually, which may not happen for a long time, if ever - perhaps only when a *remove curse* is cast on it}}'},
+ {name:'Cube-of-Force',type:'magic|miscellaneous',ct:'3',charge:'discharging',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Cube}}{{name= of Force}}{{splevel=Magic Item}}MiscData=[w:Cube of Force,st:Dice,gp:12000,wt:1,sp:3,qty:36,rc:discharging]{{school=Alteration/Invocation}}Specs=[Cube of Force,Magic|Miscellaneous,1H,Dice],[Cube of Force,Magic,1H,Evocation]{{components=M}}ToHitData=[w:Cube of Force,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{Which function of the Cube of Force?|Gasses+Wind\\amp#44;-1|Non-living Matter\\amp#44;-2|Living Matter\\amp#44;-3|Magic\\amp#44;-4|Everything\\amp#44;-6}|Wave\\amp#13;!rounds --movable-aoe \\amp#64;{selected|token_id}|square|feet|0|10|10|magic|false --target caster|\\amp#64;{selected|token_id}|Cube of Force|10|-1|Inside a Cube of Force|aura,sp:3,lv:12,c:0],[w:Cube Extras,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{What extra situation does the Cube protect?|Catapult-like missiles\\amp#44;1|Very hot normal fire\\amp#44;2|Horn of Blasting\\amp#44;6|Delayed blast fireball\\amp#44;3|Disintegrate\\amp#44;6|Fireball\\amp#44;3|Fire Storm\\amp#44;3|Flame Strike\\amp#44;3|Lightning Bolt\\amp#44;4|Meteor Storm\\amp#44;8|Passwall\\amp#44;3|Phase Door\\amp#44;5|Prismatic spray\\amp#44;7|Wall of Fire\\amp#44;2}|Wave]{{time=[[3]]}}DmgData=[]{{range=[[0]]}}{{duration=Special}}{{aoe=10ft cube}}{{save=None}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{effects=This cube enables its possessor to put up a wall of force 10 feet per side around his person. This cubic screen is impervious to the attack forms shown on the table below. The cube has 36 charges, and this energy is restored each day. The holder presses one face of the cube to activate or deactivate the field. See the *Cube of Force* in the DMG for details of Faces, Charges \\amp Movement Rates}}'},
+ {name:'Cube-of-Frost-Resistance',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name= of Frost Resistance}}{{subtitle=Magic Item}}Specs=[Cube of Frost Resistance,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cube of Frost Resistance,st:Dice-size Cube,wt:1,gp:6000,sp:3,rc:uncharged]{{Size=T}}{{Use=[Place area](!rounds --movable-aoe @{selected|token_id}|square|feet|0|10|10|cold) then select it and give it 100 hit points (it is a player-selectable token)}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{desc=When the cube is activated it encloses an area 10 feet per side, resembling a cube of force. The temperature within this area is always 65 degrees F. The field will absorb all cold-based attacks (i.e., cone of cold, ice storm, and even white dragon\'s breath). However, if the field is subjected to more than 50 points of cold damage in any turn (10 rounds), it collapses and cannot be renewed for one hour. If it receives over 100 points of damage in one turn, the cube is destroyed.\nCold below 0 degrees F. effectively inflicts 2 points of cold damage on the cube for every -10 degrees F., -4 at -11 to -20, etc. Thus, at -40 degrees F. the device can withstand only 42 points of damage.}}'},
+ {name:'Cubic-Gate',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'20000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name=, Cubic Gate}}{{subtitle=Magic Item}}Specs=[Cubic Gate,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cubic Gate,st:Dice-size Cube,wt:1,gp:20000,sp:3,rc:uncharged]{{Size=T}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{desc=Another small cubic device, this item is fashioned from carnelian. The six sides of the cube are each keyed to a plane, one of which will always be the Prime Material. The other five sides/planes can be determined by the DM in any manner he chooses.\nIf a side of the cubic gate is pressed once, it opens a nexus to the appropriate plane. There is a 10% chance per turn that something will come through it looking for food, fun, or trouble.\nIf a side is pressed twice, the creature so doing, along with all creatures in a 5-foot radius will be drawn through the nexus to the other plane. It is impossible to open more than one nexus at a time.}}'},
+ {name:'Daerns-Instant-Fortress',type:'miscellaneous',ct:'3',charge:'discharging',cost:'14000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name=\nDaern\'s Instant Fortress}}{{subtitle=Magic Item}}Specs=[Daerns Instant Fortress,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Daerns Instant Fortress,st:Dice-size Cube,wt:1,gp:14000,sp:3,qty:1,c:1,rc:discharging]{{Size=T}}{{Use=[Place Fortress](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|20|20|black|true) then select it and give it 200 hit points (it is a player-selectable token). Any creature in the area immediately takes [10d10 HP damage](!magic --message public|@{selected|token_id}|Crushed by Daern\'s Instant Fortress|Everyone in the area where the forttress has appeared takes \\lbrak;[10d10]\\rbrak;HP damage)}}{{Looks Like=This device can be made of metal. It is about the size of a large die - perhaps 3/4 of an inch across.}}{{desc=This metal cube is small, but when activated it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a machicolated battlement atop it. The metal walls extend 10 feet into the ground. The fortress has a small door which will open only at the command of the owner of the fortress - even *knock* spells can\'t open the door.\nThe adamantite walls of *Daern\'s instant fortress* are unaffected by normal weapons other than catapults. The tower can absorb 200 points of damage before collapsing. Damage sustained is cumulative, and the fortress cannot be repaired (although a wish will restore 10 points of damage sustained).\nThe fortress springs up in just one round, with the door facing the device\'s owner. The door will open and close instantly at his command. People and creatures (except the owner) must be careful not to be caught by the fortress\'s sudden growth. Anyone so caught sustains 10d10 points of damage.}}'},
+ {name:'Decanter-of-Endless-Water',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Decanter}}{{name= of Endless Water}}{{subtitle=Magic Item}}Specs=[Decanter of Endless Water,Miscellaneous,1H,Conjuration]{{Speed=[[3]]}}MiscData=[w:Decanter of Endless Water,st:Bottle,wt:1,gp:3000,sp:3,rc:uncharged]{{Size=T}}{{Use=Command a [Stream](!rounds --target caster|@{selected|token_id}|Endless Water|1|+1|Gallons of water, at 1 gallon per round flow out of the decanter|drink-me), a [Fountain](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|5|1|lightning|true --target caster|@{selected|token_id}|Endless Water|5|+5|Gallons of water, at 5 gallons per round flow out of the decanter|drink-me), a [Geyser](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|20|1|lightning|true --target caster|@{selected|token_id}|Endless Water|30|+30|Gallons of water, at 30 gallons per round flow out of the decanter|drink-me), or [Stop the flow](!rounds --removetargetstatus @{selected|token_id}|Endless Water). The player can move the water flow image as their character moves, if the GM agrees}}{{Looks Like=A stoppered flask, containing a colourless liquid.}}{{desc=This stoppered flask looks ordinary but radiates the aura of magic. If the stopper is removed, and the proper words spoken, a stream of fresh or salt water pours out, as ordered. There are separate command words for the amount as well as the type of water. Water can be made to come forth as follows:\\amplt;ul\\ampgt;\\amplt;li\\ampgt;*Stream:* pours out 1 gallon per round\\amplt;/li\\ampgt;\\amplt;li\\ampgt;*Fountain:* 5-foot long stream at 5 gallons per round\\amplt;/li\\ampgt;\\amplt;li\\ampgt;*Geyser:* 20-foot long stream at 30 gallons per round\\amplt;/li\\ampgt;\\amplt;/ul\\ampgt;The geyser causes considerable back pressure, and the holder must be well braced or be knocked over. The force of the geyser will kill small animals and insects (mice, moles, small bats, etc.). The command word must be given to cease.}}'},
+ {name:'Deck-of-Illusions',type:'miscellaneous',ct:'3',charge:'discharging',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of cards}}{{name= of Illusions}}{{subtitle=Magic Item}}Specs=[Deck of Illusions,Miscellaneous,1H,Illusion-Phantasm]{{Speed=[[3]]}}MiscData=[w:Deck of Illusions,st:Deck of Cards,wt:1,gp:3000,sp:3,qty:34,rc:discharging]{{Size=S}}{{Looks Like=This set of parchment cards is usually found in an ivory, leather, or wood box. A full deck consists of 34 cards of 4 suits.}}{{desc=When a card is drawn at random and thrown to the ground, an illusion with audible and visual components is formed. This lasts until dispelled. The illusionary creature will not go more than 30 feet away from where the card landed, but will otherwise move and act as if it were real. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are as follows:\n\n**DECK OF ILLUSIONS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Red dragon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A:Beholder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Fighter \\amp 4 guards\\amplt;/td\\ampgt;\\amplt;td\\ampgt;K:Wizard \\amp apprentice\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Female Wizard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Q:Night hag\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Druid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;J:Harpy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10:Cloud giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10:Fire giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9:Ettin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9:Ogre mage\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8:Bugbear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8:Gnoll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Goblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2:Kobold\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;---\\amplt;/td\\ampgt;\\amplt;td\\ampgt;---\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Lich\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A:Iron golem\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Cleric \\amp 2 underpriests\\amplt;/td\\ampgt;\\amplt;td\\ampgt;K:Thief \\amp 3 cohorts\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Medusa\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Q:Pixies\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Paladin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;J:Bard\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10:Frost giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10:Hill giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9:Troll\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9:Ogre\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8:Hobgoblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8:Orc\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Goblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2:Kobold\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;Jokers (2): Illusion of the deck\'s owner\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe cards in a particular deck may differ from these, and a deck may be discovered with some of its cards missing. The illusions perform normal routines and respond to attacks - they should be played as if they were real creatures.}}{{GM Info=Some but not all the creatures exist as *Drag \\amp Drop*, so it is recommended to create playable tokens for all illusions ahead of the game. A normal deck of cards, or a Roll20 custom Playable Deck can be used}}'},
+ {name:'Deck-of-Many-Things-13',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'1',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of Cards}}{{name= of Many Things}}{{subtitle=Magic Item}}Specs=[Deck of Many Things,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Deck of Many Things,st:Deck of Cards,wt:1,gp:1,sp:3,qty:13,rc:single-uncharged]{{Size=S}}{{Looks Like=A deck of ivory or vellum cards usually found in a wooden box or leather pouch. This deck has just 13 cards.}}{{desc=A deck of many things (beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards, or plaques, made of ivory or vellum. Each is engraved with glyphs, characters, and magical sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.\nThe character with a deck of many things can announce that he is drawing only one card, or he can draw two, three, four, or more. However, the number must be announced prior to drawing the first card. If a jester is drawn, the possessor of the deck may elect to draw two additional cards.\nEach time a card is taken from the deck it is replaced (making it possible to draw the same card twice) unless the draw is a jester or fool, in which case the card is discarded from the pack.\n\n**DECK OF MANY THINGS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Throne\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain Charisma of 18 plus a small keep\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Key\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain a treasure map plus one magic weapon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Knight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain the service of a 4th-level fighter\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Sun\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain beneficial miscellaneous magical item and 50,000 XP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Moon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are granted 1d4 wishes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Star\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately gain 2 points to prime requisite ability\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:**The Void**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Body functions, but soul is trapped elsewhere\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Flames\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Enmity between you and an outer planar creature\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Skull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat Death or be forever destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Ruin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately lose all wealth and real property\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Euryale\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-3 penalty to all saving throws vs. petrification\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Rogue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One of your henchmen turns against you\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester:Joker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain 10,000 XP or two more draws from the deck\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nUpon drawing the last card possible, or immediately upon drawing the cards in bold face (The Void and Donjon), the deck disappears. The cards are explained in greater detail in the DMG}}'},
+ {name:'Deck-of-Many-Things-22',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'1',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of Cards}}{{name= of Many Things}}{{subtitle=Magic Item}}Specs=[Deck of Many Things,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Deck of Many Things,st:Deck of Cards,,wt:1,gp:1,sp:3,qty:22,rc:single-uncharged]{{Size=S}}{{Looks Like=A deck of ivory or vellum cards usually found in a wooden box or leather pouch. This deck has just 22 cards.}}{{desc=A deck of many things (beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards, or plaques, made of ivory or vellum. Each is engraved with glyphs, characters, and magical sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.\nThe character with a deck of many things can announce that he is drawing only one card, or he can draw two, three, four, or more. However, the number must be announced prior to drawing the first card. If a jester is drawn, the possessor of the deck may elect to draw two additional cards.\nEach time a card is taken from the deck it is replaced (making it possible to draw the same card twice) unless the draw is a jester or fool, in which case the card is discarded from the pack.\n\n**DECK OF MANY THINGS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Fates\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Avoid any situation you choose . . . once\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Throne\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain Charisma of 18 plus a small keep\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Key\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain a treasure map plus one magic weapon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Knight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain the service of a 4th-level fighter\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Gem\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain your choice of 20 pieces of jewelry or 50 gems\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Vizier\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Know the answer to your next dilemma\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Sun\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain beneficial miscellaneous magical item and 50,000 XP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Moon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are granted 1d4 wishes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Star\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately gain 2 points to prime requisite ability\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Comet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat the next monster you meet to gain one level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Idiot\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lose 1d4 points of Intelligence; you may draw again\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:**The Void**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Body functions, but soul is trapped elsewhere\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Flames\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Enmity between you and an outer planar creature\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Skull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat Death or be forever destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Talons\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All magical items you possess disappear permanently\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:**Donjon**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are imprisoned\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Ruin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately lose all wealth and real property\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Euryale\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-3 penalty to all saving throws vs. petrification\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Rogue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One of your henchmen turns against you\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Balance\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Change alignment instantly\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester:Joker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain 10,000 XP or two more draws from the deck\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester TM:Fool\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lose 10,000 experience points and draw again\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nUpon drawing the last card possible, or immediately upon drawing the cards in bold face (The Void and Donjon), the deck disappears. The cards are explained in greater detail in the DMG}}'},
+ {name:'Drums-of-Deafening',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Drums}}{{name= of Deafening}}{{subtitle=Magic Item}}Specs=[Drums of Deafening,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Drums of Deafening,st:Kettle Drums,hide:Drums-of-Panic,rev:use,wt:15,gp:6500,sp:3,rc:uncharged]{{Size=T}}{{Use=[Strike The Drums](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true --aoe @{selected|token_id}|circle|feet|0|140|140|magic|true|@{selected|token_id}|area|Stunned by Drums|\\amp#91;[2d4]\\amp#93;|-1|Stunned by the sound of Drums of Deafening|back-pain) then select each in the inner circle as stunned.\nNote on Character Sheets all creatures in the larger area as they are permanently deaf.}}{{Looks Like=A pair of kettle drums about 1 1/2 feet in diameter.}}{{desc=This item radiates magic, if so detected, but are otherwise unremarkable. If either is struck nothing happens, but if both are sounded together all creatures within 70 feet are permanently deafened and will remain so until a heal spell or similar cure is used to restore shattered eardrums. 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. \nFurthermore, those within 10 feet of the drums will be stunned by the noise for 2d4 rounds.}}'},
+ {name:'Drums-of-Panic',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'13000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Drums}}{{name= of Panic}}{{subtitle=Magic Item}}Specs=[Drums of Panic,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Drums of Panic,st:Kettle Drums,wt:15,gp:13000,sp:3,rc:uncharged]{{Size=T}}{{Use=[Spread Panic](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|light|true --aoe @{selected|token_id}|circle|feet|0|240|240|magic|true|@{selected|token_id}|area|Paniced by Drums|99|0|Paniced by the sound of Drums, running away screaming, save each round after first|back-pain)}}{{Looks Like=A pair of kettle drums about 1 1/2 feet in diameter.}}{{desc=These kettle drums are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a "safe zone\'\' of 20 feet radius from the drums) must roll a successful saving throw vs. spell or turn and move directly away from the sound for one full turn.\nEach turn thereafter, panicked creatures may attempt to save vs. spell again. Each failure brings another turn of movement away from the drums of panic. Movement is at the fastest possible speed while fleeing in panic, and three rounds of rest are required for each turn of fast movement after the saving throw is made. Creatures with an Intelligence of 2 roll saving throws -2 with penalties, and those with 1 or less roll with -4 penalties.}}'},
+ {name:'Dust-in-Bone-Blowtubes',type:'dust',ct:'3',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Dust}}Specs=[Dust in Bone Blowtubes,dust,1H,Alteration,Dust-in-Silk-Packets]{{}}MiscData=[w:Dust in Bone Blowtubes,st:Tubes of Dust,wt:0.05]{{}}%{MI-DB|Dust-in-Silk-Packets}{{name=in Bone Blowtubes}}'},
+ {name:'Dust-in-Silk-Packets',type:'dust',ct:'3',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust }}{{name=in Silk Packets}}{{subtitle=Magic Dust}}Specs=[Dust in Silk Packets,dust,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust in Silk Packets,st:Packets of Dust,wt:0.05,gp:100,sp:3,rc:charged]{{Size=T}}{{desc=Packets of an unidentified dust, which might or might not be magical.}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use this item to hide Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'},
+ {name:'Dust-of-Appearance-Bone-Tube',type:'dust',ct:'3',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Dust of Appearance,dust,1H,Alteration,Dust-of-Appearance-Silk-Packet]{{}}MiscData=[hide:Dust-in-Bone-Blowtubes,st:Tubes of Dust]{{}}%{MI-DB|Dust-of-Appearance-Silk-Packet}{{Use=[Blow Dust tube](!rounds --aoe @{selected|token_id}|cone|feet|0|20|15|light|true|@{selected|token_id}|area|Dust of Appearance|\\amp#91;[10*2d10]\\amp#93;|-1|Revealed by Dust of Appearance|aura)}}'},
+ {name:'Dust-of-Appearance-Silk-Packet',type:'dust',ct:'3',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Appearance}}{{subtitle=Magic Dust}}Specs=[Dust of Appearance,dust,1H,Alteration,Dust-in-Silk-Packets]{{Speed=[[3]]}}MiscData=[w:Dust of Appearance,hide:Dust-in-Silk-Packets,rev:use,qty:5d10]{{Size=T}}{{Use=[Spread Dust packet](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true|@{selected|token_id}|area|Dust of Appearance|\\amp#91;[10*2d10]\\amp#93;|-1|Revealed by Dust of Appearance|aura)}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=Looks like any other dust unless a careful examination is conducted. This will reveal it to be a very fine, very light, metallic dust. A single handful of this substance flung into the air will coat all objects, making them visible even if they are invisible, out of phase, astral, or ethereal. Note that the dust will also reveal mirror images and projected images for what they are, and it likewise negates the effects of cloaks of displacement or elvenkind and robes of blending. The dust\'s effect lasts for 2d10 turns.\nDust of appearance is typically stored in small silk packets or hollow bone blow tubes. A packet can be shaken out to cover an area with a radius of 10 feet from the user. A tube can be blown in a cone shape, 1 foot wide at the start, 15 feet at the end, and 20 feet long.\nAs few as 5 or as many as 50 containers may be found in one place.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'},
+ {name:'Dust-of-Disappearance-Bone-Blowtube',type:'dust',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Dust of Disappearance,dust,1H,Illusion-Phantasm,Dust-of-Disappearance-Silk-Packet]{{}}MiscData=[hide:Dust-in-Bone-Blowtubes,st:Tubes of Dust]{{}}%{MI-DB|Dust-of-Disappearance-Silk-Packet}{{Use=[Blow Dust tube](!rounds --aoe @{selected|token_id}|cone|feet|0|20|15|dark|true|@{selected|token_id}|area|Dust of Disappearance|\\amp#91;[10*2d10]\\amp#93;|-1|Hidden by Dust of Appearance, AC bonus of 4, always win surprise|aura)}}'},
+ {name:'Dust-of-Disappearance-Silk-Packets',type:'dust',ct:'3',charge:'charged',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Disappearance}}{{subtitle=Magic Dust}}Specs=[Dust of Disappearance,dust,1H,Alteration,Dust-in-Silk-Packets]{{Speed=[[3]]}}MiscData=[w:Dust of Disappearance,hide:Dust-in-Silk-Packets,rev:use,gp:200,qty:5d10]{{Size=T}}{{Use=[Spread Dust packet](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true|@{selected|token_id}|area|Dust of Disappearance|\\amp#91;[10*2d10]\\amp#93;|-1|Hidden by Dust of Disappearance|half-haze) or on [One Creature Carefully](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Make which creature disappear?|token_id}|Dust of Disappearance|\\amp#91;[10*(10+1d10)]\\amp#93;|-1|Hidden by Dust of Disappearance|half-haze)}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This dust looks just like *dust of appearance*, and it is typically stored in the same manner and quantity. All things touched by it reflect and bend light of all sorts (infrared and ultraviolet included), becoming invisible. Normal sight can\'t see dusted creatures or objects, nor can they be detected by any normal detection or even magical means. Even *detect invisibility* spells don\'t work. *Dust of appearance*, however, does reveal people and objects made invisible by *dust of disappearance*.\nInvisibility bestowed by the dust lasts for 2d10 turns (1d10+10 if sprinkled carefully upon an object). Attack while thus invisible is possible, always by surprise if the opponent fails to note the invisible thing and always at an Armor Class 4 better than normal (while invisibility lasts). Unlike the *invisibility* spell, *dust of disappearance* remains effective even after an attack is made.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'},
+ {name:'Dust-of-Dryness',type:'dust',ct:'3',charge:'charged',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Dryness}}{{subtitle=Magic Dust}}Specs=[Dust of Dryness,dust,1H,Alteration,Dust-in-Silk-Packets]{{Speed=[[3]]}}MiscData=[w:Dust of Dryness,hide:Dust-in-Silk-Packets,rev:use,gp:200,qty:4+1d6]{{Size=T}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use this item to hide Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This special dust has many uses. If a pinch is cast into a cubic yard of water, the liquid is instantly transformed to nothingness, and the dust pinch becomes a marble-sized pellet, floating or resting where it was cast. If this pellet is hurled down, it breaks and releases the same volume of water. When the dust is sprinkled over an area (such as with a wave of the arm), it dries up as much as 15 cubic feet of water. The dust affects only water (whether fresh, salt, brackish, or alkaline), not other liquids.\nIf the dust is employed against a water elemental or similar creature, the creature must save vs. spell or be destroyed. A successful save still inflicts [5d6](!\\amp#13;\\amp#47r 5d6) points of damage upon the water-creature.}}'},
+ {name:'Dust-of-Illusion',type:'dust',ct:'3',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Illusion}}{{subtitle=Magic Dust}}Specs=[Dust of Illusion,dust,1H,Illusion-Phantasm,Dust-in-Silk-Packets]{{Speed=[[3]]}}MiscData=[w:Dust of Illusion,hide:Dust-in-Silk-Packets,use:rev,gp:100,qty:10+1d10]{{Size=T}}{{Save=vs. Spell negates}}{{Use=[Alter Appearance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Alter the appearance of which creature??|token_id}|Dust of Illusion|\\amp#91;[60*(6+1d6)]\\amp#93;|-1|Appearance altered by Dust of Illusion|half-haze)}}{{Looks Like=This fine powder appears like chalk dust or powered graphite, unless stared at.}}{{desc=If it is stared at the dust changes color and form. Put a pinch of dust of illusion on a creature and the creature appears to become any other creature of similar shape, with a size variance of 50% (plus or minus) from the actual size of the affected creature. Thus, a halfling could appear as a human of small stature, a human as an ogre, a pegasus as a mule, etc. An unwilling recipient is allowed a saving throw vs. spell to escape the effect.\nThe individual who sprinkles the magical dust must envision the illusion desired as the powder is shaken over the subject creature. The illusionary power lasts for 1d6+6 hours unless otherwise dispelled.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'},
+ {name:'Dust-of-Sneezing+Choking',type:'dust',ct:'3',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Sneezing and Choking}}{{subtitle=Magic Dust}}Specs=[Dust of Sneezing and Choking,dust,1H,Alteration,Dust-in-Silk-Packets]{{Speed=[[3]]}}MiscData=[w:Dust of Sneezing and Choking,hide:Dust-in-Silk-Packets,rev:use,gp:100,qty:5d10]{{Size=T}{{Looks Like=This fine powder appears like any other dust.}}}{{desc=If this dust is spread, it causes those within a 20-foot radius to fall into fits of sneezing and coughing. Those failing a saving throw vs. poison die immediately; those who make their saving throw are [disabled by the choking](!rounds --target caster|@{selected|token_id}|Sneezing \\amp Choking|\\amp#91;[5d4]\\amp#93;|-1|Sneezing and Choking and unable to do anything else - effectively prone|back-pain) for 5d4 rounds.}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use *Dust in Silk Packets* (or, as suggested, *Dust of Appearance* or *Dust of Disappearance* to hide this Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'},
+ {name:'Dust-of-Tracelessness',type:'dust',ct:'3',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Tracelessness}}{{subtitle=Magic Dust}}Specs=[Dust of Tracelessness,dust,1H,Alteration,Dust-in-Silk-Packets]{{Speed=[[3]]}}MiscData=[w:Dust of Tracelessness,hide:Dust-in-Silk-Packets,rev:use,gp:100,qty:12+1d12]{{Size=T}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This normal-seeming dust is actually a highly magical powder that can be used to conceal the passage of its possessor and his companions. Tossing a pinch of this dust into the air causes a chamber of up to 1,000 square feet to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.\nA pinch of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for a mile back into the distance. No magical radiation occurs from the use of this dust.\nThe substance is typically found in a finely sewn pouch}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use *Dust in Silk Packets* to hide this Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'},
+ {name:'Efreeti-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'36000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bottle}}{{name=containing an Efreeti}}{{subtitle=Magic Item}}Specs=[Efreeti Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Efreeti Bottle,hide:Brass-Bottle,st:Smoking Bottle,wt:1,gp:36000,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=When used, ask the GM to *Drag \\amp Drop* an Efreeti onto the map}}{{Looks Like=This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{desc=There is a 10% chance that the efreeti will be insane and attack immediately upon being released. There is also a 10% chance that the efreeti of the bottle will only grant three wishes. The other 80% of the time, however, the inhabitant of the bottle will serve normally (see Monstrous Manual). When opened, the efreeti issues from the bottle instantly.}}{{GM Info=Hide this bottle as a *Brass Bottle* using the GM\'s *Add Items* menu}}'},
+ {name:'Eversmoking-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bottle}}{{name= (Eversmoking)}}{{subtitle=Magic Item}}Specs=[Eversmoking Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Eversmoking Bottle,hide:Brass-Bottle,rev:use,st:Smoking Bottle,wt:1,gp:1000,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Looks Like=This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{desc=This metal urn is identical to an efreeti bottle except that it does nothing but smoke. The amount of smoke is very great if the stopper is pulled out, pouring from the bottle and totally obscuring vision in a 50,000-cubic-foot area in one round (e.g. 50 x 100 x 10 ft high). Left unstoppered, the bottle will fill another 10,000 cubic feet of space with smoke each round until 120,000 cubic feet of space is fogged. This area remains smoked until the eversmoking bottle is stoppered. When the bottle is stoppered, smoke dissipates normally. The bottle can be resealed only if a command word is known.}}{{GM Info=Hide this bottle as a *Brass Bottle* using the GM\'s *Add Items* menu}}'},
+ {name:'Eyes-of-Charming',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Charming}}{{subtitle=Magic Item}}Specs=[Eyes of Charming,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Charming,hide:Eyes-of-Unknown-Type,st:Lenses,wt:1,gp:6000,sp:3,qty:2,rc:uncharged]{{Size=S}}{{Use=[Charm Person](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Charm-Person) then follow the spell description. Remember, save suffers penalty of 2 if both eyes are worn, bonus of 2 if only 1 is worn}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=When in place, the wearer is able to charm persons merely by meeting their gaze. Those failing a saving throw vs. spell are charmed as per the spell. The user can look at and charm one person per round. Saving throws suffer a -2 penalty if the wearer has both lenses, or a +2 bonus if he wears only one of a pair of eyes of charming.}}'},
+ {name:'Eyes-of-Minute-Seeing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Minute Seeing}}{{subtitle=Magic Item}}Specs=[Eyes of Minute Seeing,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Minute Seeing,hide:Eyes-of-Unknown-Type,st:Lenses,wt:1,gp:3000,sp:3,qty:2,rta:+20,rc:uncharged]{{Size=S}}{{Use=[Wear the Eyes](!rounds --target caster|@{selected|token_id}|Eyes-of-Minute-Seeing|99|0|Can see 100x smaller|overdrive\\amp#13;!magic --message @{selected|token_id}|Eyes of Minute Seeing|@{selected|token_name} dons some odd crystals into their eyes, now has a penetrating gaze, and looks very closely at everything and everyone) \n[Remove the Eyes](!rounds --removetargetstatus @{selected|token_id}|Eyes-of-Minute-Seeing\\amp#13;!magic --message @{selected|token_id}|Eyes of Minute Seeing|@{selected|token_name} removes the strange crystals from their eyes, and their glance is now less piercing)}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=In appearance, *eyes of minute seeing* are much like other magical lenses, but they enable the wearer to see 100 times better at distances of 1 foot or less. Thus, tiny seams, minute marks, even the impression left from writing can be seen. Secret compartments and hidden joints can be noted and the information acted upon. \nWearing only one of the pair causes a character to become dizzy and, in effect, stunned, for one round. Thereafter, one eye must always be covered to avoid this sensation of vertigo.}}'},
+ {name:'Eyes-of-Petrification',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Petrification}}{{subtitle=Magic Item}}Specs=[Eyes of Petrification,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Eyes of Petrification,hide:Eyes-of-Unknown-Type,st:Lenses,wt:1,gp:3000,sp:3,qty:2,rc:uncharged,on:!rounds ~~target caster|@{selected|token_id}|Eyes of Petrification|99|0|Petrified - turned to stone|frozen-orb]{{Size=S}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=Totally indistinguishable from any other magical lenses, the effect of donning *eyes of petrification* is dramatic: the wearer is instantly turned to stone. Note that 25% of these devices work as the gaze of a basilisk does, including reflection of the eyes turning the gazer to stone.}}{{GM Info=Hide this item as any other form of *eyes* using the GM\'s *Add Items* menu, with *Reveal* set to *on use*}}'},
+ {name:'Eyes-of-Unknown-Type',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Eyes of Unknown Type}}{{subtitle=Magic Item}}Specs=[Eyes of Unknown Type,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Unknown Type,st:Lenses,wt:1,gp:3000,sp:3,qty:2,rc:uncharged]{{Size=S}}{{desc=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes, but what they will do when worn is clearly uncertain.}}'},
+ {name:'Eyes-of-the-Basilisk',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of the Basilisk}}{{subtitle=Magic Item}}Specs=[Eyes of the Basilisk,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Eyes of the Basilisk,hide:Eyes-of-Unknown-Type,st:Lenses,wt:1,gp:6000,sp:3,qty:2,rc:uncharged]{{Size=S}}{{Use=[Petrify](!magic --target single|@{selected|token_id}|\\amp#64;{target|Who meets your gaze?|token_id}|Petrified|99|0|Permanently petrified unless...|padlock|svpet=+0) anyone who meets your gaze (save vs petrification). However, if meeting your own gaze (e.g. in a mirror) you are the one petrified - target yourself!}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=Totally indistinguishable from any other magical lenses, the effect of donning *eyes of petrification* is dramatic: the wearer is instantly turned to stone. Note that 25% of these devices work as the gaze of a basilisk does, including reflection of the eyes turning the gazer to stone.}}{{GM Info=Hide this item as any other form of *eyes* using the GM\'s *Add Items* menu, with *Reveal* set to *on use*}}'},
+ {name:'Eyes-of-the-Eagle',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'10500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of the Eagle}}{{subtitle=Magic Item}}Specs=[Eyes of the Eagle,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Eyes of the Eagle,hide:Eyes-of-Unknown-Type,rev:use,st:Lenses,sp:10,wt:0,gp:10500,rc:uncharged,loc:Eyes]{{Size=Tiny}}{{Use=[Wear the Eyes](!rounds --target caster|@{selected|token_id}|Eyes-of-the-Eagle|99|0|Can see 100x better|overdrive\\amp#13;!magic --message @{selected|token_id}|Eyes of the Eagle|@{selected|token_name} dons some odd crystals into their eyes, now has a piercing stare, and looks far into the distance) \n[Remove the Eyes](!rounds --removetargetstatus @{selected|token_id}|Eyes-of-the-Eagle\\amp#13;!magic --message @{selected|token_id}|Eyes of the Eagle|@{selected|token_name} removes the strange crystals from their eyes, and their glance is now less piercing)}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=These items are made of special crystal and fit over the eyes of the wearer. They give vision 100 times greater than normal at distances of 1 foot or more (i.e., the wearer can see at 2,000 feet what a person could normally see at 20 feet). It takes 1 round to put the crystal in each eye, and 1 round to take each out again.\nWearing only one of the pair causes a character to become dizzy and, in effect, stunned, for one round. Thereafter, one eye must always be covered to avoid this sensation of vertigo.}}'},
+ {name:'Figurine-Ebony-Fly',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Figurine}}{{name= of Wonderous Power\nEbony Fly}}{{subtitle=Magic Item}}Specs=[Ebony Fly,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Ebony Fly,st:Figurine,wt:1,gp:1500,sp:3,qty:1,rc:uncharged]{{Size=T (1 inch high figurine)}}{{Use=Ask the GM to *Drag \\amp Drop* an Ebony Fly onto the map from the *Creature Database*}}{{Looks Like=A small, intricately carved figurine of a fly, made of some black material}}{{desc=There are several kinds of figurines of wondrous power. Each appears to be a tiny statuette of an animal an inch or so high. When the figurine is tossed down and a command word spoken, it becomes a living animal of normal size (except when noted below). The animal obeys and serves its owner.\nIf a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined, all magic is lost, and it has no power. If slain in animal form, the figurine simply reverts to a statuette and can be used again at a later time.}}{{desc1=***Ebony Fly:*** At a word, this small, carved fly comes to life and grows to the size of a pony. The ebony fly is Armor Class 4, has 4+4 Hit Dice, and maneuverability class C. It flies at a movement rate of 48 without a rider, 36 carrying up to 210 pounds weight, and 24 carrying from 211 to 350 pounds weight. The item can be used a maximum of three times per week, 12 hours per day. When 12 hours have passed or when the command word is spoken, the ebony fly once again becomes a tiny statuette.}}'},
+ {name:'Figurine-Elephant-Normal',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3300',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Marble Elephant,Miscellaneous,1H,Conjuration-Summoning,Figurine-Ebony-Fly]{{}}MiscData=[w:Marble Elephant,gp:3300]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* an Elephant onto the map from the *Creature Database*}}{{name= of Wonderous Power\nMarble Elephant (Normal)}}{{Looks Like=A statuette of an elephant, being about the size of a human hand}}{{desc1=***Marble Elephant:*** This is the largest of the figurines. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine\'s owner, serving as a beast of burden, mount, or combatant.\nThe statuette can be used a maximum of 24 hours at a time, four times per month.}}{{GM Info=The type of marble elephant obtained is determined by rolling percentile dice and consulting the table below:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Elephant Type\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-09\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Normal Elephant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prehistoric Elephant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
+ {name:'Figurine-Elephant-Prehistoric',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3900',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Marble Elephant,Miscellaneous,1H,Conjuration-Summoning,Figurine-Ebony-Fly]{{}}MiscData=[w:Marble Elephant,gp:3900]{{}}%{MI-DB|Figurine-Elephant-Normal}{{name= of Wonderous Power\nMarble Elephant (Prehistoric)}}{{Use=Ask the GM to *Drag \\amp Drop* a Mastodon onto the map from the *Creature Database*}}{{Looks Like=A statuette of a *mastodon* (a type of prehistoric elephant), about the size of a human hand}}'},
+ {name:'Figurine-Goat-of-Terror',type:'melee|miscellaneous',ct:'3',charge:'rechargeable',cost:'1200',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Terror,Melee|Miscellaneous,1H,Spears],[Goat of Terror,Melee|Miscellaneous,1H,long-blade],[Goat of Terror,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Terror,st:Figurine,wt:1,gp:1200,sp:3,qty:3,rc:rechargeable]{{}}ToHitData=[w:Goat Horn Lance,sb:1,+:3,n:1,ty:P,r:10,sp:5],[w:Goat Horn Sword,sb:1,+:6,n:1,ty:S,sp:6]{{}}DmgData=[w:Goat Horn Lance,db:0,sb:1,sm:1d6,l:1d8],[w:Goat Horn Sword,db:0,sb:1,sm:1d8,l:1d12]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Terror onto the map from the *Creature Database*. To use the horns as weapons, take the *Figurine Goat of Terror* in-hand using the *Change Weapon* dialog which will then give a *Spear+3* and a *Longsword+6* as equipped weapons}}{{name=Figurine of Wonderous Power\nGoat of Terror}}{{Looks Like=A figurine of a goat, posed as if running fast. The horns of the figurine appear a little lose.}}{{desc1=***Goat of Terror:*** When called upon with the proper command word, this statuette becomes a destrier-like mount, movement rate 36, Armor Class 2, 48 hit points, and no attacks. However, its rider can employ the goat\'s horns as weapons (one horn as a *spear +3* (lance), the other as a *sword +6*). When ridden versus an opponent, the *goat of terror* radiates terror in a 30-foot radius, and any opponent in this radius must roll a successful saving throw vs. spell or lose 50% of strength and suffer at least a -3 penalty to attack rolls, all due to weakness caused by terror. When all opponents are slain, or upon the proper command, the goat returns to its statuette form. It can be used once every two weeks.\nAfter three uses, each of the goats loses its magical ability forever.}}'},
+ {name:'Figurine-Goat-of-Travail',type:'miscellaneous',ct:'3',charge:'rechargeable',cost:'3200',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Travail,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Travail,st:Figurine,wt:1,gp:3200,sp:3,qty:3,rc:rechargeable]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Travail onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGoat of Travail}}{{Looks Like=A figurine of a goat, posed as if about to ram an opponent.}}{{desc1=***Goat of Travail:*** When commanded, this statuette becomes an enormous creature, larger than a bull, with sharp hooves (2d4+2/2d4+2), a vicious bite (2d4), and a pair of wicked horns of exceptional size (2d6/2d6). If it is charging to attack, it may only use its horns, but +6 damage is added to each hit on that round (i.e., 8-18 hit points per damage per horn). It is Armor Class 0, has 96 hit points, and attacks as a 16 Hit Dice monster. It can be called to life just once per month up to 12 hours at a time. Its movement rate is 24.\nAfter three uses, each of the goats loses its magical ability forever.}}'},
+ {name:'Figurine-Goat-of-Travelling',type:'miscellaneous',ct:'3',charge:'rechargeable',cost:'800',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Travelling,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Travelling,st:Figurine,wt:1,gp:800,sp:3,qty:3,rc:rechargeable]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Travelling onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGoat of Travelling}}{{Looks Like=A figurine of a goat, posed as if running very fast}}{{desc1=***Goat of Travelling:*** This statuette provides a speedy and enduring mount of Armor Class 6, with 24 Hit Points and 2 attacks (horns) for 1d8 each (consider as 4 Hit Dice monster). Its movement rate is 48 bearing 280 pounds or less. Its movement is reduced by 1 for every additional 14 pounds of weight carried. The goat can travel a maximum of one day each week—continuously or in any combination of periods totalling 24 hours. At this point, or when the command word is uttered, it returns to its small form for not less than one day before it can again be used.\nAfter three uses, each of the goats loses its magical ability forever.}}'},
+ {name:'Figurine-Golden-Lions',type:'miscellaneous',ct:'3',charge:'recharging',cost:'1800',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Golden Lions,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Golden Lions,st:Figurine,wt:1,gp:1800,sp:3,qty:2,rc:recharging]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a pair of Lions onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGolden Lions}}{{Looks Like=A pair of figurines of lions, fabricated in some golden metal, possibly gold plated or even solid gold, small enough that both figurines can fit in the palm of your hand.}}{{desc1=***Golden Lions:*** These come in pairs. They become normal adult male lions (Armor Class 5/6, 5+2 Hit Dice, and normal attack modes). If slain in combat, the lions cannot be brought back from statuettes form for one full week; otherwise, they can be used once every day. They enlarge and shrink upon speaking the command word.}}'},
+ {name:'Figurine-Obsidian-Steed',type:'miscellaneous',ct:'3',charge:'rechargeable',cost:'1200',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Obsidian Steed,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Obsidian Steed,st:Figurine,wt:1,gp:1200,sp:3,qty:1,rc:rechargeable]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* an *Obsidian Steed* onto the map from the *Creature Database*}}{{name= of Wonderous Power\nObsidian Steed}}{{Looks Like=A small, *nearly shapeless* lump of black stone.}}{{desc1=***Obsidian Steed:*** Only careful inspection will reveal that it vaguely resembles some form of quadruped, and of course, if magic is detected for, the figurine will radiate magic. Upon speaking the command word, the near formless piece of obsidian becomes a fantastic mount. Treat it as a heavy war horse with the following additional powers: fly (at normal movement speed), go ethereal, go astral. It will allow itself to be ridden (see GM Info). The statuette can be used for a 24-hour period maximum, once per week. Note that when the obsidian steed becomes astral or ethereal, its rider and gear follow suit. Thus, travel to other planes can be accomplished by means of this item.}}{{GM Info=It will allow itself to be ridden, but if the rider is of good alignment, it is 10% likely per use to carry its "master\'\' to the floor of the first layer of the Gray Waste and then return to its statuette form. }}'},
+ {name:'Figurine-Serpentine-Owl',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Serpantine Owl,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Serpentine Owl,st:Figurine,wt:1,gp:200,sp:3,qty:3,rc:single-uncharged,ns:1],[cl:PW,w:PW-Serpentine-Giant-Owl,sp:3,pd:3]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Either ask the GM to *Drag \\amp Drop* a *Horned Owl* onto the map from the *Creature Database* ***or*** [Transform to a Giant Owl](!magic --mi-power @{selected|token_id}|Serpentine-Giant-Owl|Figurine-Serpentine-Owl --mi-charges @{selected|token_id}|-1|Figurine-Serpentine-Owl||charged)}}{{name= of Wonderous Power\nSerpentine Owl}}{{Looks Like=A skillfully carved figurine of an owl grasping a snake in its talons, fashioned of heavy hardwood, possibly oak}}{{desc1=***Serpentine Owl:*** becomes a normal-sized horned owl (AC 7; move 24(D); 2d2 hit points; 1d2/1d2 points of damage when attacking) if its possessor so commands, or it can become a giant owl if its owner so requires. The maximum duration of the transformation is eight hours in either case. (However, after three transformations into giant owl form, the statuette loses all of its magical properties.) The normal-sized form of the magical statuette moves with 95% silence, has infravision to 90 feet, can see in normal, above-ground darkness as if it were full light, and twice as well as a human. Its hearing is so keen it can detect a mouse moving up to 60 feet away. Anyone or anything trying to move silently has his (or its) chances reduced 50% against the serpentine owl in smaller form. Furthermore, the owl can and will communicate with its owner by telepathic means, informing him of all it sees and hears within the limitations of its intelligence. If commanded to giant-size, a serpentine owl is in all respects the same as a\ngiant owl.}}'},
+ {name:'Flask-of-Curses',type:'miscellaneous',ct:'3',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Flask}}{{name= of Curses}}{{subtitle=Magic Item}}Specs=[Flask of Curses,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Flask of Curses,hide:Brass-Bottle,st:Flask,wt:1,gp:10,sp:3,qty:1,rc:charged]{{Size=S}}{{Use=The GM will tell you what happens when you use this item}}{{Looks Like=An ordinary beaker, bottle, container, decanter, flask, or jug of some type, containing a little liquid of some unidentifyable sort}}{{desc=It has magical properties, but detection will not reveal the nature of the flask of curses. It may contain a liquid or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby. After that, it is harmless. The type of curse is up to the DM}}{{GM Info=Hide this as some other jug, flask or bottle, using the GM\'s *Add Items* menu, and set *Reveal* to *on use*. Invent an imaginative curse to enact! Suggestions include the reverse of the priest\'s bless spell. Typical curses found on scrolls are recommended for use here as well. Or perhaps a monster could appear and attack all creatures in sight.}}'},
+ {name:'Gauntlets-of-Dexterity',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Dexterity}}{{subtitle=Magic Item}}Specs=[Gauntlets of Dexterity,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Dexterity,st:Gauntlets,wt:1,gp:3000,sp:3,rc:uncharged]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=A pair of these gloves \nappears to be nothing more than lightweight leather handwear of the everyday sort except that, strangely, they will resize to fit any hand, from that of a huge human to that of a small halfling.}}{{desc=Naturally, the gloves radiate magic if so detected. *Gauntlets of Dexterity* increase overall Dexterity by 4 points if the wearer\'s Dexterity is 6 or less, by 2 points if at 7-13, and by 1 point if Dexterity is 14 or higher. Furthermore, wearing these gloves enables a nonthief character to pick pockets (45% chance) or open locks (37% chance) as if he were a 4th-level thief. If worn by a thief, they increase these two abilities by 10%.}}'},
+ {name:'Gauntlets-of-Fumbling',type:'miscellaneous',ct:'3',charge:'cursed',cost:'2900',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Fumbling}}{{subtitle=Magic Item}}Specs=[Gauntlets of Fumbling,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Fumbling,st:Gauntlets,wt:1,gp:2900,sp:3,rc:cursed]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=Might be either made of supple leather or heavy protective material suitable for use with armor. The GM will tell you which.}}{{desc=These gauntlets may be of supple leather or heavy protective material suitable for use with armor (ring, scale, chain, etc.). In the former instance, these will appear to be *gauntlets of dexterity*; in the latter case, they will appear to be *gauntlets of ogre power*. They will perform according to every test as if they were *gauntlets of dexterity* or *ogre power* until the wearer finds himself under attack or in a life and death situation. At that time, the curse is activated, and the wearer will become very clumsy, with a 50% chance each round of dropping anything held in either hand—not from both singly. The gauntlets will also lower overall Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a *remove curse* spell or a *wish*.}}{{GM Info=Hide these gauntlets in a container or on a dead body (or NPC that the part can loot) as either *gauntlets of dexterity* or *gauntlets of ogre power* using the GM\'s *Add Items* menu, set *Reveal* to *manually by GM*. Then reveal when the situation fits the criteria. Until then, they will appear and work as the displayed gauntlets}}'},
+ {name:'Gauntlets-of-Ogre-Power',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Ogre Power}}{{subtitle=Magic Item}}Specs=[Gauntlets of Ogre Power,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Ogre Power,st:Gauntlets,wt:1,gp:3000,sp:3,rc:uncharged]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=These gauntlets are typical of handwear for use with armour of some type (the GM will tell you if they are chain, plate, heavy leather etc)}}{{desc=The wearer of these gloves, is imbued with 18/00 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +6 bonus to damage inflicted when a hit is made. These gauntlets are particularly desirable when combined with a *girdle of giant strength* and a hurled weapon. They grow or shrink to fit human to halfling-sized hands.}}'},
+ {name:'Gauntlets-of-Swimming+Climbing',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gloves}}{{name= of Swimming \\amp Climbing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gauntlets of Swimming+Climbing,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gauntlets of Swimming+Climbing,st:Gauntlets,gp:4000,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=A pair of these gloves appear to be normal light-weight handwear. However, they seem to resize themselves to fit hands from large human to small halfling.}}{{effects=These gloves radiate magic if a detection is attempted. The wearer can swim as fast as a triton (movement of 15) underwater, and as fast as a merman (movement 18) on the surface. These gauntlets do not empower the wearer to breathe in water.\nThese gloves give the wearer a very strong gripping ability with respect to climbing. He can climb vertical or nearly vertical surfaces, upward or downward, with a 95% chance of success. If the wearer is a thief, the gauntlets increase success probability to 99%.}}'},
+ {name:'Gem-of-Brightness',type:'miscellaneous',ct:'3',charge:'discharging',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Brightness}}{{subtitle=Magic Item}}Specs=[Gem of Brightness,Miscellaneous,1H,Evocation]{{Speed=[[3]]}}MiscData=[w:Gem of Brightness,st:Prism,wt:1,gp:6000,sp:3,qty:50,c:0,rc:discharging]{{Size=S}}{{Use=Select [Shed Pale Light](!rounds --target caster|@{selected|token_id}|Gem of Brightness Light|99|0|Illuminating with the Gem of Brightness|aura) or [Stop Shedding Light](!rounds --removetargetstatus @{selected|token_id}|Gem of Brightness Light) or [Bright Ray](!rounds --aoe @{selected|token_id}|bolt|feet|0|50|1|light|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d4]\\amp#93;|-1|Blinded by the Gem of Brightness, penalty of 4 on AC+Attk|bleeding-eye\\amp#13;!magic --mi-charges @{selected|token_id}|-1|Gem of Brightness) or [Blinding Flash](!rounds --aoe @{selected|token_id}|cone|feet|0|30|5|light|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d4]\\amp#93;|-1|Blinded by the Gem of Brightness, penalty of 4 on AC+Attk and permanent eye damage|bleeding-eye\\amp#13;!magic --mi-charges @{selected|token_id}|-5|Gem of Brightness) \n[Absorb *Darkness*](!magic --mi-charges @{selected|token_id}|-1|Gem of Brightness --message @{selected|token_id}|Gem of Brightness|The *darkness* cast at the gem has been absorbed at a cost of 1 charge) or [Absorb *Continual Darkness*](!magic --mi-charges @{selected|token_id}|-5|Gem of Brightness --message @{selected|token_id}|Gem of Brightness|The *continual darkness* cast at the gem has been absorbed at a cost of 5 charges)}}{{Looks Like=Appears to be a long, rough prism, such as might be used by an alchemist or street magicians to produce rainbows}}{{desc=Upon utterance of the proper spell words, the crystal emits light of one of three sorts: a pale cone of light, a bright ray, or a blinding flash. *Darkness* or *Continual Darkness* can be absorbed at a cost.}}{{hide1=One command word causes the gem to shed a pale light in a cone-shape 10 feet long, emanating from the gem to a radius of 2_ feet at the end of the beam. This does not discharge any of the energy of the device.\nAnother command causes the gem of brightness to send out a very bright ray 1 foot in diameter and 50 feet long. Any creature struck in the eyes by this beam will be dazzled and unable to see for 1d4 rounds. The target creature is entitled to a saving throw versus magic to determine whether or not its eyes were shut or averted in time. This use of the gem expends one energy charge.\nThe third manner in which the item may be used is to cause it to flare in a blinding flash of light in a cone 30 feet long with a 5-foot radius at its end. Although this glare lasts but a moment, all creatures within its area must save versus magic or be blinded for 1-4 rounds and thereafter suffer a penalty of -1 to -4 to attack rolls due to permanent eye damage. This use expends five charges.\nDazzling or blindness effects can be reversed by a *cure blindness* spell; eye damage can be cured only by a *heal* spell. The *gem of brightness* has 50 charges and cannot be recharged. A *darkness* spell cast at the gem\'s owner drains one charge from a *gem of brightness*, or makes it useless for one round, at the option of the gem owner. A *continual darkness* spell causes it to be useless for one day, or to expend five charges, at the option of the owner.}}'},
+ {name:'Gem-of-Insight',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Insight}}{{subtitle=Magic Item}}Specs=[Gem of Insight,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gem of Insight,st:Gem,wt:1,gp:6000,sp:3,qty:1,rc:uncharged]{{Size=T}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=This jewel appears to be a well-cut stone of not less than 5,000 gp value.}}{{desc=If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A *gem of insight* functions once every 50 years. If a character acquires a second gem, the second item has no effect.}}'},
+ {name:'Gem-of-Seeing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Seeing}}{{subtitle=Magic Item}}Specs=[Gem of Seeing,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gem of Seeing,st:Gem,wt:1,gp:6000,sp:3,qty:1,rc:uncharged]{{Size=T}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A finely cut and polished gem, that seems very clear and free of defects, almost like a lens}}{{desc=These finely cut and polished stones are indistinguishable from ordinary jewels, although a *detect magic* will reveal its enchantment. When gazed through, the *gem of seeing* enables the user to detect all hidden, illusionary, invisible, astral, ethereal, or out-of-phase things within viewing range.\nPeering through the crystal is time-consuming and tedious. The viewing range of the gem is 300 feet for a cursory scan if only large, obvious objects are being sought, 100 feet if small things are to be seen. It requires one round to scan a 200-square-foot area in a cursory manner, two rounds to view a 100-square-foot area in a careful way. There is a 5% chance each time the gem is used that the viewer will see an hallucination, something that is not there, or possibly through some real thing as if it were an illusion.}}'},
+ {name:'Girdle-of-Cloud-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'8000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,gp:8000,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Cloud Giant Strength}}{{desc1=Cloud Giant Strength is 23, To-Hit bonus +5, Damage bonus +11, Open doors 18/20, Locked dors 16/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 935 lbs, range: 14 yds, damage: 1d10, rock weight: 184 lbs, % lift gates: 90%}}'},
+ {name:'Girdle-of-Dwarvenkind',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'10500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Dwarvenkind}}{{subtitle=Magic Item}}Specs=[Girdle of Dwarvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Dwarvenkind,st:Girdle,wt:5,gp:10500,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of sturdy construction from various leathers and metal plates, with dwarvish runes inscribed in several places.}}{{desc=This belt lowers the wearers\' Charisma score by 1 with respect to nondwarves and their ilk. The girdle causes the wearer to gain one point of Charisma with respect to halflings of the stout sort and with respect to all gnomes as well.\nDwarves regard the wearer as if he has Charisma two points higher than before. The girdle enables the wearer to understand, speak, and read dwarvish language. The wearer also gains the racial benefits of dwarvenkind (i.e., +1 Constitution, saving throw bonuses based on total Constitution, 60-foot infravision, and detection/determination of approximate depth underground as described in the Player\'s Handbook). All bonuses and penalties apply only as long as the individual actually wears the girdle. Benefits such as additional languages and combat bonuses against giant-type-opponents never apply.}}'},
+ {name:'Girdle-of-Femininity/Masculinity',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Femininity/Masculinity}}{{subtitle=Magic Item}}Specs=[Girdle of Femininity-Masculinity,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Femininity-Masculinity,st:Girdle,wt:2,gp:4000,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of fine construction from various leathers and metal plates, but otherwise ordinary.}}{{desc=This broad leather band appears to be a normal belt, but, if buckled on, it will immediately change the sex of its wearer to the opposite gender. It then loses all power. There is no sure way to restore the character\'s original sex, although there is a 50% chance a wish might do so, and a powerful being can alter the situation. In other words, it takes a godlike creature to set matters aright with certainty. Ten percent of these girdles actually remove all sex from the wearer.}}'},
+ {name:'Girdle-of-Fire-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'7000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration,Girdle-of-Hill-Giant-Strength]{{}}MiscData=[gp:7000]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Fire Giant Strength}}{{desc1=Fire Giant Strength is 22, To-Hit bonus +4, Damage bonus +10, Open doors 18/20, Locked dors 14/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 785 lbs, range: 12 yds, damage: 1d8, rock weight: 170 lbs, % lift gates: 80%}}'},
+ {name:'Girdle-of-Frost-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration,Girdle-of-Hill-Giant-Strength]{{}}MiscData=[gp:6000]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Frost Giant Strength}}{{desc1=Frost Giant Strength is 21, To-Hit bonus +4, Damage bonus +9, Open doors 17/20, Locked dors 12/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 635 lbs, range: 10 yds, damage: 1d8, rock weight: 156 lbs, % lift gates: 70%}}'},
+ {name:'Girdle-of-Hill-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Hill Giant Strength}}{{subtitle=Magic Item}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,gp:4000,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of fine construction from various leathers and metal plates, but otherwise ordinary.}}{{desc=When worn it increases the physical prowess of its wearer, giving him the Strength of a giant. (It doesn\'t cause the wearer to grow to giant size, however!).\nThe Strength gained is not cumulative with normal or magical Strength bonuses except in combination with *gauntlets of ogre power* and magical warhammers.}}{{desc1=Hill Giant Strength is 19, To-Hit bonus +3, Damage bonus +7, Open doors 16/20, Locked dors 8/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 485 lbs, range: 8 yds, damage: 1d6, rock weight: 140 lbs, % lift gates: 50%}}{{GM Info=Roll on the following table to determine which type of giant strength girdle has been found:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hill Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;31-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stone Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Frost Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-95\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cloud Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;96-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tabe\\ampgt;}}'},
+ {name:'Girdle-of-Many-Pouches',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Many Pouches}}{{subtitle=Magic Item}}Specs=[Girdle of Many Pouches,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Many Pouches,st:Girdle,wt:3,gp:4000,sp:3,qty:1,rc:uncharged,bag:64]{{Size=S}}{{Use=When viewed or used, this item creates a container character sheet of the same name in the Player\'s Journal. Drag this sheet onto the map and use the *MI Menu / Search* and *Store* functions to extract and store items in the pouches}}{{Looks Like=This broad waistbelt seems to be nothing more than a wellmade article of dress. However, examination will reveal that the girdle has eight small pouches on its inner front surface.}}{{desc=If magic is detected for, the item will radiate strong enchantment along with a fainter aura of alteration.\nIn fact, there are a total of 64 magical pouches in the girdle, seven others "behind\'\' each of the eight apparent ones. Each of these pouches is similar to a miniature *bag of holding*, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available.}}'},
+ {name:'Girdle-of-Stone-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration,Girdle-of-Hill-Giant-Strength]{{}}MiscData=[gp:5000]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Stone Giant Strength}}{{desc1=Stone Giant Strength is 20, To-Hit bonus +3, Damage bonus +8, Open doors 17/20, Locked dors 10/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 535 lbs, range: 16 yds, damage: 1d12, rock weight: 198 lbs, % lift gates: 60%}}'},
+ {name:'Girdle-of-Storm-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration,Girdle-of-Hill-Giant-Strength]{{}}MiscData=[gp:9000]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Storm Giant Strength}}{{desc1=Storm Giant Strength is 24, To-Hit bonus +6, Damage bonus +12, Open doors 19/20, Locked dors 17/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 1,235 lbs, range: 16 yds, damage: 1d12, rock weight: 212 lbs, % lift gates: 95%}}'},
+ {name:'Gloves-of-Missile-Snaring',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gloves}}{{name= of Missile Snaring}}{{subtitle=Magic Item}}Specs=[Gloves of Missile Snaring,Miscellaneous|Magic,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gloves of Missile Snaring,st:Gloves,wt:1,gp:4500,sp:3,qty:1,rc:uncharged]{{Size=T}}ToHitData=[w:Snare Missile,msg:If the missile is an arrow, bolt, dart, bullet, javelin, axe, hammer, spear or a similar ranged weapon \\lpar;that is, not a spell such as *magic missile*\\rpar; you successfully pluck it from the air and add it to your inventory,cmd:!magic ~~pickorput \\at;{selected\\vbar;token_id}\\vbar;\\at;{target\\vbar;Who fired the missile?\\vbar;token_id}\\vbar;\\at;{selected\\vbar;token_id},sp:0,c:0]{{Use=The glove should be taken *In Hand* using the *Change Weapon* dialog (thus ensuring you have nothing else in that hand). If a missile should be caught, use the *Attack* action to display the *Snare Missile* action button which, when pressed will ask who fired the missile to be targeted, at which point the missile fired can be "plucked" from their character sheet!}}{{Looks Like=These gloves "fit like a glove" - so well in fact that they seem to meld with the hands, becoming almost invisible (undetectable unless within five feet of the wearer).}}{{desc=These gloves radiate slightly of enchantment and alteration if magic is detected for. Once snugly worn, they seem to meld with the hands, becoming almost invisible (undetectable unless within five feet of the wearer). Either or both hands so clad, if not already holding something, can be used to pick many sorts of missiles out of the air, thus preventing possible harm, and enabling the wearer to return a hand-thrown missile to its sender as an attack in a subsequent round.\nAll forms of small, hand-hurled or weapon-propelled missiles (arrows, bolts, darts, bullets, javelins, axes, hammers, spears, and the like) can be caught. If the weapon magically returns to the attacker, then catching it simply prevents damage, and returning the weapon does not result in an attack.}}{{GM Info=**Note:** if the missile is non-returning and the quantity left is 0, the user of the gloves may not be able to pick the weapon from the thrower\'s character sheet - in this case, the GM may need to use their *Add Items* menu (or the Player use their *Edit Weapons \\amp Armour* dialog) to add the weapon to their inventory.}}'},
+ {name:'Harp-of-Charming',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Harp}}{{name= of Charming}}{{subtitle=Magic Item}}Specs=[Harp of Charming,Miscellaneous|Magic,2H,Alteration]{{Speed=[[3]]}}MiscData=[w:Harp of Charming,st:Harp,wt:10,gp:15000,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:MU-Suggestion,lv:6,sp:3,pd:1]{{Size=M}}ToHitData=[w:Cast Suggestion,cmd:!magic ~~mi-power \\at;{selected\\vbar;token_id}\\vbar;MU-Suggestion\\vbar;Harp-of-Charming\\vbar;6\\ampamp;#13;!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Harp Suggestion Recharging\\vbar;10\\vbar;-1\\vbar;Keep playing the harp while the Suggestion power recharges\\vbar;stopwatch]{{Use=Take the Harp in hand as a two-handed weapon using the *Change Weapon* dialog, then use the *Attack* action to cast the *Suggestion*. The *Suggestion* will automatically recharge over 1 turn.}}{{Looks Like=This instrument appears identical to all other fine quality harps.}}{{desc=When played by a person proficient in the instrument, the player is able to cast one *suggestion* spell each turn of playing. Optionally, the DM can require a successful proficiency check be made to cast the *suggestion*. On a die roll of 20, the harpist has played so poorly as to enrage all those who hear.}}{{GM Info=If using the optional Proficiency Roll means of allowing the *suggestion* to be cast, use the *Maintenance Menu* to alter the duration of the timer on the harpist, or just delete the status off the harpist, which will reinstate the *suggestion* power.}}'},
+ {name:'Harp-of-Discord',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Harp}}{{name= of Discord}}{{subtitle=Magic Item}}Specs=[Harp of Discord,Miscellaneous|Magic,2H,Alteration]{{Speed=[[3]]}}MiscData=[w:Harp of Discord,st:Harp,wt:10,gp:15000,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:MU-Suggestion,lv:6,sp:3,pd:1]{{Size=M}}ToHitData=[w:Cast Suggestion,cmd:!magic ~~mi-power \\at;{selected\\vbar;token_id}\\vbar;MU-Suggestion\\vbar;Harp-of-Charming\\vbar;6\\ampamp;#13;!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Harp Suggestion Recharging\\vbar;10\\vbar;-1\\vbar;Keep playing the harp while the Suggestion power recharges\\vbar;stopwatch]{{Use=[Roll d100](!\\amp#13;\\amp#47;gr 1d100cs\\gt51cf\\lt50) to determine if the harp acts as a *harp of charming* (51-00). If a *harp of charming* take the Harp in hand as a two-handed weapon using the *Change Weapon* dialog, then use the *Attack* action to cast the *Suggestion*. The *Suggestion* will automatically recharge over 1 turn.\nIf as a *harp of discord* all effects should be applied manually in agreement with the GM.}}{{Looks Like=This instrument appears identical to all other fine quality harps.}}{{desc=However, when played, the harp emits painful and discordant tones 50% of the time. The remaining 50% of the time it acts as a harp of charming. When discordant, the music has the effect of automatically enraging all those within 30 feet. Those enraged will attack the musicians 50% of the time or the nearest other target the remaining 50% of the time. The harpist is not affected by this frenzy unless he is being attacked. The frenzy lasts for 1d4 + 1 rounds after the music stops.}}{{GM Info=If using the optional Proficiency Roll means of allowing the *suggestion* to be cast, use the *Maintenance Menu* to alter the duration of the timer on the harpist, or just delete the status off the harpist, which will reinstate the *suggestion* power.}}'},
+ {name:'Hat-of-Disguise',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{name= of Disguise}}{{subtitle=Magic Item}}Specs=[Hat of Disguise,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Hat of Disguise,st:Hat,wt:5,gp:3000,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A normal appearing hat.}}{{desc=This normal-appearing hat contains a powerful enchantment that allows its wearer to alter his appearance as follows:\n*Height:* +/-25% of actual height\n*Weight:* +/-50% of actual weight\n*Sex:* Male or female\n*Hair:* Any color\n*Eyes:* Any color\n*Complexion:* Any color\n*Facial features:* Highly mutable\nThus, the wearer could appear as a comely woman, a half-orc, or possibly even a gnome. If the hat is removed, the disguise is instantly dispelled. The headgear can be used over and over. Note that the hat can be changed (as part of a disguise) to appear as a comb, ribbon, head band, fillet, cap, coif, hood, helmet, etc.}}'},
+ {name:'Hat-of-Stupidity',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{name= of Stupidity}}{{subtitle=Cursed Magic Item}}Specs=[Hat of Stupidity,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Hat of Stupidity,st:Hat,hide:Hat,rev:use,sp:0,on:!magic --change-attr @{selected|token_id}|=(v(7;(@{selected|intelligence}-1))|Intelligence --message @{selected|token_id}|What a Brilliant Hat!|Something has changed. This hat makes you feel so intelligent \\amp wise and you will never want to take it off!,put:!magic --change-attr @{selected|token_id}|+99|Intelligence,rc:cursed,loc:Head]{{Size=Small}}{{Immunity=None}}{{Looks Like=This hat is indistinguishable from any other hat.}}{{desc=Indistinguishable even when most carefully detected by magical means. Only by placing it upon the head can its powers be determined. Of course, once on the head, the wearer will believe that the hat is a beneficial item, for he will be overcome by stupidity. Intelligence is lowered to 7, or by -1 if the wearer has a 7 or lower Intelligence normally. The wearer will always desire to have the hat on—especially when he is engaged in any activity which requires thinking, spellcasting, etc. Without the benefit of a remove curse spell or similar magic, the wearer will never be free from the magic of the hat. If released, the wearer\'s Intelligence returns to its normal level.}}'},
+ {name:'Helm-of-Brilliance',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Brilliance}}ACData=[a:Helm of Brilliance,st:Helm,+:2,rules:+acall,sz:M,wt:10,w:Helm of Brilliance,sp:3,gp:10000,wt:10,qty:1,rc:uncharged,loc:Head,ns:4],[cl:PW,w:MU-Prismatic-Spray,lv:14,sp:7,pd:10],[cl:PW,w:PR-Wall-of-Fire,lv:10,sp:8,pd:20],[cl:PW,w:MU-Fireball,lv:6,sp:3,pd:30],[cl:PW,w:PR-Light,lv:2,sp:4,pd:40]{{subtitle=Magic Item}}Specs=[Helm of Brilliance,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=Select one of the following gems to use:\n[Diamond](!magic --mi-power @{selected|token_id}|MU-Prismatic-Spray|Helm-of-Brilliance|14|1|1) [Ruby](!magic --mi-power @{selected|token_id}|PR-Wall-of-Fire|Helm-of-Brilliance|14|1|1) [Fire Opal](!magic --mi-power @{selected|token_id}|MU-Fireball|Helm-of-Brilliance|14|1|1) [Opal](!magic --mi-power @{selected|token_id}|PR-Light|Helm-of-Brilliance|14|1|1) \n\nIn addition, can [Make Sword of Flame](!attk --mod-weapon @{selected|token_id}|Blade|DMG|sm\\clon;+1d6,l\\clon;+1d6). To stop, *Change Weapon* (even to same weapon). Other effects must be applied manually.}}{{GM Info=Note that this helm adds an AC bonus of +2 to the whole body, not just the head.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=When worn, it functions only upon the utterance of a special command word. When so empowered the true nature of the helm is visible to all. The helm is armor of +2 value. It is of brilliant silver and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals—each of large size and magicked—which perform as explained below. When struck by bright light, the helm will scintillate and send forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels\' functions are:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Diamond\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Prismatic spray* (as the 7th-level wizard spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Ruby\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Wall of fire* (as the 5th-level priest spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Fire Opal\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Fireball* (as the 3rd-level wizard spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Opal\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Light* (as the 1st-level priest spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;/table\\ampgt;\nEach gem can perform its spell-like power just once. The helm may be used once per round. The level of the spell is doubled to obtain the level at which the spell was cast with respect to range, duration, and such considerations. Until all of its jewels are magically expended, a *helm of brilliance* also has the following magical properties when activated.\n1. It glows with a bluish light when undead are within 30 feet. This light causes pain and 1d6 points of damage to all such creatures except skeletons and zombies.\n2. The wearer may command any sword he wields to become a *sword of flame*. This is in addition to any other special properties it may have. This takes one round to take effect.\n3. The wearer is protected as if a double-strength *fire resistance ring* were worn, but this protection cannot be augmented by further magical means.\nOnce all of its jewels have lost their magic, the helm loses all of its powers. The gems turn to worthless powder when this occurs. Removing a jewel destroys the gem. They may not be recharged.\nIf a creature wearing the helm is attacked by magical fire and fails to save vs. magical fire, he must attempt another saving throw for the helmet without magical additions. If this is failed, the remaining gems on the helm overload and detonate, inflicting on the wearer whatever accumulated effects the gems would normally have.}}'},
+ {name:'Helm-of-Opposite-Alignment',type:'helm|miscellaneous',ct:'3',charge:'discharging',cost:'30',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Opposite Alignment}}MiscData=[w:Helm of Opposite Alignment,hide:hide,st:Helm,sz:M,wt:10,gp:30,sp:3,qty:1,rc:discharging,loc:Head]{{subtitle=Magic Item}}Specs=[Helm of Opposite Alignment,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=All effects of this device must be applied manually in agreement with the GM}}{{GM Info=Hide the *helm of opposite alignment* as another helm using the GM\'s *Add Item* dialog.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=If magic is detected for, the helm radiates magic of an indeterminate sort. Once placed upon the head, however, its curse immediately takes effect, and the alignment of the wearer is radically altered—good to evil, neutral to some absolute commitment (LE, LG, CE, CG) as radically different from the former alignment as possible. Alteration in alignment is mental and, once effected, is desired by the individual changed by the magic.\nOnly a wish can restore former alignment, and the affected individual will not make any attempt to return to the former alignment. If a paladin is concerned, he must undergo a special quest and atone if the curse is to be obliterated. Note that once a helm of opposite alignment has functioned, it loses all of its magical properties.}}'},
+ {name:'Helm-of-Telepathy',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Telepathy}}MiscData=[w:Helm of Telepathy,st:Helm,sz:M,wt:10,gp:9000,sp:3,qty:1,hide:hide,rc:uncharged,loc:Head]{{subtitle=Magic Item}}Specs=[Helm of Telepathy,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=Cast [Suggestion](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion --message @{selected|token_id}|Helm of Telepathy|The creature receiving the suggestion gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.) but apply the saving throw modifiers manually.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=The helm will radiate magic if this is detected for. The wearer of a *helm of telepathy* is able to determine the thoughts of creatures within a 60-foot range. There are two limitations on this power: The wearer must know the language used by such creatures (the racial tongue will be used in thoughts in preference to the Common, the Common in preference to alignment languages); and there can\'t be more than 3 feet of solid stone, 3 inches of iron, or any solid sheeting of lead or gold between the wearer and\nthe creatures. The thought pick-up is directional. Conscious effort must be made to pick up thoughts.\nThe wearer may communicate by language with any creature within range if there is a mutually known speech, or emotions may be transmitted (empathy) so that a creature will receive the emotional message of the wearer.\nIf the wearer of the helm wants to implant a *suggestion* (see the 3rd-level wizard spell of that name in the *Player\'s Handbook*), he can attempt to do so as follows: The creature receiving the *suggestion* gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.}}'},
+ {name:'Helm-of-Teleportation',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Teleportation\n(Non-Wizard version)}}MiscData=[w:Helm of Teleportation,hide:hide,st:Helm,sz:M,wt:10,gp:7500,sp:3,qty:1,rc:uncharged,loc:Head,ns:1],[cl:PW,w:MU-Teleport,sp:2,pd:1]{{subtitle=Helm}}Specs=[Helm of Teleportation,Helm|Miscellaneous,0H,Hat]{{Speed=[[2]]}}{{Size=M}}{{Use=Select to cast [Teleportation](!magic --mi-power @{selected|token_id}|MU-Teleport|Helm-of-Teleportation-Wizard|10)}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=Will give\noff a magical aura if detected for. Any character wearing this device may teleport once per day, exactly as if he were a wizard—the destination must be known, and a risk is involved.}}'},
+ {name:'Helm-of-Teleportation-Wizard',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Teleportation\n(Wizard version)}}MiscData=[w:Helm of Teleportation,hide:hide,st:Helm,sz:M,wt:10,gp:7500,sp:3,qty:1,rc:uncharged,loc:Head,ns:2],[cl:PW,w:MU-Teleport,sp:2,pd:7],[cl:PW,w:PW-Teleport-Other,sp:2,pd:3]{{subtitle=Helm}}Specs=[Helm of Teleportation,Miscellaneous,0H,Hat]{{Speed=[[3]]}}{{Size=M}}{{Use=If have a *Teleport* spell memorised cast [Teleportation (Self)](!magic --mi-power @{selected|token_id}|MU-Teleport|Helm-of-Teleportation-Wizard) or [Teleportation (Other)](!magic --mi-power @{selected|token_id}|PW-Teleport-Other|Helm-of-Teleportation-Wizard)}}{{Looks Like=Appears to be nothing more than an ordinary hat - perhaps a trilby, panama, fez, or broad-brimmed sunhat}}{{desc=Will give off a magical aura if detected for. A wizard of higher than 9th level can use the helm\'s full powers, for the wearer can then memorize a *teleportation* spell, and use the helm to refresh his memory so he can repeat the spell up to three times upon objects or characters and still be able to personally teleport by means of the helm. As long as the wizard retains the *teleportation* spell uncast, he can personally teleport up to six times before the memory of the spell is lost, and even then a usage of the helm remains for one more *teleportation* spell from the helm.}}'},
+ {name:'Hewards-Handy-Haversack',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Backpack}}{{name=\nHeward\'s Handy Haversack}}{{subtitle=Magic Item}}Specs=[Hewards Handy Haversack,Miscellaneous,1H,Bag]{{Speed=[[3]]}}MiscData=[w:Hewards Handy Haversack,st:Backpack,wt:3,gp:9000,sp:3,qty:1,rc:uncharged,bag:0]{{Size=M}}{{Use=Viewing or using the backpack, or picking it up from a container, will add a *Heward\'s Handy Haversack* character sheet to your journal. Drag this onto the map to drop a token and use as you would any other container.}}{{Looks Like=A backpack of this sort appears quite ordinary - well-made and well-used. It is of finely tanned leather, and the straps have brass hardware and buckles. There are two side pouches, each of which appears large enough to hold about a quart of material.}}{{desc=The two side pouches are each similar to a bag of holding and will actually contain material equal to as much as two cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to eight cubic feet or 80 pounds of material. The pack has an even greater power: When the wearer reaches into it for a specific item, that item will always be on top. Thus, no digging around and fumbling is ever necessary to find what the haversack contains. Heward\'s handy haversack and whatever it contains gain a +2 bonus to all saving throws.}}'},
+ {name:'Horn-of-Blasting',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Horn}}{{name= of Blasting}}{{splevel=Magic Item}}{{school=Combat}}Specs=[Horn,Miscellaneous,1H,Horn]{{components=M}}{{time=[[4]]}}MiscData=[w:Horn of Blasting,st:Horn,gp:3000,wt:3,sp:4,rc:uncharged]{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[120ft cone, 30ft at end](!rounds --aoe @{selected|token_id}|cone|feet|0|120|30|magic)}}{{save=[Save](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Stunned|1|-1|Stunned and incapacitated|back-pain --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Deaf|3|-1|Deafened|interdiction) or [Fail](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Stunned|2|-1|Stunned and incapacitated|back-pain --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Deaf|6|-1|Deafened|interdiction\\amp#13;And the victim takes [[1d10]] of damage) vs. Spell}}{{Looks Like=This horn appears to be a normal trumpet.}}{{effects=This magical horn radiates magic if a detect magic is cast upon it. It can be sounded as a normal horn, but if the correct word is spoken and the instrument is then played, it has the following effects, both of which happen at once:\n1. A cone of sound, 120 feet long and 30 feet wide at the end, issues forth from the horn. All within this area must roll a successful saving throw vs. spell. Those saving are stunned for one round and deafened for two. Those failing the saving throw sustain 1d10 points of damage, are stunned for two rounds, and deafened for four.\n2. A wave of ultrasonic sound 1 foot wide and 100 feet long issues from the horn. This causes a weakening of such materials as metal, stone, and wood. The weakening is equal in effect to the damage caused by a hit from a missile hurled by a large catapult. See "Siege Damage" in Chapter 9, and suffer an additional -2 penalty to the die roll described there.\nIf a horn of blasting is used magically more than once per day, there is a 10% cumulative chance that it will explode and inflict 5d10 points of damage upon the person sounding it.\nThere are no charges upon a horn, but the device is subject to stresses as noted above, and each time it is used to magical effect there is a 2% cumulative chance of the instrument self-destructing. In the latter case, no damage is inflicted on the character blowing it.}}{{materials=The Horn of Blasting}}'},
+ {name:'Horn-of-Bubbles',type:'miscellaneous',ct:'3',charge:'cursed',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Bubbles}}{{subtitle=Cursed Magic Item}}Specs=[Horn of Bubbles,Miscellaneous,1H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Bubbles,hide:hide,st:Horn,wt:3,gp:2000,sp:3,qty:1,rc:cursed]{{Size=M}}{{Use=Ask the GM to look at the GM Info and inform you of the effects.}}{{Looks Like=Appears as a normal horn of fine quality.}}{{GM Info=It appears as a normal horn, or possibly any of the many magical ones, so choose how you want to hide it using the GM\'s *Add Items* dialog. When you decide that the bubbles appear, select the character\'s token and [Click here](!rounds --target caster|@{selected|token_id}|Blindness|\\amp#91;[2d10]\\amp#93;|-1|Blinded by bubbles, just at the wrong moment!|bleeding-eye) to blind the character for 2d10 rounds.}}{{desc=This cursed musical instrument will radiate magic if detected for. It appears as a normal horn, or possibly any of the many magical ones. It will sound a note and call forth a mass of bubbles that completely surround and blind the individual who blew the horn for 2d10 rounds, but these bubbles appear only in the presence of a creature actively seeking to slay the character who played the horn, so their appearance might be delayed for a very short or extremely lengthy period.}}'},
+ {name:'Horn-of-Collapsing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Collapsing}}{{subtitle=Magic Item}}Specs=[Horn of Collapsing,Miscellaneous,1H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Collapsing,hide:hide,st:Horn,wt:3,gp:4000,sp:3,qty:1,rc:uncharged]{{Size=M}}{{Use=Ask the GM to look at the GM Info and inform you of the effects.}}{{Looks Like=The horn appears to be a normal musical instrument, perhaps a bugle or warning horn of some sort. }}{{GM Info=Hide the horn using the GM\'s *Add Items* dialog until the character knows the command word. Until then, if it is sounded improperly (e.g., without first speaking the proper command word) or 10% of the time in any event, the following will result:\n*Out-of-doors:* A torrent of fist-sized rocks will strike the individual sounding the horn, 2d6 in number, each causing 1d6 hit points of damage = [Roll total damage](!\\amp#13;\\amp#47;w gm \\amp#91;[ \\amp#91;[2d6]\\amp#93;d6]\\amp#93;HP damage from falling rocks) \n*Indoors:* The ceiling overhead will collapse when the device is blown. The character suffers [3d12](!\\amp#13;\\amp#47;gr 3d12 damage from overhead collapse) points of damage.\n*Underground:* The area immediately above the character sounding the horn will fall upon him. The damage is as described below for an underground fall.}}{{desc=Proper use of a *horn of collapsing* enables the character to sound it while it is pointed at the roof overhead from 30 to 60 feet beyond the user. The effect is to [collapse](!rounds --aoe @{selected|token}|circle|feet|60|20|20|magic) a section of roof up to 20 feet wide and 20 feet long (10-foot radius from the central aiming point) which inflicts the following damage:\n*Indoors:* Victims suffer [3d12](!\\amp#13;\\amp#47;r 3d12 damage from falling rock) points of damage.\n*Underground:* The area immediately above the character sounding the horn will fall upon him. The damage is [5d4](!\\amp#13;\\amp#91;[\\amp#63;{How high?}%10*5d4]\\amp#93; points of damage from a cave-in) points base, multiplied by one for each 10 feet of height which the material above drops (i.e., twice damage if a 20-foot ceiling, three times damage if a 30-foot ceiling, etc.).}}'},
+ {name:'Horn-of-Evil',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'2250',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Evil,Magic,1H,Horn],[Horn of Evil,Miscellaneous,0H,Horn]{{}}MiscData=[w:Horn of Evil,st:Horn,wt:2,gp:2250,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:PR-Protection-from-Good,sp:3,pd:1]{{}}ToHitData=[w:Protection from Good,pw:PR-Protection-from-Good]{{}}%{MI-DB|Horn-of-Goodness}{{name= of Evil}}{{Change Horn Alignment=Make the horn of the right allignment for the owner: [Neutral](!magic --add-mi @{selected|token_id}|Horn-of-Evil|Horn-of-Neutrality|1|=||silent) or [Good](!magic --add-mi @{selected|token_id}|Horn-of-Evil|Horn-of-Goodness|1|=||silent)}}{{Looks Like=Appears as a normal horn of fine quality.}}'},
+ {name:'Horn-of-Fog',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'1200',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Fog}}{{subtitle=Magic Item}}Specs=[Horn of Fog,Magic,1H,Horn],[Horn of Fog,Magic,1H,Horn],[Horn of Fog,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Fog,st:Horn,wt:2,gp:1200,sp:3,qty:1,rc:uncharged]{{Size=M}}ToHitData=[w:Start Blowing,cmd:!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Blowing Horn of Fog\\vbar;99\\vbar;0\\vbar;Blowing fog from a horn\\vbar;half-haze],[w:Stop Blowing,cmd:!rounds ~~removetargetstatus \\at;{selected\\vbar;token_id}\\vbar;Blowing Horn of Fog]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select *Start Blowing* to start producing 10 cubic feet of fog per round, then *Stop Blowing* to stop and set the duration timer.}}{{Looks Like=A small, buglelike device.}}{{desc=This small, buglelike device allows its possessor to blow forth a thick cloud of heavy fog equal to that of a [fog cloud](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Fog-Cloud) spell. Each round spent blowing it creates a 10-foot cube fog cloud. The cloud lasts for 2d4 rounds after the last round of blowing the instrument. Note that should it stop being sounded for a round, a new fog cloud will have begun, as the initial one has a life expectancy of but 2d4 more minutes, and will have drifted away from the individual sounding it. The device makes a deep, horn-like noise, the note dropping abruptly to a lower register at the end.}}'},
+ {name:'Horn-of-Goodness',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'2250',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Goodness}}{{subtitle=Magic Item}}Specs=[Horn of Goodness,Magic,1H,Horn],[Horn of Goodness,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Goodness,st:Horn,wt:2,gp:2250,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:PR-Protection-from-Evil,sp:3,pd:1]{{Size=M}}ToHitData=[w:Protection from Evil,pw:PR-Protection-from-Evil]{{Change Horn Alignment=Make the horn of the right allignment for the owner: [Neutral](!magic --add-mi @{selected|token_id}|Horn-of-Goodness|Horn-of-Neutrality|1|=||silent) or [Evil](!magic --add-mi @{selected|token_id}|Horn-of-Goodness|Horn-of-Evil|1|=||silent)}}{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select the *Protection* spell to cast.}}{{Looks Like=Appears as a normal horn of fine quality.}}{{desc=This magical instrument adapts itself to the alignment of its possessor, so it will produce either a good or an evil effect depending on the alignment of its owner. If the possessor is absolutely neutral, the horn will have no power whatsoever. If the owner is good, then blowing the horn has the effect of a protection from evil spell in a 10-foot radius, and this protection will last for 10 rounds. Each friendly/allied creature within this area will be affected as if granted the spell. If the horn is of evil alignment, then the reverse of the noted spell occurs within the area of effect. The horn can be blown once per day.}}'},
+ {name:'Horn-of-Neutrality',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'2250',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Neutrality,Miscellaneous,0H,Horn]{{}}MiscData=[w:Horn of Neutrality,st:Horn,wt:2,gp:2250,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Goodness}{{name= of Neutrality}}{{Change Horn Alignment=Make the horn of the right allignment for the owner: [Good](!magic --add-mi @{selected|token_id}|Horn-of-Neutrality|Horn-of-Goodness|1|=||silent) or [Evil](!magic --add-mi @{selected|token_id}|Horn-of-Neutrality|Horn-of-Evil|1|=||silent)}}{{Use=Taking this horn in-hand is pointless, as it will not function for Neutrals.}}{{Looks Like=Appears as a normal horn of fine quality.}}'},
+ {name:'Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Valhalla}}{{subtitle=Magic Item}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Valhalla,st:Horn,wt:2,gp:3000,sp:3,qty:1,rc:uncharged],{{Size=M}}{{Use=Ask the GM to add the requisite number of Berserker class characters to the battle area}}{{Looks Like=Appears as a normal horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. They are Armor Class 4, have 6 hp points per die, and are armed with sword and spear (50%), or battle-axe and spear (50%). The type of horn, its powers, and who is able to employ it are determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Type of Horn\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Berserk Fighters Summoned\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Usable By\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Silver\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4+2 2nd level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;any group\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Brass\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4+1 3rd level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;P, Wi, R\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bronze\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4 4th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;P, Wa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Iron\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4+1 5th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAny character whose group is unable to employ a particular horn of Valhalla will be attacked by the berserk fighters summoned when the character blows the horn.}}{{desc=This appears to be a normal instrument until its command word is spoken. Then, it summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. It can be blown just once every seven days.\nSummoned fighters gladly attack anyone the possessor of the horn commands them to fight, until they or their opponents are slain, or six turns have elapsed, whichever occurs first.\nFully 50% of these horns are aligned and will summon only fighters of the horn\'s alignment. A radical alignment difference will cause the horn blower to be attacked by the fighters.}}'},
+ {name:'Horn-of-Valhalla-Brass',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn,Horn-of-Valhalla]{{}}MiscData=[w:Brass Horn of Valhalla]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Brass Horn}}{{Looks Like=Appears as a brass horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4+1 in number, each of 3rd level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 18 hp points. The horn can be used by Priests, Wizards and Rogues.}}'},
+ {name:'Horn-of-Valhalla-Bronze',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Bronze Horn of Valhalla]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Bronze Horn}}{{Looks Like=Appears as a bronze horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4 in number, each of 4th level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 24 hp points. The horn can be used by Priests and Warriors.}}'},
+ {name:'Horn-of-Valhalla-Iron',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn,Horn-of-Valhalla]{{}}MiscData=[w:Iron Horn of Valhalla]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Iron Horn}}{{Looks Like=Appears as an iron horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 1d4+1 in number, each of 5th level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 30 hp points. The horn can only be used by Warriors.}}'},
+ {name:'Horn-of-Valhalla-Silver',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn,Horn-of-Valhalla]{{}}MiscData=[w:Silver Horn of Valhalla]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Silver Horn}}{{Looks Like=Appears as a silver horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4+2 in number, each of 2nd level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 12 hp points. The horn can be used by any character.}}'},
+ {name:'Horn-of-the-Tritons',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'8000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of the Tritons}}{{subtitle=Magic Item}}Specs=[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of the Tritons,st:Horn,wt:1,gp:8000,sp:3,qty:1,rc:uncharged]{{Size=M}}ToHitData=[w:Calm Rough Waters,msg:Calms rough waters in a one mile radius. (This has the effect of dispelling a water elemental or water weird.)],[w:Summon Creatures,desc:MI-Triton-Horn-Creatures-\\amp#91;\\lbrak;1d6\\rbrak;\\amp#93;],[w:Panic Marine Creatures,msg:Panic creatures of the sea with animal or lower *intelligence* that can hear the horn causing them to flee unless they save vs spell. Those that save have a -5 penalty to their attack rolls for \\lbrak;3d6 turns\\rbrak;(!rounds ~~target area\\vbar;\\ampat;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Which creatures can hear the horn?\\vbar;token_id}\\vbar;Horn of the Tritons Panic\\vbar;\\amp#91;\\lbrak;10*3d6\\rbrak;\\amp#93;\\vbar;-1\\vbar;Attacking with a penalty of -5 on ToHit rolls\\vbar;screaming).]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select the desired power.}}{{Looks Like=A conch shell}}{{desc=This device is a conch shell horn which can be blown once per day (except by a triton who can sound it three times daily). A horn of the tritons can do any one of the following functions when blown:\n1. Calm rough waters in a one mile radius. (This has the effect of dispelling a water elemental or water weird.)\n2. Summon 5d4 hippocampi (on a d6 roll of 1 or 2), 5d6 giant sea horses (on a roll of 3-5), or 1d10 sea lions (on a roll of 6) if the character is in a body of water in which such creatures dwell. The creatures summoned will be friendly and will obey, to the best of their understanding, the character who sounded the horn.\n3. Panic marine creatures with animal or lower Intelligence, causing them to flee unless each saves vs. spell. Those who do save must take a -5 penalty on their attack rolls for 3d6 turns (30-180 rounds).\nAny sounding of a horn of the tritons can be heard by all tritons within a three-mile radius.}}'},
+ {name:'Horseshoes-of-Speed',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horseshoes}}{{name= of Speed}}{{subtitle=Magic Item}}Specs=[Horseshoes of Speed,Miscellaneous,0H,Horseshoes]{{Speed=[[0]]}}MiscData=[w:Horseshoes of Speed,st:Horseshoes,wt:2,gp:4000,sp:3,qty:4,rc:uncharged],{{Size=S}}{{Use=Apply all effects of this item manually}}{{Looks Like=A set of four ordinary horseshoes which look totally unused.}}{{desc=These iron shoes come in sets of four like ordinary horseshoes, but they are magical and will not wear out. When affixed to a horse\'s hooves, they double the animal\'s speed. There is a 1% chance per 20 miles traveled that a shoe will drop off, and if this passes unnoticed, the horse\'s speed will drop to 150% normal rate. If two or more are lost, speed returns to normal.}}'},
+ {name:'Horseshoes-of-a-Zephyr',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horseshoes}}{{name= of a Zephyr}}{{subtitle=Magic Item}}Specs=[Horseshoes of a Zephyr,Miscellaneous,0H,Horseshoes]{{Speed=[[0]]}}MiscData=[w:Horseshoes of a Zephyr,st:Horseshoes,wt:2,gp:4500,sp:3,qty:4,rc:uncharged],{{Size=S}}{{Use=Apply all effects of this item manually}}{{Looks Like=A set of four ordinary horseshoes which look totally unused.}}{{desc=These iron shoes can be affixed like normal horseshoes, but they allow a horse to travel without actually touching the ground. Among other things, this means water can be crossed—passed over without effort—and movement is possible without leaving tracks on any sort of ground. The horse is able to move at normal speeds, and it will not tire for as long as 12 hours\' continuous riding per day when wearing these magical horseshoes.}}'},
+ {name:'Incense-of-Meditation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'250',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Incense}}{{name= of Meditation}}{{subtitle=Magic Item}}Specs=[Incense of Medititation,Miscellaneous,0H,Incense]{{Speed=[[3]]}}MiscData=[w:Incense of Meditation,st:Incense blocks,wt:2,gp:250,sp:3,qty:2d4,rc:uncharged],{{Size=T}}{{Use=Apply all effects of this item manually}}{{Looks Like=A number of small, rectangular blocks of incense ready to be lit.}}{{desc=The small rectangular blocks of sweet-smelling *incense of meditation* are indistinguishable from nonmagical incense until one is lit. When burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by any priest of 5th or higher level.\nWhen a priest lights a block of the *incense of meditation* and spends eight hours praying and meditating nearby, the incense will enable him to gain maximum spell effects. Thus, *cure wounds* spells are always maximum, spell effects are of the broadest area possible, and saving throws against their effects suffer -1 penalties, and when dead are brought back to life, their chance of not surviving is reduced by one-half (rounded down).\nWhen this item of magic is discovered, there will be 2d4 pieces of incense. Each piece burns for eight hours, the effects remain for 24 hours.}}'},
+ {name:'Incense-of-Obsession',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Incense}}{{name= of Obsession}}{{subtitle=Magic Item}}Specs=[Incense of Obsession,Miscellaneous,0H,Incense]{{Speed=[[3]]}}MiscData=[w:Incense of Obsession,st:Incense blocks,wt:2,gp:100,hide:hide,sp:3,qty:2d4,rc:uncharged],{{Size=T}}{{Use=Apply all effects of this item manually}}{{Looks Like=A number of small, rectangular blocks of incense ready to be lit.}}{{GM Info=Hide this item as *Incense of Meditation* or just as *Incense* using the GM\'s *Add Items* dialogue, set to reveal manually (i.e. only after the character or the rest of the party realise the true nature of this incense (the burning time difference is a clue)}}{{desc=These strange blocks of incense exactly resemble *incense of meditation*. If meditation and prayer are conducted while the lit incense of obsession is nearby, its odor and smoke will cause the priest to become totally confident that his spell ability is superior, due to the magical incense. The priest will be determined to use his spells at every opportunity, even when not needed or when useless. The priest will remain obsessed with his abilities and spells until all are cast or 24 hours have elapsed.\nThere are 2d4 pieces of this incense normally, each burning for one hour.}}'},
+ {name:'Ioun-Stone',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Ioun Stone}}{{subtitle=Magic Item}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{Speed=[[3]]}}MiscData=[w:Ioun Stone,st:Floating Stone,wt:0.5,gp:900,sp:3,sz:t,qty:1d10,rc:uncharged],{{Size=T}}{{Use=Determine which type of Ioun Stone each one is, then add these individually}}{{Looks Like=A coloured stone that is floating in the air}}{{GM Info=Determine the type of each Ioun Stone using the table below and then add each individual type to the container as required.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Color of Stone\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Shape\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rhomboid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Str. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;scarlet \\amp blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Int. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;incandescent blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Wis. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;deep red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Dex. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pink\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rhomboid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Con. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pink \\amp green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Cha. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 level of experience\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;clear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sustains person without food/water\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;iridescent\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sustains person without air\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pearly white\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;regenerates 1 hp/turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale lavender\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ellipsoid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;absorbs spells up to 4th level^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;lavender \\amp green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ellipsoid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;absorbs spells up to 8th level^^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;vibrant purple\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;stores 2d6 levels of spells\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;dusty rose\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;gives +1 protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;dull gray\\amplt;/td\\ampgt;\\amplt;td\\ampgt;any\\amplt;/td\\ampgt;\\amplt;td\\ampgt;burned out, "dead" stone\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=}}{{hide9=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling 1d3 feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. 1d10 ioun stones will be found, though there are 14 different kinds, in all. Roll 1d20 to determine the property of each stone, a duplication indicating a stone which is burned out and useless but counts as one of the number found. Whenever ioun stones are exposed to attack, they are treated as Armor Class -4 and take 10 points of damage to destroy. They save as if they were of hard metal—+3 bonus.}}'},
+ {name:'Ioun-Stone-Clear',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Clear)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Clear Ioun Stone,st:Floating Clear Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Sustains person without food/water. Apply the effects of this item manually}}{{Looks Like=A clear spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *Clear Ioun Stone* sustains the possessor without any food or water for as long as the stone is circling thier head. When stopped, hunger and thirst return normally.}}'},
+ {name:'Ioun-Stone-Deep-Red',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Deep Red)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Deep Red Ioun Stone,st:Floating Deep Red Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Dexterity (18 max.). Apply the effects of this item manually}}{{Looks Like=A deep red coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *deep red ioun stone* adds 1 point to Dexterity to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s dexterity returns to normal.}}'},
+ {name:'Ioun-Stone-Dull-Grey',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dull Grey)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Dull Grey Ioun Stone,st:Floating Dull Grey Stone,gp:10,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Useless - does nothing but orbit the possessor\'s head. Apply the effects of this item manually}}{{Looks Like=A dull grey stone that is floating in the air}}{{GM Info=}}{{desc=The *dull gray ioun stone* is burned out, and will not even circle the possessor\'s head.}}'},
+ {name:'Ioun-Stone-Dusty-Rose',type:'protection-ioun-stone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dusty Rose)}}Specs=[Ioun Stone,Protection-Ioun-Stone,0H,Stone,Ioun-Stone]{{}}ACData=[a:Dusty Rose Ioun Stone,w:Dusty Rose Ioun Stone,st:Floating Dusty Rose-coloured Stone,+:1,svsav:+1,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Gives a +1 benefit to all saving throws and armour. With the *Dusty Rose Ioun Stone* in the character\'s possession, use the *Attk Menu / Check AC* and *Other Actions / Saving Throws / Auto-Check Saving Throws* button to ensure the +1 benefit is taken into account.}}{{Looks Like=A dusty rose prismatic stone that is floating in the air}}{{GM Info=}}{{desc=The *dusty rose ioun stone* adds a +1 benefit to armour class and saving throws, as if wearing a +1 *ring of protection*. It will combine with other forms of protection while it circles the possessor\'s head}}'},
+ {name:'Ioun-Stone-Incandescent-Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Incandescent Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Incandescent Blue Ioun Stone,st:Floating Incandescent Blue Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Wisdom (18 max.). Apply the effects of this item manually}}{{Looks Like=An incandescent blue coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *Incancescent blue ioun stone* adds 1 point to wisdom to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s wisdom returns to normal.}}'},
+ {name:'Ioun-Stone-Iridescent',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Iridescent)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Iridescent Ioun Stone,st:Floating Iridescent Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Sustains person without air. Apply the effects of this item manually}}{{Looks Like=An iridescent spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *irridescent ioun stone* sustains the possessor without air (for instance under water) while it circles their head.}}'},
+ {name:'Ioun-Stone-Lavender+Green',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Lavender \\amp Green)}}Specs=[Ioun Stone,Miscellaneous,0H,StoneIoun-Stone]{{}}MiscData=[w:Lavender+Green Ioun Stone,st:Floating Lavender+Green Stone,qty:10*2d4,c:0,rc:discharging]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Absorbs levels of spells up to 8th level and the quantity of levels shown. Select [Absorb spells](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb what level of spell?|1,-1|2,-2|3,-3|4,-4|5,-5|6,-6|7,-7|8,-8}|Ioun-Stone-Lavender+Green) to reduce remaining quantity. When hits zero, will burn out.}}{{Looks Like=A pale lavender coloured elipsoid stone that is floating in the air}}{{GM Info=The number of charges is 10*2d4, which is the number of levels of spell that can be absorbed. The charges will reduce as the *Absorb Spells* button is used.}}{{desc=The *lavender \\amp green ioun stone* absorbs spells up to 8th level while circling the possessor\'s head.}}'},
+ {name:'Ioun-Stone-Pale-Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Pale Blue Ioun Stone,st:Floating Pale-Blue Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Strength (18 max.). Apply the effects of this item manually}}{{Looks Like=A pale blue coloured rhomboid stone that is floating in the air}}{{GM Info=}}{{desc=The *pale blue ioun stone* adds 1 point to strengthto a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s strength returns to normal.}}'},
+ {name:'Ioun-Stone-Pale-Green',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Pale Green Ioun Stone,st:Floating Pale-Green Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 level of experience. Apply the effects of this item manually}}{{Looks Like=A pale green coloured prismatic stone that is floating in the air}}{{GM Info=}}{{desc=The *pale green ioun stone* adds 1 level to experience while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s level returns to normal.}}'},
+ {name:'Ioun-Stone-Pale-Lavender',type:'miscellaneous',ct:'3',charge:'discharging',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Lavender)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Pale Lavender Ioun Stone,st:Floating Pale-Lavender Stone,qty:10*1d4,c:0,rc:discharging]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Absorbs levels of spells up to 4th level and the quantity of levels shown. Select [Absorb spells](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb what level of spell?|1,-1|2,-2|3,-3|4,-4}|Ioun-Stone-Pale-Lavender) to reduce remaining quantity. When hits zero, will burn out.}}{{Looks Like=A pale lavender coloured elipsoid stone that is floating in the air}}{{GM Info=The number of charges is 10*1d4, which is the number of levels of spell that can be absorbed. The charges will reduce as the *Absorb Spells* button is used.}}{{desc=The *pale lavender ioun stone* absorbs spells of up to 4th level while the ioun stone is in use by the possessor.}}'},
+ {name:'Ioun-Stone-Pearly-White',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pearly White)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Pearly White Ioun Stone,st:Floating Pearly White Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=regenerates 1 hp/turn. Apply the effects of this item manually}}{{Looks Like=A pearly white spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *pearly white ioun stone* grants the possessor 1hp/turn regeneration while it is in use circling their head.}}'},
+ {name:'Ioun-Stone-Pink',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Pink Ioun Stone,st:Floating Pink Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Constitution (18 max.). Apply the effects of this item manually}}{{Looks Like=A pink coloured rhomboid stone that is floating in the air}}{{GM Info=}}{{desc=The *pink ioun stone* adds 1 point to constitution to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s constitution returns to normal.}}'},
+ {name:'Ioun-Stone-Pink+Green',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink \\amp Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Pink+Green Ioun Stone,st:Floating Pink and Green Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Charisma (18 max.). Apply the effects of this item manually}}{{Looks Like=A pink \\amp green coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *pink \\amp green ioun stone* adds 1 point to charisma to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s charisma returns to normal.}}'},
+ {name:'Ioun-Stone-Red',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Semi-Precious}}{{name= Light Red Ioun Stone}}{{splevel=Magic Item}}{{school=Illusion/Phantasm}}Specs=[Ioun Stone,Miscellaneous,1H,Illusion-Phantasm]{{components=M}}{{time=[[4]]}}MiscData=[w:Red Ioun Stone,st:Reddish Stone,sp:4,rc:uncharged,loc:Above Head+]{{range=[[0]]}}{{duration=[[8]] rounds}}{{aoe=[60ft cone, 30ft at end, 5ft base](!rounds --aoe @{selected|token_id}|cone|feet|0|60|30|acid)}}{{save=Negates}}{{damage=[Frighten them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Red-Ioun-Stone|8|-1|Fear|screaming)}}{{Looks Like=A red semi-precious stone, with polished edges, and runes inscribed on its surface.}}{{effects=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling [1d3](!\\amp#13;\\amp#47;r 1d3) feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. Whenever ioun stones are exposed to attack, they are treated as Armor Class [[0-4]] and take [[10]] points of damage to destroy. They save as if they were of hard metal—+[[3]] bonus.\nThis Red Ioun stone is able to cast *Fear* once per day, as per the 4th level Wizard spell. When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base\nchance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th\nlevel no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the user. Undead and creatures that successfully roll their saving throws vs. spell are not affected.}}{{materials=The Ioun stone}}'},
+ {name:'Ioun-Stone-Scarlet+Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Scarlet \\amp Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Scarlet+Blue Ioun Stone,st:Floating Scarlet and Blue Stone,qty:1]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Inteligence (18 max.). Apply the effects of this item manually}}{{Looks Like=A scarlet \\amp blue coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *scarlet \\amp blue ioun stone* adds 1 point to intelligence to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s intelligence returns to normal.}}'},
+ {name:'Ioun-Stone-Vibrant-Purple',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Vibrant Purple)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone,Ioun-Stone]{{}}MiscData=[w:Vibrant Purple Ioun Stone,st:Floating Vibrant Purple Stone,qty:2d6,lvl:1,store:any,rc:single-uncharged]{{}}%{MI-DB-Miscellaneous|Ioun-Stone}{{Size=T}}{{Use=Can store "quantity" levels of spell that the possessor casts into it. [Store Spells](!magic --mem-spell MI-MU|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [View Spells](!magic --view-spell MI|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [Cast Spell](!magic --cast-spell MI|@{selected|token_id}||Vibrant Purple Ioun Stone||Ioun-Stone-Vibrant-Purple). The quantity/number of charges represents the number of levels of spell that can be stored.}}{{Looks Like=A vibrant purple prismatic stone that is floating in the air}}{{GM Info=This version of the Vibrant Purple Ioun Stone can store *any* spell and the player character can change the spells stored.}}{{desc=The *vibrant purple ioun stone* can store three spells (or more at the discretion of the GM) with combined levels up to the stated quantity, which can be cast by the user of the stones regardless of class.}}'},
+ {name:'Iron-Bands-of-Bilarro',type:'innate-ranged|miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spherical Iron}}{{name= Bands of Bilarro}}{{subtitle=Magic Item}}Specs=[Iron Bands of Bilarro,Innate-Ranged,0H,Grenade],[Iron Bands of Bilarro,Miscellaneous,0H,Grenade]{{Speed=[[3]]}}MiscData=[w:Iron Bands of Bilarro,st:Iron Sphere,wt:0.5,gp:900,sp:3,qty:1,rc:uncharged]{{Size=T}}ToHitData=[w:Iron Bands of Bilarro,sb:0,db:0]{{Use=Take this item in-hand using *Change Weapon*, then throw it as a ranged weapon}}AmmoData=[w:Iron Bands of Bilarro,t:Iron Bands of Bilarro,sb:0,db:0,SM:0,L:0,cmd:\\api;rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the target?|token_id}|Iron Bands of Billarro|99|0|Locked in tight iron bands|padlock]{{Looks Like=An iron sphere of about 3ins. diameter, composed of bands of iron wrapped around each other}}RangeData=[w:Iron Bands of Bilarro,t:Iron Bands of Bilarro,r:1/2/3]{{desc=Magic detection will reveal strong magic of an indeterminate nature. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and tightly constrict the target creature if a successful, unadjusted attack roll is made. A single creature of up to frost/fire giant-size can be captured thus and held immobile until the command word is spoken to bring the bands into globular form again. Any creature captured in the bands, however, gets the chance to break (and ruin) the bands by successfully bending bars. Only one attempt is possible before the bands are so set as to be inescapable.}}'},
+ {name:'Iron-Flask',type:'innate-ranged|miscellaneous',ct:'3',charge:'charged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Iron Flask}}{{subtitle=Magic Item}}Specs=[Iron Flask,Innate-Ranged|Miscellaneous,0H,Flask]{{Speed=[[3]]}}MiscData=[w:Iron Flask,wt:3,gp:9000,sp:3,qty:1,rc:charged]{{Size=S}}{{Use=Once opened, ask the GM to *drag \\amp drop* the creature contained (if there is one). The GM will tell you if you have spoken the right command word to trap or command the creature}}{{Looks Like=An iron flask inlaid with runes of silver and stoppered by a brass plug bearing a seal set round with sigils, glyphs, and special\nsymbols}}{{GM info=Determine which creature is contained (if any) on the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Contents\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Empty\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-54\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Air Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;55-65\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Djinni\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;66-69\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Earth Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;70-72\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Efreeti\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;73-76\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;77-86\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Invisible Stalker\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;87-89\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rakshasa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;90-93\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Salamander\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;94-97\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Water Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;98-99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wind Walker\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Xorn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=When the user speaks a command, he can force any creature from another plane into the container, provided the creature fails its saving throw vs. spell - after magic resistance, if any, is checked. Range is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.\nIf the individual freeing the captured creature knows the command word, the creature can be forced to serve for one turn (or to perform a minor service which takes up to one hour). If freed without command knowledge, dice for the creature\'s reaction. Any attempt to force the same creature into the flask a second time allows it +2 on its saving throw and makes it very angry and totally hostile.}}'},
+ {name:'Iron-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn,Horn-of-Valhalla-Iron]{{}}MiscData=[w:Iron Horn of Valhalla]{{}}%{MI-DB|Horn-of-Valhalla-Iron}'},
+ {name:'Jewel-of-Attacks',type:'miscellaneous',ct:'0',charge:'cursed',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jewel}}{{name= of Attacks}}{{subtitle=Magic Item}}Specs=[Jewel of Attacks,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Jewel of Attacks,st:Jewel,hide:hide,gp:1000,sz:t,wt:0,sp:0,rc:cursed]{{Looks Like=Appears to be an incredibly valuable gem, which gleams and sparkles}}{{GM Info=Hide this Jewel either automatically or manually (if auto-hide not enabled) so that the possessor does not immediately know its properties, revealing only in the correct circumstances using the *Add-Items* dialog, *Reveal Now* button, or the button on the GM\'s item description}}{{desc=It is cursed, however, and doubles the likelihood of encountering wandering monsters and the likelihood of pursuit when monsters are encountered and the party seeks to evade them by flight. Once picked up, the jewel of attacks will always magically return to its finder (secreting itself in pouch, bag, pack, pocket, etc.) until a *remove curse* spell or an *atonement* is cast upon them.}}'},
+ {name:'Jewel-of-Flawlessness',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jewel}}{{name= of Flawlessness}}{{subtitle=Jewel}}Specs=[Jewel of Flawlessness,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Jewel of Flawlessness,st:Jewel,sz:t,wt:0.05,gp:1000,hide:hide,sp:0,qty:10d10,rc:single-uncharged,ns:1],[cl:PW,w:Improve-Gem,sp:10,pd:-1]{{Looks Like=Appears to be a fine jewel with many facets}}{{Use=Select [Place with gem](!magic --mi-power @{selected|token_id}|Improve-Gem|Jewel-of-Flawlessness) to see if the jewel works its magic - doing this automatically manages the charges of the *Jewel of Flawlessness* correctly (whereas rolling manually does not)}}{{desc=This magical gem appears to be a very fine stone of some sort, but if magic is detected for, its magical aura will be noted. When a jewel of flawlessness is placed with other gems, it doubles the likelihood of their being more valuable (i.e., the chance for each stone going up in value increases from 10% to 20%). The jewel has from 10-100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), one of these facets disappears. When all are gone, the jewel is a spherical stone that has no value. Only one attempt can be made to improve each gem - if it does not work first time, the Jewel of Flawlessness will never improve that gem}}'},
+ {name:'Keoghtoms-Ointment',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'333',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Keoghtom\'s }}{{name=Ointment}}{{subtitle=Ointment}}Specs=[Keoghtoms Ointment,Miscellaneous,0H,Healing]{{Size=Small}}MiscData=[w:Keoghtoms Ointment,st:Ointment,sz:S,wt:1,gp:333,sp:3,qty:[[5*1d3]],rc:charged]{{Looks Like=A jar of the unguent is small - perhaps three inches in diameter and one inch deep}}{{desc=This sovereign salve is useful for drawing poison, curing disease, or healing wounds. A jar of the unguent is small—perhaps three inches in diameter and one inch deep—but contains five applications. Placed upon a poisoned wound (or swallowed), it detoxifies any poison or disease. Rubbed on the body, the ointment heals [1d4+8](!magic --message @{selected|token_id}|Keoghtom\'s Ointment|Does \\amp#91;[1d4+8]\\amp#93; HP of healing, and detoxifies any disease and poison) points of damage. Generally, 1d3 jars will be found.}}'},
+ {name:'Lens-of-Detection',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'750',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lens}}{{name= of Detection}}{{subtitle=Lens}}Specs=[Lens of Detection,Miscellaneous,0H,Divination]{{Size=Small}}MiscData=[w:Lens of Detection,st:Lens,sz:s,wt:1,gp:750,sp:3,qty:1,rc:single-uncharged]{{Looks Like=A circular prism about 6 inches in diameter}}{{desc=This circular prism enables its user to detect minute things at 50% of the ability of eyes of minute seeing, but it also enables the possessor to look through the lens and track as a 5th-level ranger does. The lens of detection is about six inches in diameter. It must be set in a frame with a handle in order to be properly used.}}'},
+ {name:'Libram-of-Gainful-Conjuration',type:'miscellaneous',ct:'10',charge:'charged',cost:'16000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Libram}}{{name= of Gainful Conjuration}}{{subtitle=Book}}Specs=[Libram of Gainful Conjuration,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Libram of Gainful Conjuration,st:Book,sz:S,wt:2,gp:16000,sp:10,qty:1,rc:charged]{{Looks Like=An ornately brass-bound tome}}{{desc=This mystic book contains much arcane knowledge for wizards of neutral, chaotic neutral, and lawful neutral alignment.}}{{desc1=If a character of this class and alignment spends a full week cloistered and undisturbed, pondering its contents, he gains experience points sufficient to place him exactly at the mid-point of the next higher level. When this occurs, the libram disappears - totally gone - and that character can never benefit again from reading such a work.\nAny wizard not of this alignment reading so much as a line of the libram suffers [[[5d4]] points of damage](!rounds --target caster|@{selected|token_id}|Unconscious|[[($[[0]])*10]]|-1|Reading this tome has knocked you unconscious|broken-skull\\amp#13;!magic --message @{selected|token_id}|Libram|You should not have read this Libram. Take $[[0]] points of damage and fall unconscious), falls unconscious for a like number of turns, and must seek a priest in order to atone and regain the ability to progress in experience (until doing so, he gains no further experience).\nAny nonwizard perusing the work must roll a saving throw vs. spell in order to avoid insanity. Characters who go insane can be healed only by a *remove curse* and rest for 1 month or by having a priest *heal* them.}}'},
+ {name:'Libram-of-Ineffable-Damnation',type:'miscellaneous',ct:'10',charge:'charged',cost:'16000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Libram of Ineffable Damnation,st:Book,sz:S,wt:2,gp:16000,sp:10,qty:1,rc:charged]{{}}%{MI-DB|Libram-of-Gainful-Conjuration}{{name= of Ineffable Damnation}}{{Looks Like=An ornately brass-bound tome}}{{desc=This work is exactly like the *libram of gainful conjuration* except that it benefits evil wizards. Non-evil characters of that class [lose one level of experience](!magic --level-change @{selected|token_id}|-1) merely by looking inside its brass-bound covers, in addition to the other ill effects of perusing as little as one line of its contents.}}'},
+ {name:'Libram-of-Silver-Magic',type:'miscellaneous',ct:'10',charge:'charged',cost:'16000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Libram of Silver Magic,st:Book,sz:S,wt:2,gp:16000,sp:10,qty:1,rc:charged]{{}}%{MI-DB|Libram-of-Gainful-Conjuration}{{name= of Silver Magic}}{{Looks Like=An ornately brass-bound tome}}{{desc=This work is exactly like the *libram of gainful conjuration* except that it benefits good wizards. Evil characters of that class [lose one level of experience](!magic --level-change @{selected|token_id}|-1) merely by looking inside its brass-bound covers, in addition to the other ill effects of perusing as little as one line of its contents.}}'},
+ {name:'Loadstone',type:'miscellaneous',ct:'3',charge:'cursed+uncharged',cost:'8400',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Stone of Weight,Miscellaneous,0H,Stone,Stone-of-Weight]{{}}%{MI-DB|Stone-of-Weight}{{}}'},
+ {name:'Lyre-of-Building',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lyre}}{{name= of Building}}{{subtitle=Musical Instrument}}Specs=[Lyre of Building,Miscellaneous,0H,Alteration]{{Size=Medium}}MiscData=[w:Lyre of Building,st:Lyre,sz:M,wt:5,gp:15000,sp:3,qty:1,rc:single-uncharged]{{Looks Like=A regular lyre made of good quality materials}}{{desc=The enchantments placed upon this instrument make it indistinguishable from a normal one. Even if its magic is detected, it cannot be told from an ordinary instrument until it is played. If the proper chords are struck, a single use of the lyre will negate the effects of a horn of blasting, a disintegrate spell, or the effects of up to three rounds of attack from a ram or similar siege item. The lyre can be used in this way once per day.\nThe lyre is also useful with respect to actual building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but three turns of playing is equal to the work of 100 men laboring for three days.\nA check must be made whenever the lyre is played. Under normal circumstances, a false chord is sounded on a roll of 1-3 on 1d20. (Characters with the musical instrument proficiency play a false chord only on a roll of 1). If the player of the lyre is under physical or mental attack, the chance of a false chord increases to 1-10. (Proficient characters resolve a proficiency check by the standard rules under these circumstances.) If a false chord is struck, all effects of the lyre are 20% likely to be negated.}}'},
+ {name:'Manual-of-Bodily-Health',type:'miscellaneous',ct:'0',charge:'discharging',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Bodily Health}}{{subtitle=Magic Item}}Specs=[Manual of Bodily Health,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Manual of Bodily Health,st:Book,sp:0,wt:3,gp:15000,rc:discharging]{{Size=Small}}{{Immunity=None}}{{Saves=Only as affected by Constitution}}{{Use=Manually adjust Constitution by +1, and other consequences such as Hit Points}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=If a detect magic spell is cast upon the *manual of bodily health*, the manual will radiate an aura of magic. Any character who reads the work (24 hours of time over 3-5 days) will know how to increase his Constitution by one point—this involves a special dietary regimen and breathing exercises over a one-month period. The book disappears immediately upon completion of its contents.\nThe point of Constitution is gained only after the prescribed regimen is followed. In three months the knowledge of the secrets to bodily health will be forgotten. The knowledge cannot be articulated or recorded by the reader. The manual will not be useful to any character a second time, nor will more than one character be able to benefit from a single copy.}}'},
+ {name:'Manual-of-Clay-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning,Manual-of-Golems]{{}}MiscData=[w:Manual of Clay Golems]{{}}%{MI-DB|Manual-of-Golems}{{name= of Clay Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of clay golems. It contains all of the information and incantations necessary for a Priest to make a clay golem at a cost of 65,000gp over 1 month}}'},
+ {name:'Manual-of-Flesh-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning,Manual-of-Golems]{{}}MiscData=[w:Manual of Flesh Golems]{{}}%{MI-DB|Manual-of-Golems}{{name= of Flesh Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of flesh golems. It contains all of the information and incantations necessary for a Wizard to make a flesh golem at a cost of 50,000gp over 2 months}}'},
+ {name:'Manual-of-Gainful-Exercise',type:'miscellaneous',ct:'3',charge:'discharging',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Bodily Health,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Manual of Bodily Health,st:Book,gp:15000,sz:S,wt:3,sp:3,rc:discharging]{{}}%{MI-DB|Manual-of-Bodily-Health}{{name= of Gainful Exercise}}{{Saves=Only as affected by Strength}}{{Use=Manually adjust Strength by +1, and other consequences such as ToHit adjustments}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=Any character who reads the work (24 hours of time over 3-5 days) will know how to increase his Strength by one point.}}'},
+ {name:'Manual-of-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Golems}}{{subtitle=Book}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium}}MiscData=[w:Manual of Golems,st:Book,gp,6000,sz:M,wt:4,sp:3,qty:1,rc:charged]{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{GM info=The type of manual found is determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D20 Roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;ht scope="col"\\ampgt;Type of Golem\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Construction Time\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;GP Cost\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-5\\amplt;/td\\ampgt;Clay (P)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 month\\amplt;/td\\ampgt;\\amplt;td\\ampgt;65,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-17\\amplt;/td\\ampgt;Flesh (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;Iron (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;Stone (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=The GM must determine which type of book this is and store the appropriate magic item from the databases into the container}}{{desc=This compilation is a treatise on the construction and animation of golems. It contains all of the information and incantations necessary to make one of the four sorts of golems.}}{{desc1=The construction and animation of a golem takes a considerable amount of time and costs quite a bit as well. During the construction / animation process, a single wizard or priest must have the manual at hand to study, and he must not be interrupted. The type of manual found is determined by the GM.\nOnce the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem, the figure becomes fully animated.\nIt is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th, there is a cumulative 10% chance that the golem will fall to pieces within one turn of completion due to the maker\'s imperfect understanding.\nIf a priest reads a work for wizards, he will lose 10,000-60,000 experience points. A wizard reading a priestly work will lose one level of experience. The DM must decide in advance which it is meant for. Any other class of character will suffer 6d6 hit points of damage from opening the work.}}'},
+ {name:'Manual-of-Iron-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning,Manual-of-Golems]{{}}MiscData=[w:Manual of Iron Golems]{{}}%{MI-DB|Manual-of-Golems}{{name= of Iron Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of iron golems. It contains all of the information and incantations necessary for a Wizard to make an iron golem at a cost of 100,000gp over 4 months}}'},
+ {name:'Manual-of-Quickness-of-Action',type:'miscellaneous',ct:'3',charge:'discharging',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Quickness of Action,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Manual of Quickness of Action,st:Book,sz:S,wt:3,gp:15000,sp:3,rc:discharging]{{}}%{MI-DB|Manual-of-Bodily-Health}{{name= of Quickness of Action}}{{Saves=Only as affected by Dexterity}}{{Use=Manually adjust Dexterity by +1, and other consequences such as AC adjustments}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=Any character who reads the work (3 days of uninterrupted study) will know how to increase his Dexterity by one point.}}'},
+ {name:'Manual-of-Skill-at-Arms',type:'miscellaneous',ct:'0',charge:'discharging',cost:'24000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Manual}}{{name= of Puissant Skill at Arms}}{{splevel=Tome}}{{school=Alteration}}Specs=[Manual of Skill at Arms,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours}}MiscData=[w:Manual of Skill at Arms,st:Book,sp:0,wt:3,gp:24000,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=A leather bound book, with an unidentifyable coat of arms tooled into the front cover, along with some runes.}}{{effects=Any Bard, Fighter or Barbarian who reads will move to the midpoint of the next highest level (so always gains a level). Cover says (For Bard Fighter or Barbarian NOT Ranger or Paladin)}}{{materials=Book}}'},
+ {name:'Manual-of-Stealthy-Pilfering',type:'miscellaneous',ct:'10',charge:'discharging',cost:'24000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Stealthy Pilfering}}{{subtitle=Book}}Specs=[Manual of Stealthy Pilfering,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Manual of Stealthy Pilfering,st:Book,sz:S,wt:1,gp:24000,sp:10,qty:1,rc:discharging]{{Looks Like=A small, light paperback book}}{{desc=This is a guide to expertise at thievery. It is so effective that any thief or bard who reads it and then spends one month practicing the skills therein will gain enough experience points to place him at the mid-point of the next higher level. The text disappears after reading, but knowledge is retained for three months. As with other magical texts of this sort, however, the knowledge cannot be recorded or repeated to others. Any additional reading of a similar manual is of no benefit to the character.\nFighters and wizards are unable to comprehend the work. Priests, rangers, and paladins who read even a word of the book suffer [[[5d4]] points of damage](!rounds --target caster|@{selected|token_id}|Unconscious|$[[0]]|-1|Reading this tome has knocked you unconscious|broken-skull\\amp#13;!magic --message @{selected|token_id}|Libram|You should not have read this Libram. Take $[[0]] points of damage and fall unconscious), are stunned for a like number of rounds, and, if a saving throw vs. spell is failed, they lose 5,000-20,000 experience points as well. In addition, such characters must atone within one day or lose one point of Wisdom.}}'},
+ {name:'Manual-of-Stone-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning,Manual-of-Golems]{{}}MiscData=[w:Manual of Stone Golems]{{}}%{MI-DB|Manual-of-Golems}{{name= of Stone Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of stone golems. It contains all of the information and incantations necessary for a Wizard to make a stone golem at a cost of 80,000gp over 3 months}}'},
+ {name:'Mattock-of-the-Titans',type:'melee|miscellaneous',ct:'3',charge:'single-uncharged',cost:'10500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mattock}}{{name= of the Titans}}{{subtitle=Mattock}}Specs=[Mattock of the Titans,Melee|Miscellaneous,0H,Combat]{{Size=Huge}}MiscData=[w:Mattock of the Titans,st:Mattock,sz:H,wt:100,gp:10500,sp:3,qty:1,rc:single-uncharged]{{Speed=3}}ToHitData=[w:Mattock of the Titans,sp:3,+:3,sb:1,r:10,n:1,ty:B]{{Looks Like=A huge digging tool which is 10 ft long and weighs over 100 pounds}}DmgData=[w:Mattock of the Titans,+:0,sb:0,sm:5d6,l:5d6]{{desc=Any giant-sized creature with a Strength of 20 or more can use it to loosen (or tumble) earth or earthen ramparts in a 100-cubic-foot area in one turn. It will smash rock in a 20-cubic-foot area in the same amount of time. If used as a weapon, it has a +3 bonus to attack rolls and inflicts 5d6 points of damage, exclusive of Strength bonuses (see girdle of giant strength).}}'},
+ {name:'Medallion-of-ESP',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Medallion}}{{name= of ESP}}{{subtitle=Necklace}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{Range=0}}{{Components=M}}{{Duration=1 round}}{{Time=1 round}}{{AoE=Special}}{{Save=Fails on a roll of [6 on 1d6](!\\amp#13;\\amp#47;gr 1d6cf\\gt6 ESP fails on a 6)}}MiscData=[w:Medallion of ESP,st:Medallion,sz:S,wt:0.02,gp:5000,loc:neck,sp:10,qty:1,rc:single-uncharged]{{Looks Like=A normal pendant disk hung from a neck chain. It is usually fashioned from bronze, copper, or nickel-silver.}}{{GM info=There are different powers of medallion. The type of medallion found is determined by consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Medallion\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\' range with empathy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe GM should then store the appropriate medallion in the container}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion and broadening 2 feet every 10 feet from the device the magic reaches, up to an 11-foot maximum width at 50 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}{{desc=Use of the medallion requires a full round. It is prevented from functioning by stone of over 3-foot thickness, metal of over 1/6-inch thickness, or any continuous sheet of lead, gold or platinum of any thickness greater than paint. The medallion malfunctions (with no result) on a roll of 6 on 1d6, and the device must be checked each time is used.\nThe character using the device can pick up only the surface thoughts of creatures in the ESP path. The general distance can be determined, but all thoughts will be understandable only if the user knows the language of the thinkers. If target creatures use no language, only the prevailing emotions can be felt. Note that undead and mindless golems have neither readable thoughts nor emotions.}}'},
+ {name:'Medallion-of-ESP-30ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination,Medallion-of-ESP]{{}}MiscData=[w:Medallion of ESP 30ft,]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 30ft range}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
+ {name:'Medallion-of-ESP-30ft+Empathy',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination,Medallion-of-ESP]{{}}MiscData=[w:Medallion of ESP 30ft with Empathy,gp:6000]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 30ft range with ESP}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts with empathy in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
+ {name:'Medallion-of-ESP-60ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'7000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination,Medallion-of-ESP]{{}}MiscData=[w:Medallion of ESP 60ft,gp:7000]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 60ft range}}{{AoE=[60ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|60|11|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 60 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
+ {name:'Medallion-of-ESP-90ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'8000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination,Medallion-of-ESP]{{}}MiscData=[w:Medallion of ESP 90ft,gp:8000]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 90ft range}}{{AoE=[90ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|11|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 90 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'},
+ {name:'Medallion-of-Thought-Projection',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection,st:Medallion,hide:hide,sz:S,wt:0.02,gp:5000,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of Thought Projection}}{{Save=Does not project on a roll of [6 on 1d6](!\\amp#13;\\amp#47;gr 1d6cf\\gt6 Thoughts remain secret on a 6)}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion and broadening 2 feet every 10 feet from the device the magic reaches, up to an 11-foot maximum width at 50 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
+ {name:'Medallion-of-Thought-Projection-30ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination,Medallion-of-Thought-Projection]{{}}MiscData=[w:Medallion of Thought Projection 30ft]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 30ft range}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
+ {name:'Medallion-of-Thought-Projection-30ft+Empathy',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination,Medallion-of-Thought-Projection]{{}}MiscData=[w:Medallion of Thought Projection 30ft with Empathy]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 30ft range with Empathy}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
+ {name:'Medallion-of-Thought-Projection-60ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination,Medallion-of-Thought-Projection]{{}}MiscData=[w:Medallion of Thought Projection 60ft]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 60ft range}}{{AoE=[60ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|60|11|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 60 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
+ {name:'Medallion-of-Thought-Projection-90ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination,Medallion-of-Thought-Projection]{{}}MiscData=[w:Medallion of Thought Projection 90ft]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 90ft range}}{{AoE=[90ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|11|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 90 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'},
+ {name:'Mirror-of-Life-Trapping',type:'miscellaneous',ct:'3',charge:'selfchargeable',cost:'10000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Life Trapping}}{{subtitle=Mirror}}Specs=[Mirror of Life Trapping,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium (4sq. ft.)}}MiscData=[w:Mirror of Life Trapping,st:Mirror,sz:M,wt:10,gp:10000,sp:3,qty:12+1d6,rc:selfchargeable]{{Looks Like=This crystal device is usually about 4 square feet in area, framed in metal, wood, etc. Can be affixed to a wall, furniture or other object}}{{Area of Effect=[30 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|magic|true)}}{{GM info=Set the item up with the number of charges equal to the number of empty cells. If not carried by the wizard, but instead attached to a surface, create a new character sheet and token for the mirror (use the *token-setup* dialog to give it the *Use MI* and/or *MI menu* action buttons), and give it this magic item. Use the Area of Effect button if you need to check the range. You need to record the cells manually. For any creature trapped, make a note of which cell it is in, then use the button below to use a cell up (deduct a charge). Then I suggest you move the token for the creature stored on a different map (or the GM layer). To eject a creature from a cell, the user must say which cell to retrieve (or roll for a random slot) on your recorded list, then use the other button below to add an empty cell back (add a charge)\n[Store in Cell](!magic --mi-charges @{selected|token_id}|-1|Mirror of Life Trapping) [Retrieve a cell](!magic --mi-charges @{selected|token_id}|-1|Mirror of Life Trapping)}}{{desc=It is usable only by wizards, although it can operate alone by giving a command word. A mirror has from 13 to 18 nonspatial / extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its reflection must successfully save vs. spell or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device will always see its reflection, the probability dropping to 50% if the creature is aware that the mirror traps life.\nWhen a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but automatons and nonliving matter (including golems but excluding intelligent undead) are\nnot trapped. The possessor of the mirror can call the reflection of any creature that is trapped within to the surface of the mirror, and the powerless creature can be engaged in conversation. If mirror capacity is exceeded, one victim (determined randomly) will be set free in order to accommodate the latest one.\nIf the mirror is broken, all victims are freed (usually to then attack the possessor of the device). Note that the possessor of a mirror of life trapping can speak a command word to free a trapped creature, but the creature\'s cell must be known. Example: "In the name of Zagig the Great, I command the occupant of the third cell to come forth!"}}'},
+ {name:'Mirror-of-Mental-Prowess',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'20000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Mental Prowess}}{{subtitle=Mirror}}Specs=[Mirror of Mental Prowess,Miscellaneous,0H,Divination]{{Size=Medium}}MiscData=[w:Mirror of Mental Prowess,st:Mirror,sz:M,wt:5,gp:20000,sp:3,qty:1,rc:single-uncharged]{{Looks Like=This mirror looks ordinary and is 5 feet by\n2 feet.}}{{desc=The possessor who knows the proper commands can cause it to perform as follows:\n**1.** Read the thoughts of any creature reflected therein, even though these thoughts are in an unknown language.\n**2.** Scry with it as if it were a [*crystal ball with clairaudience*](!magic --display-ability @{selected|token_id}|MI-DB|Crystal-Ball-with-Clairaudience), even being able to view into other planes if the viewer is sufficiently familiar with them.\n**3.** Use it as a portal to visit other places (possibly other planes, as well, at the DM\'s option) by first scrying them and then stepping through to the place pictured - an invisible area remains on the "other side," and those using the portal can return if the correct spot can be found. (Note that creatures being scried can step through if the place is found by them!)\n**4.** Once per week it will answer one short question regarding a creature whose image is shown upon its surface.}}'},
+ {name:'Mirror-of-Opposition',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Opposition}}{{subtitle=Mirror}}Specs=[Mirror of Opposition,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium}}MiscData=[w:Mirror of Opposition,st:Mirror,hide:hide,sz:M,wt:3,gp:10,sp:3,qty:1,rc:single-uncharged]{{Looks Like=This mirror looks ordinary and is whatever size the GM says it is}}{{Use=The GM will need to make a copy character sheet of the creature reflected (a copy means HP, the effects of magic, and use of magic items are individual to both the character and the duplicate - dragging on another token will not achieve this), and then drag the copied sheet onto the map to drop a token. ***The GM should ensure the dropped token represents and is linked to the copied sheet, not the original***, and then make the duplicate GM controlled: all of this can be achieved using the GM\'s *token-setup* dialog.}}{{desc=This item exactly resembles a normal mirror. If a creature is reflected in its surface, an exact duplicate of the creature will come into being, and this opposite will immediately attack the creature reflected. Note that the duplicate will have all items and powers of the original (including magic), but upon the defeat or destruction of either, the duplicate and his items disappear completely.}}'},
+ {name:'Murlynds-Spoon',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'2250',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spoon}}{{name= (Murlynd\'s)}}{{subtitle=Magical Spoon}}Specs=[Murlynds Spoon,Miscellaneous,0H,Conjuration]{{Size=Small}}MiscData=[w:Murlynds Spoon,st:Spoon,sz:S,wt:0.02,gp:2250,sp:3,rc:uncharged]{{Looks Like=An unremarkable eating utensil typically fashioned from horn.}}{{desc=It radiates a dim aura of conjuration if magic is detected for. If the spoon is placed in an empty container - a bowl, a cup, dish, etc. - the vessel will fill with a thick, pasty gruel. Although this substance has a flavor similar to warm, wet cardboard, it is highly nourishing. It contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon will produce sufficient gruel each day to feed up to four humans.}}'},
+ {name:'Necklace-of-Adaptation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Adaptation}}{{subtitle=Magical Necklace}}Specs=[Necklace of Adaptation,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Necklace of Adaptation,st:Necklace,sz:S,wt:1,gp:3000,loc:Neck,sp:3,qty:1,rc:uncharged]{{Looks Like=This chain resembles a medallion}}{{desc=The wearer can ignore all sorts of gases that affect creatures through respiration. He can also breathe underwater or even exist in airless space for up to seven days.}}'},
+ {name:'Necklace-of-MM',type:'miscellaneous',ct:'3',charge:'discharging',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Necklace}}{{name= of Magic Missiles}}{{splevel=Magic Item}}{{school=Evocation}}Specs=[Necklace of Magic Missiles,Miscellaneous,1H,Evocation]{{components=M}}{{time=[[3]]}}MiscData=[w:Necklace of Magic Missiles,st:Necklace,gp:200,sp:3,rc:discharging,loc:Neck]{{range=[[120]] yds}}{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}{{save=None}}{{Looks Like=A necklace with a number of tigers-eye semi-precious stones threaded on a fine silver or mithral chain.}}{{effects=This necklace discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the necklace is used by a wizard, otherwise an attack roll is required. The necklace has an initiative modifier of +3, and each missile costs one charge. A maximum of two may be expended in one round. The necklace may be recharged.}}{{materials=Necklace}}'},
+ {name:'Necklace-of-Missiles',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,c:0,qty:1,rc:discharging]{{}}ToHitData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,db:1,sb:1,sp:3,sz:S,n:1,c:0,ty:SPB]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles]{{}}RangeData=[w:Fireball Globe,t:Necklace-of-Missiles,r:7]{{title=Necklace}}{{name= of Missiles}}{{subtitle=Magical Necklace}}{{Range=[70 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|70|70|green|true)}}{{Components=M}}{{Duration=Instantaneous}}{{Time=3}}{{aoe=Special}}{{Save=vs. spell for half damage}}{{Looks Like=Nothing but a cheap medallion or piece of valueless jewelry}}{{Use=Cast the selected fireball using one of the buttons presented. **Optional:** If the GM needs you to make a grenade-like attack, take the necklace (representing just one missile) in-hand using the *change weapon* dialog, and then make a ranged attack with it. On a successful hit, the fireball lands where it was aimed. On a miss, use the Grenade Miss button to determine where it landed.}}{{GM info=The number of missiles, and their respective Hit Dice of fireball damage, are determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col" rowspan="2"\\ampgt;D20 Roll\\amplt;/th\\ampgt;;\\amplt;th scope="col" colspan="10"\\ampgt;Number of Missiles and Power in Dice\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;11\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;10\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;9\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;8\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;7\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;6\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;5\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFor example, on a roll of 9-12, the necklace will possess seven missiles—one 7-dice, two 5-dice, and four 3-dice fireballs.\nThe size will show that there is a difference in power between globes, but the number of dice and damage each causes cannot generally be known.}}{{effects=If a character places it about his neck they can see the necklace as it really is - it is actually a golden chain from which hang a number of golden missile globes. The spheres are detachable only by the wearer, who can easily hurl them up to a 70-foot distance. When they arrive at the end of their trajectory, they burst as a magical *fireball*.\nIf the necklace is being worn or carried by a character who fails his saving throw versus a magical fire attack, the item must undergo a saving throw check as well. If it fails to save, all remaining missiles detonate simultaneously.}}'},
+ {name:'Necklace-of-Missiles-1-4',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'2200',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade,Necklace-of-Missiles],[Necklace of Missiles,Miscellaneous,1H,Evocation,Necklace-of-Missiles]{{}}MiscData=[gp:2200,ns:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Large Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-1-4]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-1-4)}}'},
+ {name:'Necklace-of-Missiles-13-16',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'7200',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade,Necklace-of-Missiles],[Necklace of Missiles,Miscellaneous,1H,Evocation,Necklace-of-Missiles]{{}}MiscData=[gp:7200,ns:9],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Small Globe,lv:4,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Medium Globe,lv:6,sp:3],[cl:MU,w:Large Globe,lv:8,sp:3],[cl:MU,w:Medium Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Small Globe,lv:4,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-13-16]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-13-16)}}'},
+ {name:'Necklace-of-Missiles-17-18',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'7800',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade,Necklace-of-Missiles],[Necklace of Missiles,Miscellaneous,1H,Evocation,Necklace-of-Missiles]{{}}MiscData=[gp:7800,ns:7],[cl:MU,w:Tiny Globe,lv:3,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Tiny Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-17-18]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-17-18)}}'},
+ {name:'Necklace-of-Missiles-19',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'10800',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade,Necklace-of-Missiles],[Necklace of Missiles,Miscellaneous,1H,Evocation,Necklace-of-Missiles]{{}}MiscData=[gp:10800,ns:9],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Medium Globe,lv:8,sp:3],[cl:MU,w:Large Globe,lv:10,sp:3],[cl:MU,w:Medium Globe,lv:8,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-19]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-19)}}'},
+ {name:'Necklace-of-Missiles-20',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'11800',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade,Necklace-of-Missiles],[Necklace of Missiles,Miscellaneous,1H,Evocation,Necklace-of-Missiles]{{}}MiscData=[gp:11800,ns:9],[cl:MU,w:Tiny Globe,lv:3,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Largest Globe,lv:11,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Tiny Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-20]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-20)}}'},
+ {name:'Necklace-of-Missiles-5-8',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'3600',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade,Necklace-of-Missiles],[Necklace of Missiles,Miscellaneous,1H,Evocation,Necklace-of-Missiles]{{}}MiscData=[gp:3600,ns:5],[cl:MU,w:Small Globe,lv:2,sp:3],[cl:MU,w:Medium Globe,lv:4,sp:3],[cl:MU,w:Large Globe,lv:6,sp:3],[cl:MU,w:Medium Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:2,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-5-8]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-5-8)}}'},
+ {name:'Necklace-of-Missiles-9-12',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'5800',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade,Necklace-of-Missiles],[Necklace of Missiles,Miscellaneous,1H,Evocation,Necklace-of-Missiles]{{}}MiscData=[gp:5800,ns:7],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Medium Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Large Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Medium Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-9-12]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-9-12)}}'},
+ {name:'Necklace-of-Prayer-Beads',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Prayer Beads}}{{subtitle=Magical Necklace}}Specs=[Necklace of Prayer Beads,Miscellaneous,0H,Conjuration]{{Size=Small}}MiscData=[w:Necklace of Prayer Beads,st:Necklace,sz:S,wt:3,gp:4500,loc:Neck,sp:3,qty:1,rc:uncharged]{{Looks Like=Appears to be a normal piece of nonvaluable jewelry}}{{Use=Use a *commune* spell to [View the Powers](!magic --view-spell mi-power|@{selected|token_id}|Necklace-of-Prayer-Beads) or [Use a gem](!magic --cast-spell mi-power|@{selected|token_id}||||Necklace-of-Prayer-Beads)}}{{GM info=Store this magical item in a container using the *Add-Items* dialog, then add [1d4+2](!\\amp#13;\\amp#47;gr 1d4+2 powers) Powers to it using the same dialog from the following table (roll 1d20 for each bead):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th style="text-align:center" scope="col"\\ampgt;[Dice Roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;th style="text-align:center" scope = "col"\\ampgt;Results\\amplt;/th\\ampgt;\\amplt;th style="text-align:center" scope = "col"\\ampgt;Store\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of atonement\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 5th-level *atonement* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of blessing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 1st-level spell *bless* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of curing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of curing*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of karma\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of karma*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt; Bead of summons\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of summons*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt; Bead of wind walking\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 7th-level spell *wind walking* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nSet the value of the necklace to be 500 x the number of speial beads added.\nIf the priest summons his deity frivolously, the deity will, at the very least, take the necklace as punishment. The function of each bead is known only when the bead is grasped and a *commune* spell used. All powers of the special beads are lost if they are removed from the necklace.}}{{desc=A magical necklace of this sort appears to be a normal piece of nonvaluable jewelry until it is placed about a character\'s neck. Even then, the true nature of the item will be revealed only if the wearer is a priest (excluding druids and characters otherwise able to use spells of a priestly or druidical nature such as paladins and rangers). The necklace of prayer beads consists of 1d6+24 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his deity to grant desired spells. \nThere will also be 1d4+2 special beads (precious stones, gems of 1,000 gp base value). Each special bead has a magical power that can be used once per day.}}'},
+ {name:'Necklace-of-Strangulation',type:'miscellaneous',ct:'3',charge:'cursed',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Strangulation}}{{subtitle=Magical Necklace}}Specs=[Necklace of Strangulation,Miscellaneous,0H,Necromancy]{{Size=Small}}MiscData=[w:Necklace of Strangulation,st:Necklace,hide:hide,rev:use,gp:10,sz:S,wt:1,loc:Neck,sp:3,qty:1,rc:cursed]{{Looks Like=Appears to be a normal piece of nonvaluable jewelry}}{{GM info=Hide this item either automatically or manually using the *Add Item* dialog until a creature uses it.}}{{desc=A *necklace of strangulation* can be identified only when placed around a character\'s neck. The necklace immediately constricts and cannot be removed by any means short of a limited wish or wish spell. The wearer suffers 6 points of strangulation damage per round until he is dead. The necklace remains clasped around the character\'s throat until he is a dry skeleton. It can be reused.}}'},
+ {name:'Net-of-Entrapment',type:'weapon',ct:'10',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Net}}{{name= of Entrapment}}{{subtitle=Magical Net}}Specs=[Net,Weapon,0H,Net]{{Size=Tiny}}MiscData=[w:Net of Entrapment,st:Net,sz:M,wt:5,gp:2000,sp:10,qty:1,rc:uncharged]{{Looks Like=A seemingly normal net, 10ft square with a 3-inch mesh size}}{{Use=[Deploy the net](!range --aoe @{selected|token_id}|square|feet|20|10|10|dark|false|@{selected|token_id}|area|entangled|99|0|Entangled in the net|fishing-net). Those in the area must save vs. breath weapon or be intangled. Those who save dodge to just outside the area}}{{desc1=This magical rope net is strong enough to defy Strength under 20 and is equal to AC -10 with respect to blows aimed at cutting it. (Normal sawing attempts to cut it with dagger or sword will not succeed; to sever a strand of the mesh, a character must hack at it until he does 5 points of damage on a strand.)\nEach net is 10 feet square and has a 3-inch-square mesh. It can be thrown 20 feet so as to cover and close upon opponents; each creature in range must roll a successful saving throw vs. dragon breath to avoid being entrapped. It can be suspended from a ceiling (or generally overhead) and drop upon a command word. It can be laid upon the floor and close upward upon command. The net stretches so as to close over an area up to five cubic feet. It can be loosened by its possessor on command.}}'},
+ {name:'Net-of-Snaring',type:'weapon',ct:'10',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Net}}{{name= of Snaring}}{{subtitle=Magical Net}}Specs=[Net,Weapon,0H,Net,Net-of-Entrapment]{{}}MiscData=[w:Net of Snaring]{{Use=[Deploy the net](!range --aoe @{selected|token_id}|square|feet|30|10|10|dark|false|@{selected|token_id}|area|entangled|99|0|Entangled in the net|fishing-net). Those in the area must save vs. breath weapon or be intangled. Those who save dodge to just outside the area}}{{desc=This net looks just like a net of entrapment, but it functions only underwater. There, it can be commanded to shoot forth up to 30 feet to trap a creature. It is otherwise the same as the net of entrapment.}}'},
+ {name:'Nolzurs-Marvelous-Pigments',type:'miscellaneous',ct:'3',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pot}}{{name= of Nolzur\'s Marvelous Pigments}}{{subtitle=Paint}}Specs=[Nolzurs Marvelous Pigments,Miscellaneous,0H,Conjuration-Summoning]{{Size=Small}}MiscData=[w:Nolzurs Marvelous Pigments,st:Pots,sz:S,wt:1,gp:1000,loc:Neck,sp:3,qty:1d4,rc:charged]{{Looks Like=Pots of pigments or paint of some type, swirling with multiple colours}}{{desc=These magical emulsions enable their possessor to create actual objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the wielder concentrates on the desired image. One pot of *Nolzur\'s marvelous pigments* is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Thus, a 10-foot by 10-foot rendition of a pit would result in an actual 10-foot by 10-foot by 10-foot pit; a 10-foot by 10-foot depiction of a room would result in a 10-foot by 10-foot by 10-foot room; and so on.\nOnly normal, inanimate things can be created—doors, pits, flowers, trees, cells, etc.; monsters, people, golems, and the like can\'t be created. The pigments must be applied to a surface (i.e., a floor, wall, ceiling, door, etc.). From [1d4](!\\amp#13;\\amp#47 gr 1d4 pots of pigment) containers of pigments will be found, usually with a single instrument about 1 foot long with which to apply them. It takes one turn to depict an object with pigments. Objects of value depicted by pigments - precious metals, gems, jewelry, ivory, etc. - will appear to be valuable but will really be made of tin, lead, paste gems, brass, bone, etc. Normal armor or weapons can, of course, be created.}}'},
+ {name:'Pearl-of-Cursed-Power',type:'miscellaneous',ct:'3',charge:'cursed-recharging',cost:'(100*1d5)',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Power}}{{subtitle=Magic Item}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{Speed=[[3]]}}MiscData=[w:Pearl of Power,st:Pearl,hide:Pearl,rev:use,gp:(100*1d5),wt:0.02,sp:3,rc:cursed-recharging]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{Looks Like=A seemingly normal pearl of average size and coloration.}}{{GM info=Hide this pearl either automatically or manually using the *Add-Item* dialog until a character uses it. The level of spell to be forgotten by holding this *cursed* pearl is determined by rolling percentile dice and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Spell Recalled by Pearl\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;first\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-45\\amplt;/td\\ampgt;\\amplt;td\\ampgt;second\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;46-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;third\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fourth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fifth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-92\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sixth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;93-96\\amplt;/td\\ampgt;\\amplt;td\\ampgt;seventh\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;97-98\\amplt;/td\\ampgt;\\amplt;td\\ampgt;eighth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ninth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;recalls two spells of 1st to 6th level (use 1d6)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;Once the level is determined, use the *memorise MU spells* dialog for the wizard, go to the right level, click on the *[#] of spells at level* button, then click the [misc] button and enter -1. This will reduce the number of spells that the wizard can memorise at that level by 1: remember to reverse this if the wizard rids himself of the pearl}}{{desc=This seemingly normal pearl is usually a potent aid to a ***wizard***, but not in this case. One in 20 *pearls of power* is of the opposite effect, causing a spell to be forgotten. These pearls can be gotten rid of only by means of a *wish*!}}'},
+ {name:'Pearl-of-Lost-Wisdom',type:'miscellaneous',ct:'3',charge:'charged',cost:'(100*1d5)',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Lost Wisdom}}{{subtitle=Magical Pearl}}Specs=[Pearl of Lost Wisdom,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of Lost Wisdom,st:Pearl,hide:Pearl,rev:use,gp:(100*1d5),sz:T,wt:0.02,sp:3,qty:1,rc:charged]{{Use=Manually deduct a point of wisdom from the possessor\'s character sheet}}{{Looks Like=A seemingly normal pearl of average size and coloration}}{{GM info=Hide this pearl either automatically or manually using the *Add-Item* dialog until a character uses it.}}{{desc=one in 20 Pearls of Wisdom are cursed to work in reverse, and once the point of Wisdom is lost, the pearl turns to powder; the loss is permanent barring some magical restoration means such as a *wish* or *tome of understanding*.}}'},
+ {name:'Pearl-of-Power',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Power}}{{subtitle=Magic Item}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{Speed=[[3]]}}MiscData=[w:Pearl of Power,st:Pearl,hide:hide,rev:use,sp:3,wt:0.02,rc:recharging]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{Use=[Re-memorise a spell](!magic --mem-spell MU|@{selected|token_id}) but only one you memorised for today}}{{Looks Like=A seemingly normal pearl of average size and coloration.}}{{GM info=The power of the pearl is determined by rolling percentile dice and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Spell Recalled by Pearl\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;first\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-45\\amplt;/td\\ampgt;\\amplt;td\\ampgt;second\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;46-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;third\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fourth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fifth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-92\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sixth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;93-96\\amplt;/td\\ampgt;\\amplt;td\\ampgt;seventh\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;97-98\\amplt;/td\\ampgt;\\amplt;td\\ampgt;eighth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ninth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;recalls two spells of 1st to 6th level (use 1d6)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;Once the power is determined, replace this version of the pearl with the one of the correct level}}{{desc=This seemingly normal pearl is a potent aid to a ***wizard***. Once a day, a pearl of power enables the possessor to recall any one spell as desired, even if the spell has already been cast. Of course, the wizard must have the spell to be remembered among those he most recently memorized.}}'},
+ {name:'Pearl-of-Power-1st-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'600',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:600]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*1st level spells*}}{{Use=Re-memorise [a 1st level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|1|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-1st-to-6th',type:'miscellaneous',ct:'3',charge:'recharging',cost:'7200',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:7200]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*two 1st to 6th level spells*}}{{Use=Re-memorise [a [[1d6]] level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|$[[0]]|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-2nd-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'1200',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:1200]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*2nd level spells*}}{{Use=Re-memorise [a 2nd level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|2|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-3rd-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'1800',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:1800]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*3rd level spells*}}{{Use=Re-memorise [a 3rd level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|3|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-4th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'2400',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:2400]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*4th level spells*}}{{Use=Re-memorise [a 4th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|4|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-5th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:3000]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*5th level spells*}}{{Use=Re-memorise [a 5th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|5|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-6th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'3600',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:3600]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*6th level spells*}}{{Use=Re-memorise [a 6th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|6|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-7th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'4200',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:4200]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*7th level spells*}}{{Use=Re-memorise [a 7th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|7|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-8th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'4800',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:4800]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*8th level spells*}}{{Use=Re-memorise [a 8th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|8|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Power-9th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'5400',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation,Pearl-of-Power]{{}}MiscData=[gp:5400]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*9th level spells*}}{{Use=Re-memorise [a 9th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|9|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'},
+ {name:'Pearl-of-Wisdom',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Wisdom}}{{subtitle=Magical Pearl}}Specs=[Pearl of Wisdom,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of Wisdom,st:Pearl,hide:Pearl,gp:1500,sz:T,wt:0.02,sp:3,qty:1,rc:uncharged]{{Looks Like=A seemingly normal pearl of average size and coloration}}{{Use=Manually add a point of wisdom to the possessor\'s wisdom after 30 days.}}{{desc=Although it appears to be a normal pearl, a pearl of wisdom causes a priest to increase one point in Wisdom if they retains the pearl for one month. The increase happens at the end of 30 days, but thereafter the priest must keep the pearl with them or the one point gain will be lost.}}'},
+ {name:'Pearl-of-the-Sirines',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'2700',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of the Sirines}}{{subtitle=Magical Pearl}}Specs=[Pearl of the Sirines,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of the Sirines,st:Pearl,hide:Pearl,sz:T,wt:0.02,gp:2700,sp:3,qty:1,rc:uncharged]{{Looks Like=A seemingly normal pearl of good size and excellent coloration, very beautiful and worth at least 1,000 gp}}{{desc=Radiates faintly of enchantment if magic is detected for. If it is clasped firmly in hand (or to the breast) and the possessor attempts actions related to the pearl\'s power areas, he will understand and be able to employ the item.\nThe pearl enables its possessor to breathe in water as if he were in clean, fresh air. Underwater movement rate is 24. The possessor is immune to ill effects from the poison touch of a sirine. The pearl must be within the general area of the possessor - less than 10 feet distant - to convey its powers to him.}}'},
+ {name:'Pearly-White-Ioun-Stone',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Ioun Stone Pearly White,Miscellaneous,0H,Stone,Ioun-Stone-Pearly-White]{{}}MiscData=[w:Ioun Stone Pearly White]{{}}%{MI-DB|Ioun-Stone-Pearly-White}'},
+ {name:'Periapt-of-Foul-Rotting',type:'miscellaneous',ct:'3',charge:'cursed',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Foul Rotting}}{{subtitle=Cursed Gem}}Specs=[Periapt of Foul Rotting,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Foul Rotting,st:Engraved Gem,hide:hide,gp:3000,sz:T,wt:0.02,sp:3,qty:1,rc:cursed]{{Use=Manually deduct a point each of Dexterity, Constitution, and Charisma per week beginning one week after claiming the item from the possessor\'s character sheet}}{{GM info=Always either auto-hide or manually hide this item using the *Add-Items* dialog and do not reveal except when finally and fully identified by the party or NPCs assisting the party.}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{desc=If any character claims it as his own, they will contract a terrible rotting disease which can be removed only by application of a *remove curse* spell followed by a *cure disease* and then a *heal*, *limited wish*, or *wish* spell. The rotting can also be countered by crushing a *periapt of health* and sprinkling its dust upon the afflicted character. Otherwise, the afflicted loses one point each of Dexterity, Constitution, and Charisma per week beginning one week after claiming the item. When any score reaches 0, the character is dead. Each point lost due to the disease will be permanent regardless of subsequent removal of the affliction.}}'},
+ {name:'Periapt-of-Health',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Health}}{{subtitle=Magical Gem}}Specs=[Periapt of Health,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Health,st:Engraved Gem,sz:T,wt:0.02,gp:3000,sp:3,qty:1,rc:uncharged]{{Use=Manually apply all effects of this gem}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{desc=This gem appears exactly the same as a *periapt of foul rotting*, but the possessor will be immune from all diseases save that of the latter periapt so long as they have it on their person.}}'},
+ {name:'Periapt-of-Proof-Against-Poison',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Proof Against Poison}}{{subtitle=Magical Gem}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0.02,gp:4500,sp:3,qty:1,rc:uncharged]{{Use=Manually apply all effects of this gem}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{GM info=Roll 1d20 and consult the table below to determine the effectiveness of a particular periapt. Then place the appropriate power of periapt in the container:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th style="text-align:center"\\ampgt;[D20 roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;th style="text-align:center"\\ampgt;Special Save\\amplt;/th\\ampgt;\\amplt;th style="text-align:center"\\ampgt;Plus of Periapt\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison that normally disallow any such opportunity. The Special Save column on the table below lists the saving throw for such poisons. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a plus on all other poison saves.}}'},
+ {name:'Periapt-of-Proof-Against-Poison+1',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy,Periapt-of-Proof-Against-Poison]{{}}MiscData=[w:Periapt of Proof Against Poison+1,gp:4000]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+1}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 19 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +1 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
+ {name:'Periapt-of-Proof-Against-Poison+2',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy,Periapt-of-Proof-Against-Poison]{{}}MiscData=[w:Periapt of Proof Against Poison+2,gp:4500]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+2}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 17 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +2 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
+ {name:'Periapt-of-Proof-Against-Poison+3',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy,Periapt-of-Proof-Against-Poison]{{}}MiscData=[w:Periapt of Proof Against Poison+3,gp:5000]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+3}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 15 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +3 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
+ {name:'Periapt-of-Proof-Against-Poison+4',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'5500',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy,Periapt-of-Proof-Against-Poison]{{}}MiscData=[w:Periapt of Proof Against Poison+4,gp:5500]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+4}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 13 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +4 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'},
+ {name:'Periapt-of-Wound-Closure',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Periapt}}{{name= of Wound Closure}{{splevel=Magic Item}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Periapt of Wound Closure,Miscellaneous,1H,Healing]{{components=M}}{{time=[[3]]}}MiscData=[w:Periapt of Wound Closure,st:Stone,wt:0.02,gp:3000,sp:3,rc:uncharged]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Holder}}{{save=None}}{{Looks Like=A gem or semi-precious stone of little value, inscribed with some runes.}}{{effects=This magical stone looks exactly the same as the others of this ilk. The person possessing it need never fear open, bleeding wounds because the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds that would not do so normally.}}'},
+ {name:'Philosophers-Stone',type:'miscellaneous',ct:'3',charge:'charged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Philosopher\'s }}{{title=Stone}}{{subtitle=Magical Stone}}Specs=[Philosophers Stone,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Philosophers Stone,st:Stone,sz:T,wt:1,gp:3000,sp:3,qty:1,rc:charged]{{Use=Manually apply all effects of this stone}}{{Looks Like=An ordinary, sooty black piece of rock}}{{desc=This is a rare and magical substance. It radiates faintly of unknown magic. If the stone is broken open, a cavity will be discovered. The interior of this cavity is lined with a quicksilver which enables the transmutation of the base metals (iron and lead) into silver and gold. A wizard will be required to bring about such transmutation, however. \nFrom 50 to 500 pounds of iron can be made into silver; from 10 to 100 pounds of lead can be turned into gold from a single *philosopher\'s stone*. Transmutation must be made fully upon the first attempt, all the quicksilver being employed at one time.\nTwo other substances may be found in a *philosopher\'s stone* instead of the quicksilver described above, at the DM\'s discretion. If he decides there\'s something different in the stone, there is a 75% chance that a greenish, crystalline salt will be found. This allows the manufacture of 1d4 *potions of longevity*. There is a 25% chance that a white powder will be found in a stone. When mixed with a *potion of longevity*, this can actually restore life to a dead human or demihuman. The mixture must be administered internally within one week of the creature\'s demise (see the *raise dead* spell).}}'},
+ {name:'Phylactery-of-Faithfulness',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Faithfulness}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Divination]{{Size=Small}}MiscData=[w:Phylactery of Faithfulness,st:Phylactery,sz:S,wt:1,gp:3000,sp:0,qty:1,rc:uncharged]{{Use=Use this as a magic item to indicate that you are contemplating an action on which you require a determination of how it will affect the relationship with your deity}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=There is no means to determine what function this device performs until it is worn. The wearer of a *phylactery of faithfulness* will be aware of any action or item that will adversely affect his alignment and standing with his deity. He acquires this information prior to performing the action or becoming associated with such an item, if a moment is taken to contemplate the action. The phylactery must be worn normally by the priest, of course.}}'},
+ {name:'Phylactery-of-Long-Years',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Long Years}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Long Years,st:Phylactery,sz:S,wt:1,gp:9000,sp:0,qty:1,rc:uncharged]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=This device slows the aging process by one-quarter for as long as the priest wears it. The reduction applies even to magical aging. Thus, if a priest dons the phylactery at age 20, he will age nine months in every 12 that pass; in 12 chronological years, he will have aged just nine years, and will be 29 (physically) rather than 32. One in 20 of these devices is cursed to operate in reverse (Phylactery of Short Years).}}'},
+ {name:'Phylactery-of-Monstrous-Attention',type:'miscellaneous',ct:'0',charge:'cursed',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Monstrous Attention}}{{subtitle=Magical Armband}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Monstrous Attention,st:Phylactery,hide:hide,rev:use,gp:3000,sz:S,wt:1,sp:0,qty:1,rc:cursed]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=While this arm wrapping appears to be a beneficial device, it actually draws the attention of supernatural creatures of exactly the opposite alignment of the priest wearing it. This results in the priest being plagued by powerful and hostile creatures whenever he is in an area where such creatures are or can appear. If the priest is of 10th or higher level, the attention of his deity\'s most powerful enemy will be drawn, causing this being to interfere directly. Once donned, a *phylactery of monstrous attention* cannot be removed without a *wish* spell and then a quest must be performed to re-establish the priest in his alignment.}}'},
+ {name:'Phylactery-of-Short-Years',type:'miscellaneous',ct:'0',charge:'cursed',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Short Years}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Short Years,st:Phylactery,sz:S,wt:1,gp:9000,sp:0,qty:1,rc:cursed]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=This device accelerates the aging process by one-quarter for as long as the priest wears it - it is the cursed version of a *Phylactery of Long Years*. The acceleration applies even to magical aging. Thus, if a priest dons the phylactery at age 20, he will age 15 months in every 12 that pass; in 12 chronological years, he will have aged fifteen years, and will be 35 (physically) rather than 32. It cannot be removed and will continue to function until a *Remove Curse* is used.}}'},
+ {name:'Pipes-of-Haunting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'1200',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Haunting}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Pipes of Haunting,st:Pan-Pipes,sz:S,wt:0.5,gp:1200,sp:0,qty:1,rc:uncharged]{{Use=[Sound the pipes](!rounds --target area|@{selected|token_id}|@{target|Who is listening to the pipes?|target_id}|Haunting music|99|0|Feeling nervous and scared. Morale checks at -2 and surprise at -1|screaming) by pressing this button and selecting the creatures who hear and are affected by the music}}{{Looks Like=A small set of pan pipes of excellent quality, but unmarked with plain and simple tubes}}{{desc=If checked, it faintly radiates magic. When played by a person skilled in music, the pipes create an eerie, spell-binding tune. A listener will think the source of the music is somewhere within 30 feet of the musician. Those hearing the tune and not aware of the piper must make a saving throw vs. spell. Those who fail become nervous and scared. All morale checks are made with a -2 penalty and the listeners suffer a -1 penalty to all surprise rolls.}}'},
+ {name:'Pipes-of-Pain',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'1200',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Pain}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Evocation]{{Size=Small}}MiscData=[w:Pipes of Pain,st:Pan-Pipes,sz:S,hide:hide,rev:use,wt:0.5,gp:1200,sp:0,qty:1,rc:uncharged]{{Use=[Play the pipes](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|magic|true|@{selected|token_id}|area|pipes-of-pain|[[2d4]]|-1|Suffering 1d4 damage each round that you hear any sound at all|back-pain) by pressing this button and selecting the creatures who hear and are affected by the music. Apply 1d4 damage in ***every round*** that *any* sound is heard (including but not exclusively that of the pipes) while affected. Once the innitial effect has expired, penalties will automatically be applied to attack and saving throws}}{{Looks Like=These appear to be like any other standard or magical set of pipes with nothing to reveal their true nature}}{{desc=When played by a character proficient in music, the pipes create a wondrous melody, surpassing any sound ever heard. All within 30 feet, including the piper, must save vs. spells or be enchanted by the sound. So long as the pipes are played, no one will attack or attempt any action if affected.\nAs soon as the piping stops, all those affected will be stricken by intense pain at even the slightest noise, causing 1d4 points of damage per round. This pain will last for 2d4 rounds. Thereafter, the least noise will cause the victim to wince, reducing the character\'s attack and saving throw rolls -2. The effect can be negated only by a *forget* or *remove curse* spell.}}'},
+ {name:'Pipes-of-Sounding',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Sounding}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Illusion]{{Size=Small}}MiscData=[w:Pipes of Sounding,st:Pan-Pipes,sz:S,wt:0.5,gp:3000,sp:0,qty:1,rc:uncharged]{{Use=Play all of the effects of this magical item manually}}{{Looks Like=A small set of pan pipes of excellent quality, but unmarked with plain and simple tubes}}{{desc=When played by a character proficient in music, these pipes can be used to create a variety of sounds. To a listener the source of the sound will seem to be anywhere within 60 feet of the piper. The possible sounds that can be created are: wind blowing, laughter, whistling, bird calls, moaning, footsteps, crying, mumbled voices, screams, running water, or creaking. (Note: The DM can rule that other similar sounds are possible.)}}'},
+ {name:'Pipes-of-the-Sewers',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of the Sewers}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Summoning]{{Size=Small}}MiscData=[w:Pipes of the Sewers,st:Pan-Pipes,sz:S,wt:0.5,gp:6000,sp:0,qty:1,rc:uncharged]{{Use=*Drag \\amp Drop* blank character sheets and use the *Drag \\amp Drop* Creature menu to make the sheets into brown/black rats or giant rats}}{{Looks Like=A small set of unadorned wooden pan pipes of unremarkable quality, unmarked with plain and simple tubes}}{{desc=These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract from 10-60 [1d6 x 10](!\\amp#13;\\amp#47;r \\amp#91;[ \\amp#91;[1d6]\\amp#93;\\amp#42;10]\\amp#93; giant rats) giant rats [80%](!\\amp#13;\\amp#47;r 1d100) or 30-180 [3d6 x 10](!\\amp#13;\\amp#47;r \\amp#91;[ \\amp#91;[3d6]\\amp#93;\\amp#42;10]\\amp#93; normal rats) normal rats (20%) if either or both are within 400 feet. For each 50-foot distance the rats have to travel, there will be a one-round delay. The piper must continue playing until the rats appear, and when they do so, they are 95% likely to obey the piper so long as he continues to play. If for any reason the piper ceases playing, the rats summoned will leave immediately. If they are called again, it is 70% probable that they will come and obey, 30% likely that they will turn upon the piper.\nIf the rats are under control of a creature such as a vampire, the piper\'s chance of taking over control is 30% per round of piping. Once control is assumed, there is a 70% chance of maintaining it if the other creature is actively seeking to reassert its control.}}'},
+ {name:'Portable-Hole',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'20000',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Portable Hole}}{{subtitle=Magic Item}}Specs=[Portable Hole,Miscellaneous,1H,Alteration]{{Size=Small to Tiny}}MiscData=[w:Portable Hole,st:Circular Cloth,sp:3,wt:0.01,gp:20000,rc:uncharged,bag:0]{{Powers=Interdimensional Storage}}{{Access=Drag the *Portable Hole* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=A circle of a very fine cloth about 6 feet in diameter: increadibly if not impossibly light and can be folded as small as a pocket handkerchief. Laid on the ground, it is dark and three dimentional like a hole in the ground}}{{desc=A portable hole is a circle of magical cloth spun from the webs of a phase spider interwoven with strands of ether and beams of Astral plane luminaries. When spread upon any surface, it causes an extra-dimensional hole 10 feet deep to come into being. This hole can be "picked up" from inside or out by simply taking hold of the edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.\nThe only oxygen in the hole is that allowed by creation of the space, so creatures requiring the gas cannot remain inside for more than a turn or so without opening the space again by means of the magical cloth. The cloth does not accumulate weight even if its hole is filled (with gold, for example). Each *portable hole* opens on its own particular non-dimensional space. If a *bag of holding* is placed within a *portable hole*, a rift to the Astral Plane is torn in the space, and the bag and the cloth are sucked into the void and forever lost. If a *portable hole* is placed within a *bag of holding*, it opens a gate to another plane, and the hole, bag, and any creatures within a 10-foot radius are drawn to the Astral Plane, the *portable hole* and bag of holding being destroyed in the process.}}'},
+ {name:'Pouch-of-Accessibility',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pouch}}{{name=of Accessibility}}{{subtitle=Magical Storage}}Specs=[Pouch,Miscellaneous,1H,Alteration]{{Size=Small}}MiscData=[w:Pouch of Accessibility,st:Pouch,wt:2,gp:6000,sp:3,rc:uncharged,bag:0]{{Powers=Interdimensional Storage}}{{Access=Drag the *Pouch of Accessibility* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=A normal-seeming pouch made of leather to be hung on a belt}}{{desc=This normal-seeming pouch is actually a strongly magicked item which can contain up to 300 lbs. in 30 specially constructed pockets within it. Each pocket, in turn, holds a maximum of 10 lbs., or one cubic foot of volume, whichever is reached first.\nThis device also enables the possessor to open it and call forth the item(s) desired. Merely speaking the name of a desired object causes it to appear at the top of the pouch,\nready for instant grasp.\nThese items are similar to *bags of holding* and *portable holes*, and the strictures about placement within such magical spaces apply fully. The pouch weighs 1 lb. empty and 4 lbs. when filled.}}'},
+ {name:'Quaals-Feather-Anchor-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Anchor Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Anchor Token,st:Feather,wt:0.01,gp:2000,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A blue feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Anchor Token**: a token useful to moor a craft in water so as to render it immobile for up to one full day.}}'},
+ {name:'Quaals-Feather-Bird-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Bird Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Bird Token,st:Feather,wt:0.01,gp:2000,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A brown feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Bird Token**: a token that can be used to drive off hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size (one-day duration).}}'},
+ {name:'Quaals-Feather-Fan-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Fan Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Fan Token,st:Feather,wt:0.01,gp:2000,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A white feather, with a black quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Fan Token**: a token that forms a huge flapping fan which can cause a strong breeze in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds—if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land.}}'},
+ {name:'Quaals-Feather-Swan-Boat-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Swan Boat Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Swan Boat Token,st:Feather,wp:0.01,gp:2000,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A white feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Swan Boat Token**: a token that forms a huge swanlike boat capable of swimming at a rate of 24, and carrying eight horses and gear or 32 men or any equivalent combination (one-day duration).}}'},
+ {name:'Quaals-Feather-Tree-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Tree Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Tree Token,st:Feather,wt:0.01,gp:2000,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A green feather, with a brown quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Tree Token**: a token that causes a great oak to spring into being (6-foot diameter trunk, 60-foot height, 40-foot top diameter).}}'},
+ {name:'Quaals-Feather-Whip-Token',type:'melee|miscellaneous',ct:'10',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Whip Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Whip,Melee,1H,Whips],[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{}}ToHitData=[w:Quaals Feather Whip,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:N,r:10,sp:8]{{}}DmgData=[w:Quaals Feather Whip,sb:1,+:1,SM:1d6,L:1d6,msg:The opponent must save vs. spell or become \\lbrak;bound by the whip\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Opponent¦token_id}¦Entangled in whip¦\\lbrak;\\amp#91;1d6+1\\amp#93;\\rbrak;¦-1¦Bound by the coils of the whip¦padlock\\rpar; for 1d6+1 rounds]{{Speed=[[8]]}}WeapData=[w:Quaals Feather Whip Token,st:Feather,wt:0.01,gp:2000,sp:10,rc:uncharged,on:!rounds ~~target caster¦`{selected¦token_id}¦Quaals-Feather-Whip¦60¦-1¦Quaal\'s Feather Whip continues to dance¦all-for-one]{{Use=Take the Feather Whip in hand as a weapon, and it will start to dance immediately as a weapon wielded as if by a proficient 9th level fighter}}{{Looks Like=A black feather, with a black quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Whip Token**: a token that causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th-level fighter\'s attack roll, 1d6+1 points damage plus a saving throw vs. spell or be bound fast for 1d6+1 rounds) for up to six turns. (See *Sword of dancing*).}}'},
+ {name:'Quiver-of-Ehlonna',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Quiver}}{{name=of Ehlonna}}{{subtitle=Magical Quiver}}Specs=[Quiver,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Quiver of Ehlonna,st:Quiver,sp:0,wt:1,gp:4500,rc:uncharged]{{Use=Apply all the effects of this token manually, allowing stacks of appropriate objects in the character\'s equipment to reach the indicated numbers (though then only fair that DMs limit stack sizes in other\'s equipment to more normal numbers)}}{{Looks Like=A typical arrow container capable of holding about 20 arrows}}{{desc=It has an aura of alteration if magic is detected for, and examination shows that it has three distinct portions. The first and smallest one can contain up to 60 objects of the same general size and shape as long bow arrows. The second, slightly longer, compartment will hold up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case will contain as many as six objects of the same general size and shape as a bow—spears or staves, for example. Such a quiver is always found empty, but once the owner has filled it, he can command the quiver to produce any stored items he wishes each round.}}'},
+ {name:'Red-ioun-stone',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Ioun Stone Red,Miscellaneous,0H,Stone,Ioun-Stone-Red]{{}}MiscData=[w:Ioun Stone Red]{{}}%{MI-DB|Ioun-Stone-Red}'},
+ {name:'Robe-of-Blending',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'10500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Blending}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Illusion-Phantasm]{{}}MiscData=[st:Robe,sz:L,wt:1,gp:10500,w:Robe of Blending,sp:0,rc:uncharged,loc:Robe]{{GM Info=Creatures with exceptional (15+) or better Intelligence have a 1% per Intelligence point chance of detecting something amiss when they are within 30 feet of someone disguising himself with a robe of blending. Creatures with low Intelligence or better and 10 or more levels of experience or Hit Dice have a 1% chance per level or Hit Die of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 Intelligence wizard of 12th level has a 30% chance - 18% + 12% - of noting something amiss.) After an initial check per eligible creature, successive checks should be made each turn thereafter, if the same creatures are within the 30-foot range.}}{{Use=All effects of this robe must be applied manually}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=This ordinary-appearing robe cannot be detected by magical means. When it is put on, however, the wearer will know that the garment has very special properties. A *robe of blending* enables its wearer to appear to be part of a rock wall or a plant—whatever is appropriate. It can even make the wearer appear to be a creature of his choice.\nThe robe does have its limits: It will not make its wearer appear to be more than twice normal height or less than one-half normal. It does not impart vocal capabilities—either understanding or imitating the creature the wearer looks like. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him as.)\nAll creatures acquainted with and friendly to the wearer will see him normally.}}'},
+ {name:'Robe-of-Eyes',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'13500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Eyes}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Robe of Eyes,sp:0,st:Robe,sz:L,wt:1,gp:13500,rc:uncharged,loc:Robe,rta:+10]{{Use=All effects of this robe must be applied manually, except improvement in finding/removing traps. Set *infravision* on the token to 120ft (remember to note what it was before). If a *light* spell or a *continual light* spell are cast on the *robe*, the DM should use the [Maint Menu] to alter the duration of the effect appropriately.}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=Its wearer is able to "see\'\' in all directions at the same moment due to scores of magical "eyes\'\' which adorn the robe. The wearer also gains infravision to a range of 120 feet, and the power to see displaced or out-of-phase objects and creatures in their actual positions. The *robe of eyes* sees all forms of invisible things within a 240-foot normal vision range (or 120 feet if *infravision* is being used).\n*Invisibility, dust of disappearance, robes of blending,* and *improved invisibility* **are not proof against observation**, but astral or ethereal things cannot be seen by means of this robe. Solid objects obstruct even the robe\'s powers of observation. Illusions and secret doors also can\'t be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing a *robe of eyes* is impossible. Finally, the robe enables its wearer to track as if he were a 12th-level ranger, and improves a thief\'s find/remove traps hance by 10%. \nA *light* spell thrown directly on a *robe of eyes* will blind it for 1d3 rounds, a *continual light* for 2d4 rounds.}}'},
+ {name:'Robe-of-Powerlessness',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'5500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Powerlessness}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Robe of Powerlessness,st:Robe,hide:hide,rev:use,sz:L,wt:1,gp:5500,sp:0,rc:uncharged,loc:Robe]{{GM Info=The robe can be removed easily, but in order to restore mind and body, the character must have a *remove curse* spell and then a *heal* spell placed upon him.}}{{Use=All effects of this robe must be applied manually. Remember to make a note of the character\'s Strength and Intelligence before changing them (for when they are restored).}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=A *robe of powerlessness* appears to be a robe of another sort, and detection will discover nothing more than the fact that it has a magical aura. As soon as a character dons this garment, he drops to 3 Strength and 3 Intelligence, forgetting all spells and magical knowledge. The GM knows what is needed to restore these.}}'},
+ {name:'Robe-of-Scintillating-Colours',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'8250',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Scintillating Colours}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Enchantment-Charm]{{}}MiscData=[w:Robe of Scintillating colours,st:Robe,sz:L,wt:1,gp:8250,sp:0,rc:uncharged,loc:Robe]{{Use=Only usable by characters with Intelligence 15 or more and Wisdom of 13 or more.\nIn combat press [scintillate](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|magic|true|@{selected|token_id}|RoSC-Hypnotized|\\amp#91;[1+\\amp#91;[1d4]\\amp#93;] \\amp#93;]|-1|Hypnotized by the pretty colours|bleeding-eye --target caster|@{selected|token_id}|Scintillating-Robe-AC|5|-1|Getting harder to hit|bolt-shield) to show aoe and target hypnotized creatures that fail their save vs. magic. If not in combat, then instead use [hypnotize](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|magic|true|@{selected|token_id}|Hypnotized|\\amp#91;[10*(1+\\amp#91;[1d4]\\amp#93;]) \\amp#93;]|-1|Hypnotized by the pretty colours|bleeding-eye)}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=Only a wearer with an Intelligence of 15 or higher and a Wisdom of 13 or more can cause a robe of scintillating colors to function. If Intelligence and Wisdom are sufficient, the wearer can cause the garment to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.\nThis effect sheds light in a 40-foot diameter sphere, and it has the power to hypnotize opponents, making them unable to attack the wearer. A full round passes before the colors begin "flowing\'\' on the robe. Each round after that, any opponent who fails a saving throw vs. spell (or magic resistance check, then save) will stand hypnotized and transfixed for 1d4+1 rounds. Even when this effect wears off, additional saves must be made in order to attack.\nFurthermore, every round of continuous scintillation of the robe makes the wearer 5% more difficult to hit with missile attacks or hand-held or body weaponry (hands, fists, claws, fangs, horns, etc.) until a maximum of 25% (-5) is attained—five continuous rounds of the dazzling play of hues.\nAfter the initial round of concealment, the wearer is able to cast spells or engage in all forms of activity that do not require movement of more than 10 feet from his starting position. In noncombat situations, the robe simply hypnotizes creatures failing their saving throws vs. spell for 1d4+1 turns.}}'},
+ {name:'Robe-of-Shooting-Stars',type:'ranged|miscellaneous',ct:'0',charge:'charged',cost:'8000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Shooting Stars}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe of Shooting Stars,Ranged|Miscellaneous,0H,Alteration|Evocation]{{Saves=+1 bonus to all saving throws}}MiscData=[w:Robe of Shooting Stars, st:Robe, svall:+1, sz:L, wt:1, gp:8000, sp:0, rc:charged, qty:6, loc:Robe]{{Use=The 6 shooting stars on the chest can be taken in-hand using the *Attk Menu \\gt Change Weapon* dialog and then thrown using the *Attack* action button. Recovery at 1 per day must be achieved manually using the *Attk Menu \\gt Recover Ammo* dialog}}ToHitData=[w:Shooting Star,+:5,t:Dart,st:Dart,sp:3,ty:P]{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or high level wizard}}AmmoData=[w:Shooting Star,+:5,t:Robe-of-Shooting-Stars,sm:2d4,l:2d4]{{}}RangeData=[t:Ring-of-Shooting-Stars,+:5,r:3/5/6]{{desc=The robe enables its wearer to travel physically on the Astral Plane, along with all that he is wearing or carrying. The garment also enables the wearer to survive comfortably in the void of outer space. In other situations, the robe gives its wearer a +1 bonus to all saving throws.\nThe robe is embroidered with stars, and the wearer can use up to six of these as missile weapons, provided he is proficient with darts as a weapon. Each star is a throwing weapon of +5 value, both to hit and damage. Maximum range is 60 feet and base damage is 2d4 points per hit. The special star weapons are located on the chest portion of the robe. If the wearer does not use all of these missiles, they will replace themselves magically at the rate of one per day. If all six are used, all of the robe\'s traveling and missile powers are gone forever.}}'},
+ {name:'Robe-of-Useful-Items',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Useful Items}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Conjuration]{{}}MiscData=[st:Robe,sz:L,wt:1,gp:3000,w:Robe of Useful Items, qty:1, sp:0, rc:uncharged, loc:Robe, store:nostore, bag:6],[cl:MI,w:Dagger,qty:2],[cl:MI,w:Hooded-Lantern,qty:2],[cl:MI,w:Mirror,qty:2],[cl:MI,w:Pole-10ft,qty:2],[cl:MI,w:Rope-50ft,qty:2],[cl:MI,w:Backpack,qty:2]{{GM Info=To set this object up correctly, add this item to a character, NPC or container, and then view it - this will trigger the creation of an associated character sheet, named *Robe of Useful Items*. Then use these buttons to add equipment to it as specified in the item description in the DMG:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[v:Roll 4d4](!\\amp#13;\\amp#47;r 4d4 items to be added)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;for quantity to add\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[v:Roll D100](!\\amp#13;\\amp#47;r 1d100)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;to randomly select item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:01-08](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Bag-of-100gp|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|Bag of 100gp added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bag of 100gp\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:09-15](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Silver-Coffer|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|Silver Coffer added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Silver Coffer\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:16-22](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Iron-Door|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|Iron Door added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Iron Door\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:23-30](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Gem-of-100gp-value|10|||silent --message gm|@{selected|token_id}|Robe of Useful Items|10 Gems of 100gp value added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10 x 100gp Gem\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:31-44](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Ladder-24ft|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|24ft ladder added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;24ft Ladder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:45-51](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Mule-with-Saddle-Bags|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|Mule with Saddle Bags added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mule with Saddle Bags\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:52-59](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Pit-10ft-cube|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|10ft cubic pit added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10ft Pit\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:60-68](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Potion-of-Extra-Healing|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|Potion of Extra Healing added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Potion of Extra Healing\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:69-75](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Rowboat|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|12ft Rowboat added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12ft Rowboat\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:76-83](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Scroll|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|*Scroll* place-holder added to the Robe but requires replacing with one you select randomly --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Random Scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:84-90](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|War-Dog|2|||silent --message gm|@{selected|token_id}|Robe of Useful Items|Pair of War Dogs added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Two War Dogs\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[v:91-96](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Window|1|||silent --message gm|@{selected|token_id}|Robe of Useful Items|2ft x 4ft window added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2ft x 4ft Window\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n97-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Roll again twice\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=When you want to use one of the Useful items, drag the *Robe of Useful Items* onto the playing surface and search it as if it were a backpack (containing useful items)}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=A wizard who dons it will note that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see, recognize, and detach these patches. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A robe of useful items always begins with two each of the following patches:\ndagger\nlantern (filled and lit)\nmirror (large)\npole (10-foot length)\nrope (50-foot coil)\nsack (large)\nIn addition, the robe will have 4d4 items which must be diced for. The GM should view this item to gain access to the buttons to add these additional items.}}'},
+ {name:'Robe-of-Vermin',type:'miscellaneous',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Vermin}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Enchantment]{{}}MiscData=[w:Robe of Vermin,sp:10,qty:1,st:Robe of Protection,hide:hide,rev:use,sz:L,wt:1,rc:cursed,loc:Robe]{{Use=Use the Robe as a magic item and ask the GM to view the description and apply effects manually}}{{GM Info=This cursed item is infested with vermin. [Click here](!rounds --target caster|@{selected|token_id}|Infested with vermin|99|0|50% chance of spell failure or failure of any other action|screaming) to mark the wearer as infested.\nThe wearer immediately suffers a multitude of bites from the insects that magically infest the garment. They must cease all other activities in order to scratch, shift the robe, and generally show signs of extreme discomfort from the movement and biting of these pests.\nThe wearer is unable to gain initiative, and has a 50% chance of being unable to complete a spell due to the vermin. All other actions and attack forms requiring manual / locomotive / somatic activity are at half normal probability. The garment can\'t be removed except by means of a *remove curse* spell or similar magic.}}{{Looks Like=Appears as a very fine robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=This fine robe clearly has magical properties. However, you can\'t determine what they are and only the GM can apply them (mainly because it\'s too difficult to apply them automatically!)}}'},
+ {name:'Robe-of-the-Archmagi',type:'protection cloak',ct:'0',charge:'uncharged',cost:'24000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=^^alignment#2^^}}{{title=Robe}}{{name=of the Archmagi}}{{subtitle=Robe}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=AC5}}Specs=[Robe,Protection Cloak,0H,Abjuration-Protection]{{Saves=+[[1]] on saves}}ACData=[a:Robe of the Archmagi,st:Robe,query:alignment=What alignment is this robe (roll d100)?|01-45 Good%%Good/White/LG¦NG¦CG|46-75 Neutral%%Neutral/Gray/LN¦NN¦N¦CN|76-00 Evil%%Evil/Black/LE¦NE¦CE,ac:5,rules:-shield|-acall|+skin|+worn,sz:L,wt:2,gp:24000,w:Robe of the Archmagi,sp:0,svsav:1,rc:uncharged,loc:Robe]{{Use=Wearing this item (having it in the character\'s equipment is enough) confers its AC and saving throw benefits automatically. Magic resistance and effects on opponents must be considered manually}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich wizard or witch. Maybe it is unwashed, or messed up in some way but the true colour is difficult to make out.}}{{GM info=White (45%—good\nalignment), gray (30%—neutral, but neither good nor evil, alignment), or black (25%—evil alignment) is determined when you first store the robe in a container or give it to a creature via a query. This one is **^^alignment#1^^**. The color of a *robe of the archmagi* is not determined until it is donned by a wizard so the item should be hidden so that the player does not know the colour until too late!\nIf a white robe is donned by an evil wizard, he suffers [[11d4+7]] points of damage and loses 18,000-51,000 experience points at the DM\'s discretion. The reverse is true with respect to a black robe donned by a good aligned wizard. An evil or good wizard putting on a gray robe, or a neutral wizard donning either a white or black robe, incurs [[6d4]] points damage, 6,000-24,000 experience points loss, and the wearer will be moved toward the alignment of the robe by its enchantments (i.e., he will feel himself urged to change alignment to that of the robe, and he will have to make an effort to maintain his old alignment).}}{{desc=This normal-appearing garment grants its wearer the following powers:\n1. It serves as armor equal to AC 5.\n2. The robe confers a 5% magic resistance.\n3. It adds a +1 bonus to saving throw scores.\n4. The robe reduces the victim\'s magic resistance and saving throws by 20%/-4 when the wearer casts any of the following spells: *charm monster, charm person, friends, hold monster, hold person, polymorph other, suggestion*.}}'},
+ {name:'Rope-of-Climbing',type:'magic|miscellaneous',ct:'10',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Climbing}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Climbing,sp:10,qty:1,st:Rope,sz:L,wt:3,gp:3000,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Extend Rope,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Rope of Climbing|99|0|Extending rope at 10ft per round to 60ft|overdrive,msg:The rope starts to extend at 10ft per round up to 60ft],[w:Knott the Rope,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Knotted Rope of Climbing|99|0|The knotted rope extends at 10ft per round up to 50ft|overdrive,msg:The knotted rope starts to extend at 10ft per round up to 50ft],[w:Retract rope,cmd:!rounds --removetargetstatus \\amp#64;\\lbrc;selected|token_id\\rbrc;|Rope of Climbing|Knotted Rope of Climbing,msg:The rope releases any attachment and is able to be gathered in]{{Looks Like=A 60ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=A 60-foot long *rope of climbing* is strong enough to support 3,000 pounds. Upon command (using the *Attack* action), the rope will snake forward, upward, downward, or any other direction at 10 feet per round and attach itself securely wherever desired. It will return or unfasten itself in a similar manner. A rope of climbing can also be commanded (using the *Attack* action) to knot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied. One end of the rope **must be held** by a character when its magic is invoked.)}}'},
+ {name:'Rope-of-Constriction',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'2900',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Constriction}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Constriction,sp:3,qty:1,st:Rope,hide:hide,rev:use,sz:L,wt:3,gp:2900,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Entangle Creatures,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|\\amp#64;\\lbrc;target|Select 1d4 others constricted|token_id\\rbrc;|Rope of Constriction|99|0|Being constricted by the rope and taking damage each round|fishing-net --aoe \\amp#64;\\lbrc;selected|token_id\\rbrc;|circle|feet|0|10|10|dark|true|\\amp#64;\\lbrc;selected|token_id\\rbrc;|area|Rope of Constriction|99|0|Being constricted by the rope and taking damage each round|fishing-net,msg:The rope entwines itself around the wielder\'s neck and body and \\lbrak;\\lbrak;1d4\\rbrak;\\rbrak; others. Save vs. spell or automatically constricted for 2d6 points of damage each round],[w:Retrieve Rope,msg:Oh! The rope won\'t let go!]{{Looks Like=A 50ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=This rope looks exactly like a *rope of climbing* or *entanglement*. As soon as it is commanded to perform some action, however, it lashes itself about the neck of the character holding it, and from 1d4 others within 10 feet. Everyone caught by the rope is entitled to a saving throw vs. spell. Anyone failing the saving throw is strangled and crushed (2d6 hit points of damage), and the rope continues to constrict until a dispel magic is cast upon it.\nCreatures entwined by the rope cannot cast spells or free themselves. An unentangled character can cast a dispel magic or try to cut through the rope—it is AC -2 and takes 22 points of damage to cut through; all hit points must be inflicted by the same creature (not the one entangled).}}'},
+ {name:'Rope-of-Entanglement',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Entanglement}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Entanglement,sp:3,qty:1,st:Rope,sz:L,wt:3,gp:4500,,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Entangle Creatures,cmd:!rounds --aoe \\amp#64;\\lbrc;selected|token_id\\rbrc;|bolt|feet|0|20|5|light||\\amp#64;\\lbrc;selected|token_id\\rbrc;|area|Entangled_Entangled_\\amp#64;\\lbrc;selected|token_id\\rbrc;|99|0|Entangled in a magical rope|fishing-net,msg:The rope extends 20ft forward or 10ft upward and entangles up to 8 man-sized creatures in its path. Ratios are **Tiny**=0.33^ **Small**=0.5^ **Medium**=1 **Large**=3 **Huge**=4 **Gigantic**=8],[w:Retrieve Rope,cmd:!rounds --removeglobalstatus Entangled_Entangled_\\amp#64;\\lbrc;selected|token_id\\rbrc;,msg:The rope releases any entangleing and is able to be gathered in]{{Looks Like=A 50ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle up to eight man-sized creatures. For purposes of entanglement, creatures of different sizes are assigned values, as follows:\nSize Value\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Size\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Value\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Tiny\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0.33^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Small\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0.5^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Medium\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Large\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Huge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Gigantic\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Round up.\nAdd the values of all creatures entangled to determine how many are affected by the rope. For example, the rope could entangle up to 24 Tiny creatures or 2 Huge creatures. Any combination of sizes is possible as long as the total value doesn\'t exceed eight.\nThe rope cannot be broken by sheer strength—it must be hit by an edged weapon. The rope is AC -2 and takes 22 points of damage to cut through; all damage must be inflicted by the same creature (not the one entangled). Damage under 22 points will repair itself in six turns. If a rope of entanglement is severed, it is destroyed.)}}'},
+ {name:'Rug-of-Smothering',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'}}{{prefix=Rug / }}{{title=Carpet}}{{name= of Smothering}}{{Subtitle=Magic Item}}Specs=[Rug,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rug of Smothering,st:Rug,sp:3,rev:manual,wt:22,gp:12000,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design. There appears to be a command word woven into the carpet. [Use the Command Word](!rounds --target caster|@{selected|token_id}|Suffocating|\\amp#91;[2+1d4]\\amp#93;|-1|The rug continues to wrap itself surround you - it is ever more difficult to breath|back-pain \\amp#13;!magic --message \\amp#64;{selected|token_id}|Rug of Smothering|Oh no! The rug has wrapped itself around @{selected|character_name} and starts to smother them. It seems impossible to stop it!)}}{{GM Info=The victim needs to pick up the rug and view it - this presents them with a "Command Word" button that, if pressed, will cause the smothering to start. If the victim escapes because someone casts *animate object, hold plant,* or *wish* (or by any other means you deem fair), then select the victim\'s token and press [release victim](!rounds --removestatus Suffocating)}}{{desc=The character seating himself upon the *rug of smothering* and giving a command will be surprised, however, as the rug of smothering rolls itself tightly around him, suffocating him in 1d4+2 rounds. The rug cannot be physically prevented from wrapping itself, and it can be prevented from smothering its victim only by the casting of any one of the following spells: *animate object, hold plant, wish.*}}'},
+ {name:'Rug-of-Welcome',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'19500',body:'\\amp{template:'+fields.itemTemplate+'}}{{title=Rug}}{{name= of Welcome}}{{Subtitle=Magic Item}}Specs=[Rug,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rug of Welcome,st:Rug,sp:3,wt:22,gp:19500,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design. There appears to be a command word woven into the carpet.}}{{Use=To fly, press [Fly](!rounds --target caster|@{selected|token_id}|Rug of Welcome Flying|99|-1|Flying on a carpet|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Rug of Welcome Flying) or [View *Carpet of Flying*](!magic --display-ability @{selected|token_id}|MI-DB|Carpet of Flying). When placing the rug, either to smother or as metal, draw the location on the map. If a creature steps on it in smothering mode, use the *Use MI* action, select *Rug of Welcome* and press [Use the Command Word](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is the victim?|token_id}|Suffocating|\\amp#91;[2+1d4]\\amp#93;|-1|The rug continues to wrap itself surround you - it is ever more difficult to breath|back-pain)}}{{GM Info=If the victim escapes because someone casts *animate object, hold plant,* or *wish* (or by any other means you deem fair), then select the victim\'s token and press [release victim](!rounds --removestatus Suffocating)}}{{desc=A rug of this type appears exactly the same as a *carpet of flying*, and it performs the functions of one (6-foot by 9-foot size), but a *rug of welcome* has other, additional powers. Upon command it will function as a *rug of smothering*, entrapping any creature up to ogre-size which steps upon it. A *rug of welcome* can also elongate itself and become as hard and strong as steel, the maximum length being 27 feet by 2 feet. In this form, it can serve as a bridge, barricade, etc. In this latter form it is AC 0 and will take 100 points of damage to destroy. Finally, the possessor need only utter a word of command, and the rug will shrink to half size for easy storage and transportation.}}'},
+ {name:'Saw-of-Mighty-Cutting',type:'innate-melee|miscellaneous',ct:'10',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Saw}}{{name=of Mighty Cutting}}{{subtitle=Magic Item}}{{Size=Large}}{{Immunity=None}}Specs=[Saw,Innate-Melee|Miscellaneous,2H,Plant]{{}}MiscData=[w:Saw of Mighty Cutting,sp:10,st:Saw,sz:M,wt:10,gp:6000,rc:uncharged,loc:Both Hands]{{Use=Take the saw in-hand two-handed to indicate use - if being used by 2 characters of 17 strength, one should lend their hands to the other. Otherwise, all effects of this robe must be applied manually.}}ToHitData=[w:Saw,r:10,ty:S]{{Looks Like=This notched adamantite blade is 12 feet long and over 1 foot wide.}}DmgData=[w:Saw,sm:1d3,l:1d3]{{desc=The saw requires 18/00 or greater Strength to operate alone, or two people of 17 or greater Strength working in tandem. The blade will slice through a 1-foot diameter tree in three rounds, a 2-foot thick hardwood tree in one turn, or a 4-foot thick trunk in three turns. \nAfter six turns (cumulative) of cutting with the saw, the character or characters must rest for six turns before doing any further work.}}'},
+ {name:'Scarab-of-Cursed-Protection',type:'miscellaneous',ct:'3',charge:'cursed+discharging',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Cursed }}{{title=Scarab}}{{name=of Protection}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Cursed Scarab of Protection,sp:3,st:Scarab,qty:12,c:0,svspe:-2,rev:view,sz:T,wt:1,gp:7500,rc:cursed+discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:12,sp:3,lv:12]{{GM Info=One in five of these cursed items will become a +2 scarab if the curse is removed by a cleric of 16th-level or higher. In this case, the scarab will have absorption capability of 24 rather than 12.}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device (but not that it is cursed...).\nThe possessor gains a -2 penalty to all saving throws vs. spell. However,iIf no save is normally possible the still get a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.\nOne in 20 of these scarabs will be a cursed item, giving the possessor a -2 penalty to his saving throws.}}\n!attk --build-save @{selected|token_id}|Spell|20'},
+ {name:'Scarab-of-Death',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Death}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Necromancy]{{}}MiscData=[w:Scarab of Death,sp:10,st:Scarab,hide:hide,rev:view,sz:T,wt:1,rc:uncharged]{{Looks Like=A small pin of good quality with a motif shaped like an ornamental scarab beetle.}}{{desc=This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than one round or placed within a soft container (bag, pack, etc.) within 1 foot of a warm, living body for one turn, it changes into a horrible burrowing beetle-like creature. The thing will tear through any leather or cloth, burrow into flesh, and reach the victim\'s heart in a single round, causing death. It then returns to its scarab form. (Placing the scarab in a container of hard wood, ceramic, bone, ivory, or metal will prevent the monster from coming to life.)}}'},
+ {name:'Scarab-of-Enraging-Enemies',type:'miscellaneous',ct:'3',charge:'discharging',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Enraging Enemies}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Enchantment]{{}}MiscData=[w:Scarab of Enraging Enemies,sp:3,st:Scarab,gp:2000,qty:18+1d6,sz:T,wt:1,rc:discharging]{{Looks Like=A small broach of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Click [Speak Command Word](!rounds --aoe @{selected|token_id}|circle|0|80|80|magic|true|@{selected|token_id}|area|Enraged by Scarab|\\amp#91;[6+1d6]\\amp#93;|-1|Enraged and will attack nearest creature|death-zone \\amp#13;!magic --message c|@{selected|token_id}|Scarab of Enraging Enemies|Select each enemy in the displayed area in turn using the button in chat and the GM will make saving throws for each you select \\amp#13;!magic --message gm|Scarab of Enraging Enemies|When asked to confirm a status, save vs. spell and confirm only if fail) then select each enemy creature within the displayed radius. The GM will roll saving throws for them and mark those that fail. Effects of the device on enemy attack, damage \\amp AC are then automatically applied.}}{{desc=When one of these devices is displayed and a command uttered, all intelligent hostile creatures within a 40-foot radius must successfully save vs. spell or become enraged. Those whose saving throws succeed may perform normally; enraged enemies fly into a berserk fury and attack the nearest creature, even their own comrades (+1 bonus to attack rolls, +2 bonus to damage, -3 to their own Armor Class).\nThe rage lasts for 1d6+6 rounds, and during this period, the enraged creatures will attack continually, without reason or fear, moving on to attack other creatures nearest them if initial opponents are slain. A scarab of this type contains from 1d6+18 charges.}}'},
+ {name:'Scarab-of-Insanity',type:'miscellaneous',ct:'3',charge:'discharging',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Insanity}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Enchantment]{{}}MiscData=[w:Scarab of Insanity,sp:3,st:Scarab,qty:8+1d8,sz:T,wt:1,gp:3000,rc:discharging]{{Looks Like=A small broach of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Use the item by selecting the *Use MI* action then click [Speak Command Word](!rounds --aoe @{selected|token_id}|circle|0|40|40|magic|true|@{selected|token_id}|area|Scarab Insanity|\\amp#91;[8+1d4]\\amp#93;|-1|Insane! Can\'t cast spells or use reasoning|broken-skull \\amp#13;!magic --message c|@{selected|token_id}|Scarab of Insanity|Select each creature \\lpar;including friends\\rpar; in the displayed area in turn using the button in chat and the GM will make saving throws for each you select \\amp#13;!magic --message gm|Scarab of Insanity|When asked to confirm a status, save vs. spell at -2 penalty and 10% penalty to any magic resistance and confirm only if fail) then select each creature in turn within the displayed radius. The GM will roll saving throws for them and confirm those that fail.}}{{desc=When displayed and a command word is spoken, all other creatures within a 20-foot radius must save vs. spell with a -2 penalty (and -10% penalty to any magic resistance as well). Those failing the save are completely insane for 1d4+8 rounds, unable to cast spells or use reasoning of any sort (treat as a *confusion* spell with no chance for acting in a non-confused manner). The scarab has 1d8+8 charges.}}'},
+ {name:'Scarab-of-Protection+1',type:'miscellaneous',ct:'3',charge:'discharging',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Protection+1}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Scarab of Protection,sp:3,st:Scarab,qty:12,c:0,svspe:+1,rev:view,sz:T,wt:1,gp:5000,rc:discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:12,sp:3,lv:12]{{GM Info=}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.\nThe possessor gains a +1 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.}}\n!attk --build-save @{selected|token_id}|Spell|20'},
+ {name:'Scarab-of-Protection+2',type:'miscellaneous',ct:'3',charge:'discharging',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Protection+2}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Scarab of Protection+2,sp:3,st:Scarab,qty:24,c:0,svspe:+2,rev:view,sz:T,wt:1,gp:6000,rc:discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:24,sp:3,lv:12]{{GM Info=}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.\nThe possessor gains a +2 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 24 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 24 such attacks the scarab turns to powder - totally destroyed.}}\n!attk --build-save @{selected|token_id}|Spell|20'},
+ {name:'Scarab-vs-Golems',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=versus ^^golemType#1^^ Golem}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Scarab vs ^^golemType#1^^ Golem,query:golemType=Which golem type - Roll D100?|01-30 Flesh Golem%%Flesh/1200|31-55 Clay Golem%%Clay/1500|56-75 Stone Golem%%Stone/1800|76-85 Iron Golem%%Iron/2400|86-95 Flesh Clay and Wood Golems%%Flesh Clay and Wood/2700|96-00 Any Golem%%Any/3750,sp:0,st:Scarab,sz:T,wt:1,gp:^^golemType#2^^,rc:uncharged]{{Looks Like=A small pin of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Press [Detect Golems](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|magic|true) to show area in which golems can be detected. Otherwise, when attacking ^^golemType#1^^ golems, apply the effects manually}}{{desc=This magical pin enables its wearer to detect any golem within 60 feet, although he must concentrate in order for the detection to take place. Furthermore, the scarab enables its possessor to combat a ^^golemType#1^^ golem, with hand-held or missile weapons, as if it were a normal monster, with no special defenses.}}'},
+ {name:'Sheet-of-Smallness',type:'miscellaneous',ct:'20',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Material Sheet}}{{name=of Smallness}}{{subtitle=Cloth}}{{Size=Tiny}}{{Immunity=None}}Specs=[Cloth,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Sheet of Smallness,sp:20,st:Cloth,sz:T,wt:1,gp:4500,rc:uncharged]{{Looks Like=Appears to be nothing more than a well-made piece of material—possibly some sort of covering or sheet woven of very fine linen or silk. One side will have a larger pattern than the other, or perhaps one side will be white, the other black.}}{{Use=Apply all effects of this item manually}}{{desc=There will be an aura of alteration detectable from this cloth if magic is checked for. This item causes any magical item wrapped within it to shrink to 1/12 its normal size and weight. If the item is then wrapped in the sheet so as to be touching the reverse side of the material, it will grow back to its normal size and weight. Note that this item has no effect on artifacts, relics, or living material—it affects only non-living, ordinary magical items—and no item shrunk in this fashion is functional or usable while in reduced form. Change in size requires two rounds to accomplish, either in shrinking or restoring to normal size.}}'},
+ {name:'Silver-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn,Horn-of-Valhalla-Silver]{{}}MiscData=[w:Silver Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Silver}'},
+ {name:'Slippers-of-Spider-Climb',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Slippers}}{{name=of Spider Climbing}}{{subtitle=Slippers}}{{Size=Small}}{{Immunity=None}}Specs=[Slippers,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Slippers of Spider Climb,sp:3,st:Slippers,sz:S,wt:1,gp:3000,rc:uncharged]{{Looks Like=Appears to be nothing more than a well made pair of slippers with the design of a spider on their soles}}{{Use=If worn continuously, act out effects manually. If not worn continuously, select *Use Item/MI* as an action and press [wear slippers](!rounds --target caster|@{selected|token_id}|Spider Climb|99|0|Able to walk up walls \\amp over ceilings at 12|tread) to indicate wearing them, or press [remove slippers](!rounds --removetargetstatus @{selected|token_id}|Spider Climb) to take them off - again, act out effects manually}}{{desc=They will give off a faint aura of alteration magic if detected for. When worn, a pair of these slippers enable the individual to move at a 60-foot rate on vertical surfaces or even upside down along ceilings, with hands free to do whatever the wearer desires. Extremely slippery surfaces—ice, oiled, or greased surfaces - make these slippers useless.}}'},
+ {name:'Smoke-Powder',type:'dust',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Smoke}}{{title=Powder}}{{subtitle=Magical Powder}}{{Size=A small pouch}}{{Immunity=None}}Specs=[Powder,dust,2H,Evocation]{{}}MiscData=[w:Smoke Powder, sp:3,st:Powder,sz:S,wt:1,gp:0,qty:3d6,c:0,rc:charged]{{Looks Like=A charcoal-coloured powder in a small pouch}}{{Use=Draw something on the playing surface to represent placement of the *Smoke Powder*. Then, to ignite it, use the *Use Item/MI* action selecting *Smoke Powder* and then press [Ignite Smoke Powder](!magic --mi-charges @{selected|token_id}|-\\amp#63;{Ignite how many charges?|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18}|Smoke-Powder --message @{selected|token_id}|Smoke Powder|\\amp#63;{Ignite how many charges?} charges of *smoke powder* ignite with the desired effect, and cause **\\amp#91;[\\amp#63;{Ignite how many charges?}d2]\\amp#93; HP damage** to objects and creatures in the blast radius) to choose how many charges go off and show the damage}}{{desc=These powders are extremely scarce and, due to its volatile nature, dangerous to combine. *Smoke powder* is commonly found divided into two separate components - one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the *smoke powder* is complete and dangerous.}}{{hide1=When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of *smoke powder* used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally - doubling causes 2d2 points of damage, tripling causes 3d2, and so on.\nAn explosion capable of causing 30 points of damage (15 charges) has a 5-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant\'s blow.\n*Smoke powder components* will be available in a campaign only if the DM allows it. If the DM doesn\'t want it in the campaign, it simply doesn\'t exist. When discovered, a pouch of *smoke powder* contains 3d6 charges. Charges from several pouches of *smoke powder* can be combined to create bigger, more damaging explosions.}}'},
+ {name:'Smoke-Powder-Components',type:'dust',ct:'10',charge:'change-each',cost:'2',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Steely Blue and White}}{{title=Powders}}{{subtitle=Powder}}{{Size=Two separate tiny to small pouches}}{{Immunity=None}}Specs=[Powder,dust,2H,Evocation]{{}}MiscData=[w:Steely Blue \\amp White Powders, sp:10,st:Powders,sz:T,wt:1,gp:2,qty:3d6,c:0,rc:change-each,to:Smoke-Powder]{{Looks Like=Steely blue granuals held in one pouch and a white powder, ground fine and held in another small pouch}}{{Use=Press [make Smoke Powder](!magic --mi-charges @{selected|token_id}|-\\amp#63;{Combine how many charges?|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18}|Steely-Blue-Powder --message @{selected|token_id}|Smoke Powder Components|Combined \\amp#63;{Combine how many charges?} charges of the steely blue granuals with the same of the white powder and created a charcoal-coloured substance) to combine the blue and white powders}}{{desc=These powders are extremely scarce and, due to its volatile nature, dangerous to combine. *Smoke powder* is commonly found divided into two separate components - one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the *smoke powder* is complete and dangerous.}}{{hide1=When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of *smoke powder* used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally - doubling causes 2d2 points of damage, tripling causes 3d2, and so on.\nAn explosion capable of causing 30 points of damage (15 charges) has a 5-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant\'s blow.\n*Smoke powder components* will be available in a campaign only if the DM allows it. If the DM doesn\'t want it in the campaign, it simply doesn\'t exist. When discovered, a pouch of *smoke powder* contains 3d6 charges. Charges from several pouches of *smoke powder* can be combined to create bigger, more damaging explosions.}}'},
+ {name:'Sovereign-Glue',type:'miscellaneous',ct:'20',charge:'charged',cost:'2000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Sovereign}}{{title=Glue}}{{subtitle=Oil}}{{Size=Small}}{{Immunity=None}}Specs=[Glue,Miscellaneous,0H,Glue]{{}}MiscData=[w:Sovereign Glue,sp:20,st:Thick Liquid,qty:1d10,sz:S,wt:1,gp:2000,rc:charged]{{Looks Like=This pale amber substance is thick and viscous, contained in a glass-stoppered bottle}}{{Use=Apply all effects of this item manually. Initiative speed of 2 rounds (20 segments) includes both 1 round of application and 1 round of setting}}{{desc=Because of its particular powers, *sovereign glue* can be contained only within a flask coated with *oil of slipperiness*, and each time any of the bonding agent is poured from the flask, a new application of the *oil of slipperiness* must be put on the flask within one round to prevent the remaining glue from adhering to the side of the container.\nOne ounce of the adhesive will cover approximately one square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes one full round to set; if the objects are pulled apart before that time has elapsed, that application of the glue will lose its stickiness and be worthless. If the glue is allowed to set, then attempting to separate the two bonded objects will only result in the rending of one or the other except when *oil of etherealness* or *universal solvent* is applied to the bond - *sovereign glue* is dissolved only by those liquids. A typical container of the substance holds 1d10 ounces of glue.}}'},
+ {name:'Spade-of-Colossal-Excavation',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spade}}{{name=of Colossal Excavation}}{{subtitle=Spade}}{{Size=Large}}{{Immunity=None}}Specs=[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool]{{}}MiscData=[w:Spade of Colossal Excavation,sp:3,st:Spade,qty:1,sz:L,wt:8,gp:3000]{{Looks Like=This digging tool is 8 feet long with a spade-like blade 2 feet wide and 3 feet long}}ToHitData=[w:Dig Clay,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging clay at 1 cu.yd. per 2 rounds|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1/2 cubic yard of clay],[w:Dig Gravel,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging gravel at 1 cu.yd. per 2 rounds|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1/2 cubic yard of gravel],[w:Dig Loose Soil,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging loose soil at 2 cu.yds. per round|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 2 cubic yards of loose soil],[w:Dig Anything Else,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging 1 cu.yd. per round|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1 cubic yard of soil],[w:Stop Digging + Rest,cmd:!rounds --removetargetstatus \\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|After all that hard work you need to rest before you can do any more excavating...]{{Use=Requires 18 strength. Take the spade in both hands using *attk menu \\gt Change Weapon* and use the magical *attack* buttons to control digging from round to round}}{{desc=Any fighter with 18 Strength can use this magical shovel to dig great holes. One cubic yard of normal earth can be excavated in one round. After 10 rounds of digging, the user must rest for five rounds. Hard pan clay takes twice as long to dig, as does gravel. Loose soil takes only half as long.}}'},
+ {name:'Sphere-of-Annihilation',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Sphere}}{{name=of Annihilation}}{{subtitle=Magic Item}}{{Size=Medium (2ft dia.)}}{{Immunity=None}}Specs=[Sphere of Annihilation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Sphere of Annihilation,sp:0,st:Black Sphere,qty:1,sz:M,wt:0,gp:0,rc:uncharged]{{Looks Like=A globe of absolute blackness, a ball of nothingness 2 feet in diameter. If on the ground it just looks like a flat hole as it is impossible to see perspective and curviture of the surace}}{{Use=Use [place sphere](!rounds --aoe @{selected|token_id}|circle|feet|0|2|2|black) to draw the sphere on the map}}{{GM info=You can move the sphere drawing on the map until control is established, then grant the player control using the token settings}}{{desc=A sphere is actually a hole in the continuity of the multiverse, a void. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, utterly destroyed - even *wishes* and similar magicks have no effect!\nA *sphere of annihilation* is basically static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort. The brain waves of the individual concentrating on moving it bend spatial fabrics, causing the hole to slide. Control range is 40 feet initially, 10 feet/level once control is established. Basic movement rate is 10 feet per round, modified as shown below.\nConcentration control is based on Intelligence and level of experience—the higher the level the greater the mental power and discipline. For every point of Intelligence above 12, the wizard adds 1%; for every point over 15, he adds another 3%. In other words, add 1% for each point from 13 to 15, and an additional 3% for each point from 16-18 - a maximum of 12% bonus at 18 Intelligence. The bonus applies to this table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Level of Wizard\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Move / Round\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Probability of Control / Round\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;up to 5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6th-7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10th-11th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;11\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;40%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12th-13th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14th-15th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;13\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16th-17th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;14\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;70%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18th-20th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;75%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21st \\amp above\\amplt;/td\\ampgt;\\amplt;td\\ampgt;16\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAny attempt to control the sphere will cause it to move, but if control is not established, the sphere will slide toward the wizard attempting to move it. The sphere will continue to move in this direction for 1d4 rounds and as long as the wizard is within 30 feet thereafter.\nIf two or more wizards vie for control of a *sphere of annihilation*, the one with the highest percentage chance to control the sphere is checked first, then the next strongest, etc. Control chance is reduced 5% per person, cumulative, when two or more wizards concentrate on the sphere, even if they are cooperating. If none are successful, the sphere will slip toward the strongest. Control must be checked each round.\nShould a *gate* spell be cast upon a sphere, there is a 50% chance that the spell will destroy it, 35% that the spell will do nothing, and 15% that a gap will be torn in the spatial fabric, and everything in a 180-foot radius will be catapulted into another plane or universe.\nIf a *rod of cancellation* touches a sphere, a tremendous explosion will occur as they negate each other. Everything within a 60-foot radius will sustain 3d4 x 10 points of damage.}}'},
+ {name:'Stone-Horse',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone Horse}}{{subtitle=Statue}}{{Size=Large (life size)}}{{Immunity=None}}Specs=[Stone Horse,Miscellaneous,0H,Statue]{{}}MiscData=[w:^^hType#0^^ Stone Horse,query:hType=Which type of Stone Horse?|Courser%%24/3/18/Light/Medium/6|Destrier%%18/1/26/Medium/Heavy/8,sp:3,st:Horse Statue,qty:1,sz:H,wt:500,gp:6000,rc:single-uncharged]{{Looks Like=This appears to be full-sized, roughly hewn statue of a horse, carved from some type of hard stone.}}{{Use=If you know the comand word, ask the GM to use the *Drag \\amp Drop* creature system to drop a *^^hType#0^^ stone horse* onto the playing surface.}}{{GM Info=When used, create a new blank character sheet (preferably with a horse image) and *drag \\amp drop* it onto the playing area. Make sure the token is selected and use the [Creature] button on the dialog that has appeared in chat to select the ^^hType#0^^ Stone Horse}}{{desc=A command word brings the steed to life, enabling it to carry a burden, and even to attack as if it were a warhorse.\nThis is a ^^hType#0^^: This stone horse travels at the same movement rate as a ^^hType#4^^ horse (movement rate ^^hType#1^^) and attacks as if it were a ^^hType#5^^ warhorse (three attacks for 1d^^hType#6^^/1d^^hType#6^^/1d3). It is Armor Class ^^hType#2^^ and has ^^hType#3^^ hit points. It saves versus all applicable attack forms as if it were "Metal, hard."\nA stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage inflicted upon it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse. If then allowed to graze and rest, the animal will heal its wounds at the rate of one point per day. When it is fully healed, it will automatically revert to its magical form.}}'},
+ {name:'Stone-of-Controlling-Earth-Elementals',type:'magic|miscellaneous',ct:'10*1d4',charge:'recharging',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name=of Controlling Earth Elementals}}{{subtitle=Stone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone]{{}}MiscData=[w:Stone of Controlling Earth Elementals,st:Stone,sp:10*1d4,qty:1,sz:S,wt:1,gp:4500,rc:recharging,ns:2],[cl:PW,w:Summon-Earth-Elemental,sp:10*1d4,pd:1]{{Looks Like=An oddly shaped bit of roughly polished rock}}ToHitData=[w:Use Loose Earth,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 12HD Earth Elemental],[w:Use Mud or Clay,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 12HD Earth Elemental],[w:Use Sand,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 8HD Earth Elemental],[w:Use Rough Stone,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 8HD Earth Elemental],[w:Use Worked Stone,sp:40,rc:recharging,msg:You attempt to summon an Earth Elemental and wait for 4 rounds but it does not seem to work]{{Use=Take the stone in-hand using *Attk Menu \\gt Change Weapon*, attack with it and select the appropriate situation button}}{{desc=The possessor of such a stone need but utter a single command word, and an earth elemental of 12-Hit-Dice size will come to the summoner if earth is available, an 8-Hit-Dice elemental if rough, unhewn stone is the summoning medium. (An earth elemental cannot be summoned from worked stone, but one can be from mud, clay, or even sand, although one from sand is an eight-dice monster.) The area of summoning for an earth elemental must be at least 4 feet square and have four cubic yards volume. The elemental will appear in 1d4 rounds. For detailed information about elementals and their control see the Monstrous Compendium. The stone can be used to summon one elemental per day.}}'},
+ {name:'Stone-of-Good-Luck+1',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name= of Good Luck}}{{subtitle=Magic Item}}Specs=[Stone of Good Luck,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Stone of Good Luck+1,st:Stone,sp:0,svall:+1,wt:0.4,gp:9000,rc:uncharged]{{Size=Tiny}}{{Immunity=None}}{{Damage=+[[1]] on To-Hit rolls}}{{Saves=+[[1] on saves and NWP checks}}{{Looks Like=A piece of polished agate.}}{{desc=While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.)}}'},
+ {name:'Stone-of-Weight',type:'miscellaneous',ct:'3',charge:'cursed+uncharged',cost:'8400',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name=of Weight}}{{subtitle=Loadstone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Weight,Miscellaneous,0H,Stone]{{}}MiscData=[w:Stone of Weight,st:Stone,hide:hide,sp:3,qty:1,sz:S,wt:1,gp:8400,init*:0.5,rc:cursed+uncharged,pick:!setattr --silent --charid @{selected|character_id} --basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}\\rpar;\\rpar;/2\\rbrak;\\rbrak;,put:!setattr --silent --charid @{selected|character_id} --basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}\\rpar;\\rpar;*2\\rbrak;\\rbrak;]{{Looks Like=An oddly shaped bit of roughly polished rock}}{{GM Info=This cursed stone will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually}}{{desc=This magical stone appears to be any one of the other sorts, and testing will not reveal its nature. However, as soon as the possessor of a stone of weight is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate. Furthermore, the stone cannot be gotten rid of by any nonmagical means - if it is thrown away or smashed, it will reappear somewhere on the character\'s person. If a *dispel evil* is cast upon a *loadstone*, the item will disappear and no longer haunt the individual.}}'},
+ {name:'Talisman-of-Pure-Good',type:'miscellaneous',ct:'3',charge:'charged',cost:'7000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Pure Good}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Pure Good,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Pure Good,st:Talisman,sp:3,qty:7,sz:S,wt:1,gp:7000,rc:charged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are a Neutral Priest take \\lbrak;\\lbrak;7d4\\rbrak;\\rbrak;hp damage or if you are an Evil Priest take \\lbrak;\\lbrak;12d4\\rbrak;\\rbrak;hp damage. Anyone else take no damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any priest of the wrong alignment. Apply all the effects of this talisman manually}}{{desc=A high priest who possesses this item can cause a flaming crack to open at the feet of an evil priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil priest will gain a saving throw vs. death.\nA talisman of pure good has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If an evil priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.}}'},
+ {name:'Talisman-of-Ultimate-Evil',type:'miscellaneous',ct:'3',charge:'charged',cost:'7000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Ultimate Evil}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Ultimate Evil,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Ultimate Evil, st:Talisman,sp:3,qty:6,sz:S,wt:1,gp:7000,,rc:charged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are a Neutral Priest take \\lbrak;\\lbrak;7d4\\rbrak;\\rbrak;hp damage or if you are a Good Priest take \\lbrak;\\lbrak;12d4\\rbrak;\\rbrak;hp damage. Anyone else take no damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any priest of the wrong alignment. Apply all the effects of this talisman manually}}{{desc=A high priest who possesses this item can cause a flaming crack to open at the feet of a good priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if he is not exceptionally pure in thought and deed, the good priest will gain a saving throw vs. death.\nA *talisman of ultimate evil* has six charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If a good priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.}}'},
+ {name:'Talisman-of-Zagy',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Miscellaneous,0H,Stone]{{}}MiscData=[w:Talisman of Zagy, st:Talisman, sp:3, qty:1, sz:S, wt:1, gp:3000, rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|Having picked up the Talisman of Zagy you must now make a Reaction Check having rolled \\lbrak;\\lbrak;\\lpar;2d10cs\\lt1cf\\gt10\\rpar;-\\lpar;@{selected|chareact}\\ampnoerror}\\rpar;-\\lpar;@{selected|comreact}\\amp{noerror}\\rpar;\\rbrak;\\rbrak; and then select between \\lbrak;Friendly\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Friendly-Talisman\\vbar;\\lbrak;\\lbrak;ceil((0+@{selected|charisma}\\amp{noerror})/6)\\rbrak;\\rbrak;\\vbar;1\\vbar;\\vbar;silent\\rpar; or \\lbrak;Neutral\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Neutral-Talisman\\vbar;1\\vbar;\\vbar;\\vbar;silent\\rpar; or \\lbrak;Hostile\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Stone-of-Weight\\vbar;1\\vbar;\\vbar;\\vbar;silent\\rpar;]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=This talisman will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. Whenever a character touches a talisman of Zagy, a reaction check is made as if the individual were meeting another creature.\nIf a hostile reaction result is obtained, the device will act as a *stone of weight*, although discarding it or destroying it results only in 5d6 points of damage and the disappearance of the talisman. If the possessor of a *zagy stone of weight* is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate.}}'},
+ {name:'Talisman-of-the-Sphere',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'300',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of the Sphere}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of theSphere,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of the Sphere,st:Talisman,sp:3,qty:1,sz:S,wt:1,gp:300,rc:single-uncharged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are ***not*** a Wizard take \\lbrak;\\lbrak;5d6\\rbrak;\\rbrak;hp damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any non-wizard. Apply all the effects of this talisman manually}}{{desc=This is a small adamantite loop and handle which will be useless to nonwizards. Characters of any other class touching a talisman of this sort will suffer 5d6 points of damage. When held by a wizard concentrating on control of a *sphere of annihilation*, a *talisman of the sphere* doubles the Intelligence bonus percentage for control (i.e., 2% per point of Intelligence from 13-15, 6% per point of Intelligence from 16-18).\nIf control is established by the wielder of a talisman, he need check for continual control only every other round thereafter. If control is not established, the sphere will move toward the wizard at maximum speed (16 feet/round). Note that a *wand of negation* will have no effect upon a *sphere of annihilation*, but if the wand is directed at the talisman it will negate its power of control as long as the wand is directed at it.}}'},
+ {name:'Tattered-Useless-Fan',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Tattered Useless}}{{title=Fan}}{{subtitle=Fan}}{{Size=Small}}{{Immunity=None}}Specs=[Fan,Miscellaneous,0H,Fan]{{}}MiscData=[w:Tattered Useless Fan,st:Fan,sp:3,qty:1,sz:S,wt:1,gp:0,c:0,rc:uncharged,ns:1],[cl:PW,w:MU-Gust-of-Wind,sp:3,pd:0]{{Looks Like=What used to be a fan but is now nothing more than a collection of wood and papyrus or cloth.}}{{desc=Totally useless as it is. Perhaps you can make these parts into something useful?}}'},
+ {name:'Tome-of-Clear-Thought',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'24000rc:discharging',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Clear Thought,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Tome of Clear Thought,st:Book,sp:0,qty:1,gp:24000rc:discharging]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{name=of Clear Thought}}{{effects=A work of this nature is indistinguishable from any normal book. Any single character who reads a *tome of clear thought* will be able to practice mental exercises that will increase their intelligence by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears.\nThe reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Intelligence goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a *tome of clear thought* will be of no benefit to the character.}}{{materials=Book}}'},
+ {name:'Tome-of-Leadership+Influence',type:'miscellaneous',ct:'0',charge:'discharging',cost:'22500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Tome}}{{name= of Leadership + Influence}}{{splevel=Tome}}{{school=Alteration}}Specs=[Tome of Leadership+Influence,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours over 6 days}}MiscData=[w:Tome of Leadership+Influence,st:Book,sp:0,qty:1,wt:3,gp:22500,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=A leather-and-brass-bound book that is indistinguishable from any other normal book. If you could read the runes on the spine, it might give a clue to the nature of the work, but they are worn and faded, with some clearly missing.}}{{effects=Any single character who reads a *tome of leadership \\amp influence* will be able to practice exercises that will increase their Charisma by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears. The reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Charisma goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of the tome will be of no benefit to the character.}}{{materials=Book}}'},
+ {name:'Tome-of-Understanding',type:'miscellaneous',ct:'0',charge:'discharging',cost:'24000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Understanding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Tome of Understanding,st:Book,sp:0,qty:1,wt:3,gp:24000,rc:discharging]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{name=of Understanding}}{{effects=A work of this nature is indistinguishable from any normal book. Any single character who reads a *tome of understanding* will be able to practice mental exercises that will increase their wisdom by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears.\nThe reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Wisdom goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a *tome of understanding* will be of no benefit to the character.}}{{materials=Book}}'},
{name:'Triton-Horn-Creatures-1',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=Summoning Creatures}}{{desc=Summoning [[5d4]] hippocampi. Ask the GM to *Drag \\amp Drop* them onto the map and give you control.}}'},
{name:'Triton-Horn-Creatures-2',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Triton-Horn-Creatures-1}'},
{name:'Triton-Horn-Creatures-3',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=Summoning Creatures}}{{desc=Summoning [[5d6]] giant sea horses. Ask the GM to *Drag \\amp Drop* them onto the map and give you control.}}'},
{name:'Triton-Horn-Creatures-4',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Triton-Horn-Creatures-3}'},
{name:'Triton-Horn-Creatures-5',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Triton-Horn-Creatures-3}'},
{name:'Triton-Horn-Creatures-6',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=Summoning Creatures}}{{desc=Summoning [[1d10]] sea lions. Ask the GM to *Drag \\amp Drop* them onto the map and give you control.}}'},
- {name:'Universal-Solvent',type:'potion|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{prefix=Universal}}{{title=Solvent}}{{splevel=Liquid}}{{school=Alteration}}Specs=[Universal Solvent,Potion|Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Universal Solvent,st:Bottle of Liquid,sp:3,qty:27,rc:discharging]{{range=[[0]]}}{{duration=Instantanious}}{{aoe=1 cu.ft. per ounce/charge}}{{save=Special}}{{Looks Like=An oil or potion of some type - the GM will give you more information}}{{GM Info=Upon first examination, it seems to have the properties of both [oil of slipperiness](!magic --display-ability @{selected|token_id}|MI-DB|Oil-of-Slipperiness) and a [potion of delusion](!magic --display-ability @{selected|token_id}|MI-DB|Potion-of-Delusion).}}{{effects=If this liquid is applied to any form of adhesive or sticky material, the solution will immediately dissolve it. Thus, for instance, the effect of sovereign glue will immediately be negated by this liquid, as will any other form of cement, glue, or adhesive. The area of effect of this liquid is one cubic foot per ounce, and a typical container holds 27 ounces.\nIf the liquid is carefully distilled to bring it down to one-third of its original volume, each ounce will dissolve one cubic foot of organic or inorganic material, just as if a *disintegrate* spell had been employed. To do this, [distil liquid](!magic --addmi @{selected|token_id}|Universal-Solvent|Concentrated-Universal-Solvent|/3|||silent --view-mi @{selected|token_id}) }}{{materials=Solvent}}'},
- {name:'Vacuous-Grimoire',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Vacuous Grimoire,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Vacuous Grimoire,st:Book,sp:0,qty:1,rc:single-uncharged]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{prefix=Vacuous}}{{title=Grimoire}}{{name=}}{{Looks Like=A leather-and-brass-bound book that is indistinguishable from any other normal book - in fact, if with other books it will look identical to them.}}{{effects=A book of this sort is identical to a normal one, although if a *detect magic* spell is cast, a magical aura will be noted. Any character who opens the work and reads so much as a single glyph therein must make two saving throws vs. spell. The first is to determine if one point of Intelligence is lost or not; the second is to find if two points of Wisdom are lost. Once opened and read, the *vacuous grimoire* remains; to be destroyed, the book must be burned and a *remove curse* spell cast. If the tome is placed with other books, its appearance will instantly alter to conform to the look of these other works.}}{{materials=Book}}'},
- {name:'Well-of-Many-Worlds',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Well}}{{name=of Many Worlds}}{{subtitle=Cloth}}{{Size=Large (but folds down small)}}{{Immunity=None}}Specs=[Well of Many Worlds,Miscellaneous,0H,Well]{{}}MiscData=[w:Well of Many Worlds,st:Well,sp:3,qty:1,sz:L,wt:1,rc:single-uncharged]{{Looks Like=A circle of a very fine cloth about 6 feet in diameter: increadibly if not impossibly light and can be folded as small as a pocket handkerchief. Laid on the ground, it is dark and three dimentional like a hole in the ground}}{{Use=Apply all effects of this device manually}}{{desc=This strange interdimensional device looks just like a *portable hole*. Anything placed within it is immediately cast to another world—a parallel earth, another planet, or a different plane at the DM\'s option or by random determination. If the well is moved, the random factor again comes into play. It can be picked up, folded, etc., just like a *portable hole*. Things from the world the well touches can come through the opening, just as easily as from the initiating place.}}'},
- {name:'Wind-Fan',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Wind}}{{title=Fan}}{{subtitle=Fan}}{{Size=Small}}{{Immunity=None}}Specs=[Wind Fan,Miscellaneous,0H,Fan]{{}}MiscData=[w:Wind Fan,st:Fan,sp:3,qty:1,sz:S,wt:1,c:0,to:Tattered-Useless-Fan,rc:uncharged,ns:1],[cl:PW,w:MU-Gust-of-Wind,sp:3,pd:6]{{Looks Like=A fan that appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze.}}{{Use=Apply all effects of this device manually}}{{desc=The possessor can, by uttering the correct word, cause the fan to generate air movement duplicating a [*gust of wind*](!magic --mi-power @{selected|token_id}|MU-Gust-of-Wind|Wind-Fan/Tattered-Useless-Fan|5 --mi-charges @{selected|token_id}|\\amp#91;[\\amp#40;{ {\\amp#40;{ {\\amp#40;\\amp#91;[\\amp#63;{Roll chance of destruction|1d100}]\\amp#93;-\\amp#40;20*\\amp#40;6-@{selected|SpellCharges}\\amp#41;\\amp#41;\\amp#41;}, {0} }kl1\\amp#41;}, {-1} }kh1\\amp#41;]\\amp#93;|Wind-Fan||change-last) spell as if cast by a 5th-level wizard. The fan can be used once per day with no risk.\nIf it is used more frequently, there is a cumulative 20% chance per usage that the device will tear into useless, nonmagical tatters.}}\n!magic --query-qty @{selected|token_id}|MIPOWER|Gust-of-Wind|Silent'},
- {name:'Wings-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Wings of Flying}}{{title=Cloak}}{{subtitle=Cloak}}{{Size=Large}}{{Immunity=None}}Specs=[Wings of Flying,Miscellaneous,0H,Cloak]{{}}MiscData=[w:Wings of Flying,st:Cloak,sp:3,qty:1,sz:L,wt:1,rc:uncharged,ns:1],[cl:PW,w:Wings-of-Flying-fly,sp:3,pd:1]{{Looks Like=A plain cloak of old, black cloth.}}{{Use=Click [Fly](!magic --mi-power @{selected|token_id}|Wings-of-Flying-fly|Wings-of-Flying\\amp#13;!rounds --target caster|@{selected|token_id}|Wings-Flying|10|-1|Flying at up to a speed of up to 32|fluffy-wing) to start flying and follow the speed restrictions displayed on your turn announcement}}{{desc=If the wearer speaks a command word, the cloak will turn into a pair of gigantic bat wings (20-foot span) and empower the wearer to fly as follows:\n2 turns at speed 32\n3 turns at speed 25\n4 turns at speed 18\n6 turns at speed 15\n8 turns at speed 12\nAfter the maximum number of possible turns flying, the wearer must rest for one hour - sitting, lying down, or sleeping. Shorter periods of flight do not require full rest, but only relative quiet such as slow walking for one hour. Any flight of less than one turn\'s duration does not require any rest. *Wings of flying* can be used just once per day regardless of the length of time spent flying. They will support up to 500 pounds weight.}}'},
- {name:'Zagy-Friendly-Talisman',type:'hide|magic|miscellaneous',ct:'3',charge:'cursed+discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Hide|Magic|Miscellaneous,1H,Talisman]{{}}MiscData=[w:Talisman of Zagy,st:Talisman,sp:3,qty:1,sz:S,wt:1,on:!magic --message gm|@{selected|token_id}|Talisman of Zagy|@{selected|character_name} has taken the Talisman in hand and it will warn of mechanical and magical traps within 20ft,c:0,rc:cursed+discharging,pick:!magic --message @{selected|token_id}|Talisman of Zagy|Wow! This talisman really likes you! It might be worth checking out what it might do for you.]{{Looks Like=An oddly shaped bit of roughly polished rock}}ToHitData=[w:Wish,desc:MU-Wish,lv:18,sp:1,c:1,rc:cursed+discharging]{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. \nIf a friendly reaction result is obtained, the character will find it impossible to be rid of the talisman for as many months as he has points of Charisma. The device will grant one [*wish*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Wish --mi-charges @{selected|token_id}|-1|Zagy-Friendly-Talisman) for every six points of the character\'s Charisma. It will also grow warm and throb whenever its possessor comes within 20 feet of a mechanical or magical trap. (If the talisman is not held, its warning heat and pulses will be of not avail.)\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'},
- {name:'Zagy-Neutral-Talisman',type:'hide|miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Hide|Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Zagy,st:Talisman,sp:3,qty:1,sz:S,wt:1,rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|This talisman can take or leave you - it\'s pretty neutral. That might be a good thing]{{Looks Like=An oddly shaped bit of roughly polished rock}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. A neutral reaction results in the talisman remaining with the character for 5d6 hours, or until a [*wish*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Wish --mi-charges @{selected|token_id}|-1|Zagy-Neutral-Talisman||charged) is made upon it, whichever first occurs, and it will then disappear.\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'},
- {name:'Zagy-Stone-of-Weight',type:'hide|miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Zagy}}{{title=Stone}}{{name=of Weight}}{{subtitle=Loadstone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Weight,Hide|Miscellaneous,0H,Stone]{{}}MiscData=[w:Zagy Stone of Weight, st:Stone, sp:3, qty:1, sz:S, wt:1, init*:0.5, rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|The talisman has reacted badly to you. What is going to happen next?|!setattr ~~silent ~~charid @{selected|character_id} ~~basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}))/2\\rbrak;\\rbrak;,put:!magic --message @{selected|token_id}|Talisman of Zagy|Disposing of or destroying the Talisman of Zagy causes @{selected|character_name} \\lbrak;5d6\\rbrak;\\lpar;!\\cr;\\amp#47;r 5d6 hp of damage\\rpar;hp of damage and the talisman then disappears|!setattr ~~silent ~~charid @{selected|character_id} ~~basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}))*2\\rbrak;\\rbrak;]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=This talisman will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually. Discarding the talisman or destroying it results only in 5d6 points of damage and the disappearance of the talisman}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. Whenever a character touches a talisman of Zagy, a reaction check is made as if the individual were meeting another creature.\nIf a hostile reaction result is obtained, the device will act as a *stone of weight*. If the possessor of a *zagy stone of weight* is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate.\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'},
+ {name:'Universal-Solvent',type:'solvent|potion|miscellaneous',ct:'3',charge:'discharging',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{prefix=Universal}}{{title=Solvent}}{{splevel=Liquid}}{{school=Alteration}}Specs=[Universal Solvent,Solvent|Potion|Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Universal Solvent,st:Bottle of Liquid,sp:3,wt:1,qty:27,gp:100,rc:discharging]{{range=[[0]]}}{{duration=Instantanious}}{{aoe=1 cu.ft. per ounce/charge}}{{save=Special}}{{Looks Like=An oil or potion of some type - the GM will give you more information}}{{GM Info=Upon first examination, it seems to have the properties of both [oil of slipperiness](!magic --display-ability @{selected|token_id}|MI-DB|Oil-of-Slipperiness) and a [potion of delusion](!magic --display-ability @{selected|token_id}|MI-DB|Potion-of-Delusion).}}{{effects=If this liquid is applied to any form of adhesive or sticky material, the solution will immediately dissolve it. Thus, for instance, the effect of sovereign glue will immediately be negated by this liquid, as will any other form of cement, glue, or adhesive. The area of effect of this liquid is one cubic foot per ounce, and a typical container holds 27 ounces.\nIf the liquid is carefully distilled to bring it down to one-third of its original volume, each ounce will dissolve one cubic foot of organic or inorganic material, just as if a *disintegrate* spell had been employed. To do this, [distil liquid](!magic --addmi @{selected|token_id}|Universal-Solvent|Concentrated-Universal-Solvent|/3|||silent --view-mi @{selected|token_id}) }}{{materials=Solvent}}'},
+ {name:'Vacuous-Grimoire',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'21000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Vacuous Grimoire,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Vacuous Grimoire,st:Book,hide:hide,rev:use,sp:0,qty:1,wt:3,gp:21000,rc:single-uncharged]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{prefix=Vacuous}}{{title=Grimoire}}{{name=}}{{Looks Like=A leather-and-brass-bound book that is indistinguishable from any other normal book - in fact, if with other books it will look identical to them.}}{{effects=A book of this sort is identical to a normal one, although if a *detect magic* spell is cast, a magical aura will be noted. Any character who opens the work and reads so much as a single glyph therein must make two saving throws vs. spell. The first is to determine if one point of Intelligence is lost or not; the second is to find if two points of Wisdom are lost. Once opened and read, the *vacuous grimoire* remains; to be destroyed, the book must be burned and a *remove curse* spell cast. If the tome is placed with other books, its appearance will instantly alter to conform to the look of these other works.}}{{materials=Book}}'},
+ {name:'Well-of-Many-Worlds',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'18000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Well}}{{name=of Many Worlds}}{{subtitle=Cloth}}{{Size=Large (but folds down small)}}{{Immunity=None}}Specs=[Well of Many Worlds,Miscellaneous,0H,Well]{{}}MiscData=[w:Well of Many Worlds,st:Cloth,hide:hide,sp:3,qty:1,sz:L,wt:0.05,gp:18000,rc:single-uncharged]{{Looks Like=A circle of a very fine cloth about 6 feet in diameter: increadibly if not impossibly light and can be folded as small as a pocket handkerchief. Laid on the ground, it is dark and three dimentional like a hole in the ground}}{{Use=Apply all effects of this device manually}}{{desc=This strange interdimensional device looks just like a *portable hole*. Anything placed within it is immediately cast to another world—a parallel earth, another planet, or a different plane at the DM\'s option or by random determination. If the well is moved, the random factor again comes into play. It can be picked up, folded, etc., just like a *portable hole*. Things from the world the well touches can come through the opening, just as easily as from the initiating place.}}'},
+ {name:'Wind-Fan',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'1500',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Wind}}{{title=Fan}}{{subtitle=Fan}}{{Size=Small}}{{Immunity=None}}Specs=[Wind Fan,Miscellaneous,0H,Fan]{{}}MiscData=[w:Wind Fan,st:Fan,sp:3,qty:1,sz:S,wt:1,gp:1500,c:0,to:Tattered-Useless-Fan,rc:uncharged,ns:1],[cl:PW,w:MU-Gust-of-Wind,sp:3,pd:6]{{Looks Like=A fan that appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze.}}{{Use=Apply all effects of this device manually}}{{desc=The possessor can, by uttering the correct word, cause the fan to generate air movement duplicating a [*gust of wind*](!magic --mi-power @{selected|token_id}|MU-Gust-of-Wind|Wind-Fan/Tattered-Useless-Fan|5 --mi-charges @{selected|token_id}|\\amp#91;[\\amp#40;{ {\\amp#40;{ {\\amp#40;\\amp#91;[\\amp#63;{Roll chance of destruction|1d100}]\\amp#93;-\\amp#40;20*\\amp#40;6-@{selected|SpellCharges}\\amp#41;\\amp#41;\\amp#41;}, {0} }kl1\\amp#41;}, {-1} }kh1\\amp#41;]\\amp#93;|Wind-Fan||change-last) spell as if cast by a 5th-level wizard. The fan can be used once per day with no risk.\nIf it is used more frequently, there is a cumulative 20% chance per usage that the device will tear into useless, nonmagical tatters.}}\n!magic --query-qty @{selected|token_id}|MIPOWER|Gust-of-Wind|Silent'},
+ {name:'Wings-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'2250',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Wings of Flying}}{{title=Cloak}}{{subtitle=Cloak}}{{Size=Large}}{{Immunity=None}}Specs=[Wings of Flying,Miscellaneous,0H,Cloak]{{}}MiscData=[w:Wings of Flying,st:Cloak,sp:3,qty:1,sz:L,wt:1,gp:2250,rc:uncharged,ns:1],[cl:PW,w:Wings-of-Flying-fly,sp:3,pd:1]{{Looks Like=A plain cloak of old, black cloth.}}{{Use=Click [Fly](!magic --mi-power @{selected|token_id}|Wings-of-Flying-fly|Wings-of-Flying\\amp#13;!rounds --target caster|@{selected|token_id}|Wings-Flying|10|-1|Flying at up to a speed of up to 32|fluffy-wing) to start flying and follow the speed restrictions displayed on your turn announcement}}{{desc=If the wearer speaks a command word, the cloak will turn into a pair of gigantic bat wings (20-foot span) and empower the wearer to fly as follows:\n2 turns at speed 32\n3 turns at speed 25\n4 turns at speed 18\n6 turns at speed 15\n8 turns at speed 12\nAfter the maximum number of possible turns flying, the wearer must rest for one hour - sitting, lying down, or sleeping. Shorter periods of flight do not require full rest, but only relative quiet such as slow walking for one hour. Any flight of less than one turn\'s duration does not require any rest. *Wings of flying* can be used just once per day regardless of the length of time spent flying. They will support up to 500 pounds weight.}}'},
+ {name:'Zagy-Friendly-Talisman',type:'hide|magic|miscellaneous',ct:'3',charge:'cursed+discharging',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Hide|Magic|Miscellaneous,1H,Talisman]{{}}MiscData=[w:Talisman of Zagy,st:Talisman,sp:3,qty:1,sz:S,wt:1,gp:3000,,on:!magic --message gm|@{selected|token_id}|Talisman of Zagy|@{selected|character_name} has taken the Talisman in hand and it will warn of mechanical and magical traps within 20ft,c:0,rc:cursed+discharging,pick:!magic --message @{selected|token_id}|Talisman of Zagy|Wow! This talisman really likes you! It might be worth checking out what it might do for you.]{{Looks Like=An oddly shaped bit of roughly polished rock}}ToHitData=[w:Wish,desc:MU-Wish,lv:18,sp:1,c:1,rc:cursed+discharging]{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. \nIf a friendly reaction result is obtained, the character will find it impossible to be rid of the talisman for as many months as he has points of Charisma. The device will grant one [*wish*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Wish --mi-charges @{selected|token_id}|-1|Zagy-Friendly-Talisman) for every six points of the character\'s Charisma. It will also grow warm and throb whenever its possessor comes within 20 feet of a mechanical or magical trap. (If the talisman is not held, its warning heat and pulses will be of not avail.)\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'},
+ {name:'Zagy-Neutral-Talisman',type:'hide|miscellaneous',ct:'3',charge:'single-uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Hide|Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Zagy,st:Talisman,sp:3,qty:1,sz:S,wt:1,gp:3000,rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|This talisman can take or leave you - it\'s pretty neutral. That might be a good thing]{{Looks Like=An oddly shaped bit of roughly polished rock}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. A neutral reaction results in the talisman remaining with the character for 5d6 hours, or until a [*wish*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Wish --mi-charges @{selected|token_id}|-1|Zagy-Neutral-Talisman||charged) is made upon it, whichever first occurs, and it will then disappear.\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'},
+ {name:'Zagy-Stone-of-Weight',type:'hide|miscellaneous',ct:'3',charge:'single-uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Zagy}}{{title=Stone}}{{name=of Weight}}{{subtitle=Loadstone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Weight,Hide|Miscellaneous,0H,Stone]{{}}MiscData=[w:Zagy Stone of Weight, st:Stone, sp:3, qty:1, sz:S, wt:1, gp:3000, init*:0.5, rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|The talisman has reacted badly to you. What is going to happen next?|!setattr ~~silent ~~charid @{selected|character_id} ~~basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}))/2\\rbrak;\\rbrak;,put:!magic --message @{selected|token_id}|Talisman of Zagy|Disposing of or destroying the Talisman of Zagy causes @{selected|character_name} \\lbrak;5d6\\rbrak;\\lpar;!\\cr;\\amp#47;r 5d6 hp of damage\\rpar;hp of damage and the talisman then disappears|!setattr ~~silent ~~charid @{selected|character_id} ~~basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}))*2\\rbrak;\\rbrak;]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=This talisman will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually. Discarding the talisman or destroying it results only in 5d6 points of damage and the disappearance of the talisman}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. Whenever a character touches a talisman of Zagy, a reaction check is made as if the individual were meeting another creature.\nIf a hostile reaction result is obtained, the device will act as a *stone of weight*. If the possessor of a *zagy stone of weight* is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate.\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'},
]},
- MI_DB_Custom: {bio:'Custom Magic Items v7.01 26/01/2025
This Magic Item database holds definitions for all custom Magic Items that do not come from any published manual',
- gmnotes:'Change Log v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.22 26/12/2024 Mark items that can\'t be randomly allocated as dmitems v6.21 22/12/2024 Fixed Berserker-Morningstar+0, Mer-Salvager-Toxin-Attack and Potion-of-Raise-Dead v6.20 04/04/2024 Started adding hide#1 sections to long desc= sections to trigger "show more..." buttons v6.18-9 30/10/2023 Fixes to Staff of Frost & others v6.17 16/10/2023 Merged in custom items from Lost & Found campaign v6.16 21/04/2023 Split custom magic items from the standard database v6.15 20/04/2023 Added more items & started DB compression v6.14 15/04/23 Added more magic items v6.13 09/04/2023 Added ability for bags to automatically create item character sheet, optionally containing initial items v6.11 31/01/2023 Added new magic items v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.01 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.00 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.9 09/03/2022 Added saving throw data to MIs that affect saves v5.8 23/02/2022 Fixed issues with Headband of Intelligence, Robe of Protection, & Shocking Bracers v5.7 04/02/2022 Shocking Bracers updated to fix errors on first use v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item v4.3.3 09/06/2021 Bug fix for Red Ioun Stone v4.3.2 06/05/2021 Added some magic items from the Dungeon of Death v4.3.1 09/04/2021 Fixed a couple of Magic Item macro bugs v4.3 02/04/2021 Changed spell targeting to use MagicMaster API v4.2.1 24/03/2021 Added new MIs for Dungeon of Death v4.2 07/03/2021 Added DM-only list of Magic Items as Priest Level 3 - does not appear for Players. Also changed Magic Item powers to use the !magic API v4.1.11 04/03/2021 Added in a few MIs from Simon\'s dungeon & added 5 unknown potions, A to E v4.1.10 25/02/2021 Unfroze the MI Powers table by duplication v4.1.9 23/02/2021 Added more MIs from Simon\'s Dungeon of Death v4.1.8 17/02/2021 Added MIs from Simon\'s Dungeon of Death v4.1.7 29/01/2021 Added MIs held by characters that somehow seem to have got lost in this version of the MI-DB v4.1.6 21/01/2021 Added new MIs from Simon\'s Dungeon of Death v4.1.5 19/01/2021 Added missing MI Power of Clairaudience for the Robe of Ears v4.1.4 08/01/2021 Added missing entry for Ointment of Flying in Potions list v4.1.3 16/12/2020 Fixed issue with Wand of Paralysation duration when targeting, plus some other small bugs v4.1.2 29/11/2020 New magic items created for Jacob & Solar (Steve L.\'s characters) v4.1.1 09/11/2020 Sorted the MI-DB, compressed some item descriptions so fit better in chat window, and also replaced long descriptions with linked Handouts where possible. v4.1 08/11/2020 Introduction of Magic Item powers for unique MIs, which are stored in the MI-DB rather than player character sheets. This allows them to not need loading into a character\'s powers, but to automatically be available once the MI is acquired. v4.0 29/10/2020 Same as v3.3.1, but aligned version number with v4 Macro Library release v3.3.1 20/10/2020 Updated all embedded macro calls to deal with separation of database from macro library, and also set casting levels & names for various MI spell effects. v3.3 16/10/2020 Split the database of Magic Items from the macro workings so that the MI database can be shared with other macro systems. v3.2.2 14/10/2020 Added Ring of The Hawk, supported by Attacks macro library v3.6 v3.2.1 14/10/2020 Added Magic Items for both Lost Mines & The High Dungeon v3.2 19/09/2020 Updated to deal more effectively with lag, adjusted some menus, and added support for multi-status effects. Developed and then abandoned the use of Dusts for rechargable MIs, but totally changed this approach in later version. v3.1 25/08/2020 Added the ability to deduct multiple charges of a Magic Item when using it. Player specified, and not linked to what they are using it for. v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues. v2.0 Jumped this major version number entirely, to bring in line with other library releases. v1.3 22/08/2020 Added Magic Items gained in various recent quests v1.2 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred. v1.1 06/08/2020 Loaded all known character-held MIs from current campaigns. Coordinated all markers and effects across all MIs & Spell libraries. v1.0 01/08/2020 Testing went fine in Alpha and Beta, so applying first wave of enhancements. v0.1 19/07/2020 Initial creation for testing',
+ MI_DB_Custom: {bio:'Custom Magic Items v7.03 15/08/2025
This Magic Item database holds definitions for all custom Magic Items that do not come from any published manual',
+ gmnotes:'Change Log v7.03 15/08/2025 Changed alchoholic drinks to use the new disadvantage modifier v7.02 04/07/2025 Added values to each item v7.01 26/01/2025 Updated with multiple changes for v4 RoundMaster APIs v6.22 26/12/2024 Mark items that can\'t be randomly allocated as dmitems v6.21 22/12/2024 Fixed Berserker-Morningstar+0, Mer-Salvager-Toxin-Attack and Potion-of-Raise-Dead v6.20 04/04/2024 Started adding hide#1 sections to long desc= sections to trigger "show more..." buttons v6.18-9 30/10/2023 Fixes to Staff of Frost & others v6.17 16/10/2023 Merged in custom items from Lost & Found campaign v6.16 21/04/2023 Split custom magic items from the standard database v6.15 20/04/2023 Added more items & started DB compression v6.14 15/04/23 Added more magic items v6.13 09/04/2023 Added ability for bags to automatically create item character sheet, optionally containing initial items v6.11 31/01/2023 Added new magic items v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.01 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.00 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.9 09/03/2022 Added saving throw data to MIs that affect saves v5.8 23/02/2022 Fixed issues with Headband of Intelligence, Robe of Protection, & Shocking Bracers v5.7 04/02/2022 Shocking Bracers updated to fix errors on first use v5.6 01/01/2022 Updated to common release version v5.2 - 5.5 Skipped to even up version numbers v5.1 31/10/2021 Encoded using machine readable data to support API databases v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item v4.3.3 09/06/2021 Bug fix for Red Ioun Stone v4.3.2 06/05/2021 Added some magic items from the Dungeon of Death v4.3.1 09/04/2021 Fixed a couple of Magic Item macro bugs v4.3 02/04/2021 Changed spell targeting to use MagicMaster API v4.2.1 24/03/2021 Added new MIs for Dungeon of Death v4.2 07/03/2021 Added DM-only list of Magic Items as Priest Level 3 - does not appear for Players. Also changed Magic Item powers to use the !magic API v4.1.11 04/03/2021 Added in a few MIs from Simon\'s dungeon & added 5 unknown potions, A to E v4.1.10 25/02/2021 Unfroze the MI Powers table by duplication v4.1.9 23/02/2021 Added more MIs from Simon\'s Dungeon of Death v4.1.8 17/02/2021 Added MIs from Simon\'s Dungeon of Death v4.1.7 29/01/2021 Added MIs held by characters that somehow seem to have got lost in this version of the MI-DB v4.1.6 21/01/2021 Added new MIs from Simon\'s Dungeon of Death v4.1.5 19/01/2021 Added missing MI Power of Clairaudience for the Robe of Ears v4.1.4 08/01/2021 Added missing entry for Ointment of Flying in Potions list v4.1.3 16/12/2020 Fixed issue with Wand of Paralysation duration when targeting, plus some other small bugs v4.1.2 29/11/2020 New magic items created for Jacob & Solar (Steve L.\'s characters) v4.1.1 09/11/2020 Sorted the MI-DB, compressed some item descriptions so fit better in chat window, and also replaced long descriptions with linked Handouts where possible. v4.1 08/11/2020 Introduction of Magic Item powers for unique MIs, which are stored in the MI-DB rather than player character sheets. This allows them to not need loading into a character\'s powers, but to automatically be available once the MI is acquired. v4.0 29/10/2020 Same as v3.3.1, but aligned version number with v4 Macro Library release v3.3.1 20/10/2020 Updated all embedded macro calls to deal with separation of database from macro library, and also set casting levels & names for various MI spell effects. v3.3 16/10/2020 Split the database of Magic Items from the macro workings so that the MI database can be shared with other macro systems. v3.2.2 14/10/2020 Added Ring of The Hawk, supported by Attacks macro library v3.6 v3.2.1 14/10/2020 Added Magic Items for both Lost Mines & The High Dungeon v3.2 19/09/2020 Updated to deal more effectively with lag, adjusted some menus, and added support for multi-status effects. Developed and then abandoned the use of Dusts for rechargable MIs, but totally changed this approach in later version. v3.1 25/08/2020 Added the ability to deduct multiple charges of a Magic Item when using it. Player specified, and not linked to what they are using it for. v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues. v2.0 Jumped this major version number entirely, to bring in line with other library releases. v1.3 22/08/2020 Added Magic Items gained in various recent quests v1.2 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred. v1.1 06/08/2020 Loaded all known character-held MIs from current campaigns. Coordinated all markers and effects across all MIs & Spell libraries. v1.0 01/08/2020 Testing went fine in Alpha and Beta, so applying first wave of enhancements. v0.1 19/07/2020 Initial creation for testing',
root:'MI-DB',
api:'magic',
type:'mi',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/thumb.jpg?1636631849',
- version:7.01,
- db:[{name:'6-Slot-Bag',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=6 Slot Item Bag}}{{subtitle=Item}}Specs=[MI Bag,Miscellaneous,1H,Bag]{{Speed=[[10]]}}MiscData=[w:6-slot MI Bag,sp:10,rc:charged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Looks Like=What appears to be a perfectly normal bag, made out of some material that the DM has not yet determined!}}{{desc=This is an add-on Magic Item bag, that adds to the slots in the current bag, profiding more slots for storing Items in.}}{{Use=Use the Bag, and the number of slots will be set automatically.}}\n!modattr --charid @{selected|character_id} --fb-header @{selected|character_name}\'s Magic Item Bag --fb-content @{selected|character_name}\'s Magic Item Bag now has 6 more slots --container-size|+6'},
- {name:'Acid-flask',type:'innate-ranged|miscellaneous',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Acid Flask}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed ranged innate flask}}Specs=[Flask,Innate-Ranged|miscellaneous,1H,Flask]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Acid Flask,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:2,rc:charged]{{Attacks=1 per round, Acid Splash}}{{Ammo=+0, vs. SM:1+1d8, L:1+1d8}}AmmoData=[w:Acid Flask,t:Flask,st:Flask,sb:0,+:0,SM:1+1d8,L:1+1d8]{{Range=S:30, M:60, L:120}}RangeData=[t:Flask,+:0,r:3/6/12]{{desc=A flask full of weak burning acid which only does 1+1d8 damage for 1 round}}'},
- {name:'Amulet-of-Teleport-to-Safety',type:'miscellaneous',ct:'2',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Teleport to Safety}}Specs=[Amulet of Teleport to Safety,Miscellaneous,1H,Alteration]{{subtitle=Ring}}{{Speed=[[2]]}}MiscData=[w:Amulet of Teleport to Safety,st:Amulet,sp:2,rc:discharging]{{Size=Tiny}}{{Looks Like=A fancy amulet of what appears to be some precious metal, with the name *Neverwinter* engraved on it.}}{{Immunity=None}}{{desc=Activation takes whole Party to Temple in Neverwinter}}'},
- {name:'Amulet-of-polymorph-self',type:'miscellaneous',ct:'4',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Amulet}}{{name= of Polymorph Self}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Amulet of Polymorph Self,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[4]]}}MiscData=[w:Amulet of Polymorph Self,st:Amulet,sp:4,rc:recharging]{{range=[[0]]}}{{duration=[[14]]}}{{aoe=Wearer}}{{save=None}}{{healing=[Change Form](!rounds --target caster|Amulet-Polymorph-Self|@{selected|casting-level}|-1|Polymorphed, with motion+breathing+physical dmg, but own attk+HP|Three-leaves)}}{{Looks Like=An amulet made of some precious metal, with images of different animals engraved on its circumference}}{{effects=When this amulet is used, the user is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, they gain its physical mode of locomotion and breathing as well. No system shock roll is required. The amulet does not give the new form\'s other abilities (attack, magic, special movement, etc.), nor does it run the risk of the user changing personality and mentality.\nWhen the polymorph occurs, the user\'s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The user retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A user not used to a new form might be penalised at the DM\'s option (for example, -2 penalty to attack rolls) until they practice sufficiently to master it.\nThus, a user changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding\'s offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The user retains their own hit points, attack rolls, and saving throws. The user can end the effect at any time; when voluntarily returning to their own form and ending the effect, they regain [1d12](!\\amp#13;\\amp#47;r 1d12) hit points. The user also will return to their own form when slain or when the effect is dispelled, but no hit points are restored in these cases.}}{{materials=The amulet}}\n!setattr --charid @{selected|character_id} --silent --MI-used|Amulet of Polymorph Self'},
- {name:'Ankheg-Shell',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Ankheg-Shell}}{{subtitle=Useful Item}}Specs=[Ankheg Shell,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}{{Size=Large}}{{desc=A shell from an Ankheg that has the potential to be made into ultra-light AC0 armour}}'},
- {name:'Bag-of-Gold-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bank of Bildeth bag of 100gp}}{{subtitle=Treasure}}Specs=[Bag of Gold Coins,Miscellaneous,1H,Treasure]{{Size=Small but Heavy}}{{desc=A cloth bag clearly marked on the outside with "Property of Bank of Bildeth - 100 Gold Pieces" and containing just that.}}'},
- {name:'Bag-of-Lead-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bag of 100 lead coins}}{{subtitle=Treasure}}Specs=[Bag of Lead Coins,Miscellaneous,1H,Treasure]{{Size=Small but Very Heavy}}{{desc=A cloth bag containing 100 lead coins. These weigh double the weight of normal coins}}'},
- {name:'Bag-of-Silver-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bank of Bildeth bag of 100sp}}{{subtitle=Treasure}}Specs=[Bag of Silver Coins,Miscellaneous,1H,Treasure]{{Size=Small but Heavy}}{{desc=A cloth bag clearly marked on the outside with "Property of Bank of Bildeth - 100 Silver Pieces" and containing just that.}}'},
- {name:'Basic-Poison',type:'dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Basic Poison}}Specs=[Poison,dmitem,1H,Poison]{{subtitle=Potion}}{{Speed=[[10]]}}{{Size=Small}}{{Saves=[Negates](!\\amp#13;\\amp#47;gmroll 1d20 save vs Poison)}}{{desc=You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.}}'},
- {name:'Berserker-Morningstar+0',type:'melee|magic',ct:'7',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Berserker Morningstar+0}}{{subtitle=Mace/Club}}{{Speed=[[7]]}}{{Size=Medium}}WeapData=[w:Berserker Morningstar+0,rc:cursed,ns:1],[cl:PW,w:PW-Rage,sp:0,lv:1,pd:1]{{Weapon=1-handed melee club}}Specs=[Morningstar,Melee,1H,Clubs],[Morningstar,Magic,1H,Power]{{To-hit=+0 + Str bonus}}ToHitData=[w:Berserker Morningstar+0,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,rc:cursed],[w:Rage,pw:PW-Rage,lv:1]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6+1, + Str bonus}}DmgData=[w:Morningstar,sb:1,+:0,SM:2d4,L:1+1d6]{{desc=This morningstar is Cursed, and picking it up extends the curse to you. As long as you remain Cursed, you are unwilling to part with the morningstar, keeping it within reach at all times. You also have disadvantage on Attack rolls with Weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\nYou can *rage* once per day while wielding the *berserker morningstar*}}'},
- {name:'Black-Stone',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Black Shiny Stone}}{{subtitle=Magic Item}}Specs=[Black Stone,Miscellaneous,1H,Any]{{Size=Small}}MiscData=[w:Black Stone,st:Stone,sp:0,rc:uncharged]{{Powers=Unknown}}{{desc=This stone seems to be glistening and have flecks of something on its surface - or is that just reflected light. Even just looking at it, you feel optimistic about it}}'},
- {name:'Book-of-Changes',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Book}}{{name= of Changes}}{{splevel=Tome}}{{school=Alteration}}Specs=[Book of Changes,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours}}MiscData=[w:Book of Changes,st:Book,sp:10,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=An ornately bound and shod book, heavy and large, with a lock that may or may not be functioning. On the cover it says: ***“Do you suffer from a crisis of identity? Do you wish that you were someone else? If so, this book is for you!”***.}}{{effects=The Book of Changes - lets a character change any/all of their classes / alignment / race / gender / weapon proficiencies / non-weapon proficiencies. If the same size hit dice are used no re-rolling is required but it may be necessary if the character changes some of their levels to a class that has different size hit dice. On the cover it says: ***“Do you suffer from a crisis of identity? Do you wish that you were someone else? If so, this book is for you!”***. The changes as a result of changed class mean that the user can change weapon proficiencies and specialisation, and non-weapon proficiencies. The user may not ***add*** levels as a result of using this book.}}{{materials=Book}}'},
- {name:'Broach',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Broach}}{{subtitle=Item}}Specs=[Broach,Miscellaneous,1H,Item]{{Speed=[[0]]}}MiscData=[w:Broach,sp:0,st:Broach,rc:single-uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a perfectly normal broach, made out of some shiny metal with a pretty design stamped on the front - quite well made...}}'},
- {name:'Broach-of-Spider-Control',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broach}}{{name= of Spider Control}}{{splevel=Magic Item}}{{school=Enchantment/Charm}}Specs=[Broach of Spider Control,Miscellaneous,1H,Enchantment-Charm]{{components=M}}{{time=[[3]]}}MiscData=[w:Broach of Spider Control,st:Broach,sp:3,rc:uncharged,loc:Misc]{{range=[[0]]}}{{duration=While worn}}{{aoe=[60 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|magic|true --target single|@{selected|token_id}|\\amp#64;{target|Control which spider?|token_id}|Broach of Spider Control|99|0|Controlled by @{selected|token_name}|chained-heart)}}{{save=Special}}{{Looks Like=A large broach with a sturdy pin and catch, suitable for securing a heavy cloak. There is a detailed image of a single spider on its face.}}{{effects=This broach allows the wearer to control any one spider within 60 feet of the wearer. Only one spider can be controlled at any one time, but once controlled the spider can move anywhere within 240ft of the wearer in order to do the wearer\'s bidding. The spider can be of any type and size, but not supernatural or spider deities or demi-gods.}}{{hide1=\nThe spider will consider the wearer of the broach a friend and fellow spider to be protected (although disadvantaged by many fewer limbs), and will accept commands including to attack other spiders. However, it will not accept commands for self-harm or that might be otherwise against its nature - if such commands are attempted, the control will immediately break and will not be able to be re-established.\nThe broach also enables the wearer to traverse spiders web in a similar fashion to a *Cloak of Arachnida*, traversing at the same rate as the spider that created it, or a rate of 6 otherwise. The wearer cannot be entrapped by web from a spider.}}{{Use=To mark a spider as controlled, use the Area of Effect button and target any single spider within the area of effect that appears. To change the spider that is controlled, the DM will need to remove the status from the currently controlled spider, after which use the Area of Effect button again.}}'},
- {name:'Bullywug-Royal-Spear',type:'melee|protection-spear|ranged',ct:'5',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Bullywug Royal Spear}}{{subtitle=Spear}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee or thrown spear}}Specs=[Spear,Melee|Protection-Spear,1H,Spears],[Spear,Melee,2H,Spears],[Spear,Ranged,1H,Spears]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Spear,sb:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,r:10,sp:5],[w:Spear,sb:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,r:10,sp:5],[w:Spear,sb:1,db:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,sp:5]{{Attacks=1 per round + level \\amp specialisation, Piercing}}ACdata=[a:Bullywug Royal Spear,+:2,rules:+inhand]{{Damage=+1, 1H: vs SM:1d6, L:1d8, 2H: SM: 1d8, L: 2d4+1, + Str bonus}}DmgData=[w:Spear,sb:1,+:0,SM:1d6,L:1d8],[w:Spear,sb:1,+:0,SM:1d8,L:1+2d4],[]{{Ammo=+1, vs SM:1d6, L:1d8, + Str bonus}}AmmoData=[w:Bullywug Royal Spear,t:Spear,st:Spear,sb:1,+:1,SM:1d6,L:1d8]}}{{Range=S:10, M:20, L:30}}RangeData=[t:Spear,+:1,r:1/2/3]{{desc=This is a Bullywug Royal Spear. The point is extra-sharp and it is perfectly balanced. Obviously not made by the Bullywugs, but something they stole or won in battle. It can also be used 2-handed for extra damage, unlike a normal spear. It achieves a critical hit on an 18, and in so doing knocks the opponent prone.}}'},
- {name:'Campaign-Bed',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Campaign Bed}}{{subtitle=Magic Item}}Specs=[Campaign Bed,Miscellaneous,1H,Alteration]{{Size=Small/Large}}MiscData=[w:Campaign Bed,st:Minature Bed,wt:10,sp:10,rc:uncharged]{{Powers=5HP overnight + comfort}}{{desc=A switch on the headboard will shrink it down to the size of a pack of cigarettes, so it can be slipped in a pocket. Anyone sleeping on the bed overnight will gain an extra 5 hit points of healing, and be warm and comfortable in all conditions - even outdoors in snow!}}'},
- {name:'Candle-of-Translation',type:'miscellaneous',ct:'100',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Candle}}{{name= of Translation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Candle of Translation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[100]]}}MiscData=[w:Candle of Translation,st:Candle,wt:1,sp:100,rc:rechargeable]{{range=[[0]]}}{{duration=As long as candle lasts}}{{aoe=Creature lighting candle in area illuminated}}{{save=None}}{{Looks Like=A large ecclesiastical candle, which might last up to 2 hours.}}{{effects=Similar to the L3 MU spell and L4 Priest spell *Tongues* (but not exactly the same), this magic candle imbues the creature lighting the candle, breathing in the smell of the hot wax, and reading by its light with the ability to read any language (but not magic runes). The user does not have to know what language the text is in, and does not provide this information. The candle does not provide the ability to understand spoken language, only that which is written, and does not help with interpretation of what is written - the reader must work that out for themselves!\nThe candle burns at [[1]] use per round - a round is about the time needed to read one full page of dense handwriting. It can be recharged with wax gathered from the nests of Giant Hornets}}{{materials=Candle,Flint \\amp tinder or other means of lighting candle}}'},
- {name:'Cauldron-of-Reheated-Stew',type:'miscellaneous',ct:'100',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cauldron}}{{name= of Reheated Stew}}MiscData=[w:Cauldron of Reheated Stew,st:Cauldron,wt:10,sp:100,rc:recharging]{{subtitle=Magic Item}}Specs=[Caldron of Reheated Stew,Miscellaneous,1H,Conjuration-Summoning]{{Looks Like=A small cauldron, such as might be used by adventurers on a campaign to heat food}}{{desc=Cauldron contains a tasty and nourishing stew, sufficient for a good meal for 6 or 7 persons (say 1.5 gallons). It will magically refill itself once a day when heated.}}'},
- {name:'Cloak',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cloak}}{{subtitle=Magic Item?}}Specs=[Cloak,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Cloak,st:Cloak,sp:0,rc:uncharged,loc:Cloak]{{Size=Small}}{{Immunity=?}}{{desc=This cloak is possibly a magical item, but what it does is currently unknown.}}'},
- {name:'Cloak-of-Stealthy-Movement',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Cloak}}{{name= of Stealthy Movement}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Cloak of Stealthy Movement,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Cloak of Stealthy Movement,st:Cloak,sp:0,rc:uncharged,loc:cloak]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=Special}}{{Looks Like=A light cloak, which seems to be made of some material that does not rustle.}}{{effects=A cloak that allows the wearer to move stealthily. Refer to the DM who created it for the specs! (Possibly the same as a Thief moving silently of the level of the wearer?}}{{materials=The cloak}}'},
- {name:'Cloth-of-Feather-Fall',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cloth of Feather Fall}}{{subtitle=Magic Item}}Specs=[Cloth of Feather Fall,Miscellaneous,1H,Protection]{{Speed=[[0]]}}MiscData=[w:Cloth of Feather Fall,sp:0,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=Essentially a parachute of ultra fine and strong silk.If the possessor starts falling more than 6ft, the cloth will magically appear from wherever it is stored on the creature\'s person, unfolded and attached by fine unbreakable threads that form a harness around the possessor. The cloth will then act as a parachute with the same effect as a *Feather Fall* spell. When, the possessor gently alights on the ground, the threads detatch, the cloth floats to the ground and re-folds itself, then waits to be picked up and stowed. **Note:** the cloth does not re-stow itself. It needs to be recovered and stowed after use.\nThe cloth is AC2 and has 50HP. If it takes damage, the rate of fall will increase in proportion to the damage taken - 50% is twice as fast, 66% is 3 times as fast, 75% is 4 times as fast and half falling damage, 100% means it no longer works. Damage can only be repared by a combonation of a seamstress and the casting of *Feather Fall* and *Permanence* spells}}'},
- {name:'Continual-Light-Jewel',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Jewel with Continual Light}}{{subtitle=Magic Item}}Specs=[Continual Light Jewel,Miscellaneous,1H,Alteration-Sun]{{Size=Tiny}}MiscData=[w:Continual Light Jewel,st:Glowing Jewel,sp:0,rc:uncharged]{{desc=This is an ordinary jewel with a Continual Light spell cast on it. It will shine brightly whenever it is outside of any containment}}'},
- {name:'Coral-Rapier',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Coral Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee marine fencing-blade}}Specs=[Rapier,Melee,1H,Fencing-blade]{{To-hit=+0 no bonuses}}ToHitData=[w:Coral Rapier,sb:0,+:0,n:2,ch:20,cm:2,sz:M,ty:P,r:5,sp:2]{{Attacks=2 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d8+2, L:1d8, no bonuses}}DmgData=[w:Coral Rapier,sb:0,+:0,SM:2+1d8,L:1d8]{{desc=This is a pointed blade made of coral, light and very sharp. Thicker than a normal rapier, it is a tapered stick of coral, which has been grown or shaped to have a fine, sharp point. It\'s lightness and pointiness makes it similar to a rapier to wield. On a dice roll of 1 or 2, however, it will break.}}'},
- {name:'Cursed-Luckstone',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Cursed Luckstone}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Cursed Luckstone,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Cursed Luckstone,sp:0,svall:-1,rc:cursed]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Holder}}{{save=None}}{{effects=This magical stone looks exactly the same as the others of this ilk. However, it is not one anyone wants to possess. It confers -1 (or -5%) on all dice rolls involving factors such as saving, slipping, dodging, etc.—whenever dice are rolled to find whether the character suffers from some adverse happening. This bad luck does not affect attack and damage rolls or spell failure dice.}}'},
- {name:'Cursed-Ring-of-Wishes',type:'ring',ct:'-1',charge:'cursed-charged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Wishes (cursed)}}{{subtitle=Ring}}Specs=[Ring of Wishes,Ring,1H,Conjuration-Summoning]{{Speed=[[0-1]] - so fast, you can\'t change your mind, but the effect may take forever to happen}}RingData=[w:Ring of Wishes,st:Ring,sp:-1,rc:cursed-charged,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A plain gold ring, which seems to gleam slightly though the gleam almost seems...}}{{desc=The cursed Ring of Wishes is the same as a normal one, and will grant the wishes. Only after the last wish is used will this description appear. It cannot be removed by a *Remove Curse*, until a Wish (from the ring or elsewhere) is first used to wish that the next *Remove Curse* cast on it actually works.\nAs with any wish, the DM should be very judicious in handling the request. If players are greedy and grasping, interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not the wish was granted, and regardless of the DM\'s interpretation of the wisher\'s request. No wish can cancel the decrees of god-like beings, unless it comes from another such creature.\n**House rules:** Legitimate uses for a full wish with no splash\n1. Raise a single attribute to 16\n2. Raise a single attribute from 16 to 17, or 17 to 18, or 18 to 19, or 19 to 20. Cannot be raised above 20 using a single wish.\n3. Restore a party to full heath (even if some members dead/paralysed/etc)}}'},
- {name:'Dark-Mage-Porter',type:'potion',ct:'100*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Dark Mage Porter}}{{splevel=Beer}}{{school=Inebriation}}Specs=[Dark Mage Porter,Potion,1H,Inebriation]{{components=Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) turns until imbibed}}PotionData=[sp:100*1d4,rc:charged]{{range=Consumer}} {{duration=Drunk for [[1d3]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=A reasonable beer, though it could be on the turn}}{{materials=Pint of beer}}'},
- {name:'Death-Pact-Ring-of-Party-Wish',type:'ring',ct:'1',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Death Pact Ring of 1 Party Wish}}{{subtitle=Ring}}Specs=[Ring of Party Wish,Ring,1H,Necromancy]{{Speed=[[1]]}}RingData=[w:Death Pact Ring of Party Wish,sp:1,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A ring made of jet black material, finely worked}}{{desc=Ring - Death Pact. Whoever wears the ring knows all of this… On wearing the ring you need to designate a place of saftey (which you must have visited), If you drop BELOW zero, the first charge automatically teleports you to the location and restored to 1HP but are week and feeble. The ring then changes into a Ring of Party Wish (1 charge). This enables a wish to restore / recover / ressurect party members. It is possible to use the Ring of Party Wish without having used the Death Pact, but the ring vanishes after the use of the wish.}}'},
- {name:'Elaborate-Book',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elaborate Book}}Specs=[Elaborate-Book,Miscellaneous,1H,Alteration]{{subtitle=Interesting Item?}}MiscData=[w:Elaborate Book,sp:0,rc:uncharged]{{desc=This book has gold writing on the front, which someone with the right knowledge and reading ability might be able to decipher. Every page is edged with gold, and filled with scrawled writing in several forms (some symols and runes, along with more normal writings) and detailed diagrams. Clearly, it is a tome of or about some form of magic, but what?}}'},
- {name:'Electrum-Ingot',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Electrum Ingot}}Specs=[Electrum-Ingot,teasure,0H,Treasure]{{subtitle=Treasure}}{{Speed=[[0]]}}{{Size=Tiny}}{{Value=100 ep}}{{Weight=2lbs}}{{desc=This is an ingot of electrum, with smooth sides and unmarked, except for a stamp certifying it as pure Electrum and worth 100ep.}}'},
+ avatar:'https://files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/max.jpg?1636631849',
+ version:7.03,
+ db:[{name:'6-Slot-Bag',type:'miscellaneous',ct:'10',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=6 Slot Item Bag}}{{subtitle=Item}}Specs=[MI Bag,Miscellaneous,1H,Bag]{{Speed=[[10]]}}MiscData=[w:6-slot MI Bag,gp:10,wt:1,sp:10,rc:charged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Looks Like=What appears to be a perfectly normal bag, made out of some material that the DM has not yet determined!}}{{desc=This is an add-on Magic Item bag, that adds to the slots in the current bag, profiding more slots for storing Items in.}}{{Use=Use the Bag, and the number of slots will be set automatically.}}\n!modattr --charid @{selected|character_id} --fb-header @{selected|character_name}\'s Magic Item Bag --fb-content @{selected|character_name}\'s Magic Item Bag now has 6 more slots --container-size|+6'},
+ {name:'Acid-flask',type:'innate-ranged|miscellaneous',ct:'2',charge:'charged',cost:'5',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Acid Flask}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Small}}WeapData=[gp:5,wt:2]{{Weapon=1-handed ranged innate flask}}Specs=[Acid-Flask|Oil-Flask,Innate-Ranged|miscellaneous,1H,Flask]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Acid Flask,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:2,rc:charged]{{Attacks=1 per round, Acid Splash}}{{Ammo=+0, vs. SM:1+1d8, L:1+1d8}}AmmoData=[w:Acid Flask,t:Flask,st:Flask,sb:0,+:0,SM:1+1d8,L:1+1d8]{{Range=S:30, M:60, L:120}}RangeData=[t:Flask,+:0,r:3/6/12]{{desc=A flask full of weak burning acid which only does 1+1d8 damage for 1 round}}'},
+ {name:'Amulet-of-Teleport-to-Safety',type:'miscellaneous',ct:'2',charge:'discharging',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Teleport to Safety}}Specs=[Amulet of Teleport to Safety,Miscellaneous,1H,Alteration]{{subtitle=Ring}}{{Speed=[[2]]}}MiscData=[w:Amulet of Teleport to Safety,st:Amulet,sp:2,gp:5000,wt:0.5,rc:discharging]{{Size=Tiny}}{{Looks Like=A fancy amulet of what appears to be some precious metal, with the name *Neverwinter* engraved on it.}}{{Immunity=None}}{{desc=Activation takes whole Party to Temple in Neverwinter}}'},
+ {name:'Amulet-of-polymorph-self',type:'miscellaneous',ct:'4',charge:'recharging',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Amulet}}{{name= of Polymorph Self}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Amulet of Polymorph Self,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[4]]}}MiscData=[w:Amulet of Polymorph Self,st:Amulet,sp:4,gp:6000,wt:0.5,rc:recharging]{{range=[[0]]}}{{duration=[[14]]}}{{aoe=Wearer}}{{save=None}}{{healing=[Change Form](!rounds --target caster|Amulet-Polymorph-Self|@{selected|casting-level}|-1|Polymorphed, with motion+breathing+physical dmg, but own attk+HP|Three-leaves)}}{{Looks Like=An amulet made of some precious metal, with images of different animals engraved on its circumference}}{{effects=When this amulet is used, the user is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, they gain its physical mode of locomotion and breathing as well. No system shock roll is required. The amulet does not give the new form\'s other abilities (attack, magic, special movement, etc.), nor does it run the risk of the user changing personality and mentality.\nWhen the polymorph occurs, the user\'s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The user retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A user not used to a new form might be penalised at the DM\'s option (for example, -2 penalty to attack rolls) until they practice sufficiently to master it.\nThus, a user changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding\'s offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The user retains their own hit points, attack rolls, and saving throws. The user can end the effect at any time; when voluntarily returning to their own form and ending the effect, they regain [1d12](!\\amp#13;\\amp#47;r 1d12) hit points. The user also will return to their own form when slain or when the effect is dispelled, but no hit points are restored in these cases.}}{{materials=The amulet}}\n!setattr --charid @{selected|character_id} --silent --MI-used|Amulet of Polymorph Self'},
+ {name:'Ankheg-Shell',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Ankheg-Shell}}{{subtitle=Useful Item}}Specs=[Ankheg Shell,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[gp:50,wt:15]{{Size=Large}}{{desc=A shell from an Ankheg that has the potential to be made into ultra-light AC0 armour}}'},
+ {name:'Bag-of-Gold-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bank of Bildeth bag of 100gp}}{{subtitle=Treasure}}Specs=[Bag of Gold Coins,Miscellaneous,1H,Treasure]{{Size=Small but Heavy}}MiscData=[gp:100,wt:1]{{desc=A cloth bag clearly marked on the outside with "Property of Bank of Bildeth - 100 Gold Pieces" and containing just that.}}'},
+ {name:'Bag-of-Lead-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bag of 100 lead coins}}{{subtitle=Treasure}}Specs=[Bag of Lead Coins,Miscellaneous,1H,Treasure]{{Size=Small but Very Heavy}}MiscData=[gp:0.5,wt:2]{{desc=A cloth bag containing 100 lead coins. These weigh double the weight of normal coins}}'},
+ {name:'Bag-of-Silver-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bank of Bildeth bag of 100sp}}{{subtitle=Treasure}}Specs=[Bag of Silver Coins,Miscellaneous,1H,Treasure]{{Size=Small but Heavy}}MiscData=[gp:10,wt:1]{{desc=A cloth bag clearly marked on the outside with "Property of Bank of Bildeth - 100 Silver Pieces" and containing just that.}}'},
+ {name:'Basic-Poison',type:'dmitem',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Basic Poison}}Specs=[Poison,dmitem,1H,Poison]{{subtitle=Potion}}MiscData=[gp:10,wt:0.5]{{Speed=[[10]]}}{{Size=Small}}{{Saves=[Negates](!\\amp#13;\\amp#47;gmroll 1d20 save vs Poison)}}{{desc=You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 turn before drying.}}'},
+ {name:'Berserker-Morningstar+0',type:'melee|magic',ct:'7',charge:'cursed',cost:'1010',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Berserker Morningstar+0}}{{subtitle=Mace/Club}}{{Speed=[[7]]}}{{Size=Medium}}WeapData=[w:Berserker Morningstar+0,gp:1010,wt:12,rc:cursed,ns:1],[cl:PW,w:PW-Rage,sp:0,lv:1,pd:1]{{Weapon=1-handed melee club}}Specs=[Morningstar,Melee,1H,Clubs],[Morningstar,Magic,1H,Power]{{To-hit=+0 + Str bonus}}ToHitData=[w:Berserker Morningstar+0,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,rc:cursed],[w:Rage,pw:PW-Rage,lv:1]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6+1, + Str bonus}}DmgData=[w:Morningstar,sb:1,+:0,SM:2d4,L:1+1d6]{{desc=This morningstar is Cursed, and picking it up extends the curse to you. As long as you remain Cursed, you are unwilling to part with the morningstar, keeping it within reach at all times. You also have disadvantage on Attack rolls with Weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\nYou can *rage* once per day while wielding the *berserker morningstar*}}'},
+ {name:'Black-Stone',type:'miscellaneous|dmitem',ct:'0',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Black Shiny Stone}}{{subtitle=Magic Item}}Specs=[Black Stone,Miscellaneous|DMitem,1H,Any]{{Size=Small}}MiscData=[w:Black Stone,st:Stone,sp:0,gp:5,wt:0.5,rc:uncharged]{{Powers=Unknown}}{{desc=This stone seems to be glistening and have flecks of something on its surface - or is that just reflected light. Even just looking at it, you feel optimistic about it}}'},
+ {name:'Book-of-Changes',type:'miscellaneous',ct:'10',charge:'discharging',cost:'50000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Book}}{{name= of Changes}}{{splevel=Tome}}{{school=Alteration}}Specs=[Book of Changes,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours}}MiscData=[w:Book of Changes,st:Book,sp:10,gp:50000,wt:3,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=An ornately bound and shod book, heavy and large, with a lock that may or may not be functioning. On the cover it says: ***“Do you suffer from a crisis of identity? Do you wish that you were someone else? If so, this book is for you!”***.}}{{effects=The Book of Changes - lets a character change any/all of their classes / alignment / race / gender / weapon proficiencies / non-weapon proficiencies. If the same size hit dice are used no re-rolling is required but it may be necessary if the character changes some of their levels to a class that has different size hit dice. On the cover it says: ***“Do you suffer from a crisis of identity? Do you wish that you were someone else? If so, this book is for you!”***. The changes as a result of changed class mean that the user can change weapon proficiencies and specialisation, and non-weapon proficiencies. The user may not ***add*** levels as a result of using this book.}}{{materials=Book}}'},
+ {name:'Broach',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Broach}}{{subtitle=Item}}Specs=[Broach,Miscellaneous,1H,Item]{{Speed=[[0]]}}MiscData=[w:Broach,sp:0,st:Broach,gp:10,wt:0.02,rc:single-uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a perfectly normal broach, made out of some shiny metal with a pretty design stamped on the front - quite well made...}}'},
+ {name:'Broach-of-Spider-Control',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broach}}{{name= of Spider Control}}{{splevel=Magic Item}}{{school=Enchantment/Charm}}Specs=[Broach of Spider Control,Miscellaneous,1H,Enchantment-Charm]{{components=M}}{{time=[[3]]}}MiscData=[w:Broach of Spider Control,st:Broach,sp:3,gp:9000,wt:0.02,rc:uncharged,loc:Misc]{{range=[[0]]}}{{duration=While worn}}{{aoe=[60 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|magic|true --target single|@{selected|token_id}|\\amp#64;{target|Control which spider?|token_id}|Broach of Spider Control|99|0|Controlled by @{selected|token_name}|chained-heart)}}{{save=Special}}{{Looks Like=A large broach with a sturdy pin and catch, suitable for securing a heavy cloak. There is a detailed image of a single spider on its face.}}{{effects=This broach allows the wearer to control any one spider within 60 feet of the wearer. Only one spider can be controlled at any one time, but once controlled the spider can move anywhere within 240ft of the wearer in order to do the wearer\'s bidding. The spider can be of any type and size, but not supernatural or spider deities or demi-gods.}}{{hide1=\nThe spider will consider the wearer of the broach a friend and fellow spider to be protected (although disadvantaged by many fewer limbs), and will accept commands including to attack other spiders. However, it will not accept commands for self-harm or that might be otherwise against its nature - if such commands are attempted, the control will immediately break and will not be able to be re-established.\nThe broach also enables the wearer to traverse spiders web in a similar fashion to a *Cloak of Arachnida*, traversing at the same rate as the spider that created it, or a rate of 6 otherwise. The wearer cannot be entrapped by web from a spider.}}{{Use=To mark a spider as controlled, use the Area of Effect button and target any single spider within the area of effect that appears. To change the spider that is controlled, the DM will need to remove the status from the currently controlled spider, after which use the Area of Effect button again.}}'},
+ {name:'Bullywug-Royal-Spear',type:'melee|protection-spear|ranged',ct:'5',charge:'uncharged',cost:'3000',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Bullywug Royal Spear}}{{subtitle=Spear}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee or thrown spear}}Specs=[Spear,Melee|Protection-Spear,1H,Spears],[Spear,Melee,2H,Spears],[Spear,Ranged,1H,Spears]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Spear,sb:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,r:10,sp:5],[w:Spear,sb:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,r:10,sp:5],[w:Spear,sb:1,db:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,sp:5]{{Attacks=1 per round + level \\amp specialisation, Piercing}}ACdata=[a:Bullywug Royal Spear,+:2,rules:+inhand,gp:3000,wt:5]{{Damage=+1, 1H: vs SM:1d6, L:1d8, 2H: SM: 1d8, L: 2d4+1, + Str bonus}}DmgData=[w:Spear,sb:1,+:0,SM:1d6,L:1d8],[w:Spear,sb:1,+:0,SM:1d8,L:1+2d4],[]{{Ammo=+1, vs SM:1d6, L:1d8, + Str bonus}}AmmoData=[w:Bullywug Royal Spear,t:Spear,st:Spear,sb:1,+:1,SM:1d6,L:1d8]}}{{Range=S:10, M:20, L:30}}RangeData=[t:Spear,+:1,r:1/2/3]{{desc=This is a Bullywug Royal Spear. The point is extra-sharp and it is perfectly balanced. Obviously not made by the Bullywugs, but something they stole or won in battle. It can also be used 2-handed for extra damage, unlike a normal spear. It achieves a critical hit on an 18, and in so doing knocks the opponent prone.}}'},
+ {name:'Campaign-Bed',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Campaign Bed}}{{subtitle=Magic Item}}Specs=[Campaign Bed,Miscellaneous,1H,Alteration]{{Size=Small/Large}}MiscData=[w:Campaign Bed,st:Minature Bed,wt:10,sp:10,gp:500,wt:0.5,,rc:uncharged]{{Powers=5HP overnight + comfort}}{{desc=A switch on the headboard will shrink it down to the size of a pack of cigarettes, so it can be slipped in a pocket. Anyone sleeping on the bed overnight will gain an extra 5 hit points of healing, and be warm and comfortable in all conditions - even outdoors in snow!}}'},
+ {name:'Candle-of-Translation',type:'miscellaneous',ct:'100',charge:'rechargeable',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Candle}}{{name= of Translation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Candle of Translation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[100]]}}MiscData=[w:Candle of Translation,st:Candle,gp:500,wt:1,qty:(55+5d6+1d30),sp:100,rc:rechargeable]{{range=[[0]]}}{{duration=As long as candle lasts}}{{aoe=Creature lighting candle in area illuminated}}{{save=None}}{{Looks Like=A large ecclesiastical candle, which might last up to 2 hours.}}{{effects=Similar to the L3 MU spell and L4 Priest spell *Tongues* (but not exactly the same), this magic candle imbues the creature lighting the candle, breathing in the smell of the hot wax, and reading by its light with the ability to read any language (but not magic runes). The user does not have to know what language the text is in, and does not provide this information. The candle does not provide the ability to understand spoken language, only that which is written, and does not help with interpretation of what is written - the reader must work that out for themselves!\nThe candle burns at [[1]] use per round - a round is about the time needed to read one full page of dense handwriting. It can be recharged with wax gathered from the nests of Giant Hornets}}{{materials=Candle,Flint \\amp tinder or other means of lighting candle}}'},
+ {name:'Cauldron-of-Reheated-Stew',type:'miscellaneous',ct:'100',charge:'recharging',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cauldron}}{{name= of Reheated Stew}}MiscData=[w:Cauldron of Reheated Stew,st:Cauldron,gp:1000,wt:10,sp:100,rc:recharging]{{subtitle=Magic Item}}Specs=[Caldron of Reheated Stew,Miscellaneous,1H,Conjuration-Summoning]{{Looks Like=A small cauldron, such as might be used by adventurers on a campaign to heat food}}{{desc=Cauldron contains a tasty and nourishing stew, sufficient for a good meal for 6 or 7 persons (say 1.5 gallons). It will magically refill itself once a day when heated.}}'},
+ {name:'Cloak',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0.8',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cloak}}{{subtitle=Magic Item?}}Specs=[Cloak,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Cloak,st:Cloak,gp:0.8,sp:0,rc:uncharged,loc:Cloak]{{Size=Small}}{{Immunity=?}}{{desc=This cloak is possibly a magical item, but what it does is currently unknown.}}'},
+ {name:'Cloak-of-Stealthy-Movement',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Cloak}}{{name= of Stealthy Movement}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Cloak of Stealthy Movement,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Cloak of Stealthy Movement,st:Cloak,sp:0,gp:1000,rc:uncharged,loc:cloak]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=Special}}{{Looks Like=A light cloak, which seems to be made of some material that does not rustle.}}{{effects=A cloak that allows the wearer to move stealthily. Refer to the DM who created it for the specs! (Possibly the same as a Thief moving silently of the level of the wearer?}}{{materials=The cloak}}'},
+ {name:'Cloth-of-Feather-Fall',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cloth of Feather Fall}}{{subtitle=Magic Item}}Specs=[Cloth of Feather Fall,Miscellaneous,1H,Protection]{{Speed=[[0]]}}MiscData=[w:Cloth of Feather Fall,sp:0,gp:3000,wt:0.01,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=Essentially a parachute of ultra fine and strong silk.If the possessor starts falling more than 6ft, the cloth will magically appear from wherever it is stored on the creature\'s person, unfolded and attached by fine unbreakable threads that form a harness around the possessor. The cloth will then act as a parachute with the same effect as a *Feather Fall* spell. When, the possessor gently alights on the ground, the threads detatch, the cloth floats to the ground and re-folds itself, then waits to be picked up and stowed. **Note:** the cloth does not re-stow itself. It needs to be recovered and stowed after use.\nThe cloth is AC2 and has 50HP. If it takes damage, the rate of fall will increase in proportion to the damage taken - 50% is twice as fast, 66% is 3 times as fast, 75% is 4 times as fast and half falling damage, 100% means it no longer works. Damage can only be repared by a combonation of a seamstress and the casting of *Feather Fall* and *Permanence* spells}}'},
+ {name:'Continual-Light-Jewel',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Jewel with Continual Light}}{{subtitle=Magic Item}}Specs=[Continual Light Jewel,Miscellaneous,1H,Alteration-Sun]{{Size=Tiny}}MiscData=[w:Continual Light Jewel,st:Glowing Jewel,sp:0,gp:500,wt:0.1,rc:uncharged]{{desc=This is an ordinary jewel with a Continual Light spell cast on it. It will shine brightly whenever it is outside of any containment}}'},
+ {name:'Coral-Rapier',type:'melee',ct:'2',charge:'uncharged',cost:'0.1',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Coral Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}WeapData=[gp:0.1,wt:0.5]{{Weapon=1-handed melee marine fencing-blade}}Specs=[Rapier,Melee,1H,Fencing-blade]{{To-hit=+0 no bonuses}}ToHitData=[w:Coral Rapier,sb:0,+:0,n:2,ch:20,cm:2,sz:M,ty:P,r:5,sp:2]{{Attacks=2 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d8+2, L:1d8, no bonuses}}DmgData=[w:Coral Rapier,sb:0,+:0,SM:2+1d8,L:1d8]{{desc=This is a pointed blade made of coral, light and very sharp. Thicker than a normal rapier, it is a tapered stick of coral, which has been grown or shaped to have a fine, sharp point. It\'s lightness and pointiness makes it similar to a rapier to wield. On a dice roll of 1 or 2, however, it will break.}}'},
+ {name:'Cursed-Luckstone',type:'miscellaneous',ct:'0',charge:'cursed',cost:'8400',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Cursed Luckstone}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Cursed Luckstone,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Cursed Luckstone,sp:0,svall:-1,gp:8400,wt:0.5,rc:cursed]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Holder}}{{save=None}}{{effects=This magical stone looks exactly the same as the others of this ilk. However, it is not one anyone wants to possess. It confers -1 (or -5%) on all dice rolls involving factors such as saving, slipping, dodging, etc.—whenever dice are rolled to find whether the character suffers from some adverse happening. This bad luck does not affect attack and damage rolls or spell failure dice.}}'},
+ {name:'Cursed-Ring-of-Wishes',type:'ring',ct:'-1',charge:'cursed-charged',cost:'12000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Wishes (cursed)}}{{subtitle=Ring}}Specs=[Ring of Wishes,Ring,1H,Conjuration-Summoning]{{Speed=[[0-1]] - so fast, you can\'t change your mind, but the effect may take forever to happen}}RingData=[w:Ring of Wishes,st:Ring,sp:-1,gp:12000,wt:0.05,rc:cursed-charged,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A plain gold ring, which seems to gleam slightly though the gleam almost seems...}}{{desc=The cursed Ring of Wishes is the same as a normal one, and will grant the wishes. Only after the last wish is used will this description appear. It cannot be removed by a *Remove Curse*, until a Wish (from the ring or elsewhere) is first used to wish that the next *Remove Curse* cast on it actually works.\nAs with any wish, the DM should be very judicious in handling the request. If players are greedy and grasping, interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not the wish was granted, and regardless of the DM\'s interpretation of the wisher\'s request. No wish can cancel the decrees of god-like beings, unless it comes from another such creature.\n**House rules:** Legitimate uses for a full wish with no splash\n1. Raise a single attribute to 16\n2. Raise a single attribute from 16 to 17, or 17 to 18, or 18 to 19, or 19 to 20. Cannot be raised above 20 using a single wish.\n3. Restore a party to full heath (even if some members dead/paralysed/etc)}}'},
+ {name:'Dark-Mage-Porter',type:'potion',ct:'100*1d4',charge:'charged',cost:'0.02',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Dark Mage Porter}}{{splevel=Beer}}{{school=Inebriation}}Specs=[Dark Mage Porter,Potion,1H,Inebriation]{{components=Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) turns until imbibed}}PotionData=[sp:100*1d4,gp:0.02,wt:1,rc:charged,on:!attk --set-mods @{selected|token_id}|mod|Drunk|Dark Mage Porter|admwa:-1\\comma;adrwa:-1\\comma;adatr:-1\\comma;adrog:-1||(2d6)d10|verbose]{{range=Consumer}} {{duration=Drunk for up to 2 hours}}{{aoe=Consumer}}{{save=None}}{{effects=A reasonable beer, though it could be on the turn. Drinking more than one will increase your inebriation}}{{materials=Pint of beer}}'},
+ {name:'Death-Pact-Ring-of-Party-Wish',type:'ring',ct:'1',charge:'discharging',cost:'8000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Death Pact Ring of 1 Party Wish}}{{subtitle=Ring}}Specs=[Ring of Party Wish,Ring,1H,Necromancy]{{Speed=[[1]]}}RingData=[w:Death Pact Ring of Party Wish,sp:1,gp:8000,wt:0.03,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A ring made of jet black material, finely worked}}{{desc=Ring - Death Pact. Whoever wears the ring knows all of this… On wearing the ring you need to designate a place of saftey (which you must have visited), If you drop BELOW zero, the first charge automatically teleports you to the location and restored to 1HP but are week and feeble. The ring then changes into a Ring of Party Wish (1 charge). This enables a wish to restore / recover / ressurect party members. It is possible to use the Ring of Party Wish without having used the Death Pact, but the ring vanishes after the use of the wish.}}'},
+ {name:'Elaborate-Book',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elaborate Book}}Specs=[Elaborate-Book,Miscellaneous,1H,Alteration]{{subtitle=Interesting Item?}}MiscData=[w:Elaborate Book,sp:0,gp:5,wt:3,rc:uncharged]{{desc=This book has gold writing on the front, which someone with the right knowledge and reading ability might be able to decipher. Every page is edged with gold, and filled with scrawled writing in several forms (some symols and runes, along with more normal writings) and detailed diagrams. Clearly, it is a tome of or about some form of magic, but what?}}'},
+ {name:'Electrum-Ingot',type:'teasure',ct:'0',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Electrum Ingot}}Specs=[Electrum-Ingot,teasure,0H,Treasure]{{subtitle=Treasure}}{{Speed=[[0]]}}{{Size=Tiny}}{{Value=100 ep}}MiscData=[gp:50,wt:2]{{Weight=2lbs}}{{desc=This is an ingot of electrum, with smooth sides and unmarked, except for a stamp certifying it as pure Electrum and worth 100ep.}}'},
{name:'Fine-Thieves-Tools',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Fine Thieves Tools}}Specs=[Thieves Tools,Miscellaneous,0H,Tools]{{desc=This is a fine set of *Thieve\'s Tools*, with ivory handles and contained in a leather purse. You wonder what creature donated the ivory}}MiscData=[w:Fine Thieves Tools,gp:200,wt:1,ola:5,rta:5,rc:uncharged]{{}}'},
- {name:'Firedrake-Egg',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Firedrake Egg}}{{subtitle=Potential Pet}}Specs=[Firedrake Egg,Miscellaneous,1H,Treasure]{{desc=Firedrake egg, which is glowing red-hot (and must be kept so if it is to hatch). If a character is present when the egg hatches, it will imprint on the character, and be a companion for 6 months, at which time it will leave to find a territory - but will remember the character favourably if they meet again. It will hatch in [1D4+1](!\\amp#13;\\amp#47;r 1d4+1 months until the Firedrake Egg hatches) months.}}'},
- {name:'Fireproof-Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Fireproof Scrollcase}}{{subtitle=Useful Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Fireproof Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=Fireproof if not damaged}}{{Saves=None}}{{Use=Drag the *Fireproof Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can protect a scroll in the heart of a fire. If damaged by more than 50% (out of a total of 20HP), then loses its fireproofing, but can still function to hold scrolls.}}{{GM Info=If more than one *Fireproof Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'},
- {name:'Fireproof-Spellbook',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Fireproof Spellbook}}{{subtitle=Useful Item}}Specs=[Fireproof Spellbook,Miscellaneous,1H,Treasure]{{Size=Small}}{{Powers=Fireproof}}ScrollData=[sp:10,st:Book,learn:1,rc:single-uncharged]{{desc=This scrollbook can hold spells which can be viewed for copying, or cast (which will erase the spell from the book, like it was a scroll). Use the buttons to [View](!magic --view-spell mi-spells|@{selected|token_id}) or [Erase](!magic --cast-spell MI|@{selected|token_id}) a spell. The GM can write additional spells into the spellbook if you successfully copy them\nThis spellbook currently holds:\n@{selected|mi-muspells-Fireproof-Spellbook}\\amp{noerror},@{selected|mi-prspells-Fireproof-Spellbook}\\amp{noerror} }}{{GM Info=The GM can [Write Spells](!magic --store-spells @{selected|token_id}|Fireproof-Spellbook). The DM can also rename the spellbook using the GM\'s *Add Items* menu to Make it unique.}}'},
- {name:'Flask-of-Anesthetic-Gas',type:'innate-ranged|potion',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Flask of Anesthetic Gas}}{{splevel=Gas}}{{school=Evocation}}Specs=[Flask of Anesthetic Gas,Innate-Ranged|Potion,1H,Flask of Anesthetic Gas]{{components=M}}PotionData=[w:Flask of Anesthetic Gas,sp:1,rc:charged]{{time=1}}ToHitData=[w:Flask of Anesthetic Gas,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:charged]{{duration=Unconcious for [1d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is affected?|token_id}|Flask of Anesthetic Gas|[[100*1d4]]|-10|Knocked unconcious and prone|skull)}}AmmoData=[w:Flask of Anesthetic Gas,t:Flask of Anesthetic Gas,st:Flask,sb:0,+:0,SM:0,L:0]{{Range=S:10, M:20, L:30}}RangeData=[t:Flask of Anesthetic Gas,+:0,r:1/2/3]{{aoe=[5ft radius](!rounds --aoe @{selected|token_id}|circle|feet|30|10|10|acid) around where flask breaks}}{{save=Halves}}{{effects=This anesthetic gas renders all within its area of effect unconcious for 1d4 turns. Those affected fall prone and unable to move, and have no knowledge of anything happening around them.}}{{hide1=They can be moved, restrained, robbed or killed without any ability to resist during the time they are unconcious. Otherwise, those affected suffer no harm from the anesthetic.\nThose affected can only be woken either by waiting for the anesthetic to wear off, or by using a specific gaseous reviver (a form of smelling salt): normal poison antidotes do not work.}}{{materials=Potion}}{{Use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack.\nA **successful attack** implies the desired location was hit - use the AoE button to show the affected area, and then use the Duration button to target those affected.\nA **failed attack** means the flask landed at a point half the distance again from the target location in a direction determined by 1d8, with 1 being away from the caster of the flask, and counting clockwise. Once this new location is determined, use the AoE and Duration buttons as above.}}'},
- {name:'Folding-Boat',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Folding Boat}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Folding Boat,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Folding Boat,st:Box,wt:10,sp:0,rc:uncharged]{{range=0}}{{duration=Until command word spoken}}{{aoe=N/A}}{{save=None}}{{effects=A folding boat will always be discovered as a small wooden "box\'\'—about one foot long, one-half foot wide, and one-half foot deep. It will, of course, radiate magic if subjected to magical detection. The "box\'\' can be used to store items like any other box. If a command word is given, however, the box will unfold itself to form a boat of 10 feet length, four feet width and two feet depth. A second (different) command word will cause it to unfold to a 24-foot long, 8-foot-wide, and 6-foot deep ship.\nIn its smaller form, the boat has one pair of oars, an anchor, a mast, and lateen sail. In its larger form, the boat is decked, has single rowing seats, five sets of oars, a steering oar, anchor, a deck cabin, a mast, and square sail. The first can hold three or four people comfortably, the second will carry fifteen with ease.\nA third word of command causes the boat to fold itself into a box once again. The words of command may be inscribed visibly or invisibly on the box, or they may be written elsewhere—perhaps on an item within the box. The words might have been lost, making the boat useless (except as a small box) until the finder discovers the words himself (via legend lore, consulting a sage, physical search of a dungeon, etc.).}}'},
- {name:'Gauntlets-of-Hill-Giant-Strength',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gauntlets}}{{name= of Hill Giant Strength}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gauntlets of Hill Giant Strength,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gauntlets of Hill Giant Strength,st:Gauntlets,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=A pair of well-made gauntlets for use with armour, which seem lighter than they look and resize to fit any hand from halfling to ogre-sized.}}{{effects=These appear the same as typical hand-wear for armour. The wearer of these gloves, however, is imbued with 19 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +7 bonus to damage inflicted when a hit is made. The wearer can also hurl rocks up to 80yds to inflict 1d6 base damage. They grow or shrink to fit human to halfling-sized hands.}}'},
- {name:'Gloves-of-Stealthy-Pilfering',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gloves}}{{name= of Stealthy Pilfering}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gloves of Stealthy Pilfering,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gloves of Stealthy Pilfering,st:Gloves,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These gloves are made of the finest material, so fine that when worn the wearer does not even feel that they are wearing gloves. They automatically tighten onto the shape of any hand (however misshapen) to become a second skin - though they are equally easy to take off.}}{{effects=These gloves are made of the finest material, so fine that when worn the wearer does not even feel that they are wearing gloves. They automatically tighten onto the shape of any hand (however misshapen) to become a second skin - though they are equally easy to take off.\nWhile worn, the hands will slip lightly into any pocket, bag, or other unlocked container, increasing the chance of successful pickpocketing by 25% (maximum 95%) for any character or class. Even if the attempt is not deemed successful, the attempt will never be noticed by the target.}}'},
- {name:'Goggles',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Goggles}}{{subtitle=Perhaps a Magic Item?}}Specs=[Goggles,Miscellaneous,1H,Treasure]{{Size=Small}}MiscData=[st:Goggles,loc:Eyes]{{Powers=Unknown}}{{desc=These goggles appear to be of fine quality, and might be magical, but their powers (if they have any) are unknown.}}'},
- {name:'Goggles-of-the-Night',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Goggles}}{{name= of the Night}}MiscData=[w:Goggles of the Night,st:Goggles,sp:0,rc:uncharged,loc:Eyes]{{subtitle=Magic Item}}Specs=[Goggles of the Night,Miscellaneous,1H,Alteration]{{Looks Like=These goggles appear to be of fine quality, and might be magical, but their powers (if they have any) are unknown.}}{{desc=While wearing these dark lenses, you have *darkvision* out to a range of [[60]] feet. If you already have *darkvision*. wearing the goggles increases its range by [[60]] feet.}}'},
- {name:'Happy-the-Dummy',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=\'Happy\', the Ventriloquist\'s Dummy}}{{subtitle=Magic Item}}Specs=[Happy the Dummy,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Happy the Dummy,st:Ventriloquists Dummy,sp:0,rc:uncharged]{{Size=Large}}{{Looks Like=A rather creepy ventriloquist\'s dummy, about the size of a 7-year-old human boy but with the face of a middle-aged man}}{{desc=Happy is not a happy boy... This is a sentient Magic Item with powers. See separate Character Sheet}}'},
- {name:'Hat',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{subtitle=Magic Item?}}Specs=[Hat,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Hat,st:Hat,sp:0,rc:uncharged,loc:Head]{{Size=Small}}{{Immunity=?}}{{desc=This hat is possibly a magical item, but what it does is currently unknown.}}'},
- {name:'Headband-of-Intelligence',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Headband}}{{name= of Intelligence +1}}{{subtitle=Miscellaneous}}Specs=[Headband of Intelligence,Miscellaneous,1H,Alteration]{{Acivity=[Wear or remove the headband](!magic --display-ability @{selected|token_id}|MI-DB|HoI-use)}}MiscData=[w:Headband of Intelligence,st:Headband,sp:0,rc:uncharged,loc:Head]{{Looks Like=A circle of fine cloth or beautifully tooled leather that fits around the head, and can fit under a cloak hood or a helm}}{{desc=When worn, this magic headband (somewhat like a sports sweat-band) raises Intelligence by 1. When removed, Intelligence reduces by 1. \n If Intelligence is changed by other means, the change due to the wearing or removal of the headband is additional to such changes}}\n!setattr --charid @{selected|character_id} --silent --HoI|[[0+@{selected|HoI} \\amp{noerror}]]'},
+ {name:'Firedrake-Egg',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'(10*1d100)',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Firedrake Egg}}MiscData=[gp:(10*1d100),wt:1]{{subtitle=Potential Pet}}Specs=[Firedrake Egg,Miscellaneous,1H,Treasure]{{desc=Firedrake egg, which is glowing red-hot (and must be kept so if it is to hatch). If a character is present when the egg hatches, it will imprint on the character, and be a companion for 6 months, at which time it will leave to find a territory - but will remember the character favourably if they meet again. It will hatch in [1D4+1](!\\amp#13;\\amp#47;r 1d4+1 months until the Firedrake Egg hatches) months.}}'},
+ {name:'Fireproof-Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'1.3',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Fireproof Scrollcase}}{{subtitle=Useful Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Fireproof Scrollcase,sp:0,gp:1.3,wt:0.5,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=Fireproof if not damaged}}{{Saves=None}}{{Use=Drag the *Fireproof Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can protect a scroll in the heart of a fire. If damaged by more than 50% (out of a total of 20HP), then loses its fireproofing, but can still function to hold scrolls.}}{{GM Info=If more than one *Fireproof Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'},
+ {name:'Fireproof-Spellbook',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'(50*100*2)',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Fireproof Spellbook}}{{subtitle=Useful Item}}Specs=[Fireproof Spellbook,Miscellaneous,1H,Treasure]{{Size=Small}}{{Powers=Fireproof}}ScrollData=[sp:10,st:Book,learn:1,gp:(50*100*2),wt:2,rc:single-uncharged]{{desc=This scrollbook can hold spells which can be viewed for copying, or cast (which will erase the spell from the book, like it was a scroll). Use the buttons to [View](!magic --view-spell mi-spells|@{selected|token_id}) or [Erase](!magic --cast-spell MI|@{selected|token_id}) a spell. The GM can write additional spells into the spellbook if you successfully copy them.}}{{GM Info=The GM can [Write Spells](!magic --store-spells @{selected|token_id}|Fireproof-Spellbook). The DM can also rename the spellbook using the GM\'s *Add Items* menu to Make it unique.}}'},
+ {name:'Flask-of-Anesthetic-Gas',type:'innate-ranged|potion',ct:'1',charge:'charged',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Flask of Anesthetic Gas}}{{splevel=Gas}}{{school=Evocation}}Specs=[Oil-Flask|Flask of Anesthetic Gas,Innate-Ranged|Potion,1H,Flask of Anesthetic Gas]{{components=M}}PotionData=[w:Flask of Anesthetic Gas,sp:1,gp:300,wt:0.5,rc:charged]{{time=1}}ToHitData=[w:Flask of Anesthetic Gas,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:charged]{{duration=Unconcious for [1d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is affected?|token_id}|Flask of Anesthetic Gas|[[100*1d4]]|-10|Knocked unconcious and prone|skull)}}AmmoData=[w:Flask of Anesthetic Gas,t:Flask of Anesthetic Gas,st:Flask,sb:0,+:0,SM:0,L:0]{{Range=S:10, M:20, L:30}}RangeData=[t:Flask of Anesthetic Gas,+:0,r:1/2/3]{{aoe=[5ft radius](!rounds --aoe @{selected|token_id}|circle|feet|30|10|10|acid) around where flask breaks}}{{save=Halves}}{{effects=This anesthetic gas renders all within its area of effect unconcious for 1d4 turns. Those affected fall prone and unable to move, and have no knowledge of anything happening around them.}}{{hide1=They can be moved, restrained, robbed or killed without any ability to resist during the time they are unconcious. Otherwise, those affected suffer no harm from the anesthetic.\nThose affected can only be woken either by waiting for the anesthetic to wear off, or by using a specific gaseous reviver (a form of smelling salt): normal poison antidotes do not work.}}{{materials=Potion}}{{Use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack.\nA **successful attack** implies the desired location was hit - use the AoE button to show the affected area, and then use the Duration button to target those affected.\nA **failed attack** means the flask landed at a point half the distance again from the target location in a direction determined by 1d8, with 1 being away from the caster of the flask, and counting clockwise. Once this new location is determined, use the AoE and Duration buttons as above.}}'},
+ {name:'Folding-Boat',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'20000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Folding Boat}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Folding Boat,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Folding Boat,st:Box,gp:20000,wt:10,sp:0,rc:uncharged]{{range=0}}{{duration=Until command word spoken}}{{aoe=N/A}}{{save=None}}{{effects=A folding boat will always be discovered as a small wooden "box\'\'—about one foot long, one-half foot wide, and one-half foot deep. It will, of course, radiate magic if subjected to magical detection. The "box\'\' can be used to store items like any other box. If a command word is given, however, the box will unfold itself to form a boat of 10 feet length, four feet width and two feet depth. A second (different) command word will cause it to unfold to a 24-foot long, 8-foot-wide, and 6-foot deep ship.\nIn its smaller form, the boat has one pair of oars, an anchor, a mast, and lateen sail. In its larger form, the boat is decked, has single rowing seats, five sets of oars, a steering oar, anchor, a deck cabin, a mast, and square sail. The first can hold three or four people comfortably, the second will carry fifteen with ease.\nA third word of command causes the boat to fold itself into a box once again. The words of command may be inscribed visibly or invisibly on the box, or they may be written elsewhere—perhaps on an item within the box. The words might have been lost, making the boat useless (except as a small box) until the finder discovers the words himself (via legend lore, consulting a sage, physical search of a dungeon, etc.).}}'},
+ {name:'Gauntlets-of-Hill-Giant-Strength',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gauntlets}}{{name= of Hill Giant Strength}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gauntlets of Hill Giant Strength,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gauntlets of Hill Giant Strength,st:Gauntlets,sp:0,gp:5000,wt:1,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=A pair of well-made gauntlets for use with armour, which seem lighter than they look and resize to fit any hand from halfling to ogre-sized.}}{{effects=These appear the same as typical hand-wear for armour. The wearer of these gloves, however, is imbued with 19 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +7 bonus to damage inflicted when a hit is made. The wearer can also hurl rocks up to 80yds to inflict 1d6 base damage. They grow or shrink to fit human to halfling-sized hands.}}'},
+ {name:'Gloves-of-Stealthy-Pilfering',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gloves}}{{name= of Stealthy Pilfering}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gloves of Stealthy Pilfering,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gloves of Stealthy Pilfering,st:Gloves,ppa:+25,gp:12000,wt:0,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These gloves are made of the finest material, so fine that when worn the wearer does not even feel that they are wearing gloves. They automatically tighten onto the shape of any hand (however misshapen) to become a second skin - though they are equally easy to take off.}}{{effects=These gloves are made of the finest material, so fine that when worn the wearer does not even feel that they are wearing gloves. They automatically tighten onto the shape of any hand (however misshapen) to become a second skin - though they are equally easy to take off.\nWhile worn, the hands will slip lightly into any pocket, bag, or other unlocked container, increasing the chance of successful pickpocketing by 25% (maximum 95%) for any character or class. Even if the attempt is not deemed successful, the attempt will never be noticed by the target.}}'},
+ {name:'Goggles',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Goggles}}{{subtitle=Perhaps a Magic Item?}}Specs=[Goggles,Miscellaneous,1H,Treasure]{{Size=Small}}MiscData=[st:Goggles,gp:0.1,wt:0,loc:Eyes]{{Powers=Unknown}}{{desc=These goggles appear to be of fine quality, and might be magical, but their powers (if they have any) are unknown.}}'},
+ {name:'Goggles-of-the-Night',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Goggles}}{{name= of the Night}}MiscData=[w:Goggles of the Night,st:Goggles,sp:0,gp:6000,wt:0,rc:uncharged,loc:Eyes]{{subtitle=Magic Item}}Specs=[Goggles of the Night,Miscellaneous,1H,Alteration]{{Looks Like=These goggles appear to be of fine quality, and might be magical, but their powers (if they have any) are unknown.}}{{desc=While wearing these dark lenses, you have *darkvision* out to a range of [[60]] feet. If you already have *darkvision*. wearing the goggles increases its range by [[60]] feet.}}'},
+ {name:'Happy-the-Dummy',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=\'Happy\', the Ventriloquist\'s Dummy}}{{subtitle=Magic Item}}Specs=[Happy the Dummy,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Happy the Dummy,st:Ventriloquists Dummy,sp:0,gp:0,wt:10,rc:uncharged]{{Size=Large}}{{Looks Like=A rather creepy ventriloquist\'s dummy, about the size of a 7-year-old human boy but with the face of a middle-aged man}}{{desc=Happy is not a happy boy... This is a sentient Magic Item with powers. See separate Character Sheet}}'},
+ {name:'Hat',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{subtitle=Magic Item?}}Specs=[Hat,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Hat,st:Hat,gp:0.02,wt:0.05,sp:0,rc:uncharged,loc:Head]{{Size=Small}}{{Immunity=?}}{{desc=This hat is possibly a magical item, but what it does is currently unknown.}}'},
+ {name:'Headband-of-Intelligence',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Headband}}{{name= of Intelligence +1}}{{subtitle=Miscellaneous}}Specs=[Headband of Intelligence,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Headband of Intelligence,st:Headband,sp:0,rc:uncharged,loc:Head,pick:!magic --change-attr @{selected|token_id}|+1|Intelligence|Verbose,put:!magic --change-attr @{selected|token_id}|-1|Intelligence|Verbose]{{Looks Like=A circle of fine cloth or beautifully tooled leather that fits around the head, and can fit under a cloak hood or a helm}}{{Use=If this headband is picked up and put in a character\'s item bag, it is assumed to be worn and Intelligence will increase. Storing it away, e.g. in a backpack, saddlebag or chest, will reduce Intelligence back again}}{{desc=When worn, this magic headband (somewhat like a sports sweat-band) raises Intelligence by 1. When removed, Intelligence reduces by 1. \n If Intelligence is changed by other means, the change due to the wearing or removal of the headband is additional to such changes}}'},
{name:'HoI-put-or-take',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Wearing-@{selected|HoI}}'},
{name:'HoI-use',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!setattr --fb-from Magic Items --fb-header Headband of Intelligence --fb-content _CHARNAME_\'s intelligence is now _CUR1_ --charid @{selected|character_id} --HoI|[[1-@{selected|HoI}]] --intelligence|[[@{selected|intelligence}+([[(2*(1-@{selected|HoI}))-1]]) ]]'},
- {name:'Hot-Dog-biscuits',type:'miscellaneous',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hot Dog biscuits}}{{subtitle=Magic Item}}Specs=[Hot Dog Biscuits,Miscellaneous,1H,Evocation]{{Size=Small}}MiscData=[w:Hot Dog Biscuits,st:Biscuits,sp:4,rc:charged]{{Powers=Dog can breath fire}}{{desc=Label says "Hot Dog - our dog biscuits enable your dog to breath fire!" One biscuit will give 3 fire breaths over a period of 1 turn otherwise in accordance with the Fire Breath Potion.\n**Fire Breath:** This potion allows the imbiber to spew a tongue of flame. One biscuit allows the consumer to breathe a cone of fire [10ft wide, up to 20ft long](!rounds --aoe @{selected|token_id}|cone|feet|0|20|10|fire|true) that inflicts [1d10 + 2](!\\amp#13;\\amp#47;r 2+1d10) points of damage (d10 + 2). Eating both doubles the range and damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the turn expires, the biscuit fails, with a 10% chance that the flames erupt in the imbiber\'s system, inflicting double damage upon him, with no saving throw allowed.}}'},
- {name:'Ioun-Stone-Hairy-Orange',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Hairy Orange)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Hairy Orange Ioun Stone,st:Floating Orange Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=[Use a Power](!magic --cast-spell mi-power|\\amp#64;{selected|token_id}|6|||Ioun-Stone-Hairy-Orange) or [View Powers](!magic --view-spell mi-power|@{selected|token_id}|Ioun-Stone-Hairy-Orange|6)}}{{Looks Like=An orange stone that appears oddly pattinated as if it was hairy, floating in the air}}{{GM Info=}}{{desc1=**Hairy Orange Ioun Stone:** this ioun stone holds unique powers (granted by the gods - or in this case the DM) which may vary from hairy orange ioun stone to hairy orange ioun stone...}}'},
- {name:'Kalidascope-of-Many-Colours',type:'miscellaneous',ct:'5',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Kalidascope of Many Colours}}{{subtitle=Item}}Specs=[Kalidascope,Miscellaneous,1H,Treasure]{{Speed=[[5]]}}MiscData=[w:Kalidascope of Many Colours,sp:5,rc:recharging]{{Size=Small}}{{Immunity=Special}}{{Saves=Special}}{{desc=Looking at any single creature or item within line of sight through this kalidascope and turning the end of the barrel will allow the viewer to see the true nature of the viewed object, overcoming any illusion or invisibility. However, it also colours the normally visible parts of the object with a random colour that everybody *except* the target creature can see with effects as below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[d100 Dice Roll](!\\amp#13;\\amp#47;gmroll 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Duration\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Colour\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt; \\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d6 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Blue](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Blue|\\amp#91;[10*1d6]\\amp#93;|-1|Oh, I\'m so depressed...morale at -5 but can breathe underwater|broken-skull)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Depressed: morale checks at penalty of 5, but able to breathe underwater\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d4 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Green](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Green|\\amp#91;[10*\\amp#40;2+1d4\\amp#41;]\\amp#93;|-1|Hidden in green spaces, +2 AC bonus, visible in others, -1 AC penalty|aura)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2 bonus to AC in woodland, otherwise -1 penalty to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-65\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d4 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Yellow](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Yellow|\\amp#91;[10*\\amp#40;2+1d4\\amp#41;]\\amp#93;|-1|Suddenly very visible, -2 penalty to AC)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2 penalty to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;66-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Instant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;White\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Heals 10HP damage, restores those below 0HP to stable and not weak \\amp feable at 1HP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d8 rounds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Black](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Black|\\amp#91;[2+1d8]\\amp#93;|-1|Has become invisible, +4 bonus to AC|half-haze)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Invisibility, +4 bonus to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-95\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4 rounds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Red](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Red|\\amp#91;[1d4]\\amp#93;|-1|I\'m on fire! 2d6 damage, save vs. spell to halve|three-leaves)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d6 HP damage per round from magical fire, save vs spell each round to halve\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;96-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Special\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Choose\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The user can choose which colour\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
- {name:'Keraptis-Spellbook-No4',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Book\n}}{{name=Keraptis\' Spellbook No4}}{{subtitle=Spellbook}}Specs=[Spellbook,Miscellaneous,1H,Any]{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}MiscData=[w:Keraptis-Spellbook-No4,st:Book,sp:0,rc:single-uncharged,ns:15],[cl:MU,w:Invisibility-10ft-radius,sp:3,lv:11],[cl:MU,w:clairaudience,sp:3,lv:11],[cl:MU,w:gust-of-wind,sp:3,lv:11],[cl:MU,w:protection-from-evil-10ft-radius,sp:3,lv:11],[cl:MU,w:lightning-bolt,sp:3,lv:11],[cl:MU,w:fumble,sp:4,lv:11],[cl:MU,w:wall-of-fire,sp:4,lv:11],[cl:MU,w:detect-scrying,sp:3,lv:11],[cl:MU,w:extension-I,sp:2,lv:11],[cl:MU,w:phantasmal-killer,sp:4,lv:11],[cl:MU,w:cone-of-cold,sp:5,lv:11],[cl:MU,w:chaos,sp:5,lv:11],[cl:MU,w:dismissal,sp:10,lv:11],[cl:MU,w:feeblemind,sp:5,lv:11],[cl:MU,w:wall-of-force,sp:5,lv:11]{{Looks Like=A small book with a complete leather wrapping, tied and sealed in such a way that it looks like it might be watertight}}{{desc=A waterproof spell book which is well worn. It has a physical lock that forms a seal all the way around the book. The designs on the outside and the title page make it clear this is the spell book of a very powerful mage of perhaps an evil persuasion. It looks old and the writing is faded - this is probably a discarded book from when the mage was building their powers and had still not reached their full potential, forgotten and left behind}}'},
- {name:'Key-of-Unlocking',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Key}}{{name= of Unlocking}}{{subtitle=Magic Item}}Specs=[Key of Unlocking,Miscellaneous,1H,Alteration]{{Size=Tiny}}MiscData=[w:Key of Unlocking,st:Key,sp:4,rc:uncharged]{{Looks Like=This key is small and made of dull metal. It does not seem of high quality at all.}}{{desc=This key is small and made of dull metal. It does not seem of high quality at all. However, for any door or lock that has a keyhole, it will resize itself to fit, and has an [80%](!\\amp#13;\\amp#47;r 1d100cs\\lt80cf\\gt81\\amp#13;\\lt=80% opens the lock) chance of opening any and all physical, non-magical lock without setting off any associated trap (roll once for all physical locks). Failure does not open the lock and definitely sets off any associated traps. If the door also has one or more magical locks, it has a [40%](!\\amp#13;\\amp#47;r 1d100cs\\lt40cf\\gt41 \\amp#13;\\lt=40% opens one magic lock) chance of opening each of these without setting off any associated trap (roll separately for each magical trap). Failure sets off the associated trap.}}'},
- {name:'Lizardfolk-Royal-Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Lizardfolk Royal Trident}}{{subtitle=Weapon}}{{Speed=7}}{{Size=Large}}{{Weapon=1- or 2-handed melee or thrown spear}}Specs=[Trident,Melee,1H,Spears],[Trident,Melee,2H,Spears],[Trident,Ranged,1H,Spears]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Lizardfolk Royal Trident,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,msg:Any hit scoring 5+ than needed does double dmg],[w:Lizardfolk Royal Trident,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,msg:Any hit scoring 5+ than needed does double dmg],[w:Lizardfolk Royal Trident,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7,msg:Any hit scoring 5+ than needed does double dmg]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1H vs SM:3d6+2, L:3d8+3, 2H vs SM:3d8, L:3d10 + Str bonus}}DmgData=[w:Lizardfolk Royal Trident,sb:1,+:0,SM:2+3d6,L:3d8+3],[w:Lizardfolk Royal Trident,sb:1,+:0,SM:3d8,L:3d10],[]{{Ammo=+0, vs SM:3d6+2, L:3+3d8, + Str bonus}}AmmoData=[w:Lizardfolk Royal Trident,t:Lizardfolk Royal Trident,st:Spear,sb:1,+:0,qty:1,SM:2+3d6,L:3+3d8]{{Range=S:20, L:60}}RangeData=[t:Trident,+:0,r:2/2/6]{{desc=This three-tined fork atop a stout 6-foot long, thick, very strong rod engraved and sculpted with antastic scenes of marine battle appears to be a barbed military fork or Trident. It can be used a either a melee weapon or thrown a short distance as a ranged weapon. It is inlayed with precious metals, and there appear to be grips on it that fit perfectly in a Lizardfolk hand (but not other races).\nIf used by Lizardfolk royalty, who have become expert in its use, any hit 5 or more than that needed to hit **causes double damage.**}}'},
- {name:'Loaded-Gaming-Dice',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Loaded Gaming Dice}}Specs=[Loaded Gaming Dice,Miscellaneous,1H,Dice]{{subtitle=Useful Item}}MiscData=[w:Loaded Gaming Dice,sp:0,rc:uncharged]{{desc=Masterfully crafted dice, that are loaded in a variety of ways (e.g. some high, some low and some to specific scores). Any (in-game) roll has a 50% improved chance of achieving the desired outcome. However, each roll in the same sequence vs. the same or associated opponents has a cumulative 5% chance, roll on roll, of being detected as loaded. \nThus, if a die roll does not succeed you can choose to roll percentile and if get 1-50% you deem the original roll a success. If you get 95% minus 5% per sequential use then your opponent has determined the dice might be loaded.}}'},
- {name:'Magic-Item',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Item, possibly magical}}Specs=[Magic Item,Miscellaneous,1H,Any]{{Powers=Unknown}}MiscData=[st:Item]{{desc=This is a fine quality item, certainly of a quality fine enough to be enchanted, and it might be a *magic* item.}}'},
- {name:'Magic-feedbowl',type:'miscellaneous',ct:'600',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Feedbowl}}{{splevel=Magic Item}}{{school=Enchantment/Charm}}Specs=[Magic Feedbowl,Miscellaneous,1H,Enchantment-Charm]{{Sphere=Animal}}{{components=M}}{{time=[[1]] hour}}MiscData=[w:Magic Feedbowl,st:Bowl,sp:600,rc:uncharged]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Creature eating or drinking from the bowl}}{{save=Negates}}{{Looks Like=A small bowl with images of animals engraved all around the outside, and with runes of some sort engraved on the inside.}}{{effects=A bowl with images of animals engraved all around the outside, and with runes of some sort engraved on the inside. This bowl will act with the same effect as an *Animal Friendship* spell for any natural animal eating from it.}}{{materials=The feedbowl, and food or water the animal likes}}'},
- {name:'Magical-Book',type:'scroll|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Book}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Magical Book,Scroll|Miscellaneous,1H,Any]{{components=Unknown}}{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The nature of this book is unknown. \n It might not even be magical. It must be viewed to find out.}}'},
- {name:'Magical-Boots',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Magical Boots}}{{subtitle=Magic Item}}Specs=[Magical Boots,Miscellaneous,1H,Any]{{Size=Medium}}MiscData=[st:Boots,loc:Feet]{{Powers=Unknown}}{{desc=These definitely appear to be magical boots, but as yet it is unclear what their powers are.}}'},
- {name:'Magical-Key',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Magical Key}}{{subtitle=Magic Item}}Specs=[Magical Key,Miscellaneous,1H,Any]{{Size=Tiny}}MiscData=[st:Key]{{Powers=Unknown}}{{desc=This key is small and made of dull metal. It does not seem of high quality at all. But something about it seems to make it stand out}}'},
- {name:'Medallion-of-flyswatting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Medallion}}{{name= of Flyswatting}}{{subtitle=Magic Item}}Specs=[Medallion of Flyswatting,Miscellaneous,1H,Alteration]{{Speed=By type of weapon}}MiscData=[w:Medallion of Flyswatting,st:Medallion,sp:0,rc:uncharged]{{Size=Tiny}}{{To-hit=+[[1]], +[[3]] vs Insectoids}}{{damage=+[[1]], +[[3]] vs Insectoids}}{{Other Powers=Turn Undead PR-L+1}}{{Looks Like=A medallion of about 2 inches diameter, which seems to have a holy symbol of some type displayed, alongside an image of a weapon. Does not seem to have a chain attached, or any means of wearing it.}}{{desc=When attached to any type of weapon, will turn it into +1, +3 vs Insectoids - any existing plusses and powers are "overwritten" while this medallion is attached. On examination it will be found to display the holy symbol of the holder (changes with holder), and may be used to turn undead at +1 level, cumulative with other turning undead items or powers. If used by a holder with no power to turn, gives power as a 1st level cleric.}}'},
+ {name:'Hot-Dog-biscuits',type:'miscellaneous',ct:'4',charge:'charged',cost:'400',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hot Dog biscuits}}{{subtitle=Magic Item}}Specs=[Hot Dog Biscuits,Miscellaneous,1H,Evocation]{{Size=Small}}MiscData=[w:Hot Dog Biscuits,st:Biscuits,sp:4,gp:400,wt:0.1,rc:charged]{{Powers=Dog can breath fire}}{{desc=Label says "Hot Dog - our dog biscuits enable your dog to breath fire!" One biscuit will give 3 fire breaths over a period of 1 turn otherwise in accordance with the Fire Breath Potion.\n**Fire Breath:** This potion allows the imbiber to spew a tongue of flame. One biscuit allows the consumer to breathe a cone of fire [10ft wide, up to 20ft long](!rounds --aoe @{selected|token_id}|cone|feet|0|20|10|fire|true) that inflicts [1d10 + 2](!\\amp#13;\\amp#47;r 2+1d10) points of damage (d10 + 2). Eating both doubles the range and damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the turn expires, the biscuit fails, with a 10% chance that the flames erupt in the imbiber\'s system, inflicting double damage upon him, with no saving throw allowed.}}'},
+ {name:'Ioun-Stone-Hairy-Orange',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Hairy Orange)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Hairy Orange Ioun Stone,st:Floating Orange Stone,wt:2,sp:3,qty:1,gp:900,wt:0.2,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=[Use a Power](!magic --cast-spell mi-power|\\amp#64;{selected|token_id}|6|||Ioun-Stone-Hairy-Orange) or [View Powers](!magic --view-spell mi-power|@{selected|token_id}|Ioun-Stone-Hairy-Orange|6)}}{{Looks Like=An orange stone that appears oddly pattinated as if it was hairy, floating in the air}}{{GM Info=}}{{desc1=**Hairy Orange Ioun Stone:** this ioun stone holds unique powers (granted by the gods - or in this case the DM) which may vary from hairy orange ioun stone to hairy orange ioun stone...}}'},
+ {name:'Kalidascope-of-Many-Colours',type:'miscellaneous',ct:'5',charge:'recharging',cost:'7500',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Kalidascope of Many Colours}}{{subtitle=Item}}Specs=[Kalidascope,Miscellaneous,1H,Treasure]{{Speed=[[5]]}}MiscData=[w:Kalidascope of Many Colours,sp:5,gp:7500,wt:1,rc:recharging]{{Size=Small}}{{Immunity=Special}}{{Saves=Special}}{{desc=Looking at any single creature or item within line of sight through this kalidascope and turning the end of the barrel will allow the viewer to see the true nature of the viewed object, overcoming any illusion or invisibility. However, it also colours the normally visible parts of the object with a random colour that everybody *except* the target creature can see with effects as below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[d100 Dice Roll](!\\amp#13;\\amp#47;gmroll 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Duration\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Colour\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt; \\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d6 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Blue](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Blue|\\amp#91;[10*1d6]\\amp#93;|-1|Oh, I\'m so depressed...morale at -5 but can breathe underwater|broken-skull)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Depressed: morale checks at penalty of 5, but able to breathe underwater\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d4 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Green](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Green|\\amp#91;[10*\\amp#40;2+1d4\\amp#41;]\\amp#93;|-1|Hidden in green spaces, +2 AC bonus, visible in others, -1 AC penalty|aura)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2 bonus to AC in woodland, otherwise -1 penalty to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-65\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d4 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Yellow](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Yellow|\\amp#91;[10*\\amp#40;2+1d4\\amp#41;]\\amp#93;|-1|Suddenly very visible, -2 penalty to AC)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2 penalty to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;66-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Instant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;White\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Heals 10HP damage, restores those below 0HP to stable and not weak \\amp feable at 1HP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d8 rounds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Black](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Black|\\amp#91;[2+1d8]\\amp#93;|-1|Has become invisible, +4 bonus to AC|half-haze)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Invisibility, +4 bonus to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-95\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4 rounds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Red](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Red|\\amp#91;[1d4]\\amp#93;|-1|I\'m on fire! 2d6 damage, save vs. spell to halve|three-leaves)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d6 HP damage per round from magical fire, save vs spell each round to halve\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;96-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Special\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Choose\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The user can choose which colour\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'},
+ {name:'Keraptis-Spellbook-No4',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'10000',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Book\n}}{{name=Keraptis\' Spellbook No4}}{{subtitle=Spellbook}}Specs=[Spellbook,Miscellaneous,1H,Any]{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}MiscData=[w:Keraptis-Spellbook-No4,st:Book,sp:0,gp:10000,wt:3,rc:single-uncharged,ns:15],[cl:MU,w:Invisibility-10ft-radius,sp:3,lv:11],[cl:MU,w:clairaudience,sp:3,lv:11],[cl:MU,w:gust-of-wind,sp:3,lv:11],[cl:MU,w:protection-from-evil-10ft-radius,sp:3,lv:11],[cl:MU,w:lightning-bolt,sp:3,lv:11],[cl:MU,w:fumble,sp:4,lv:11],[cl:MU,w:wall-of-fire,sp:4,lv:11],[cl:MU,w:detect-scrying,sp:3,lv:11],[cl:MU,w:extension-I,sp:2,lv:11],[cl:MU,w:phantasmal-killer,sp:4,lv:11],[cl:MU,w:cone-of-cold,sp:5,lv:11],[cl:MU,w:chaos,sp:5,lv:11],[cl:MU,w:dismissal,sp:10,lv:11],[cl:MU,w:feeblemind,sp:5,lv:11],[cl:MU,w:wall-of-force,sp:5,lv:11]{{Looks Like=A small book with a complete leather wrapping, tied and sealed in such a way that it looks like it might be watertight}}{{desc=A waterproof spell book which is well worn. It has a physical lock that forms a seal all the way around the book. The designs on the outside and the title page make it clear this is the spell book of a very powerful mage of perhaps an evil persuasion. It looks old and the writing is faded - this is probably a discarded book from when the mage was building their powers and had still not reached their full potential, forgotten and left behind}}'},
+ {name:'Key-of-Unlocking',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'4500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Key}}{{name= of Unlocking}}{{subtitle=Magic Item}}Specs=[Key of Unlocking,Miscellaneous,1H,Alteration]{{Size=Tiny}}MiscData=[w:Key of Unlocking,st:Key,sp:4,gp:4500,wt:0.1,rc:uncharged]{{Looks Like=This key is small and made of dull metal. It does not seem of high quality at all.}}{{desc=This key is small and made of dull metal. It does not seem of high quality at all. However, for any door or lock that has a keyhole, it will resize itself to fit, and has an [80%](!\\amp#13;\\amp#47;r 1d100cs\\lt80cf\\gt81\\amp#13;\\lt=80% opens the lock) chance of opening any and all physical, non-magical lock without setting off any associated trap (roll once for all physical locks). Failure does not open the lock and definitely sets off any associated traps. If the door also has one or more magical locks, it has a [40%](!\\amp#13;\\amp#47;r 1d100cs\\lt40cf\\gt41 \\amp#13;\\lt=40% opens one magic lock) chance of opening each of these without setting off any associated trap (roll separately for each magical trap). Failure sets off the associated trap.}}'},
+ {name:'Lizardfolk-Royal-Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'515',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Lizardfolk Royal Trident}}{{subtitle=Weapon}}{{Speed=7}}{{Size=Large}}WeapData=[gp:515,wt:5]{{Weapon=1- or 2-handed melee or thrown spear}}Specs=[Trident,Melee,1H,Spears],[Trident,Melee,2H,Spears],[Trident,Ranged,1H,Spears]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Lizardfolk Royal Trident,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,msg:Any hit scoring 5+ than needed does double dmg],[w:Lizardfolk Royal Trident,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,msg:Any hit scoring 5+ than needed does double dmg],[w:Lizardfolk Royal Trident,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7,msg:Any hit scoring 5+ than needed does double dmg]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1H vs SM:3d6+2, L:3d8+3, 2H vs SM:3d8, L:3d10 + Str bonus}}DmgData=[w:Lizardfolk Royal Trident,sb:1,+:0,SM:2+3d6,L:3d8+3],[w:Lizardfolk Royal Trident,sb:1,+:0,SM:3d8,L:3d10],[]{{Ammo=+0, vs SM:3d6+2, L:3+3d8, + Str bonus}}AmmoData=[w:Lizardfolk Royal Trident,t:Lizardfolk Royal Trident,st:Spear,sb:1,+:0,qty:1,SM:2+3d6,L:3+3d8]{{Range=S:20, L:60}}RangeData=[t:Trident,+:0,r:2/2/6]{{desc=This three-tined fork atop a stout 6-foot long, thick, very strong rod engraved and sculpted with antastic scenes of marine battle appears to be a barbed military fork or Trident. It can be used a either a melee weapon or thrown a short distance as a ranged weapon. It is inlayed with precious metals, and there appear to be grips on it that fit perfectly in a Lizardfolk hand (but not other races).\nIf used by Lizardfolk royalty, who have become expert in its use, any hit 5 or more than that needed to hit **causes double damage.**}}'},
+ {name:'Loaded-Gaming-Dice',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Loaded Gaming Dice}}Specs=[Loaded Gaming Dice,Miscellaneous,1H,Dice]{{subtitle=Useful Item}}MiscData=[w:Loaded Gaming Dice,sp:0,gp:10,wt:0.02,rc:uncharged,on:!attk --set-mods @{selected|token_id}|add|Luck|Loaded Dice|adatk:+1|||verbose,off:!attk --set-mods @{selected|token_id}|del|Luck|Loaded Dice||||verbose]{{desc=Masterfully crafted dice, that are loaded in a variety of ways (e.g. some high, some low and some to specific scores). Any (in-game) roll has a 50% improved chance of achieving the desired outcome. However, each roll in the same sequence vs. the same or associated opponents has a cumulative 5% chance, roll on roll, of being detected as loaded. \nThus, if a die roll does not succeed you can choose to roll percentile and if get 1-50% you deem the original roll a success. If you get 95% minus 5% per sequential use then your opponent has determined the dice might be loaded.}}'},
+ {name:'Magic-Item',type:'miscellaneous|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Item, possibly magical}}Specs=[Magic Item,Miscellaneous|DMitem,1H,Any]{{Powers=Unknown}}MiscData=[st:Item]{{desc=This is a fine quality item, certainly of a quality fine enough to be enchanted, and it might be a *magic* item.}}'},
+ {name:'Magic-feedbowl',type:'miscellaneous',ct:'600',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Feedbowl}}{{splevel=Magic Item}}{{school=Enchantment/Charm}}Specs=[Magic Feedbowl,Miscellaneous,1H,Enchantment-Charm]{{Sphere=Animal}}{{components=M}}{{time=[[1]] hour}}MiscData=[w:Magic Feedbowl,st:Bowl,sp:600,gp:6000,wt:0.5,rc:uncharged]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Creature eating or drinking from the bowl}}{{save=Negates}}{{Looks Like=A small bowl with images of animals engraved all around the outside, and with runes of some sort engraved on the inside.}}{{effects=A bowl with images of animals engraved all around the outside, and with runes of some sort engraved on the inside. This bowl will act with the same effect as an *Animal Friendship* spell for any natural animal eating from it.}}{{materials=The feedbowl, and food or water the animal likes}}'},
+ {name:'Magical-Book',type:'scroll|miscellaneous|dmitem',ct:'0',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Book}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Magical Book,Scroll|Miscellaneous|DMitem,1H,Any]{{components=Unknown}}{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}MiscData=[gp:2,wt:3]{{aoe=Unknown}}{{save=Unknown}}{{effects=The nature of this book is unknown. \n It might not even be magical. It must be viewed to find out.}}'},
+ {name:'Magical-Boots',type:'miscellaneous|dmitem',ct:'0',charge:'uncharged',cost:'3',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Magical Boots}}{{subtitle=Magic Item}}Specs=[Magical Boots,Miscellaneous|DMitem,1H,Any]{{Size=Medium}}MiscData=[st:Boots,loc:Feet,gp:3,wt:1]{{Powers=Unknown}}{{desc=These definitely appear to be magical boots, but as yet it is unclear what their powers are.}}'},
+ {name:'Magical-Key',type:'miscellaneous|dmitem',ct:'0',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Magical Key}}{{subtitle=Magic Item}}Specs=[Magical Key,Miscellaneous|DMitem,1H,Any]{{Size=Tiny}}MiscData=[st:Key,gp:0.02,wt:0.1]{{Powers=Unknown}}{{desc=This key is small and made of dull metal. It does not seem of high quality at all. But something about it seems to make it stand out}}'},
+ {name:'Medallion-of-flyswatting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Medallion}}{{name= of Flyswatting}}{{subtitle=Magic Item}}Specs=[Medallion of Flyswatting,Miscellaneous,1H,Alteration]{{Speed=By type of weapon}}MiscData=[w:Medallion of Flyswatting,st:Medallion,sp:0,gp:900,wt:0.3,rc:uncharged]{{Size=Tiny}}{{To-hit=+[[1]], +[[3]] vs Insectoids}}{{damage=+[[1]], +[[3]] vs Insectoids}}{{Other Powers=Turn Undead PR-L+1}}{{Looks Like=A medallion of about 2 inches diameter, which seems to have a holy symbol of some type displayed, alongside an image of a weapon. Does not seem to have a chain attached, or any means of wearing it.}}{{desc=When attached to any type of weapon, will turn it into +1, +3 vs Insectoids - any existing plusses and powers are "overwritten" while this medallion is attached. On examination it will be found to display the holy symbol of the holder (changes with holder), and may be used to turn undead at +1 level, cumulative with other turning undead items or powers. If used by a holder with no power to turn, gives power as a 1st level cleric.}}'},
{name:'Mer-Salvager-Toxin-Attack',type:'melee',ct:'1',charge:'recharging',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Merfolk Salvager Toxin Attack}}{{subtitle=Venemous Talon}}{{Speed=[[1]]}}{{Size=Small}}{{Weapon=1-handed melee innate attack}}Specs=[Innate,Melee,1H,Poison]{{To-hit=+0 no bonuses}}ToHitData=[w:Salvager Toxin,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:5,sp:1,qty:2,rc:recharging]{{Attacks=2 per day, Piercing}}{{Damage=+0, vs SM:1d8+2, L:1d8+2, no bonuses}}DmgData=[w:Salvager Toxin,sb:0,+:0,SM:2+1d8,L:2+1d8,msg:Save vs. Poison or \\lbrakParalysed\\rbrak\\lpar!rounds \\dash-target single|^^tid^^|\\amp#64;{target|Who is the victim?|token_id}|Salvager Toxin|2|-1|Paralysed by some kind of toxin|back-pain\\rpar for two rounds]{{desc=Using a specific talon evolved for the purpose, the Mer-Salvager can paralyse a victim for two rounds. However, this attack can only be used twice per day}}'},
- {name:'Mithral-Field-Plate-Armour',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Mithral }}Specs=[Field Plate,Armour,0H,Plate]{{}}ACData=[a:Mithral Field Plate,st:Plate,t:Field-Plate,+S:3,+P:1,+B:0,ac:2,+:1,sz:L,wt:15,loc:body,rac:Field Plate (Disguise)]{{}}%{MI-DB|Field-Plate}{{subtitle=Special Armour}}{{Looks Like=Some very fine, well made and, above all, very light field plate armour. Very shiny...}}{{Armour=Mithral Field plate}}{{Weight=15lbs - incredibly light!}}{{AC=[[3]][[0-1]] against all attacks}}'},
- {name:'Mountain-Blood-Strong-Spirit',type:'potion',ct:'10*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Mountain Blood Strong Spirit}}{{splevel=Spirit}}{{school=Inebriation}}Specs=[Mountain Blood Spirit,Potion,1H,Inebriation]{{components=Strong Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) rounds until imbibed}}PotionData=[sp:10*1d4,rc:charged]{{range=Consumer}} {{duration=Drunk for [[1d6]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=A dark red distilled spirit of some unidentifiable type, extremely alcoholic. Probably safe to drink, as it could never go off - there\'s so much alcohol!}}{{materials=Absolute alcohol and a drop of mountain stream water}}'},
- {name:'Oil-Flask',type:'innate-ranged|potion',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Oil Flask}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed ranged innate flask}}Specs=[Flask,Innate-Ranged|Potion,1H,Flask]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Oil Flask,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:2,rc:charged]{{Attacks=1 per round, when lit fire round 1 2d6, round 2 1d6}}AmmoData=[w:Oil Flask,t:Flask,st:Flask,sb:0,+:0,SM:2d6,L:1d3]{{Range=S:10, M:20, L:30}}RangeData=[t:Flask,+:0,r:1/2/3]{{desc=A flask full of oil which does no damage unless lit. To do fire damage, either 1 round preparing the oil flask then a second throwing it (requiring a successful attack), or throw it (successful hit required) and then throw a fire source such as a torch (needing a second attack at +4)}}{{use=Take the *Oil Flask* in hand using *Change Weapon*, and then throw it as a ranged weapon. *Direct Hit* and *Splash* options will then be made available.}}'},
- {name:'Oil-skin-coat',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Oil-Skin Coat}}{{subtitle=Armour}}{{Armour=Equivalent of Leather armour}}Specs=[Oil-Skin Coat,Armour,0H,Leather]{{AC=Standard AC [[8]], [[0-2]] vs. Piercing damage}}ACData=[a:Oil-Skin Coat,st:Leather,t:Leather,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,wt:20]{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This floor-length oil-skin is the equivalent armour class of normal Leather armour, but *it looks cool!* It has multiple pockets sewn *inside* the sleeves, which can store small potion bottles or material components.}}'},
- {name:'Ointment-of-Flying',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment of Flying}}{{splevel=Ointment}}{{school=Alteration}}Specs=[Ointment of Flying,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[4+1d4](!\\amp#13;\\amp#47;r 1d4+4) turns}}{{aoe=Consumer}}{{save=None}}{{healing=Select the number of portions to use below}}{{effects=A small flat tin of a white ointment. When rubbed into the skin of a living creature it will cause wings to sprout from an aerodynamically plausible location on the body, giving the ability to fly, in accordance with a 3rd level MU Fly spell. \nDifferent “portions” applied enable different sized creatures to fly.[1 portion](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying99|0|Flying - DM to determine duration|fluffy-wing) = large dog to fly, or human size to feather fall, [2 portions](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying99|0|Flying - DM to determine duration|fluffy-wing --mi-charges @{selected|token_id}|-1|Ointment-of-Flying) = human to fly or light horse to feather fall, [3 portions](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying99|0|Flying - DM to determine duration|fluffy-wing --mi-charges @{selected|token_id}|-2|Ointment-of-Flying) = light horse etc. The pot contains 2D6+4 portions. No. of portions should be rolled by the person who gets it.\nMove vertically and horizontally at a rate of [[18]] (half that if ascending, twice that if descending in a dive). The manoeuvrability class is B. Using the ointment 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 effect is always unknown to the user of the ointment, as the variable addition is determined secretly by the DM}}{{materials=Ointment}}'},
- {name:'Overshoes-of-Silent-Treading',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Overshoes}}{{name= of Silent Treading}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Overshoes of Silent Treading,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Overshoes of Silent Treading,st:Overshoes,sp:0,rc:uncharged,loc:Over Boots]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=This pair of overshoes are elasticated covers for a character\'s normal footwear, made of some very fine cloth or silk that does not seem to rustle.}}{{effects=This pair of overshoes are elasticated covers for a character\'s normal footwear. When worn any properties of the footwear so covered do not function, but the wearer can tread silently even over the squeakiest wooden floor or any other surface.\nThe overshoes do not silence the rest of the wearer\'s movement, only sound that might occur from anything trodden on such as twigs breaking, or water splashing.\nThe overshoes do wear out with use, and the number of charges depends on the material used to make them, and the skill of the creator.}}'},
- {name:'Pacman',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Figurine\n}}{{name=Pacman Animating Figurine}}{{subtitle=Magic Item}}Specs=[Pacman,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Pacman,st:Figurine,sp:10,rc:discharging]{{Size=Small}}{{Looks Like=A figurine of an average human, dressed in absolutely normal clothes, finely worked and with noble features}}{{desc=Placing this figurine on the floor and speaking one of 4 commands causes this figure to grow to a full-sized human, fully equipped as one of the 4 different classes as specified by the command chosen: Fighter, Priest, Mage, or Thief. Each is of 8th level, with (53HP and AC2?). The fighter uses a Longsword, the Priest a Mace, the Mage a Quarterstaff and the Thief a Shortsword. The Priest and Mage have appropriately filled memorised spells. The figurine is charged, and uses one charge per round of use. Once all charges are used, the igurine becomes just a fine quality treasure item, worth (?). (Is it rechargable?)}}'},
- {name:'Pill-of-Cure-Blindness+Deafness',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Cure Blindness \\amp Deafness}}{{splevel=Potion}}{{school=Abjuration}}Specs=[Pill of Cure Blindness+Deafness,Potion,1H,Abjuration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Cure some forms of blindness \\amp deafness}}{{effects=This potion has the equivalent result to the 3rd level Priest spell, *Cure Blindness \\amp Deafness*. On complete consumption within [[1]] round, the potion, it restores some forms of blindness and deafness (DMs ruling). It will not restore or repair visual or auditory organs damaged by disease, but will generally cure magical effects that have not done physical damage. Curing of effects due to wounding by weapons will be at DMs discression, depending on the types of wounds.\nA deafened creature can react only to what it can see or feel, and suffers a [[0-1]] 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 [[0-4]] penalty to its attack rolls, a +[[4]] penalty to its Armor Class, and a +[[2]] penalty to its initiative rolls}}{{materials=Potion}}'},
- {name:'Pill-of-Cure-Critical-Wounds',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Pill of Cure Critical Wounds}}{{splevel=Pill}}{{school=Healing}}Specs=[Pill of Cure Critical Wounds,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This pill has the equivalent result to the 5th level Priest spell, *Cure Critical Wounds*, which is a more potent version of the *Cure Light Wounds spell*. On complete consumption within [[1]] round, the potion heals [3d8+3](!\\amp#13;\\amp#47;r 3d8+3) points of wound or other injury damage to the creature\'s body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures}}{{materials=Pill}}'},
- {name:'Pill-of-Cure-Disease',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Pill of Cure Disease}}{{splevel=Pill}}{{school=Healing}}Specs=[Pill of Cure Disease,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=This pill has the equivalent result to the 3rd level Priest spell, *Cure Disease*. This pill cures most diseases by complete consumption within [[1]] round. 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. Note that the spell does not prevent reoccurrence\nof a disease if the recipient is again exposed.}}{{materials=Pill}}'},
- {name:'Pill-of-Cure-Serious-Wounds',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Cure-Serious-Wounds}}{{splevel=Potion}}{{school=Healing}}Specs=[Pill of Cure Seriuos Wounds,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[2d8+1](!\\amp#13;\\amp#47;r 2d8+1)}}{{effects=This potion has the equivalent result to the 4th level Priest spell, *Cure Serious Wounds*, which is a more potent version of the *Cure Light Wounds spell*. On complete consumption within [[1]] round, the potion heals [2d8+1](!\\amp#13;\\amp#47;r 2d8+1) points of wound or other injury damage to the creature\'s body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures}}{{materials=Potion}}'},
- {name:'Pipe-of-Remembrance',type:'miscellaneous',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Pipe of Remembrance}}Specs=[Pipe of Remembrance,Miscellaneous,1H,Divination]{{subtitle=Magical Item}}MiscData=[w:Pipe of Remembrance,sp:0,rc:recharging]{{desc=This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.}}'},
- {name:'Poison-Type-A',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.potionTemplate+'}{{title=Poison Type A}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Poison,Potion,1H,Alteration]{{components=M}}{{time=Drink 1\nTake effect 1d4+1}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Special}}{{aoe=Consumer}}{{save=Negates}}{{effects=Ingesting or injecting this poison will cause 15hp of damage in [[10d3]] minutes unless a save vs. poison succeeds (with or without assisstance)}}{{materials=Potion}}'},
+ {name:'Mithral-Field-Plate-Armour',type:'armour',ct:'0',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Mithral }}Specs=[Field Plate,Armour,0H,Plate]{{}}ACData=[a:Mithral Field Plate,st:Plate,t:Field-Plate,+S:3,+P:1,+B:0,ac:2,+:1,sz:L,gp:10000,wt:15,loc:body,rac:Field Plate (Disguise)]{{}}%{MI-DB|Field-Plate}{{subtitle=Special Armour}}{{Looks Like=Some very fine, well made and, above all, very light field plate armour. Very shiny...}}{{Armour=Mithral Field plate}}{{Weight=15lbs - incredibly light!}}{{AC=[[3]][[0-1]] against all attacks}}'},
+ {name:'Mountain-Blood-Strong-Spirit',type:'potion',ct:'10*1d4',charge:'charged',cost:'0.05',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Mountain Blood Strong Spirit}}{{splevel=Spirit}}{{school=Inebriation}}Specs=[Mountain Blood Spirit,Potion,1H,Inebriation]{{components=Strong Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) rounds until imbibed}}PotionData=[sp:10*1d4,gp:0.05,wt:0.1,rc:charged,on:!attk --set-mods @{selected|token_id}|mod|Drunk|Dark Mage Porter|admwa:-1\\comma;adrwa:-1\\comma;adatr:-1\\comma;adrog:-1||(4d6)d10|verbose]{{range=Consumer}} {{duration=Inebriated for up to 4 hours}}{{aoe=Consumer}}{{save=None}}{{effects=A dark red distilled spirit of some unidentifiable type, extremely alcoholic. Probably safe to drink, as it could never go off - there\'s so much alcohol!\nDringing more than 1 shot will increase its effects.}}{{materials=Absolute alcohol and a drop of mountain stream water}}'},
+ {name:'Oil-Flask',type:'innate-ranged|potion',ct:'2',charge:'charged',cost:'10',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Oil Flask}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Small}}WeapData=[gp:10,wt:2]{{Weapon=1-handed ranged innate flask}}Specs=[Oil-Flask,Innate-Ranged|Potion,1H,Flask]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Oil Flask,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:2,rc:charged]{{Attacks=1 per round, when lit fire round 1 2d6, round 2 1d6}}AmmoData=[w:Oil Flask,t:Flask,st:Flask,sb:0,+:0,SM:2d6,L:1d3]{{Range=S:10, M:20, L:30}}RangeData=[t:Flask,+:0,r:1/2/3]{{desc=A flask full of oil which does no damage unless lit. To do fire damage, either 1 round preparing the oil flask then a second throwing it (requiring a successful attack), or throw it (successful hit required) and then throw a fire source such as a torch (needing a second attack at +4)}}{{use=Take the *Oil Flask* in hand using *Change Weapon*, and then throw it as a ranged weapon. *Direct Hit* and *Splash* options will then be made available.}}'},
+ {name:'Oil-skin-coat',type:'armour',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Oil-Skin Coat}}{{subtitle=Armour}}{{Armour=Equivalent of Leather armour}}Specs=[Oil-Skin Coat,Armour,0H,Leather]{{AC=Standard AC [[8]], [[0-2]] vs. Piercing damage}}ACData=[a:Oil-Skin Coat,st:Leather,t:Leather,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,wt:20,gp:10]{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This floor-length oil-skin is the equivalent armour class of normal Leather armour, but *it looks cool!* It has multiple pockets sewn *inside* the sleeves, which can store small potion bottles or material components.}}'},
+ {name:'Ointment-of-Flying',type:'potion',ct:'2+1d4',charge:'charged',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment of Flying}}{{splevel=Ointment}}{{school=Alteration}}Specs=[Ointment of Flying,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:300,qty:(2d6+4),rc:charged]{{range=Consumer}}{{duration=[4+1d4](!\\amp#13;\\amp#47;r 1d4+4) turns}}{{aoe=Consumer}}{{save=None}}{{healing=Select the number of portions to use below}}{{effects=A small flat tin of a white ointment. When rubbed into the skin of a living creature it will cause wings to sprout from an aerodynamically plausible location on the body, giving the ability to fly, in accordance with a 3rd level MU Fly spell. \nDifferent “portions” applied enable different sized creatures to fly.[1 portion](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying|99|0|Flying - DM to determine duration|fluffy-wing) = large dog to fly, or human size to feather fall, [2 portions](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying|99|0|Flying - DM to determine duration|fluffy-wing --mi-charges @{selected|token_id}|-1|Ointment-of-Flying) = human to fly or light horse to feather fall, [3 portions](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying|99|0|Flying - DM to determine duration|fluffy-wing --mi-charges @{selected|token_id}|-2|Ointment-of-Flying) = light horse etc. The pot contains 2D6+4 portions. No. of portions should be rolled by the person who gets it.\nMove vertically and horizontally at a rate of [[18]] (half that if ascending, twice that if descending in a dive). The manoeuvrability class is B. Using the ointment 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 effect is always unknown to the user of the ointment, as the variable addition is determined secretly by the DM}}{{materials=Ointment}}'},
+ {name:'Overshoes-of-Silent-Treading',type:'miscellaneous',ct:'0',charge:'discharging',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Overshoes}}{{name= of Silent Treading}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Overshoes of Silent Treading,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Overshoes of Silent Treading,st:Overshoes,sp:0,gp:3000,wt:0.05,qty:(100:200),rc:discharging,loc:Over Boots]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=This pair of overshoes are elasticated covers for a character\'s normal footwear, made of some very fine cloth or silk that does not seem to rustle.}}{{effects=This pair of overshoes are elasticated covers for a character\'s normal footwear. When worn any properties of the footwear so covered do not function, but the wearer can tread silently even over the squeakiest wooden floor or any other surface.\nThe overshoes do not silence the rest of the wearer\'s movement, only sound that might occur from anything trodden on such as twigs breaking, or water splashing.\nThe overshoes do wear out with use, and the number of charges depends on the material used to make them, and the skill of the creator.}}'},
+ {name:'Pacman',type:'miscellaneous',ct:'10',charge:'discharging',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Figurine\n}}{{name=Pacman Animating Figurine}}{{subtitle=Magic Item}}Specs=[Pacman,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Pacman,st:Figurine,sp:10,gp:15000,wt:1,qty:(50+5d10),rc:discharging]{{Size=Small}}{{Looks Like=A figurine of an average human, dressed in absolutely normal clothes, finely worked and with noble features}}{{Use=Click [Start Pacman](!rounds --target-nosave caster|@{selected|token_id}|Pacman|@{selected|MIct|max}|-1|Controlling the Pacman|strong) then ask the GM to *Drag \\amp Drop* an appropriate NPC}}{{GM Info=Use the *Drag \\amp Drop* NPC function to create the animated figures - create a blank character sheet, give it an appropriate name and image, then close it \\amp drag it onto the playing surface to drop a token, then choose the NPC using the dialog that appears. Then give control to the possessor of the Pacman}}{{desc=Placing this figurine on the floor and speaking one of 4 commands causes this figure to grow to a full-sized human, fully equipped as one of the 4 different classes as specified by the command chosen: Fighter, Priest, Mage, or Thief. Each is of 8th level. The fighter uses a Longsword, the Priest a Mace, the Mage a Quarterstaff and the Thief a Shortsword. The Priest and Mage have appropriately filled memorised spells. The figurine is charged, and uses one charge per round of use. Once all charges are used, the figurine becomes just a fine quality treasure item, worth 200gp. (Is it rechargable?)}}'},
+ {name:'Pill-of-Cure-Blindness+Deafness',type:'potion',ct:'2+1d4',charge:'charged',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Cure Blindness \\amp Deafness}}{{splevel=Potion}}{{school=Abjuration}}Specs=[Pill of Cure Blindness+Deafness,Potion,1H,Abjuration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:200,wt:0.01,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Cure some forms of blindness \\amp deafness}}{{effects=This potion has the equivalent result to the 3rd level Priest spell, *Cure Blindness \\amp Deafness*. On complete consumption within [[1]] round, the potion, it restores some forms of blindness and deafness (DMs ruling). It will not restore or repair visual or auditory organs damaged by disease, but will generally cure magical effects that have not done physical damage. Curing of effects due to wounding by weapons will be at DMs discression, depending on the types of wounds.\nA deafened creature can react only to what it can see or feel, and suffers a [[0-1]] 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 [[0-4]] penalty to its attack rolls, a +[[4]] penalty to its Armor Class, and a +[[2]] penalty to its initiative rolls}}{{materials=Potion}}'},
+ {name:'Pill-of-Cure-Critical-Wounds',type:'potion',ct:'2+1d4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Pill of Cure Critical Wounds}}{{splevel=Pill}}{{school=Healing}}Specs=[Pill of Cure Critical Wounds,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:500,wt:0.01,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This pill has the equivalent result to the 5th level Priest spell, *Cure Critical Wounds*, which is a more potent version of the *Cure Light Wounds spell*. On complete consumption within [[1]] round, the potion heals [3d8+3](!\\amp#13;\\amp#47;r 3d8+3) points of wound or other injury damage to the creature\'s body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures}}{{materials=Pill}}'},
+ {name:'Pill-of-Cure-Disease',type:'potion',ct:'2+1d4',charge:'charged',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Pill of Cure Disease}}{{splevel=Pill}}{{school=Healing}}Specs=[Pill of Cure Disease,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:300,wt:0.01,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=This pill has the equivalent result to the 3rd level Priest spell, *Cure Disease*. This pill cures most diseases by complete consumption within [[1]] round. 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. Note that the spell does not prevent reoccurrence\nof a disease if the recipient is again exposed.}}{{materials=Pill}}'},
+ {name:'Pill-of-Cure-Serious-Wounds',type:'potion',ct:'2+1d4',charge:'charged',cost:'400',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Cure-Serious-Wounds}}{{splevel=Potion}}{{school=Healing}}Specs=[Pill of Cure Seriuos Wounds,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:400,wt:0.01,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[2d8+1](!\\amp#13;\\amp#47;r 2d8+1)}}{{effects=This potion has the equivalent result to the 4th level Priest spell, *Cure Serious Wounds*, which is a more potent version of the *Cure Light Wounds spell*. On complete consumption within [[1]] round, the potion heals [2d8+1](!\\amp#13;\\amp#47;r 2d8+1) points of wound or other injury damage to the creature\'s body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures}}{{materials=Potion}}'},
+ {name:'Pipe-of-Remembrance',type:'miscellaneous',ct:'0',charge:'recharging',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Pipe of Remembrance}}Specs=[Pipe of Remembrance,Miscellaneous,1H,Divination]{{subtitle=Magical Item}}MiscData=[w:Pipe of Remembrance,sp:0,gp:100,wt:0.3,rc:recharging]{{desc=This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.}}'},
+ {name:'Poison-Type-A',type:'potion',ct:'2+1d4',charge:'charged',cost:'10',body:'/w "@{selected|character_name}" \\amp{template:'+fields.potionTemplate+'}{{title=Poison Type A}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Poison,Potion,1H,Alteration]{{components=M}}{{time=Drink 1\nTake effect 1d4+1}}PotionData=[sp:2+1d4,gp:10,wt:0.3,rc:charged]{{range=Consumer}}{{duration=Special}}{{aoe=Consumer}}{{save=Negates}}{{effects=Ingesting or injecting this poison will cause 15hp of damage in [[10d3]] minutes unless a save vs. poison succeeds (with or without assisstance)}}{{materials=Potion}}'},
+ {name:'Poison-of-Disadvantage',type:'potion',ct:'2+1d4',charge:'charged',cost:'10',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Poison of Disadvantage}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Poison,Potion,1H,Alteration]{{components=M}}{{time=Drink 1\nTake effect 1d4+1}}PotionData=[sp:2+1d4,gp:10,wt:0.3,rc:charged,on:!rounds --target caster|@{selected|token_id}|Nausia|\\lpar;4d6\\rpar;d10|-1|Disadvantaged as feeling nausious|back-pain|svpoi:0]{{range=Consumer}}{{duration=Nausia for 1d4 hours}}{{aoe=Consumer}}{{save=vs poison negates}}{{effects=Ingesting this poison causes immediate nausia which lasts for up to 4 hours. The effect of nausia is *disadvantage* on attack rolls, saves, attribute checks, and rogue skill checks. Disadvantage (a 5e concept) requires the sufferer to roll each dice twice and take the less beneficial result - the two rolls are automatically executed or prompted for by the APIs in most cases.}}{{materials=Potion}}'},
{name:'Poisoned-barbed-dart',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Poisoned Barbed Dart}}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}Specs=[Poisoned Barbed Dart,Ammo,1H,Blowgun]{{Ammo=For Blowgun, SM:1d3, L:1d2, save vs. poison or take additional 1d3}}AmmoData=[w:Poisoned Barbed Dart,t:Blowgun,+:0,SM:1d3,L:1d2,rc:uncharged,msg:This is a poisoned barbed dart. Save vs poison or take an additional \\lbrak;\\lbrak;1d3\\rbrak;\\rbrak;(!\\amp#13;\\amp#47;r 1d3 poison damage) damage]{{Range=1/2/3}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{desc=A Blowgun dart, barbed and of good quality that has been dipped in a long-lasting poison type B}}'},
{name:'Poisonous-Spider-Sacks',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Poisonous Spider Sacks}}{{splevel=Potion}}{{school=Unknown}}Specs=[Poisonous Spider Sacks,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=[[0]]}}{{duration=Unknown}}{{aoe=Creature hit}}{{save=Unknown}}{{reference=DMG p73}}{{effects=Damage is [1d8](!\\amp#13;\\amp#47;r 1d8 HP damage from poisonous spider sacks - poison type unknown). The effects of this poison other than damage are unknown.}}{{materials=Potion}}'},
- {name:'Potion',type:'potion|gmitem',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion,Potion|GMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
- {name:'Potion-Trans-Class',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Trans-Class Ability}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion Trans-Class,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[[1d4+1]]}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[[1]] day}}{{aoe=Consumer}}{{save=None}}{{effects=For a period of 1 day enables the imbiber to use limited skills for another class e.g. \n**Warrior skills** - use a weapon normally forbidden, as proficient.\n**Wizard skills** - Cast 3 first level spells of choice\n**Priest** - cast 3 first level spells of choice\n**Thief** - Move silently + Hide in shadows, even in armour.\nChoose one class when drinking.}}{{materials=Potion}}'},
- {name:'Potion-of-Arms',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Arms}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Arms,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target caster|@{selected|token_id}|Potion of Arms|[[10*(4+1d4)]]|-1|Definately not armless!|strong\\amp#13;!attk --change-hands @{selected|token_id}|+[[2*(?{How many doses?|1|2|3})]]\\amp#13;!magic --mi-charges @{selected|token_id}|-[[?{How many doses?|1|2|3}-1]]|Potion-of-Arms\\amp#13;!setattr --charid @{selected|character_id} --Potion-of-Arms-doses|[[?{How many doses?|1|2|3}]])}}{{aoe=Consumer}}{{save=None}}{{effects=Drinking a portion of this potion will give the consumer two additional arms for the duration}}{{materials=Potion}}'},
- {name:'Potion-of-Deaths-Door',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Death\'s Door}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Deaths Door,Potion,1H,Necromancy]{{components=M}}{{time=1 (to drink) + 1d4+1 (to take effect)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Dosage: Halfling or gnome adult, 1 dose; Dwarf or Half-Orc adult, 3 doses; Other race adults, 2 doses; children, reduce by 1 dose. Note: 10% chance of alergic reation - if get purple \\amp orange spots seek immediate medical attention.\n[Consume Potion](!magic --mi-charges @{selected|token_id}|-\\amp#91;[\\amp#63;{How many doses?|1|2|3}-1]\\amp#93;|Potion-of-Deaths-Door\\amp#13;\\ampamp;{template:'+fields.messageTemplate+'}\\amp#123;{desc=The patient has the potion poured down their throat - ask the DM for the effect}\\amp#125;)}}{{effects=Immediately brings the wounded individual back up to 0 hit points, bringing the subject back from death\'s door. Although the victim remains unconscious, bleeding and deterioration are stopped for the duration of the spell. The subject (now at 0 hit points) can be brought immediately to consciousness by clerical spells or items that restore lost hit points, and if above 0 is not then weak and helpless.}}{{materials=Potion}}'},
- {name:'Potion-of-Neutralise-Poison',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Neutralise Poison}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Neutralise Poison,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=By means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.\nThe reversed spell, poison, likewise requires a successful attack roll, and the victim is allowed a saving throw vs. poison. If the latter is unsuccessful, the victim is incapacitated and dies in one turn unless the poison is magically neutralized or slowed.}}{{materials=Potion}}'},
- {name:'Potion-of-Raise-Dead',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Raise Dead,Potion,1H,Necromancy]{{}}PotionData=[sp:2+1d4,rc:charged]{{}}%{PR-Spells-DB|Raise-Dead}{{title=Potion of Raise Dead}}{{splevel=Potion}}{{time=1 to drink\n1d4+1 to take effect}}{{range=Consumer}}{{aoe=Consumer}}{{materials=Potion}}'},
- {name:'Potion-of-Recovery',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Recovery}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Recovery,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Removes exhaustion, cures any disease or poison. Recovery increased by +10 for 2 consecutive full sleeps (but requires full night\'s rest to complete each night)}}{{materials=Potion}}'},
- {name:'Potion-of-Remove-Paralysis',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Remove Paralysis}}{{splevel=Potion}}{{school=Abjuration}}Specs=[Potion of Remove Paralysis,Potion,1H,Abjuration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Equivalent to the 3rd level Priest Spell.\nBy the use of this potion, the consumer is freed from the effects of any paralysation or from related magic (such as a ghoul touch, or a hold or slow spell)}}{{materials=Potion}}'},
- {name:'Potion-of-Special-Restoration',type:'potion',ct:'30',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Restoration (Special)}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Special Restoration,Potion,1H,Healing]{{components=M}}{{time=[[3]] rounds}}PotionData=[sp:30,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=When this potion is consumed, the life energy level of the recipient creature is restored by one. This reverses any previous life energy level drain of the creature by a force or monster, including restoring all previously held experience and HP (unlike the spell). Thus, if a 10th-level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly as they were prior to the attack. Restoration is effective only if the potion is consumed within fourteen days of the recipient\'s loss of life energy (based on the minimum level of Priest needed to cast the equivalent spell). A restoration spell restores the intelligence of a creature affected by a feeblemind spell. It also negates all forms of insanity. Casting this spell ages both the caster and the recipient by two years.}}{{materials=Potion}}'},
- {name:'Potion-of-Spider-Climb',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Spider-Climb}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Spider Climb,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[[3+@{selected|casting-level}}]] rounds}}{{aoe=Consumer}}{{save=None}}{{healing=[Become Spider-man](!rounds --target caster|@{selected|token_id_id}|Spider-climb|[[3+@{selected|casting-level}]]|-1|Spider-like climbing abilities|drink-me)}}{{effects=A spider climb potion enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings, in a similar way to the spell of the same name. 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).}}{{materials=Potion}}'},
- {name:'Potion-of-Superior-Healing',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Superior Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Superior Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[5d8+5](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This potion restores 5d8 + 5 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-fifth that is drunk.}}{{materials=Potion}}{{use=Apply all effects manually}}'},
- {name:'Potion-of-Universal-Antidote',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Universal Antidote Potion}}{{splevel=Potion}}{{school=Healing}}Specs=[Universal Antidote,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Antidote to all types of poison}}{{effects=By means of Universal Antidote potion, any sort of poison or venom in the creature consuming, or to which it is applied (for poisons in wounds) is neutralised (as per the 4th Level Priest spell *Neutralise Poison*). This potion can prevent death in a poisoned creature if administered before death occurs. The effects of the potion are permanent only with respect to poison existing in the consuming creature at the time of application; thus, creatures that suffer new poisonings are not permanently detoxified}}{{materials=Potion}}'},
+ {name:'Potion',type:'potion|dmitem',ct:'2+1d4',charge:'charged',cost:'1',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion,Potion|DMitem,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,gp:1,wt:0.2,rc:charged]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'},
+ {name:'Potion-Trans-Class',type:'potion',ct:'2+1d4',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Trans-Class Ability}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion Trans-Class,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[[1d4+1]]}}PotionData=[sp:2+1d4,gp:1000,wt:0.2,rc:charged]{{range=Consumer}}{{duration=[[1]] day}}{{aoe=Consumer}}{{save=None}}{{GM Info=GM must make appropriate changes to the character sheet (perhaps using the *Token-Setup* dialog, but also must remember to reverse them at the end of the day - otherwise manually play the effects}}{{effects=For a period of 1 day enables the imbiber to use limited skills for another class e.g. \n**Warrior skills** - use a weapon normally forbidden, as proficient.\n**Wizard skills** - Cast 3 first level spells of choice\n**Priest** - cast 3 first level spells of choice\n**Thief** - Move silently + Hide in shadows, even in armour.\nChoose one class when drinking.}}{{materials=Potion}}'},
+ {name:'Potion-of-Arms',type:'potion',ct:'2+1d4',charge:'charged',cost:'600',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Arms}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Arms,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:600,wt:0.2,rc:charged]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target caster|@{selected|token_id}|Potion of Arms|[[10*(4+1d4)]]|-1|Definately not armless!|strong\\amp#13;!attk --change-hands @{selected|token_id}|+[[2*(?{How many doses?|1|2|3})]]\\amp#13;!magic --mi-charges @{selected|token_id}|-[[?{How many doses?|1|2|3}-1]]|Potion-of-Arms\\amp#13;!setattr --charid @{selected|character_id} --Potion-of-Arms-doses|[[?{How many doses?|1|2|3}]])}}{{aoe=Consumer}}{{save=None}}{{effects=Drinking a portion of this potion will give the consumer two additional arms for the duration}}{{materials=Potion}}'},
+ {name:'Potion-of-Deaths-Door',type:'potion',ct:'2+1d4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Death\'s Door}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Deaths Door,Potion,1H,Necromancy]{{components=M}}{{time=1 (to drink) + 1d4+1 (to take effect)}}PotionData=[sp:2+1d4,gp:500,wt:0.2,qty:3d6,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Dosage: Halfling or gnome adult, 1 dose; Dwarf or Half-Orc adult, 3 doses; Other race adults, 2 doses; children, reduce by 1 dose. Note: 10% chance of alergic reation - if get purple \\amp orange spots seek immediate medical attention.\n[Consume Potion](!magic --mi-charges @{selected|token_id}|-\\amp#91;[\\amp#63;{How many doses?|1|2|3}-1]\\amp#93;|Potion-of-Deaths-Door\\amp#13;\\ampamp;{template:'+fields.messageTemplate+'}\\amp#123;{desc=The patient has the potion poured down their throat - ask the DM for the effect}\\amp#125;)}}{{effects=Immediately brings the wounded individual back up to 0 hit points, bringing the subject back from death\'s door. Although the victim remains unconscious, bleeding and deterioration are stopped for the duration of the spell. The subject (now at 0 hit points) can be brought immediately to consciousness by clerical spells or items that restore lost hit points, and if above 0 is not then weak and helpless.}}{{materials=Potion}}'},
+ {name:'Potion-of-Light-Healing',type:'potion',ct:'2+1d4',charge:'charged',cost:'100',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Light Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Light Healing,Potion,1H,Healing]{{components=M}}{{time=1 to dring and 1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:100,wt:0.2,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[1d8](!\\amp#13;\\amp#47;r 1d8)}}{{effects=This potion has been created by splitting a dose of a Potion of Superior Healing into 5 potions, each able to cure 1d8HP}}{{materials=Potion}}'},
+ {name:'Potion-of-Neutralise-Poison',type:'potion',ct:'2+1d4',charge:'charged',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Neutralise Poison}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Neutralise Poison,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:300,wt:0.2,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=By means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.\nThe reversed spell, poison, likewise requires a successful attack roll, and the victim is allowed a saving throw vs. poison. If the latter is unsuccessful, the victim is incapacitated and dies in one turn unless the poison is magically neutralized or slowed.}}{{materials=Potion}}'},
+ {name:'Potion-of-Raise-Dead',type:'potion',ct:'2+1d4',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Raise Dead,Potion,1H,Necromancy]{{}}PotionData=[sp:2+1d4,gp:1000,wt:0.2,qty:1,rc:charged]{{}}%{PR-Spells-DB|Raise-Dead}{{title=Potion of Raise Dead}}{{splevel=Potion}}{{time=1 to drink\n1d4+1 to take effect}}{{range=Consumer}}{{aoe=Consumer}}{{materials=Potion}}'},
+ {name:'Potion-of-Recovery',type:'potion',ct:'2+1d4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Recovery}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Recovery,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:500,wt:0.2,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Removes exhaustion, cures any disease or poison. Recovery increased by +10 for 2 consecutive full sleeps (but requires full night\'s rest to complete each night)}}{{materials=Potion}}'},
+ {name:'Potion-of-Remove-Paralysis',type:'potion',ct:'2+1d4',charge:'charged',cost:'300',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Remove Paralysis}}{{splevel=Potion}}{{school=Abjuration}}Specs=[Potion of Remove Paralysis,Potion,1H,Abjuration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:300,wt:0.2,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Equivalent to the 3rd level Priest Spell.\nBy the use of this potion, the consumer is freed from the effects of any paralysation or from related magic (such as a ghoul touch, or a hold or slow spell)}}{{materials=Potion}}'},
+ {name:'Potion-of-Special-Restoration',type:'potion',ct:'30',charge:'charged',cost:'3000',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Restoration (Special)}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Special Restoration,Potion,1H,Healing]{{components=M}}{{time=[[3]] rounds}}PotionData=[sp:30,gp:3000,wt:0.2,qty:1,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=When this potion is consumed, the life energy level of the recipient creature is restored by one. This reverses any previous life energy level drain of the creature by a force or monster, including restoring all previously held experience and HP (unlike the spell). Thus, if a 10th-level character had been struck by a wight and drained to 9th level, the restoration potion would bring the character up to exactly as they were prior to the attack. Restoration is effective only if the potion is consumed within fourteen days of the recipient\'s loss of life energy (based on the minimum level of Priest needed to cast the equivalent spell). A restoration potion restores the intelligence of a creature affected by a feeblemind spell. It also negates all forms of insanity. Drinking this potion ages the recipient by two years, and making it ages the Priest by two years.}}{{materials=Potion}}'},
+ {name:'Potion-of-Spider-Climb',type:'potion',ct:'2+1d4',charge:'charged',cost:'200',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Spider-Climb}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Spider Climb,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,gp:200,wt:0.2,rc:charged]{{range=Consumer}}{{duration=[[3+@{selected|casting-level}}]] rounds}}{{aoe=Consumer}}{{save=None}}{{healing=[Become Spider-man](!rounds --target caster|@{selected|token_id_id}|Spider-climb|[[3+@{selected|casting-level}]]|-1|Spider-like climbing abilities|drink-me)}}{{effects=A spider climb potion enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings, in a similar way to the spell of the same name. 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 potion\'s effects, 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 using this potion. 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).}}{{materials=Potion}}'},
+ {name:'Potion-of-Superior-Healing',type:'potion',ct:'2+1d4',charge:'charged',cost:'500',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Superior Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Superior Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,gp:500,wt:0.2,qty:1,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[5d8+5](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This potion restores 5d8 + 5 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-fifth that is drunk.}}{{materials=Potion}}{{use=Apply healing manually, or click to [split 1 dose into 5](!magic --add-mi @{selected|token_id}|Potion-of-Superior-Healing|Potion-of-Light-Healing|5|||silent --message @{selected|token_id}|Potion of Superior Healing|A dose of this potion has been split into 5 Potions of Light Healing)}}'},
+ {name:'Potion-of-Universal-Antidote',type:'potion',ct:'2+1d4',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Universal Antidote Potion}}{{splevel=Potion}}{{school=Healing}}Specs=[Universal Antidote,Potion,1H,Healing]{{components=M}}{{time=1 to drink, and 1+1d4 segmants to take effect}}PotionData=[sp:2+1d4,gp:1000,wt:0.2,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Antidote to all types of poison}}{{effects=By means of Universal Antidote potion, any sort of poison or venom in the creature consuming, or to which it is applied (for poisons in wounds) is neutralised (as per the 4th Level Priest spell *Neutralise Poison*). This potion can prevent death in a poisoned creature if administered before death occurs. The effects of the potion are permanent only with respect to poison existing in the consuming creature at the time of application; thus, creatures that suffer new poisonings are not permanently detoxified}}{{materials=Potion}}'},
{name:'Rapture-Weed',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Rapture }}{{title=Seaweed}}Specs=[Rapture Weed,Miscellaneous,0H,Seaweed]{{Looks Like=A handful of seaweed, similar to some types you have seen used by clerics in creating medicines and potions. You could try [eating it](!rounds --target caster|@{selected|token_id}|Rapture Weed|[[330+1d60]]|-1|Experiencing occational halucinations and euphoria, unless this is the 1% of bad trips...|poisoned), if you are brave (or foolhardy)}}MiscData=[w:Turquoise,st:Seaweed,gp:10,wt:0.2,rc:uncharged]{{desc=These rare plants grow along isolated stony shelves in underwater trenches. A creature that consumes the fronds of rapture weed becomes poisoned for 6 hours, during which time it experiences occasional hallucinations and a feeling of euphoria. Sahuagin priests often use rapture weed in their worship (as does the priestess in area 36) .\nAny creature that consumes rapture weed has a 1 percent chance of instead becoming incapacitated for the duration of the plant’s effect. During this time it experiences terrifying visions of an enormous shark devouring great amounts of prey.\nWhen the effect wears off or is negated, the creature must succeed on a DC 15 Wisdom saving throw or be afflicted with a form of long-term madness.}}'},
{name:'Rattys-Barding',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Ratty\'s Barding}}{{subtitle=Armour}}{{Armour=Rat-sized studded leather barding}}Specs=[Studded Leather,Armour,0H,Leather]{{AC=[[6]]\nagainst all attacks}}ACData=[a:Studded Leather Barding,st:Studded-Leather,t:Studded-Leather,+S:2,+P:1,+B:0,+:0,ac:6,sz:T,wt:1]{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Saves=No effect}}{{desc=This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater. This is rat-sized barding, so only usable by rats. Being so small gives the AC 1 better than the base class}}'},
- {name:'Ring',type:'ring',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Unknown Ring}}{{splevel=Ring}}{{school=Unknown}}Specs=[Unknown Ring,Ring,1H,Any]{{components=M}}{{time=Unknown}}RingData=[w:Unknown Ring,sp:1,rc:uncharged,loc:left finger|right finger]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this ring are unknown. In fact, is it a magical ring at all, or just one of fine quality and just treasure?}}{{materials=Ring}}'},
- {name:'Ring-Protect-vs-Missiles',type:'ring',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Protection vs Missiles}}{{subtitle=Ring}}Specs=[Ring Protect vs Missiles,Ring,1H,Abjuration-Protection]{{Speed=[[0]]}}RingData=[w:Ring Protect vs Missiles,sp:0,rc:discharging,loc:left finger|right finger]{{Duration=[[5]] rounds per charge}}{{Size=Tiny}}{{Immunity=[Become Immune](!rounds --target caster|@{selected|token_id}|Missile-immunity|5|-1|Immune to normal \\amp +1 missiles|bolt-shield) to normal \\amp +1 missiles}}{{Saves=None}}{{Looks Like=A ring made of a wire formed in a spiral with a tiny arrow point at one end}}{{desc=A ring of protection vs. missiles gives total immunity to normal and +1 missile attacks for 5 rounds per charge expended}}'},
- {name:'Ring-of-Bless',type:'ring',ct:'10',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring}}{{name= of Bless}}{{splevel=Ring}}{{school=Conjuration/Summoning (Reversable)}}{{sphere=All}}Specs=[Ring of Bless,Ring,1H,Conjuration-Summoning]{{components=S,M}}{{time=[[1]] round}}RingData=[w:Ring of Bless,sp:10,rc:recharging,loc:left finger|right finger]{{range=[[60]] yards}}{{duration=[[6]] rounds}}{{aoe=[50ft cube](!rounds --aoe @{selected|token_id}|square|feet|180|50||light)}}{{save=None}}{{use=[Bless them](!rounds --target area|@{selected|token_id}\\amp#64;{target|Select first target|token_id}|Bless|6|-1|Blessed, attk+1, save vs fear+1|angel-outfit)}}{{Looks Like=A ring shaped simillarly to a signet ring, with the insignia being recognisable as that of a holy symbol. The alignment the holy symbol represents and its relevance is up to the GM}}{{effects=Once per day, raises morale of friendly creatures *not yet in melee combat* adding +[[1]] to saves vs. fear effects and raises attack rolls by +[[1]]. Or can cast on a single object weighing no more than [[@{selected|Casting-Level}]] pounds and the plus lasts until the item is used or the duration ends}}{{marterial=Holy Water}}'},
+ {name:'Ring',type:'ring',ct:'1',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Unknown Ring}}{{splevel=Ring}}{{school=Unknown}}Specs=[Unknown Ring,Ring,1H,Any]{{components=M}}{{time=Unknown}}RingData=[w:Unknown Ring,sp:1,gp:1,wt:0.05,rc:uncharged,loc:left finger|right finger]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this ring are unknown. In fact, is it a magical ring at all, or just one of fine quality and just treasure?}}{{materials=Ring}}'},
+ {name:'Ring-Protect-vs-Missiles',type:'ring',ct:'0',charge:'discharging',cost:'7500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Protection vs Missiles}}{{subtitle=Ring}}Specs=[Ring Protect vs Missiles,Ring,1H,Abjuration-Protection]{{Speed=[[0]]}}RingData=[w:Ring Protect vs Missiles,sp:0,gp:7500,wt:0.05,qty:24+1d10,rc:discharging,loc:left finger|right finger]{{Duration=[[5]] rounds per charge}}{{Size=Tiny}}{{Immunity=[Become Immune](!rounds --target caster|@{selected|token_id}|Missile-immunity|5|-1|Immune to normal \\amp +1 missiles|bolt-shield) to normal \\amp +1 missiles}}{{Saves=None}}{{Looks Like=A ring made of a wire formed in a spiral with a tiny arrow point at one end}}{{desc=A ring of protection vs. missiles gives total immunity to normal and +1 missile attacks for 5 rounds per charge expended}}'},
+ {name:'Ring-of-Bless',type:'ring',ct:'10',charge:'recharging',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring}}{{name= of Bless}}{{splevel=Ring}}{{school=Conjuration/Summoning (Reversable)}}{{sphere=All}}Specs=[Ring of Bless,Ring,1H,Conjuration-Summoning]{{components=S,M}}{{time=[[1]] round}}RingData=[w:Ring of Bless,sp:10,gp:500,wt:0.05,rc:recharging,loc:left finger|right finger]{{range=[[60]] yards}}{{duration=[[6]] rounds}}{{aoe=[50ft cube](!rounds --aoe @{selected|token_id}|square|feet|180|50||light)}}{{save=None}}{{use=[Bless them](!rounds --target area|@{selected|token_id}\\amp#64;{target|Select first target|token_id}|Bless|6|-1|Blessed, attk+1, save vs fear+1|angel-outfit)}}{{Looks Like=A ring shaped simillarly to a signet ring, with the insignia being recognisable as that of a holy symbol. The alignment the holy symbol represents and its relevance is up to the GM}}{{effects=Once per day, raises morale of friendly creatures *not yet in melee combat* adding +[[1]] to saves vs. fear effects and raises attack rolls by +[[1]]. Or can cast on a single object weighing no more than [[@{selected|Casting-Level}]] pounds and the plus lasts until the item is used or the duration ends}}{{marterial=Holy Water}}'},
{name:'Ring-of-FeatherFall-MirrorImage-SpiderClimb-HypnoticPattern',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Storing}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing,sp:5,rc:uncharged,loc:left finger|right finger,ns:5],[cl:MU,w:Feather-Fall,lv:12],[cl:MU,w:Mirror-Image,lv:12],[cl:MU,w:Mirror-Image,lv:12],[cl:MU,w:Spider-Climb,lv:12],[cl:MU,w:Hypnotic-Pattern,lv:12]{{Size=Tiny}}{{Store spell=[Store Spell](!magic --mem-spell MI-MU|@{selected|token_id})}}{{Cast Spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{Looks Like=An exceptionally fine ring, encrusted with between two and five gems some or all of which seem to glow with an inner fire}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells.\nThe ring empathically imparts to the wearer the names of its spells. The properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].\nThe spells on this ring can be seen by pressing the [View] button above}}\n!setattr --silent --charid @{selected|character_id} --Casting-Name|Ring of Spell Storing'},
{name:'Ring-of-HoldPerson-SlowPoison-Silence15ft',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Storing}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing,sp:5,rc:uncharged,loc:left finger|right finger,ns:5],[cl:PR,w:Hold-Person,sp:5,lv:3],[cl:PR,w:Hold-Person,sp:5,lv:3],[cl:PR,w:Hold-Person,sp:5,lv:3],[cl:PR,w:Slow-Poison,sp:1,lv:3],[cl:PR,w:Silence-15ft-radius,sp:5,lv:3]{{Size=Tiny}}{{Store spell=[Store Priest Spell](!magic --mem-spell MI-PR|@{selected|token_id}) \n[Store Wizard Spell](!magic --mem-spell MI-MU|@{selected|token_id})}}{{Cast spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{Looks Like=An exceptionally fine ring, encrusted with between two and five gems some or all of which seem to glow with an inner fire}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells.\nThe ring empathically imparts to the wearer the names of its spells. The properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].\nThe spells on this ring can be seen by pressing the [View] button above}}'},
- {name:'Ring-of-Light+Dark',type:'ring',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Light \\amp Dark}}{{subtitle=Ring}}Specs=[Ring of Light+Dark,Ring,1H,Alteration]{{Speed=[[1]]}}RingData=[w:Ring of Light+Dark,sp:1,rc:recharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Cast Light](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Light) or [Cast Darkness](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Darkness)}}{{Looks Like=This ring is always made of both ivory (or bone) \\amp ebony in a plat of the two twisted together. It seems to be of exceptionally fine workmanship.}}{{desc=This ring is always made of both ivory (or bone) \\amp ebony in a plat of the two twisted together. The ring has a number of charges, that recharge over a Long Rest. Use of 1 charge casts a *Light* spell or a *Darkness* spell. The spells are cast at 12th level}}\n!setattr --silent --charid @{selected|character_id} --casting-level|12 --casting-name|Ring of Light + Dark'},
- {name:'Ring-of-Many-Benefits',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Many Benefits}}{{subtitle=Ring}}Specs=[Ring of Many Benefits,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Many Benefits,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=Charms}}{{Resistance=+[[2]] on AC}}{{Saves=+[[2]] on saves}}{{Looks Like=A very fancy ring with several gems, with miniature scolls and claws gripping them, and writing around both the outside and inside. Looks a bit gaudy.}}{{desc=I confer the following powers upon my wearer: [Invisibility](!rounds --target caster|@{selected|token_id}|Invisibility|99|-1|Invisible until attack, 4 bonus to AC \\amp saves|half-haze) 1/day, [Haste](!rounds --target caster|@{selected|token_id}|Haste|15|-1|Double speed +2 Initiative bonus|overdrive) 1/day, [Fly](!rounds --target caster|@{selected|token_id}|Fly150|-1|Flying|fluffy-wing) 1/day, [Detect Magic](!magic --display-ability @{selected|token_id}|MU-Spells|Detect-Magic) 1/day, continuous immunity to *Charms*, and one *Wish*. I also provide the benefits of *Protection+2* and *Spell Turning*. The only drawback is that once a year I permanently eat a small part of your life. I must be worn before I can leave this room; merely carrying me away is not possible. If ever I am removed from my wearer\'s finger, however, all my powers are lost. So you must decide right now who will wear me forever.}}'},
- {name:'Ring-of-Misty-Stepping',type:'ring',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ring of Misty Stepping}}{{subtitle=Ring}}Specs=[Ring of Misty Stepping,Ring,1H,Alteration]{{Speed=[[2]]}}{{Size=Tiny}}RingData=[w:Ring of Misty Stepping,sp:0,rc:recharging]{{desc=This ring enables the wearer to become briefly surrounded by silvery mist, and teleport up to 30 feet to an unoccupied space that you can see. It can do this a number of times per day}}'},
- {name:'Ring-of-Shielding',type:'ring',ct:'1',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring}}{{name= of Shielding}}{{splevel=Ring}}{{school=Evocation}}Specs=[Ring of Shielding,Ring,1H,Evocation]{{components=M}}{{time=[[1]]}}RingData=[w:Ring of Shielding,sp:1,rc:discharging,loc:left finger|right finger]{{range=[[0]]}}{{duration=[[20]] rounds}}{{aoe=In front of caster}}{{healing=[Shield yourself](!rounds --target caster|@{selected|token_id}|Shield|20|-1|Shielded, bonus on AC vs. missiles, MM, frontal saving throws|bolt-shield)}}{{save=None}}{{Looks Like=A ring of a similar design to a signet ring, with the design of the shield of an ancient and long forgotten noble house reputed to have been brave wizards who won great battles}}{{effects=When this ring is activated, 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.}}'},
- {name:'Ring-of-Spell-Learning+1',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Learning+1}}{{subtitle=Ring}}Specs=[Ring of Spell Learning,Ring,1H,Divination]{{Speed=[[0]]}}RingData=[w:Ring of Spell Learning+1,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Looks Like=A plain ring suitable for perhaps a junior apprentice, journeyman wizard, or priestly accolite}}{{desc=Something to do with plusses on learning spells, but need specs from whomever\'s campaign it came from}}'},
- {name:'Ring-of-Spell-Targeting+2',type:'ring',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Targeting +2}}{{subtitle=Ring}}Specs=[Ring of Spell Targeting,Ring,1H,Evocation]{{Speed=[[1]]}}RingData=[w:Ring of Spell Targeting+2,sp:1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A ring with a strange loop attached in the form of a crosshair sight}}{{desc=The wearer of this ring gains +2 on To-Hit rolls for spells that require a To-Hit roll to be made, for example *Melf\'s Acid Arrow"}}'},
- {name:'Ring-of-The-Hawk',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of The Hawk}}{{subtitle=Ring}}Specs=[Ring of The Hawk,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of The Hawk,sp:3,rc:uncharged,loc:left finger|right finger,on:\\apisetattr --fb-from Magic Items --fb-header Ring of The Hawk - Put on --fb-content _CHARNAME_ chooses to put on the Ring of the Hawk and can now see the far distance more clearly --name @{selected|character_name} --hawkeye|1|0 --Rangemod-PB|0 --Rangemod-S|0 --Rangemod-M|-2 --Rangemod-L|-4 --Rangemod-F|-6,off:\\apiresetattr --fb-from Magic Items --fb-header Ring of The Hawk - Take off --fb-content _CHARNAME_ chooses to take off the ring and their sight returns to normal --name @{selected|character_name} --hawkeye --Rangemod-PB --Rangemod-S --Rangemod-M --Rangemod-L --Rangemod-F]{{Size=Tiny}}{{Looks Like=A signet ring with the design of a hunting hawk for the seal.}}{{desc=This ring grants distance vision at 4 times normal. Archery ranges change as follows:\n- No point blank.\n- Long range becomes -4 (usually -5),\n- Far range becomes 250 yards, -6 (usually -20)\n\nThis will also have more everyday effects, eg\n- If you can recognise someone at 200yds, you can now recognise them at 800\n- 4x better chance of spotting an ambush in the distance\n- Inability to read at normal close range\n+1 defence against long range missiles (can see them early and clearly to dodge)\nThink of it as wearing 4x binoculars instead of glasses.}}'},
- {name:'Ring-of-Vampiric-Regeneration',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Vampiric Regeneration}}{{subtitle=Ring}}Specs=[Ring of Vampiric Regeneration,Ring,1H,Necromancy]{{Speed=[[3]]}}RingData=[w:Ring of Vampiric Regeneration,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}{{Looks Like=A ring of hard black ebony embellished with threads of red and gold}}{{desc=This bestows one-half (fractions dropped) of the value of hit points of damage the wearer inflicts upon opponents in hand-to-hand (melee, nonmissile, nonspell) combat immediately upon its wearer. It does not otherwise cause regeneration or restore life, limb, or organ. For example, if a character wearing the ring inflicts 10 points of damage, he adds five to his current hit point total. The creature struck still loses 10 points. In no case can the wearer\'s hit points exceed his usual maximum.}}'},
- {name:'Robe-of-Ears',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Robe}}{{name= of Ears}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Robe of Ears,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Robe of Ears,st:Robe,sp:3,rc:uncharged,loc:Robe,dna:+20,ns:1],[cl:PW,w:ROE-Clairaudience,sp:3,pd:2,lv:12]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=Special}}{{Looks Like=A robe worn on the top half of the body, which has a hood that can be drawn up to cover the head, including the ears.}}{{effects=If the hood is drawn up to cover the wearer\'s ears, this robe grants the wearer the ability to hear anything that they are listening for despite other distracting noises, even the merest pin drop in a crowded room, if that is what they are listening for. If they know a crowd contains a particular person or creature, they will know exactly where they are if they move, even if the target is invisible, hiding in shadows, or surrounded by crowds - however, the wearer will not necessarily be able to see them. Specific sounds listened for can be heard even through thin to medium barriers such as doors made of wood or metal without fail (but not thick stone walls). The wearer cannot be snuck up upon, as they will hear any approach, so it is impossible to surprise them. Wearing the robe also grants [*Clairaudience*](!magic --mi-power @{selected|token_id}|ROE-Clairaudience|Robe-of-Ears|12) twice per day, and +4 on any saves related to causing deafness. Attacks against invisible, or otherwise unseen (such as in magical darkness), moving creatures will suffer no more than a -1 penalty to hit, as the wearer tracks the sounds of their movement, however slight.\nThe Robe of Ears cannot function in an area of a magical Silence, and the wearer will suffer double maximum damage and be deafened for four times as long from a Shout spell, including if it is cast by them while wearing the robe.}}'},
- {name:'Robe-of-Protection+2',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name= of Protection}}{{subtitle=Robe}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=+[[2]] on AC}}Specs=[Cloak of Protection,Protection Cloak,1H,Abjuration-Protection]{{Saves=+[[2]] on saves}}ACData=[a:Robe of Protection+2,st:Robe,+:2,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Robe of Protection+2,sp:0,svsav:2,rc:uncharged,loc:Robe]{{Looks Like=A finely crafted close-fitting robe, which seems to be made of a very fine cloth that is unusually hard wearing and tear resistant.}}{{desc=A robe of protection improves the wearer\'s Armour Class value and saving throws versus all forms of attack. A robe +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a robe of protection are cumulative with all other magical items of protection except as follows:\n1. The robe does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls.\n2. Robes and Rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring or robe—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.}}'},
- {name:'Rusty-Chain-Mail',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Rusty Chain Mail}}{{subtitle=Armour}}{{Armour=Chain Mail that is old and rusty}}Specs=[Chain Mail,Armour,0H,Mail]{{AC=[[7]], +0 vs Slash, -3 vs Pierce, -1 vs. Bludgeon\n}}ACData=[a:Rusty Chain Mail,st:Mail,t:Chain-Mail,+S:0,+P:-3,+B:-1,+:0,ac:7,sz:L,wt:30,loc:body]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=Made of interlocking metal rings that have mostly gone rusty and some fused together. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. The links do not yield to blows as easily as they did, thus absorbing more of the shock from bludgeoning. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time. There is a risk it will fall apart in heavy combat.}}'},
- {name:'Scabbard-of-Enchanting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scabbard}}{{name= of Enchanting}}{{subtitle=Magic Item}}Specs=[Scabbard of Enchanting,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Scabbard of Enchanting,st:Scabbard,sp:0,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Resistance=None}}{{Saves=No effect}}{{Use=Initiative action should be *Use a Magic Item \\gt Scabbard of Enchanting*\nUse [Sheath Blade](!rounds --target caster|@{selected|token_id}|Scabbard-of-Enchanting|10|-1|The blade in the scabbard is being enchanted|stopwatch) and change weapon away from blade to sheath - this must be this round\'s action even if blade not currently in hand.\nWhen ready [Draw Blade](!rounds --target caster|@{selected|token_id}|Scabbard-Enchanting-draw|1|-1|Drawing the blade from the Scabbard|all-for-one) and change to the blade that was sheathed when prompted: it will automatically be made an additional +1 to-hit \\amp damage the following round}}{{Looks Like=A beautifully worked scabbard, made of precious metals and fine leather with elaborate tooling. It seems to magically resize to any blade inserted, from dagger to great sword}}{{desc=This scabbard will magically resize to fit any blade. If left in the scabbard for [[1]]turn, the blade is enhanced by +1 (adding to any existing enchantment)}}'},
- {name:'Scroll',type:'scroll|dmitem',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Scroll}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Scroll of Spells,Scroll|DMitem,1H,Any]{{components=Unknown}}{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The spells on this scroll are unknown. In fact, is it a scroll of spells at all, or a scroll of protection, a map, or just some piece of fine quality parchment with scribbled notes on it?}}'},
- {name:'Scroll-6-Impressive-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 impressive MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,rc:uncharged,ns:6MU],[cl:MU,w:Fly,sp:3,lv:6],[cl:MU,w:Find-Familiar,sp:2d12,lv:2],[cl:MU,w:Extension 1,sp:2,lv:8],[cl:MU,w:Disintegrate,sp:6,lv:13],[cl:MU,w:Phantom-Steed,sp:100,lv:6],[cl:MU,w:Dismissal,sp:10,lv:10]{{Size=Small}}{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}{{desc=This is a scroll with 6 Wizard Spells of mixed level on it. These are:\n1. Fly\n2. Find Familiar\n3. Extension 1\n4. Disintegrate\n5. Phantom Steed\n6. Dismissal\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
- {name:'Scroll-6-Mixed-MU-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 mixed MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,rc:uncharged,ns:6MU],[cl:MU,w:Water-Breathing,sp:3,lv:6],[cl:MU,w:Invisibility,sp:2,lv:6],[cl:MU,w:Glitterdust,sp:2,lv:6],[cl:MU,w:Shocking-Grasp,sp:1,lv:6],[cl:MU,w:Grease,sp:1,lv:6],[cl:MU,w:Tongues,sp:3,lv:6]{{Size=Small}}{{Spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}|6||Charged) spell from scroll}}{{desc=This is a scroll with 6 Wizard Spells of mixed level on it. These are:\n1. Water Breathing\n2. Invisibility\n3. Glitterdust\n4. Shocking Grasp\n5. Grease\n6. Tongues\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
- {name:'Scroll-of-4-L7-MU-Spells',type:'scroll',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 4 L7 MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[7]]}}ScrollData=[sp:7,learn:1,rc:uncharged,ns:4MU],[cl:MU,w:Cacodemon,sp:360,lv:15],[cl:MU,w:Mass-Invisibility,sp:7,lv:15],[cl:MU,w:Phase-Door,sp:7,lv:15],[cl:MU,w:Vanish,sp:2,lv:15]{{Size=Small}}{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}{{desc=This is a scroll with 4 Level 7 Wizard Spells on it. These are:\n1. Cacodemon\n2. Mass Invisibility\n3. Phase Door\n4. Vanish\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
- {name:'Scroll-of-6-L3-MU-spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 L3 MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,rc:uncharged,ns:6MU],[cl:MU,w:Water-Breathing,sp:3,lv:6],[cl:MU,w:Air-Breathing,sp:3,lv:6],[cl:MU,w:Suggestion,sp:3,lv:6],[cl:MU,w:Invisibility-10ft-radius,sp:3,lv:6],[cl:MU,w:Clairvoyance,sp:3,lv:6],[cl:MU,w:Infravision,sp:10,lv:6]{{Size=Small}}{{Cast Spell=[Cast Spell from Scroll](!magic --cast-spell MI|@{selected|token_id}|6|Scroll of 6 L3 MU Spells|charged)}}{{desc=This is a scroll with 6, 3rd Level Wizard Spells on it. These are:\n1. Water Breathing\n2. Air Breathing\n3. Suggestion\n4. Invisibility 10ft Radius\n5. Clairvoyance\n6. Infravision\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
- {name:'Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Use=Drag the *Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can hold a scroll. It does not appear to be locked or trapped in any way, or have any special properties, but is great at holding a scroll.}}{{GM Info=If more than one *Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'},
- {name:'Shocking-Bracers',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers\n}}{{name=(Shocking)}}{{splevel=Magic Item}}{{school=Evocation}}Specs=[Shocking Bracers,Miscellaneous,1H,Evocation]{{components=V,S,M}}{{time=[[3]]}}MiscData=[w:Shocking Bracers,st:Bracers,sp:3,rc:uncharged,loc:Wrists]{{range=[[100]] yds}}{{duration=Instantanious}}{{aoe=[[5]]ft wide x [[40]]ft long}}{{save=vs Wand for 1/2 Shocking Bracers damage}}{{Looks Like=A pair of finely wrought bracers, tooled with the design of lightning bolts over both wrists, and with dwarvish runes}}{{effects=Marked L \\amp R in dwarvish runes, and with a lightning bolt symbol. Pick them up with the wrong hands and take [1D6](!\\amp#13;\\amp#47;r 1d6 damage picking up bracers incorrectly) damage. When worn, if an attack succeeds with both hands (eg 2 weapons, 2 bare hands), opponent will take [1D10](!\\amp#13;\\amp#47;r 1d10 electrical damage from double hit by bracers - save vs wands to halve damage?) of electrical damage. If hit by electricity (e.g. Lightning Bolt) while wearing them, they will [absorb damage](!magic --display-ability @{selected|token_id}|MI-DB|Shocking-Bracers-Absorb-HP) up to **2d10** of power, currently [[0+@{selected|Shocking-Bracers-HP} @{noerror}]]HP which can be re-flashed at will as a [lightning bolt weapon](!magic --display-ability @{selected|token_id}|MI-DB|Shocking-Bracers-LB), 5\' wide x 40\' long. Speed 1, uses up one attack per hand of a multi attack character.}}{{materials=Bracers}}'},
+ {name:'Ring-of-Light+Dark',type:'ring',ct:'1',charge:'recharging',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Light \\amp Dark}}{{subtitle=Ring}}Specs=[Ring of Light+Dark,Ring,1H,Alteration]{{Speed=[[1]]}}RingData=[w:Ring of Light+Dark,sp:1,gp:1000,wt:0.05,rc:recharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Cast Light](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Light) or [Cast Darkness](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Darkness)}}{{Looks Like=This ring is always made of both ivory (or bone) \\amp ebony in a plat of the two twisted together. It seems to be of exceptionally fine workmanship.}}{{desc=This ring is always made of both ivory (or bone) \\amp ebony in a plat of the two twisted together. The ring has a number of charges, that recharge over a Long Rest. Use of 1 charge casts a *Light* spell or a *Darkness* spell. The spells are cast at 12th level}}\n!setattr --silent --charid @{selected|character_id} --casting-level|12 --casting-name|Ring of Light + Dark'},
+ {name:'Ring-of-Many-Benefits',type:'ring',ct:'0',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Many Benefits}}{{subtitle=Ring}}Specs=[Ring of Many Benefits,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Many Benefits,sp:0,svspe:+2,ac:+2,rules:-magic|+worn,gp:15000,wt:0.06,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=Charms}}{{Resistance=+[[2]] on AC}}{{Saves=+[[2]] on saves}}{{Looks Like=A very fancy ring with several gems, with miniature scolls and claws gripping them, and writing around both the outside and inside. Looks a bit gaudy.}}{{desc=I confer the following powers upon my wearer: [Invisibility](!rounds --target caster|@{selected|token_id}|Invisibility|99|-1|Invisible until attack, 4 bonus to AC \\amp saves|half-haze) 1/day, [Haste](!rounds --target caster|@{selected|token_id}|Haste|15|-1|Double speed +2 Initiative bonus|overdrive) 1/day, [Fly](!rounds --target caster|@{selected|token_id}|Fly150|-1|Flying|fluffy-wing) 1/day, [Detect Magic](!magic --display-ability @{selected|token_id}|MU-Spells|Detect-Magic) 1/day, continuous immunity to *Charms*, and one *Wish*. I also provide the benefits of *Protection+2* and *Spell Turning*. The only drawback is that once a year I permanently eat a small part of your life. I must be worn before I can leave this room; merely carrying me away is not possible. If ever I am removed from my wearer\'s finger, however, all my powers are lost. So you must decide right now who will wear me forever.}}{{GM Info=Each game year (GM to determine) some relatively impactful penalty must be applied to the character - such as 1 level drain}}'},
+ {name:'Ring-of-Misty-Stepping',type:'ring',ct:'0',charge:'recharging',cost:'500',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ring of Misty Stepping}}{{subtitle=Ring}}Specs=[Ring of Misty Stepping,Ring,1H,Alteration]{{Speed=[[2]]}}{{Size=Tiny}}RingData=[w:Ring of Misty Stepping,sp:0,qty:(1d3),gp:500,wt:0.5,rc:recharging]{{desc=This ring enables the wearer to become briefly surrounded by silvery mist, and teleport up to 30 feet to an unoccupied space that you can see. It can do this a number of times per day}}'},
+ {name:'Ring-of-Shielding',type:'ring',ct:'1',charge:'discharging',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring}}{{name= of Shielding}}{{splevel=Ring}}{{school=Evocation}}Specs=[Ring of Shielding,Ring,1H,Evocation]{{components=M}}{{time=[[1]]}}RingData=[w:Ring of Shielding,sp:1,gp:1000,wt:0.5,rc:discharging,loc:left finger|right finger]{{range=[[0]]}}{{duration=[[20]] rounds}}{{aoe=In front of caster}}{{healing=[Shield yourself](!rounds --target caster|@{selected|token_id}|Shield|20|-1|Shielded, bonus on AC vs. missiles, MM, frontal saving throws|bolt-shield)}}{{save=None}}{{Looks Like=A ring of a similar design to a signet ring, with the design of the shield of an ancient and long forgotten noble house reputed to have been brave wizards who won great battles}}{{Use=Apply all effects manually (e.g. save and AC bonuses) as the system can\'t determine the direction attacks are coming from}}{{effects=When this ring is activated, 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.}}'},
+ {name:'Ring-of-Spell-Learning+1',type:'ring',ct:'0',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Learning+1}}{{subtitle=Ring}}Specs=[Ring of Spell Learning,Ring,1H,Divination]{{Speed=[[0]]}}RingData=[w:Ring of Spell Learning+1,sp:0,gp:300,0.05,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Looks Like=A plain ring suitable for perhaps a junior apprentice, journeyman wizard, or priestly accolite}}{{desc=Something to do with plusses on learning spells, but need specs from whomever\'s campaign it came from}}'},
+ {name:'Ring-of-Spell-Targeting+2',type:'ring',ct:'1',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Targeting +2}}{{subtitle=Ring}}Specs=[Ring of Spell Targeting,Ring,1H,Evocation]{{Speed=[[1]]}}RingData=[w:Ring of Spell Targeting+2,sp:1,gp:1000,wt:0.05,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A ring with a strange loop attached in the form of a crosshair sight}}{{desc=The wearer of this ring gains +2 on To-Hit rolls for spells that require a To-Hit roll to be made, for example *Melf\'s Acid Arrow"}}{{Use=Apply bonus manually to spells that require an attack roll}}'},
+ {name:'Ring-of-The-Hawk',type:'ring',ct:'3',charge:'uncharged',cost:'10500',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of The Hawk}}{{subtitle=Ring}}Specs=[Ring of The Hawk,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of The Hawk,sp:3,gp:10500,wt:0.05,rc:uncharged,loc:left finger|right finger,on:\\apisetattr --fb-from Magic Items --fb-header Ring of The Hawk - Put on --fb-content _CHARNAME_ chooses to put on the Ring of the Hawk and can now see the far distance more clearly --name @{selected|character_name} --hawkeye|1|0 --Rangemod-PB|0 --Rangemod-S|0 --Rangemod-M|-2 --Rangemod-L|-4 --Rangemod-F|-6,off:\\apiresetattr --fb-from Magic Items --fb-header Ring of The Hawk - Take off --fb-content _CHARNAME_ chooses to take off the ring and their sight returns to normal --name @{selected|character_name} --hawkeye --Rangemod-PB --Rangemod-S --Rangemod-M --Rangemod-L --Rangemod-F]{{Size=Tiny}}{{Looks Like=A signet ring with the design of a hunting hawk for the seal.}}{{desc=This ring grants distance vision at 4 times normal. Archery ranges change as follows:\n- No point blank.\n- Long range becomes -4 (usually -5),\n- Far range becomes 250 yards, -6 (usually -20)\n\nThis will also have more everyday effects, eg\n- If you can recognise someone at 200yds, you can now recognise them at 800\n- 4x better chance of spotting an ambush in the distance\n- Inability to read at normal close range\n+1 defence against long range missiles (can see them early and clearly to dodge)\nThink of it as wearing 4x binoculars instead of glasses.}}'},
+ {name:'Ring-of-Vampiric-Regeneration',type:'ring',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Vampiric Regeneration}}{{subtitle=Ring}}Specs=[Ring of Vampiric Regeneration,Ring,1H,Necromancy]{{Speed=[[3]]}}RingData=[w:Ring of Vampiric Regeneration,sp:0,gp:6000,wt:0.05,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}{{Looks Like=A ring of hard black ebony embellished with threads of red and gold}}{{Use=Apply all effects manually}}{{desc=This bestows one-half (fractions dropped) of the value of hit points of damage the wearer inflicts upon opponents in hand-to-hand (melee, nonmissile, nonspell) combat immediately upon its wearer. It does not otherwise cause regeneration or restore life, limb, or organ. For example, if a character wearing the ring inflicts 10 points of damage, he adds five to his current hit point total. The creature struck still loses 10 points. In no case can the wearer\'s hit points exceed his usual maximum.}}'},
+ {name:'Robe-of-Ears',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Robe}}{{name= of Ears}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Robe of Ears,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Robe of Ears,st:Robe,sp:3,gp:12000,wt:1,rc:uncharged,loc:Robe,dna:+20,ns:1],[cl:PW,w:ROE-Clairaudience,sp:3,pd:2,lv:12]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=Special}}{{Looks Like=A robe worn on the top half of the body, which has a hood that can be drawn up to cover the head, including the ears.}}{{effects=If the hood is drawn up to cover the wearer\'s ears, this robe grants the wearer the ability to hear anything that they are listening for despite other distracting noises, even the merest pin drop in a crowded room, if that is what they are listening for. If they know a crowd contains a particular person or creature, they will know exactly where they are if they move, even if the target is invisible, hiding in shadows, or surrounded by crowds - however, the wearer will not necessarily be able to see them. Specific sounds listened for can be heard even through thin to medium barriers such as doors made of wood or metal without fail (but not thick stone walls). The wearer cannot be snuck up upon, as they will hear any approach, so it is impossible to surprise them. Wearing the robe also grants [*Clairaudience*](!magic --mi-power @{selected|token_id}|ROE-Clairaudience|Robe-of-Ears|12) twice per day, and +4 on any saves related to causing deafness (apply manually). Attacks against invisible, or otherwise unseen (such as in magical darkness), moving creatures will suffer no more than a -1 penalty to hit, as the wearer tracks the sounds of their movement, however slight.\nThe Robe of Ears cannot function in an area of a magical Silence, and the wearer will suffer double maximum damage and be deafened for four times as long from a Shout spell, including if it is cast by them while wearing the robe.}}'},
+ {name:'Robe-of-Protection+2',type:'protection cloak',ct:'0',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name= of Protection}}{{subtitle=Robe}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=+[[2]] on AC}}Specs=[Cloak of Protection,Protection Cloak,1H,Abjuration-Protection]{{Saves=+[[2]] on saves}}ACData=[a:Robe of Protection+2,st:Robe,+:2,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Robe of Protection+2,sp:0,svsav:2,gp:6000,rc:uncharged,loc:Robe]{{Looks Like=A finely crafted close-fitting robe, which seems to be made of a very fine cloth that is unusually hard wearing and tear resistant.}}{{desc=A robe of protection improves the wearer\'s Armour Class value and saving throws versus all forms of attack. A robe +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a robe of protection are cumulative with all other magical items of protection except as follows:\n1. The robe does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls.\n2. Robes and Rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring or robe—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.}}'},
+ {name:'Rusty-Chain-Mail',type:'armour',ct:'0',charge:'uncharged',cost:'25',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Rusty Chain Mail}}{{subtitle=Armour}}{{Armour=Chain Mail that is old and rusty}}Specs=[Chain Mail,Armour,0H,Mail]{{AC=[[7]], +0 vs Slash, -3 vs Pierce, -1 vs. Bludgeon\n}}ACData=[a:Rusty Chain Mail,st:Mail,t:Chain-Mail,+S:0,+P:-3,+B:-1,+:0,ac:7,sz:L,gp:25,wt:30,loc:body]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=Made of interlocking metal rings that have mostly gone rusty and some fused together. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. The links do not yield to blows as easily as they did, thus absorbing more of the shock from bludgeoning. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time. There is a risk it will fall apart in heavy combat.}}'},
+ {name:'Scabbard-of-Enchanting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scabbard}}{{name= of Enchanting}}{{subtitle=Magic Item}}Specs=[Scabbard of Enchanting,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Scabbard of Enchanting,st:Scabbard,sp:0,gp:4000,wt:1,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Resistance=None}}{{Saves=No effect}}{{Use=Initiative action should be *Use a Magic Item \\gt Scabbard of Enchanting*\nUse [Sheath Blade](!rounds --target caster|@{selected|token_id}|Scabbard-of-Enchanting|10|-1|The blade in the scabbard is being enchanted|stopwatch) and change weapon away from blade to sheath - this must be this round\'s action even if blade not currently in hand.\nWhen ready [Draw Blade](!rounds --target caster|@{selected|token_id}|Scabbard-Enchanting-draw|1|-1|Drawing the blade from the Scabbard|all-for-one) and change to the blade that was sheathed when prompted: it will automatically be made an additional +1 to-hit \\amp damage the following round}}{{Looks Like=A beautifully worked scabbard, made of precious metals and fine leather with elaborate tooling. It seems to magically resize to any blade inserted, from dagger to great sword}}{{desc=This scabbard will magically resize to fit any blade. If left in the scabbard for [[1]]turn, the blade is enhanced by +1 (adding to any existing enchantment)}}'},
+ {name:'Scroll',type:'scroll|dmitem',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Scroll}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Scroll of Spells,Scroll|DMitem,1H,Any]{{components=Unknown}}ScrollData=[gp:1,wt:0.02]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The spells on this scroll are unknown. In fact, is it a scroll of spells at all, or a scroll of protection, a map, or just some piece of fine quality parchment with scribbled notes on it?}}'},
+ {name:'Scroll-6-Impressive-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'1100',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 impressive MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,gp:1100,wt:0.02,rc:uncharged,ns:6MU],[cl:MU,w:Fly,sp:3,lv:6],[cl:MU,w:Find-Familiar,sp:2d12,lv:2],[cl:MU,w:Extension 1,sp:2,lv:8],[cl:MU,w:Disintegrate,sp:6,lv:13],[cl:MU,w:Phantom-Steed,sp:100,lv:6],[cl:MU,w:Dismissal,sp:10,lv:10]{{Size=Small}}{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}{{desc=This is a scroll with 6 Wizard Spells of mixed level on it. These are:\n1. Fly\n2. Find Familiar\n3. Extension 1\n4. Disintegrate\n5. Phantom Steed\n6. Dismissal\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
+ {name:'Scroll-6-Mixed-MU-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'600',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 mixed MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,gp:600,wt:0.02,rc:uncharged,ns:6MU],[cl:MU,w:Water-Breathing,sp:3,lv:6],[cl:MU,w:Invisibility,sp:2,lv:6],[cl:MU,w:Glitterdust,sp:2,lv:6],[cl:MU,w:Shocking-Grasp,sp:1,lv:6],[cl:MU,w:Grease,sp:1,lv:6],[cl:MU,w:Tongues,sp:3,lv:6]{{Size=Small}}{{Spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}|6||Charged) spell from scroll}}{{desc=This is a scroll with 6 Wizard Spells of mixed level on it. These are:\n1. Water Breathing\n2. Invisibility\n3. Glitterdust\n4. Shocking Grasp\n5. Grease\n6. Tongues\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
+ {name:'Scroll-of-4-L7-MU-Spells',type:'scroll',ct:'7',charge:'uncharged',cost:'1400',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 4 L7 MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[7]]}}ScrollData=[sp:7,learn:1,gp:1400,wt:0.02,rc:uncharged,ns:4MU],[cl:MU,w:Cacodemon,sp:360,lv:15],[cl:MU,w:Mass-Invisibility,sp:7,lv:15],[cl:MU,w:Phase-Door,sp:7,lv:15],[cl:MU,w:Vanish,sp:2,lv:15]{{Size=Small}}{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}{{desc=This is a scroll with 4 Level 7 Wizard Spells on it. These are:\n1. Cacodemon\n2. Mass Invisibility\n3. Phase Door\n4. Vanish\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
+ {name:'Scroll-of-6-L3-MU-spells',type:'scroll',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 L3 MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,learn:1,gp:900,wt:0.02,rc:uncharged,ns:6MU],[cl:MU,w:Water-Breathing,sp:3,lv:6],[cl:MU,w:Air-Breathing,sp:3,lv:6],[cl:MU,w:Suggestion,sp:3,lv:6],[cl:MU,w:Invisibility-10ft-radius,sp:3,lv:6],[cl:MU,w:Clairvoyance,sp:3,lv:6],[cl:MU,w:Infravision,sp:10,lv:6]{{Size=Small}}{{Cast Spell=[Cast Spell from Scroll](!magic --cast-spell MI|@{selected|token_id}|6|Scroll of 6 L3 MU Spells|charged)}}{{desc=This is a scroll with 6, 3rd Level Wizard Spells on it. These are:\n1. Water Breathing\n2. Air Breathing\n3. Suggestion\n4. Invisibility 10ft Radius\n5. Clairvoyance\n6. Infravision\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'},
+ {name:'Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'1',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Scrollcase,sp:0,gp:1,wt:0.5,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Use=Drag the *Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can hold a scroll. It does not appear to be locked or trapped in any way, or have any special properties, but is great at holding a scroll.}}{{GM Info=If more than one *Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'},
+ {name:'Shocking-Bracers',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers\n}}{{name=(Shocking)}}{{splevel=Magic Item}}{{school=Evocation}}Specs=[Shocking Bracers,Miscellaneous,1H,Evocation]{{components=V,S,M}}{{time=[[3]]}}MiscData=[w:Shocking Bracers,st:Bracers,sp:3,gp:15000,wt:0.5,rc:uncharged,loc:Wrists]{{range=[[100]] yds}}{{duration=Instantanious}}{{aoe=[[5]]ft wide x [[40]]ft long}}{{save=vs Wand for 1/2 Shocking Bracers damage}}{{Looks Like=A pair of finely wrought bracers, tooled with the design of lightning bolts over both wrists, and with dwarvish runes}}{{effects=Marked L \\amp R in dwarvish runes, and with a lightning bolt symbol. Pick them up with the wrong hands and take [1D6](!\\amp#13;\\amp#47;r 1d6 damage picking up bracers incorrectly) damage. When worn, if an attack succeeds with both hands (eg 2 weapons, 2 bare hands), opponent will take [1D10](!\\amp#13;\\amp#47;r 1d10 electrical damage from double hit by bracers - save vs wands to halve damage?) of electrical damage. If hit by electricity (e.g. Lightning Bolt) while wearing them, they will [absorb damage](!magic --display-ability @{selected|token_id}|MI-DB|Shocking-Bracers-Absorb-HP) up to **2d10** of power, currently [[0+@{selected|Shocking-Bracers-HP} @{noerror}]]HP which can be re-flashed at will as a [lightning bolt weapon](!magic --display-ability @{selected|token_id}|MI-DB|Shocking-Bracers-LB), 5\' wide x 40\' long. Speed 1, uses up one attack per hand of a multi attack character.}}{{materials=Bracers}}'},
{name:'Shocking-Bracers-Absorb-HP',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!modattr --fb-public --fb-from Shocking Bracers --fb-header Absorbing Damage --fb-content _CHARNAME_\'s Shocking Bracers absorb _TCUR0_ HP of electrical damage, and now store _CUR0_ HP --charid @{selected|character_id} --Shocking-Bracers-HP|[[{{[[2d10]]},{?{HP Electrical damage taken?}}}kl1]]'},
{name:'Shocking-Bracers-LB',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=@{selected|casting-name} casts\nLightning Bolt\nfrom their Shocking Bracers}}{{school=Evocation}}{{splevel=Magic Item Power}}{{components=S,M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[40ft x 5ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|10|lightning)}}{{save=Half damage}}{{damage=[[0+@{selected|Shocking-Bracers-HP} \\amp{noerror}]] HP}}{{damagetype=Lightning}}{{effects=Releases a powerful stroke of electrical energy damaging each creature within its area of effect (Save vs. spell for half). Begins at fingertips of both hands and streaks out in a line from the casting wizard. May set fire to combustibles, and melt metals with a low melting point. Objects struck must save vs Lightning or be destroyed. If damage to interposing barrier breaks through it, bolt continues. Can breach up to [[{{12},{[[ceil([[0+@{selected|shocking-bracers-hp} \\amp{noerror}]]/10)]]}}kl1]] inches of wood or [[{{6}, {[[ceil([[0+@{selected|shocking-bracers-hp} \\amp{noerror}]]/10)]]}}kl1]] inches of stone. If bolt cannot reach full length, because of an unyielding barrier (such as a stone wall), the bolt rebounds toward its caster or reflects (DM decision) from the barrier, if barrier not breached, ending only when it reaches its full length.}}'},
{name:'SoP-RoP',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Ray of Paralysation}}{{splevel=Wand}}{{school=Evocation}}{{components=V,M}}{{time=[[3]]}}{{range=[60 feet](!rounds --aoe @{selected|token_id}|cone|feet|0|60|5|lightning|true)}}{{duration=[5d4](!\\amp#13;\\amp#47;r 5d4) rounds}}{{aoe=1 creature}}{{save=[Negates](!\\amp#13;\\amp#47;gmroll 1d20 Save vs. Wand of Paralysation)}}{{damage=[Zap them!](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who to zap?|token_id}|Paralyse|\\amp#91;[5d4]\\amp#93;|-1|Paralysed|fishing-net)}}{{effects=This wand shoots forth a thin ray of bluish colour to a maximum range of 60 feet. Any creature touched by the ray must roll successful saving throw vs. wand or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops—the wand can attack only one target per round. The wand has an initiative modifier of +3 , and each use costs one charge. The wand may operate once per round. It may be recharged.}}{{materials=Wand}}'},
{name:'SoP-casting-level',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Power}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Large}}{{To-hit=+[[2]]}}{{damage=+[[2]],damage x2 if use charge, x3 critical hit}}{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\n**Do double damage, x3 on critical hit:** **Expends 1 charge** to use this power.\n**Cast spells at L3 to L9:** The following spells can be cast as an MU of a level determined by a d20 dice roll: *Casting level is @{selected|MIct}*\n***1 charge***:\n[Cone of Cold](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Cone-of-Cold --mi-charges @{selected|token_id}|-1) [Continual Light](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Continual-Light --mi-charges @{selected|token_id}|-1) [Darkness 5ft radius](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Darkness-15ft-radius --mi-charges @{selected|token_id}|-1) [Fireball](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Fireball --mi-charges @{selected|token_id}|-1) [Levitation](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Levitation --mi-charges @{selected|token_id}|-1) [Lightning Bolt](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Lightning-Bolt --mi-charges @{selected|token_id}|-1) [Magic-Missile](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Magic-Missile --mi-charges @{selected|token_id}|-1) [Ray of Enfeeblement](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Ray-of-Enfeeblement --mi-charges @{selected|token_id}|-1) \n***2 charges***:\n[Globe of Invulnerability](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Globe-of-Invulnerability --mi-charges @{selected|token_id}|-2) [Ray of Paralysation](!magic --display-ability @{selected|token_id}|MI-DB|SoP-RoP --mi-charges @{selected|token_id}|-2) [Shield 5ft radius](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Shield --mi-charges @{selected|token_id}|-2)}}\n!setattr --silent --charid @{selected|character_id} --casting-level|@{selected|MIct}'},
- {name:'Soda',type:'potion',ct:'100*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Soda}}{{splevel=Non-alchoholic}}{{school=Dull}}Specs=[Soda,Potion,1H,Inebriation]{{components=Bacteria}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) rounds until imbibed}}PotionData=[sp:100*1d4,rc:charged]{{range=Consumer}} {{duration=Ill for [[1d3]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=No alcohol means that this could be a very risky drink: I\'d not trust it, if I were you!}}{{materials=Water?}}'},
- {name:'Spellbook-10-MU-Spells',type:'scroll',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Spellbook of 10 mixed MU Spells}}{{subtitle=Spellbook}}Specs=[Spellbook,Scroll,1H,Any]{{Size=Medium}}ScrollData=[sp:3,learn:1,rc:single-uncharged,ns:10MU],[cl:MU,w:Fireball,sp:3,lv:6],[cl:MU,w:Burning-Hands,sp:1,lv:6],[cl:MU,w:Fire-Charm,sp:4,lv:8],[cl:MU,w:Flame-Arrow,sp:3,lv:6],[cl:MU,w:Slow,sp:3,lv:6],[cl:MU,w:Magic-Missile,sp:1,lv:6],[cl:MU,w:Flaming-Sphere,sp:2,lv:6],[cl:MU,w:Glitterdust,sp:2,lv:6],[cl:MU,w:Invisibility,sp:2,lv:6],[cl:MU,w:Identify,sp:100,lv:6]{{Spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) spell in Spellbook}}{{desc=This is a spellbook with 10 Wizard Spells of mixed level on it. These are:\n1. Fireball\n2. Burning-Hands\n3. Fire-Charm\n4. Flaming Arrow\n5. Slow\n6. Magic Missile\n7. Flaming Sphere\n8. Glitterdust\n9. Invisibility\n10.Identify\nIn order to cast (or otherwise use) one of these, learn them and write in your own spellbook}}'},
- {name:'Spiked-Collar-of-Regeneration',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Spiked Collar}}{{name= of Regeneration}}{{subtitle=Ring Equivilent}}Specs=[Spiked Collar of Regeneration,Miscellaneous,1H,Healing]{{Speed=Continuous}}RingData=[w:Spiked Collar of Regeneration,st:Spiked Collar,sp:0,rc:uncharged,loc:neck]{{Size=Small}}{{Looks Like=A leather choker studded with sharp silvery metal spikes. Very interesting that it seems to have some mechanism or property that allows it to resize to its wearer, from the size of a rat to an elephant, but only on a creature of animal intelligence.}}{{desc=The standard spiked collar of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the collar must be worn, and its removal stops the regeneration processes.\nThe collar will resize to any size, to fit anything from the size of a rat to an elephant, but can only be worn by creatures of animal inteligence}}'},
+ {name:'Soda',type:'potion',ct:'100*1d4',charge:'charged',cost:'0.01',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Soda}}{{splevel=Non-alchoholic}}{{school=Dull}}Specs=[Soda,Potion,1H,Inebriation]{{components=Bacteria}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) rounds until imbibed}}PotionData=[sp:100*1d4,gp:0.01,wt:0.3,rc:charged]{{range=Consumer}} {{duration=Ill for [[1d3]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=No alcohol means that this could be a very risky drink: I\'d not trust it, if I were you!}}{{materials=Water?}}'},
+ {name:'Spellbook-10-MU-Spells',type:'scroll',ct:'3',charge:'single-uncharged',cost:'1100',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Spellbook of 10 mixed MU Spells}}{{subtitle=Spellbook}}Specs=[Spellbook,Scroll,1H,Any]{{Size=Medium}}ScrollData=[sp:3,learn:1,gp:1100,wt:0.02,rc:single-uncharged,ns:10MU],[cl:MU,w:Fireball,sp:3,lv:6],[cl:MU,w:Burning-Hands,sp:1,lv:6],[cl:MU,w:Fire-Charm,sp:4,lv:8],[cl:MU,w:Flame-Arrow,sp:3,lv:6],[cl:MU,w:Slow,sp:3,lv:6],[cl:MU,w:Magic-Missile,sp:1,lv:6],[cl:MU,w:Flaming-Sphere,sp:2,lv:6],[cl:MU,w:Glitterdust,sp:2,lv:6],[cl:MU,w:Invisibility,sp:2,lv:6],[cl:MU,w:Identify,sp:100,lv:6]{{Spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) spell in Spellbook}}{{desc=This is a spellbook with 10 Wizard Spells of mixed level on it. These are:\n1. Fireball\n2. Burning-Hands\n3. Fire-Charm\n4. Flaming Arrow\n5. Slow\n6. Magic Missile\n7. Flaming Sphere\n8. Glitterdust\n9. Invisibility\n10.Identify\nIn order to cast (or otherwise use) one of these, learn them and write in your own spellbook}}'},
+ {name:'Spiked-Collar-of-Regeneration',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Spiked Collar}}{{name= of Regeneration}}{{subtitle=Ring Equivilent}}Specs=[Spiked Collar of Regeneration,Miscellaneous,1H,Healing]{{Speed=Continuous}}RingData=[w:Spiked Collar of Regeneration,st:Spiked Collar,sp:0,gp:15000,wt:0.2,rc:uncharged,loc:neck]{{Size=Small}}{{Looks Like=A leather choker studded with sharp silvery metal spikes. Very interesting that it seems to have some mechanism or property that allows it to resize to its wearer, from the size of a rat to an elephant, but only on a creature of animal intelligence.}}{{desc=The standard spiked collar of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the collar must be worn, and its removal stops the regeneration processes.\nThe collar will resize to any size, to fit anything from the size of a rat to an elephant, but can only be worn by creatures of animal inteligence}}'},
{name:'Spiritual-Trident+1',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spiritual Trident+1}}{{subtitle=Trident}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed magically remote melee trident}}Specs=[Spiritual Trident,Innate-Melee,1H,Innate]{{To-hit=+1, no other bonuses}}ToHitData=[w:Spiritual-Trident+1,sb:0,+:1,n:1,ch:20,cm:1,sz:L, ty:P, r:Varies,sp:7],{{Attacks=1 per round, no effect from level or specialisation, Piercing}}{{Damage=+1, vs SM:1d6+1, L:3d4, no Str bonus}}DmgData=[w:Spiritual-Trident+1,sb:0,+:1,SM:1+1d6,vs L:3d4]{{desc=A trident conjured by a priest using a Spiritual Weapon spell. Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil((1+@{selected|Casting-Level})/6)),3}kl1}]]. Damage is plus magical bonus but no others. Hits are in the direction caster is facing, allowing rear attacks. Dispel Magic on caster or weapon can dispel. Stopping concentrating dispels. Magic Resistance checked in 1st round and spell lost if made or full effect if not.}}'},
{name:'Spiritual-Trident+2',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spiritual Trident+2}}{{subtitle=Trident}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed magically remote melee trident}}Specs=[Spiritual Trident,Innate-Melee,1H,Innate]{{To-hit=+2, no other bonuses}}ToHitData=[w:Spiritual-Trident+2,sb:0,+:2,n:1,ch:20,cm:1,sz:L, ty:P, r:Varies,sp:7],{{Attacks=1 per round, no effect from level or specialisation, Piercing}}{{Damage=+2, vs SM:1d6+1, L:3d4, no Str bonus}}DmgData=[w:Spiritual-Trident+2,sb:0,+:2,SM:1+1d6,vs L:3d4]{{desc=A trident conjured by a priest using a Spiritual Weapon spell. Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil((1+@{selected|Casting-Level})/6)),3}kl1}]]. Damage is plus magical bonus but no others. Hits are in the direction caster is facing, allowing rear attacks. Dispel Magic on caster or weapon can dispel. Stopping concentrating dispels. Magic Resistance checked in 1st round and spell lost if made or full effect if not.}}'},
{name:'Spiritual-Trident+3',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spiritual Trident+3}}{{subtitle=Trident}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed magically remote melee trident}}Specs=[Spiritual Trident,Innate-Melee,1H,Innate]{{To-hit=+3, no other bonuses}}ToHitData=[w:Spiritual-Trident+3,sb:0,+:3,n:1,ch:20,cm:1,sz:L, ty:P, r:Varies,sp:7],{{Attacks=1 per round, no effect from level or specialisation, Piercing}}{{Damage=+3, vs SM:1d6+1, L:3d4, no Str bonus}}DmgData=[w:Spiritual-Trident+3,sb:0,+:3,SM:1+1d6,vs L:3d4]{{desc=A trident conjured by a priest using a Spiritual Weapon spell. Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil((1+@{selected|Casting-Level})/6)),3}kl1}]]. Damage is plus magical bonus but no others. Hits are in the direction caster is facing, allowing rear attacks. Dispel Magic on caster or weapon can dispel. Stopping concentrating dispels. Magic Resistance checked in 1st round and spell lost if made or full effect if not.}}'},
- {name:'Staff-of-Frost',type:'melee|staff|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Frost}}{{subtitle=Magic Weapon}}WandData=[w:Staff of Frost,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{splevel=Staff}}{{school=Evocation}}Specs=[Staff of Frost,Melee|Staff,2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Staff,1H|2H,Evocation]{{components=V,M}}{{time=[[4]]}}{{range=Special}}ToHitData=[w:Staff of Frost,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Fog Cloud,desc:MU-Fog-Cloud,lv:8,sp:2,c:1],[w:Wall of Ice,desc:MU-Wall-of-Ice,lv:8,sp:4,c:4],[w:Ice Storm,desc:MU-Ice-Storm,lv:8,sp:4,c:4],[w:Cone of Cold,desc:MU-Cone-of-Cold,lv:8,sp:5,c:5]{{duration=Special}}DmgData=[w:Staff of Frost,sb:1,+:0,SM:1d6,L:1d6]{{aoe=Special}}{{save=Special}}{{Looks Like=A rune-covered staff tipped on either end with a glistening diamond}}{{desc=A *frost* staff can perform three functions that duplicate wizard spells cast at 8th level:\n• *Fog Cloud:* cast in one of two ways, at the caster\'s option: A *fog bank* of any size and shape up to a maximum 160-foot cube. The fog obscures all sight, normal and infravision, beyond 2 feet. Or\nAs a *cloudkill*-like fog, a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet, moving away from the caster at 10 feet per round and sinking to the lowest level.\nThe only effect of either version is to obscure vision. Either form has speed 2 and uses 1 charge.\n• *Ice Storm:* A silvery ray springs forth from the staff and an ice (or sleet) storm occurs up to 80 feet away from the staff holder. This function has speed 4 and requires four charges.\n• *Wall of Ice:* The silvery ray forms a wall of ice, eight inches thick, covering a 800-squarefoot area (10\' x 80\', 20\' x 40\', etc.). Its speed is 4, and it uses four charges.\n• *Cone of Cold:* White crystalline motes spray forth from the wand in a cone with a 40-foot length and a terminal diameter of 8 feet. The effect lasts just one second, doing 8d4+8 HP damage, taking 5 charges.\nThe staff can function once per round, and may be recharged.}}{{materials=Staff}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
- {name:'Staff-of-Wild-Power',type:'staff|melee',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Power}}{{subtitle=Magic Weapon}}WandData=[w:Staff-of-Power,sp:4,svall:+2,ac:+2,c:0,rc:rechargeable]{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Staff|Melee,2H,Staff]{{To-hit=+[[2]]}}ToHitData=[w:Staff of Power,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Staff of Power Double Damage,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,c:1,loc:left hand|right hand]{{damage=+[[2]], damage x2 if use charge, x3 critical hit}}DmgData=[w:Staff of Power,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of Power Double Damage,sb:1,+:2,SM:2*1d6,L:2*1d6,msg:Expended one charge and done double damage. If a critical hit this should be tripple damage so multiply again by 1.5]{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\nDo double damage, x3 on critical hit: **Expends 1 charge** to use this power.\n[Cast spells at L3 to L9](!magic --display-ability @{selected|token_id}|MI-DB|SoP-casting-level) The following spells can be cast as an MU of a level determined by a d20 dice roll\n***1 charge***:\nCone of Cold, Continual Light, Darkness 5ft radius, Fireball, Levitation, Lightning Bolt, Magic-Missile, Ray of Enfeeblement\n***2 charges***:\nGlobe of Invulnerability, Ray of Paralysation, Shield 5ft radius}}\n!setattr --silent --charid @{selected|character_id} --casting-name|@{selected|token_name}s Staff of Power --casting-level|6 --MIct|[[?{Roll for spell level|1,3|2,3|3,4|4,4|5,5|6,5|7,5|8,5|9,5|10,6|11,6|12,7|13,7|14,7|15,7|16,7|17,9|18,9|19,9|20,9}]]'},
- {name:'Staff-of-the-Spider',type:'staff|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Spider}}{{subtitle=Magic Item}}WandData=[w:Staff of the Spider,st:Staff,c:1,qty:19+1d6,rc:rechargeable,sp:4]{{Weapon=2-handed melee staff}}Specs=[Staff of the Spider,Staff|Melee,2H,Staff],[Staff of the Spider,Magic,1H|2H,Alteration],[Staff of the Spider,Magic,1H|2H,Evocation]{{To-hit==+0 + Str bonus}}ToHitData=[w:Staff of the Spider,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,wt:4,sp:4,rc:recharging,loc:left hand|right hand],[w:Staff of the Spider Climb,desc:MU-Spider-Climb,lv:8,sp:1,c:1],[w:Staff of the Spider Web,desc:MU-Web,lv:8,sp:2,c:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1d6, vs SM:1d6, L:1d6, + Str bonus}}DmgData=[w:Staff of the Spider,sb:1,+:1d6,SM:1d6,L:1d6]{{school=Alteration,Evocation}}{{Speed=[[4]]}}{{range=As per spell}}{{Charges=Recharges 1d6+4 per night, max [[10]] charges}}{{Looks Like=The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. The staff can be wielded as a quarterstaff.}}{{desc=The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds.\nThe staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.\nThe staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class\'s spell list: *Spider Climb* (1 charge) or *Web* (2 charges). No components are required.\nThe staff regains 1d6 + 4 expended charges each day at\ndusk. If you expend the staff\'s last charge, roll a [d20](!\\amp#13;\\amp#47;r 1d20cs\\gt2cf\\lt1 On a 1 staff crumbles to dust). On a 1, the staff crumbles to dust and is destroyed.}}{{Use=To attack with the staff or to use its powers, take the staff in-hand by using the *Change Weapon* dialogue, then when ready, use the *Attack* menu and select the appropriate action}}\n!magic --mi-charges @{selected|token_id}|[[4+1d6]]|Staff-of-the-Spider|10'},
- {name:'Stoppered-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stoppered Bottle}}{{subtitle=Special Item}}Specs=[Stoppered Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Stoppered Bottle,st:Stoppered Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{desc=Fashioned of glass or crystal, with a cork stopper, it is difficult to see what is inside - some liquid?}}{{GM Info=This can be used to hide a Flask of Curses}}'},
- {name:'Tome-of-Math-Mathonwy',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Tome of Math Mathonwy}}{{subtitle=Tome}}Specs=[Tome of Math Mathonwy,Miscellaneous,2H,Any]{{Rituals=[View](!magic --view-spell mi-power|@{selected|token_id}|Tome of Math Mathonwy|20) [Perform](!magic --cast-spell mi-power|@{selected|token_id}|Tome of Math Mathonwy|20)}}MiscData=[w:Tome of Math Mathonwy,sp:0,rc:single-uncharged,ns:6],[cl:PW,w:Rite-of-Arcs-Dilemma,lv:15,pd:1,sp:100],[cl:PW,w:Keraptis-Soul-Trap,lv:20,pd:1,sp:100],[cl:PW,w:Dream,lv:10,pd:1,sp:100],[cl:PW,w:Permanency,lv:15,pd:1,sp:20],[cl:PW,w:Steal-Enchantment,lv:17,pd:1,sp:600],[cl:PW,w:Animate-Dead,lv:15,pd:1,sp:50]{{desc=This leather-and-platinum-bound book is indistinguishable from any normal book. It has a physical lock. There are several Tomes of Math Mathonwy known to exist. Each is a Tome containing 2+1d4 tested and experimental rites and rituals, some of which might work but many of which are disastrous to attempt - there are also always an additional 4+1d8 blank pages. The Tome can only hold and retain rituals to cast MU spells with Casting Times of 2 or more Rounds - though often the rituals will take Turns to perform. If spells of shorter casting times are written into the Tome, they are absorbed into the page and disappear. Each Tome is fireproof (but only gains a save at +4 vs. magical fire) and proof against Dispel Magic, Disintegration and similar magical destruction (other than magical fire). They all have some type of lock on them, most often a magical lock such as a Glyph of Warding but sometimes just a physical lock.\nWizards of any level can use the Tome, and even attempt to perform any of the Rituals therein. Tried and tested Rituals (i.e. to cast defined spells as from the PHB, the Complete Wizard\'s Handbook or the Tome of Magic) can be cast from the Tome with a success rate never greater than 90% minus 5% for each level between the casting MU and the level required to cast the spell. Success means the ritual has the described effect: failure has a chance of summoning an avatar of Math Mathonwy (see AD\\ampD Legends \\amp Lore - Celtic Mythos for details of the avatar), 20% plus 5% per level of the Ritual being performed. The avatar will endeavour to recover the Tome and return immediately to the plane of the Celtic Gods.\nExperimental rituals (researched and devised by the Wizard as per DMG, or by the DM) will have chances of success or failure as determined by the DM and appropriate to the ritual concerned. Failure may incur additional penalties but will always have a chance of an avatar of Math Mathonwy appearing to be determined based on an equivalent level of the ritual as determined by the DM.\nWizards cannot transfer rituals from the Tome into their spell books - for some reason they never seem to transcribe correctly. However, Wizards of any level do not have to do any other check to use the rituals other than described above.}}{{materials=Book}}'},
- {name:'Tooth-Dagger',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Tooth Dagger}}{{subtitle=Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee short-bladed. \n Unlike a normal dagger, this cannot be thrown}}Specs=[Dagger|Tooth Dagger,Melee,1H,Short-blade]{{To-hit=+4 + Str Bonus}}ToHitData=[w:Tooth Dagger,sb:1,+:4,n:2,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,rc:uncharged]{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Damage=+2, vs. SM:1d4, L:1d3, + Str Bonus}}DmgData=[w:Dagger,sb:1,+:2,SM:1d4,L:1d3]}}{{desc=A dagger made from the tooth of some large creature, which is exceptionally well balanced and sharp, resulting in a *non-magical* +4 to hit, and +2 on damage}}'},
- {name:'Underwater-Helm-of-Action',type:'helm',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Underwater Helm of Action,Helm,0H,Helm-of-Underwater-Action]{{}}%{MI-DB|Helm-of-Underwater-Action}{{}}{{name=Underwater Helm of Action}}{{desc=When this helm is viewed, it is indistinguishable from a normal helmet. However, detection reveals it to be magical, and the possessor is able to see and breathe underwater.}}{{hide1=Visual properties of the helm are activated when small lenses are drawn across the device from compartments on either side. These allow the wearer to see five times farther than water and light conditions allow for normal human vision. (Note that weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer\'s head, and maintains it until the command word is spoken again. Thus, the wearer can breathe freely.}}{{hide2=This particular helm does not seem to be made of as high a quality of magical material as perhaps might be expected}}{{GMinfo=If this helm is out of water for more than 5 minutes (5 rounds) it starts to rust. Each round beyond 5 incurs 1 charge of rust to the helm, which initially has 60 charges (or less if 2nd hand!). Apply the charge deductions manually to the charges using the GM\'s Add Items menu.}}'},
- {name:'Unknown-Ring',type:'ring|dmitem',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Unknown Ring}}{{splevel=Ring}}{{school=Unknown}}Specs=[Unknown Ring,Ring|dmitem,1H,Any]{{components=M}}{{time=Unknown}}RingData=[w:Unknown Ring,sp:1,rc:uncharged,loc:left finger|right finger]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this ring are unknown. In fact, is it a magical ring at all, or just one of fine quality and just treasure?}}{{materials=Ring}}'},
- {name:'Unknown-Scroll',type:'scroll|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Scroll}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Scroll of Spells,Scroll|dmitem,1H,Any]{{components=Unknown}}{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The spells on this scroll are unknown. In fact, is it a scroll of spells at all, or a scroll of protection, a map, or just some piece of fine quality parchment with scribbled notes on it?}}'},
- {name:'Unknown-Wand',type:'wand|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Unknown Wand}}{{splevel=Wand}}{{school=Unknown}}Specs=[Unknown Wand,Wand|dmitem,1H,Any]{{components=M}}StaffData=[loc:left hand|right hand]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The effects of this wandare unknown. In fact, is it a wandat all?}}'},
- {name:'Unknown-boots',type:'miscellaneous|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Unknown Boots}}{{splevel=Boots}}{{school=Unknown}}Specs=[Unknown Boots,Miscellaneous|dmitem,1H,Any]{{components=M}}{{time=Unknown}}MiscData=[w:Unknown Boots,st:Boots,sp:0,rc:uncharged,loc:Feet]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of these boots are unknown. In fact, are they magical boots at all, or just of fine quality and just treasure?}}{{materials=Boots}}'},
- {name:'Unknown-staff',type:'staff|dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Unknown Staff}}{{splevel=Staff}}{{school=Unknown}}Specs=[Unknown Staff,Staff|dmitem,2H,Any]{{components=M}}StaffData=[loc:left hand|right hand]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this staff are unknown. In fact, is it a magical staff at all, or just one of fine quality and just treasure?}}{{materials=Staff}}'},
- {name:'Waterproof-Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Waterproof Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Waterproof Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=Waterproof if not damaged}}{{Saves=None}}{{Use=Drag the *Waterproof Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can protect a scroll at any depth of water. If damaged by more than 50% (out of a total of 20HP), then loses its waterproofing, but can still function to hold scrolls.}}{{GM Info=If more than one *Waterproof Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'},
+ {name:'Staff-of-Frost',type:'melee|staff|magic',ct:'4',charge:'rechargeable',cost:'6000',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Frost}}{{subtitle=Magic Weapon}}WandData=[w:Staff of Frost,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{splevel=Staff}}{{school=Evocation}}Specs=[Staff of Frost,Melee|Staff,2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Staff,1H|2H,Evocation]{{components=V,M}}{{time=[[4]]}}{{range=Special}}ToHitData=[w:Staff of Frost,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,gp:6000,wt:4,rc:uncharged,loc:left hand|right hand],[w:Fog Cloud,desc:MU-Fog-Cloud,lv:8,sp:2,c:1],[w:Wall of Ice,desc:MU-Wall-of-Ice,lv:8,sp:4,c:4],[w:Ice Storm,desc:MU-Ice-Storm,lv:8,sp:4,c:4],[w:Cone of Cold,desc:MU-Cone-of-Cold,lv:8,sp:5,c:5]{{duration=Special}}DmgData=[w:Staff of Frost,sb:1,+:0,SM:1d6,L:1d6]{{aoe=Special}}{{save=Special}}{{Looks Like=A rune-covered staff tipped on either end with a glistening diamond}}{{desc=A *frost* staff can perform three functions that duplicate wizard spells cast at 8th level:\n• *Fog Cloud:* cast in one of two ways, at the caster\'s option: A *fog bank* of any size and shape up to a maximum 160-foot cube. The fog obscures all sight, normal and infravision, beyond 2 feet. Or\nAs a *cloudkill*-like fog, a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet, moving away from the caster at 10 feet per round and sinking to the lowest level.\nThe only effect of either version is to obscure vision. Either form has speed 2 and uses 1 charge.\n• *Ice Storm:* A silvery ray springs forth from the staff and an ice (or sleet) storm occurs up to 80 feet away from the staff holder. This function has speed 4 and requires four charges.\n• *Wall of Ice:* The silvery ray forms a wall of ice, eight inches thick, covering a 800-squarefoot area (10\' x 80\', 20\' x 40\', etc.). Its speed is 4, and it uses four charges.\n• *Cone of Cold:* White crystalline motes spray forth from the wand in a cone with a 40-foot length and a terminal diameter of 8 feet. The effect lasts just one second, doing 8d4+8 HP damage, taking 5 charges.\nThe staff can function once per round, and may be recharged.}}{{materials=Staff}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'},
+ {name:'Staff-of-Wild-Power',type:'staff|melee',ct:'4',charge:'rechargeable',cost:'12000',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Power}}{{subtitle=Magic Weapon}}WandData=[w:Staff-of-Power,sp:4,svall:+2,ac:+2,c:0,gp:12000,wt:10,rc:rechargeable]{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Staff|Melee,2H,Staff]{{To-hit=+[[2]]}}ToHitData=[w:Staff of Power,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Staff of Power Double Damage,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,c:1,loc:left hand|right hand]{{damage=+[[2]], damage x2 if use charge, x3 critical hit}}DmgData=[w:Staff of Power,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of Power Double Damage,sb:1,+:2,SM:2*1d6,L:2*1d6,msg:Expended one charge and done double damage. If a critical hit this should be tripple damage so multiply again by 1.5]{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\nDo double damage, x3 on critical hit: **Expends 1 charge** to use this power.\n[Cast spells at L3 to L9](!magic --display-ability @{selected|token_id}|MI-DB|SoP-casting-level) The following spells can be cast as an MU of a level determined by a d20 dice roll\n***1 charge***:\nCone of Cold, Continual Light, Darkness 5ft radius, Fireball, Levitation, Lightning Bolt, Magic-Missile, Ray of Enfeeblement\n***2 charges***:\nGlobe of Invulnerability, Ray of Paralysation, Shield 5ft radius}}\n!setattr --silent --charid @{selected|character_id} --casting-name|@{selected|token_name}s Staff of Power --casting-level|6 --MIct|[[?{Roll for spell level|1,3|2,3|3,4|4,4|5,5|6,5|7,5|8,5|9,5|10,6|11,6|12,7|13,7|14,7|15,7|16,7|17,9|18,9|19,9|20,9}]]'},
+ {name:'Staff-of-the-Spider',type:'staff|melee|magic',ct:'4',charge:'rechargeable',cost:'7000',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Spider}}{{subtitle=Magic Item}}WandData=[w:Staff of the Spider,st:Staff,c:1,qty:19+1d6,wt:6,gp:7000,rc:rechargeable,sp:4]{{Weapon=2-handed melee staff}}Specs=[Staff of the Spider,Staff|Melee,2H,Staff],[Staff of the Spider,Magic,1H|2H,Alteration],[Staff of the Spider,Magic,1H|2H,Evocation]{{To-hit==+0 + Str bonus}}ToHitData=[w:Staff of the Spider,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,wt:4,sp:4,rc:recharging,loc:left hand|right hand],[w:Staff of the Spider Climb,desc:MU-Spider-Climb,lv:8,sp:1,c:1],[w:Staff of the Spider Web,desc:MU-Web,lv:8,sp:2,c:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1d6, vs SM:1d6, L:1d6, + Str bonus}}DmgData=[w:Staff of the Spider,sb:1,+:1d6,SM:1d6,L:1d6]{{school=Alteration,Evocation}}{{Speed=[[4]]}}{{range=As per spell}}{{Charges=Recharges 1d6+4 per night, max [[10]] charges}}{{Looks Like=The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. The staff can be wielded as a quarterstaff.}}{{desc=The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds.\nThe staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.\nThe staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class\'s spell list: *Spider Climb* (1 charge) or *Web* (2 charges). No components are required.\nThe staff regains 1d6 + 4 expended charges each day at\ndusk. If you expend the staff\'s last charge, roll a [d20](!\\amp#13;\\amp#47;r 1d20cs\\gt2cf\\lt1 On a 1 staff crumbles to dust). On a 1, the staff crumbles to dust and is destroyed.}}{{Use=To attack with the staff or to use its powers, take the staff in-hand by using the *Change Weapon* dialogue, then when ready, use the *Attack* menu and select the appropriate action}}\n!magic --mi-charges @{selected|token_id}|[[4+1d6]]|Staff-of-the-Spider|10'},
+ {name:'Stoppered-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stoppered Bottle}}{{subtitle=Special Item}}Specs=[Stoppered Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Stoppered Bottle,st:Stoppered Bottle,wt:1,sp:3,gp:1,qty:1,rc:uncharged]{{Size=S}}{{desc=Fashioned of glass or crystal, with a cork stopper, it is difficult to see what is inside - some liquid?}}{{GM Info=This can be used to hide a Flask of Curses}}'},
+ {name:'Tome-of-Math-Mathonwy',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'15000',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Tome of Math Mathonwy}}{{subtitle=Tome}}Specs=[Tome of Math Mathonwy,Miscellaneous,2H,Any]{{Rituals=[View](!magic --view-spell mi-power|@{selected|token_id}|Tome of Math Mathonwy|20) [Perform](!magic --cast-spell mi-power|@{selected|token_id}|Tome of Math Mathonwy|20)}}MiscData=[w:Tome of Math Mathonwy,sp:0,gp:15000,wt:4,rc:single-uncharged,ns:1],[cl:PW,w:Rite-of-Arcs-Dilemma,lv:15,pd:1,sp:100],[cl:PW,w:Keraptis-Soul-Trap,lv:20,pd:1,sp:100],[cl:PW,w:Dream,lv:10,pd:1,sp:100],[cl:PW,w:Permanency,lv:15,pd:1,sp:20],[cl:PW,w:Steal-Enchantment,lv:17,pd:1,sp:600],[cl:PW,w:Animate-Dead,lv:15,pd:1,sp:50]{{desc=This leather-and-platinum-bound book is indistinguishable from any normal book. It always has a physical lock and may also have a magical one. There are several Tomes of Math Mathonwy known to exist. Each is a Tome containing 2+1d4 tested and experimental rites and rituals, some of which might work but many of which are disastrous to attempt - there are also always an additional 4+1d8 blank pages. The Tome can only hold and retain rituals to cast MU spells with Casting Times of 2 or more Rounds - though often the rituals will take Turns to perform. If spells of shorter casting times are written into the Tome, they are absorbed into the page and disappear. Each Tome is fireproof (but only gains a save at +4 vs. magical fire) and proof against Dispel Magic, Disintegration and similar magical destruction (other than magical fire). They all have some type of lock on them, most often a magical lock such as a Glyph of Warding but sometimes just a physical lock.\nWizards of any level can use the Tome, and even attempt to perform any of the Rituals therein. Tried and tested Rituals (i.e. to cast defined spells as from the PHB, the Complete Wizard\'s Handbook or the Tome of Magic) can be cast from the Tome with a success rate never greater than 90% minus 5% for each level between the casting MU and the level required to cast the spell. Success means the ritual has the described effect: failure has a chance of summoning an avatar of Math Mathonwy (see AD\\ampD Legends \\amp Lore - Celtic Mythos for details of the avatar), 20% plus 5% per level of the Ritual being performed. The avatar will endeavour to recover the Tome and return immediately to the plane of the Celtic Gods.\nExperimental rituals (researched and devised by the Wizard as per DMG, or by the DM) will have chances of success or failure as determined by the DM and appropriate to the ritual concerned. Failure may incur additional penalties but will always have a chance of an avatar of Math Mathonwy appearing to be determined based on an equivalent level of the ritual as determined by the DM.\nWizards cannot transfer rituals from the Tome into their spell books - for some reason they never seem to transcribe correctly. However, Wizards of any level do not have to do any other check to use the rituals other than described above.}}{{materials=Book}}'},
+ {name:'Tooth-Dagger',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Tooth Dagger}}{{subtitle=Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{WeapData=[gp:100,wt:0.3]{{Weapon=1-handed melee short-bladed. \n Unlike a normal dagger, this cannot be thrown}}Specs=[Dagger|Tooth Dagger,Melee,1H,Short-blade]{{To-hit=+4 + Str Bonus}}ToHitData=[w:Tooth Dagger,sb:1,+:4,n:2,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,rc:uncharged]{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Damage=+2, vs. SM:1d4, L:1d3, + Str Bonus}}DmgData=[w:Dagger,sb:1,+:2,SM:1d4,L:1d3]}}{{desc=A dagger made from the tooth of some large creature, which is exceptionally well balanced and sharp, resulting in a *non-magical* +4 to hit, and +2 on damage}}'},
+ {name:'Underwater-Helm-of-Action',type:'helm',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Underwater Helm of Action,Helm,0H,Helm-of-Underwater-Action]{{}}ACdata=[gp:500]{{}}%{MI-DB|Helm-of-Underwater-Action}{{}}{{name=Underwater Helm of Action}}{{desc=When this helm is viewed, it is indistinguishable from a normal helmet. However, detection reveals it to be magical, and the possessor is able to see and breathe underwater.}}{{hide1=Visual properties of the helm are activated when small lenses are drawn across the device from compartments on either side. These allow the wearer to see five times farther than water and light conditions allow for normal human vision. (Note that weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer\'s head, and maintains it until the command word is spoken again. Thus, the wearer can breathe freely.}}{{hide2=This particular helm does not seem to be made of as high a quality of magical material as perhaps might be expected}}{{GMinfo=If this helm is out of water for more than 5 minutes (5 rounds) it starts to rust. Each round beyond 5 incurs 1 charge of rust to the helm, which initially has 60 charges (or less if 2nd hand!). Apply the charge deductions manually to the charges using the GM\'s Add Items menu.}}'},
+ {name:'Unknown-Ring',type:'ring|dmitem',ct:'1',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Unknown Ring}}{{splevel=Ring}}{{school=Unknown}}Specs=[Unknown Ring,Ring|dmitem,1H,Any]{{components=M}}{{time=Unknown}}RingData=[w:Unknown Ring,sp:1,gp:1,wt:0.02,rc:uncharged,loc:left finger|right finger]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this ring are unknown. In fact, is it a magical ring at all, or just one of fine quality and just treasure?}}{{materials=Ring}}'},
+ {name:'Unknown-Scroll',type:'scroll|dmitem',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Scroll}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Scroll of Spells,Scroll|dmitem,1H,Any]{{components=Unknown}}ScrollData=[gp:1,wt:0.02]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The spells on this scroll are unknown. In fact, is it a scroll of spells at all, or a scroll of protection, a map, or just some piece of fine quality parchment with scribbled notes on it?}}'},
+ {name:'Unknown-Wand',type:'wand|dmitem',ct:'0',charge:'uncharged',cost:'3',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Unknown Wand}}{{splevel=Wand}}{{school=Unknown}}Specs=[Unknown Wand,Wand|dmitem,1H,Any]{{components=M}}StaffData=[gp:3,wt:0.5,loc:left hand|right hand]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The effects of this wandare unknown. In fact, is it a wandat all?}}'},
+ {name:'Unknown-boots',type:'miscellaneous|dmitem',ct:'0',charge:'uncharged',cost:'30',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Unknown Boots}}{{splevel=Boots}}{{school=Unknown}}Specs=[Unknown Boots,Miscellaneous|dmitem,1H,Any]{{components=M}}{{time=Unknown}}MiscData=[w:Unknown Boots,st:Boots,sp:0,gp:30,wt:1,rc:uncharged,loc:Feet]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of these boots are unknown. In fact, are they magical boots at all, or just of fine quality and just treasure?}}{{materials=Boots}}'},
+ {name:'Unknown-staff',type:'staff|dmitem',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Unknown Staff}}{{splevel=Staff}}{{school=Unknown}}Specs=[Unknown Staff,Staff|dmitem,2H,Any]{{components=M}}StaffData=[gp:1,wt:6,loc:left hand|right hand]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this staff are unknown. In fact, is it a magical staff at all, or just one of fine quality and just treasure?}}{{materials=Staff}}'},
+ {name:'Waterproof-Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'1.3',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Waterproof Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Waterproof Scrollcase,sp:0,gp:1.3,wt:0.5,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=Waterproof if not damaged}}{{Saves=None}}{{Use=Drag the *Waterproof Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can protect a scroll at any depth of water. If damaged by more than 50% (out of a total of 20HP), then loses its waterproofing, but can still function to hold scrolls.}}{{GM Info=If more than one *Waterproof Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'},
{name:'Wearing-0',type:'',ct:'0',charge:'uncharged',cost:'0',body:'Put on'},
{name:'Wearing-1',type:'',ct:'0',charge:'uncharged',cost:'0',body:'Take off'},
- {name:'Whistle-an-Air-Elemental',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Whistle}}{{name= of Air Elemental summoning}}{{splevel=Magic Item}}{{school=Conjuration/Summoning}}Specs=[Whistle an Air Elemental,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Whistle an Air Elemental,st:Whistle,sp:10,rc:discharging]{{range=[40 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|80||magic|true)}}{{duration=[[1]] turn}}{{aoe=1 8HD Air Elemental}}{{save=None}}{{use=Ask the GM to *Drag \\amp Drop* an 8HD air elemental from the *Creatures Database*}}{{Looks Like=A silver whistle engraved with moving swirls and lines, as if the surface is continuously blown by an etherial wind}}{{effects=Blowing the wistle conjures 1 [8HD](!\\amp#13;\\amp#47;r 8d8 HP for air elemental) *air elemental*, which does not have a whirlwind attack, but has 1 attack doing 2d10 damage from an air blast, and will attack the enemies of the person blowing the whistle as long as the whistle continues to be blown. If the user stops blowing the whistle, the *air elemental* returns to the elemental *plane of air*}}'},
- {name:'White-Plume-Pale-Ale',type:'potion',ct:'100*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=White Plume Pale Ale}}{{splevel=Beer}}{{school=Inebriation}}Specs=[White Plume Pale Ale,Potion,1H,Inebriation]{{components=Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) turns until imbibed}}PotionData=[sp:100*1d4,rc:charged]{{range=Consumer}} {{duration=Drunk for [[1d3]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=A reasonable beer, though it could be on the turn}}{{materials=Pint of beer}}'},
- {name:'Wizard-locked-scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Locked Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Use=If you succeed in opening the scrollcase, drag its sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can hold a scroll. It has runes written on the side... can you read them?\n[I have *Read Magic*](!magic --reset-single @{selected|token_id}|Wizard-locked-scrollcase|view) [I have other means](!magic --reset-single @{selected|token_id}|Wizard-locked-scrollcase|view) [No, I\'ll force it](!\\amp#13;\\ampamp;{template:'+fields.warningTemplate+'}\\amp#123;{desc=It\'s going to explode...! Phew, no it didn\'t. Don\'t try that again!}\\amp#125;) [No, I\'ll leave it](!\\amp#13;\\amp#47;w "@{selected|character_name}" \\ampamp;{template:'+fields.messageTemplate+'}\\amp#123;{name=Leaving Scrollcase}\\amp#125;\\amp#123;{desc=Perhaps give it to someone else to try.}\\amp#125;)}}{{GM Info=If more than one *Wizard-locked-scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue. Dragging the scrollcase sheet to the map can happen at any time - the wizard lock does not prevent this}}'},
- {name:'Wyvern-Skin',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Wyvern Skin}}{{subtitle=Useful Item}}Specs=[Wyvern Skin,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Wyvern Skin,st:Creature Skin,sp:0,rc:uncharged]{{Size=Large}}{{desc=A skin from a Wyvern that has the potential to be made into +1 leather armour}}'},
+ {name:'Whistle-an-Air-Elemental',type:'miscellaneous',ct:'10',charge:'discharging',cost:'8000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Whistle}}{{name= of Air Elemental summoning}}{{splevel=Magic Item}}{{school=Conjuration/Summoning}}Specs=[Whistle an Air Elemental,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Whistle an Air Elemental,st:Whistle,sp:10,gp:8000,wt:0.05,rc:discharging]{{range=[40 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|80||magic|true)}}{{duration=[[1]] turn}}{{aoe=1 8HD Air Elemental}}{{save=None}}{{use=Ask the GM to *Drag \\amp Drop* an 8HD air elemental from the *Creatures Database*}}{{Looks Like=A silver whistle engraved with moving swirls and lines, as if the surface is continuously blown by an etherial wind}}{{effects=Blowing the wistle conjures 1 [8HD](!\\amp#13;\\amp#47;r 8d8 HP for air elemental) *air elemental*, which does not have a whirlwind attack, but has 1 attack doing 2d10 damage from an air blast, and will attack the enemies of the person blowing the whistle as long as the whistle continues to be blown. If the user stops blowing the whistle (except for a quick gasp for air), the *air elemental* returns to the elemental *plane of air*. The whistler can\'t do anything else except move while blowing the whistle}}'},
+ {name:'White-Plume-Pale-Ale',type:'potion',ct:'100*1d4',charge:'charged',cost:'0.02',body:'\\amp{template:'+fields.potionTemplate+'}{{title=White Plume Pale Ale}}{{splevel=Beer}}{{school=Inebriation}}Specs=[White Plume Pale Ale,Potion,1H,Inebriation]{{components=Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) turns until totally imbibed}}PotionData=[sp:100*1d4,gp:0.02,wt:0.5,rc:charged,on:!attk --set-mods @{selected|token_id}|mod|Drunk|White Plume Pale Ale|admwa:-1\\comma;adrwa:-1\\comma;adatr:-1\\comma;adrog:-1||(2d6)d10|verbose]{{range=Consumer}} {{duration=Inebriated for up to 2 hours}}{{aoe=Consumer}}{{save=None}}{{effects=A reasonable beer, though it could be on the turn. Drinking more than one will increase its effects}}{{materials=Pint of beer}}'},
+ {name:'Wizard-locked-scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'2',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Locked Scrollcase,sp:0,gp:2,wt:0.5,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Use=If you succeed in opening the scrollcase, drag its sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can hold a scroll. It has runes written on the side... can you read them?\n[I have *Read Magic*](!magic --reset-single @{selected|token_id}|Wizard-locked-scrollcase|view) [I have other means](!magic --reset-single @{selected|token_id}|Wizard-locked-scrollcase|view) [No, I\'ll force it](!\\amp#13;\\ampamp;{template:'+fields.warningTemplate+'}\\amp#123;{desc=It\'s going to explode...! Phew, no it didn\'t. Don\'t try that again!}\\amp#125;) [No, I\'ll leave it](!\\amp#13;\\amp#47;w "@{selected|character_name}" \\ampamp;{template:'+fields.messageTemplate+'}\\amp#123;{name=Leaving Scrollcase}\\amp#125;\\amp#123;{desc=Perhaps give it to someone else to try.}\\amp#125;)}}{{GM Info=If more than one *Wizard-locked-scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue. Dragging the scrollcase sheet to the map can happen at any time - the wizard lock does not prevent this}}'},
+ {name:'Wyvern-Skin',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Wyvern Skin}}{{subtitle=Useful Item}}Specs=[Wyvern Skin,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Wyvern Skin,st:Creature Skin,sp:0,gp:100,wt:3,rc:uncharged]{{Size=Large}}{{desc=A skin from a Wyvern that has the potential to be made into +1 leather armour}}'},
]},
-
- MI_DB_Treasure: {bio:'Custom Magic Items v1.01 30/12/2024
This Magic Item database holds definitions for teasure items that might be found by adventurers',
- gmnotes:'Change Log v1.01 30/12/2024 Initial creation for testing',
+ MI_DB_Treasure: {bio:'Custom Magic Items v1.03 04/07/2025
This Magic Item database holds definitions for teasure items that might be found by adventurers',
+ gmnotes:'Change Log v1.03 04/07/2025 Ensured all treasure has value attahed v1.02 09/06/2025 Added coins and gems v1.01 30/12/2024 Initial creation for testing',
root:'MI-DB',
api:'magic',
type:'mi',
- avatar:'https://files.d20.io/images/338373876/hlaDwE1SLh2XNXB8EoVexA/max.jpg?1682104357',
- version:1.01,
- db:[{name:'Blue-Tomes',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Blue Leather-Bound Tomes}}Specs=[Blue Tomes,Treasure,1H,Tomes]{{subtitle=Tomes}}MiscData=[w:Blue Tomes,sp:0,rc:uncharged]{{desc=Set of five books, bound in sky-blue leather and trimmed in copper, with contents of a sinister nature. These five tomes have old, fragile pages; the ancient books describe procedures and details for several evil rites and ceremonies. The books make grim and harrowing reading for any character.}}'},
+ avatar:'https://s3.amazonaws.com/files.d20.io/images/444145692/0blObItDcDEaAdTxi_Px0A/med.png?1749363872',
+ version:1.03,
+ db:[{name:'Alexandrite',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Alexandrite}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A dark green stone}}MiscData=[w:Alexandrite,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=An alexandrite fancy stone, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Amber',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Amber}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A transparent golden stone}}MiscData=[w:Amber,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=An amber fancy stone, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Amethyst',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Amethyst}}{{title=Crystal}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A purple crystal}}MiscData=[w:Amethyst,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=An amethyst fancy crystal, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Aquamarine',type:'treasure|gem',ct:'0',charge:'charged',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Aquamarine}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A pale blue-green stone}}MiscData=[w:Aquamarine,st:pretty stone,gp:500,wt:0.05,rc:charged]{{desc=An aquamarine fancy stone, with a base value of 500gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Azurite',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Azurite}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=An opaque, mottled deep blue stone}}MiscData=[w:Azurite stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=An azurite ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Banded-Agate',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Banded Agate}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A stone with brown, blue, red and white stripes}}MiscData=[w:Banded agate stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A banded agate ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Black-Opal',type:'treasure|gem',ct:'0',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Black Opal}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A dark green gem with black mottling and golden flecks}}MiscData=[w:Black Opal,st:gemstone,gp:1000,wt:0.05,rc:charged]{{desc=A black opal gemstone, with a base value of 1,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Black-Sapphire',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Black Sapphire}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A rich black gem with highlights}}MiscData=[w:Black Sapphire,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=A black sapphire gemstone, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Bloodstone',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Blood}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A dark gray stone with flecks of red}}MiscData=[w:Bloodstone,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A semi-precious bloodstone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Blue-Quartz',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Blue Quartz}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A transparent pale blue stone}}MiscData=[w:Blue qyartz stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A blue quartz ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Blue-Tomes',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Blue Leather-Bound Tomes}}Specs=[Blue Tomes,Treasure,1H,Tomes]{{subtitle=Tomes}}MiscData=[w:Blue Tomes,sp:0,rc:uncharged]{{desc=Set of five books, bound in sky-blue leather and trimmed in copper, with contents of a sinister nature. These five tomes have old, fragile pages; the ancient books describe procedures and details for several evil rites and ceremonies. The books make grim and harrowing reading for any character.}}'},
{name:'Bottled-Anemone',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Anemone in a Glass Bottle}}{{subtitle=Treasure}}Specs=[Bottled Anemone,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Bottled Anemone,sp:0,st:Glass Bottle,gp:0,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=A glass bottle with an anemone trapped inside}}'},
{name:'Broach',type:'treasure',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Broach}}{{subtitle=Item}}Specs=[Broach,Treasure,1H,Item]{{Speed=[[0]]}}MiscData=[w:Broach,sp:0,st:Broach,rc:single-uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a perfectly normal broach, made out of some shiny metal with a pretty design stamped on the front - quite well made...}}'},
+ {name:'Carnelian',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Carnelian}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=An orange to red-brown stone}}MiscData=[w:Carnelian,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A carnelian semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Chalcedony',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Chalcedony}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A white stone}}MiscData=[w:Chalcedony,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A chalcedony semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Chrysoberyl',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Chrysoberyl}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A green or yellow-green stone}}MiscData=[w:Chrysoberyl,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=An chrysoberyl fancy stone, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Chrysoprase',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Chrysoprase}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A transparent or semi-transparent apple to emerald green stone}}MiscData=[w:Chrysoprase,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A chrysoprase semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Citrine',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Citrine}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A pale browny-yellow stone}}MiscData=[w:Citrine,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A citrine semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Conch-Shell',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Conch}}{{subtitle=Item}}Specs=[Shell,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Conch,sp:0,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a perfectly normal shell, made out of shell}}'},
+ {name:'Copper-Coin',type:'coin',ct:'0',charge:'charged',cost:'0.01',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Copper Coin}}Specs=[Copper Coin,Coin,0H,Treasure]{{desc=A copper coin, worth 1cp = 0.01gp}}MiscData=[w:Copper Coin,coin:1|0|0|0|0,gp:0.01,wt:0.02,rc:charged]{{}}'},
{name:'Copper-buckled-leather-harness',type:'treasure',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Leather Harness with Copper Buckles}}{{subtitle=Treasure}}Specs=[Leather Harness,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Leather Harness,sp:0,st:Leather Harness,gp:1,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=A leather harness with copper buckles that will soon wear out, perhaps worth as much as 1gp if you can get someone to pay that much.}}'},
+ {name:'Coral',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Coral}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A pink to crimson stone}}MiscData=[w:Coral,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=A coral fancy stone, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Coral-Game-Pieces',type:'treasure',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Coral Game Pieces}}{{subtitle=Treasure}}Specs=[Coral Game Pieces,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Coral Game Pieces,sp:0,gp:10,rc:uncharged]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{desc=A set of 20 coral game tokens for some game played by the Sahuagin officers. Perhaps you can interrogate one to demand the rules of the game?}}'},
{name:'Coral-Shark-Statuette',type:'treasure',ct:'0',charge:'uncharged',cost:'20',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Coral Shark Statuette}}{{subtitle=Treasure}}Specs=[Coral Shark Statuette,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Coral Shark Statuette,sp:0,gp:20,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=A small statuette of a shark made out of coral, and of reasonably fine quality. Perhaps someone would pay up to 20gp for such an item?}}'},
+ {name:'Diamond',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Diamond}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A clear blue-white, rich blue, yellow or pink gem}}MiscData=[w:Diamond,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=A diamond, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Electrum-Coin',type:'coin',ct:'0',charge:'charged',cost:'0.5',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Electrum Coin}}Specs=[Electrum Coin,Coin,0H,Treasure]{{desc=An electrum coin, worth 1ep = 0.5gp}}MiscData=[w:Eletrum Coin,coin:0|0|1|0|0,gp:0.5,wt:0.02,rc:charged]{{}}'},
+ {name:'Emerald',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Emerald}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A brilliant green gem}}MiscData=[w:Emerald,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=An emerald, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Eye-Agate',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Eye Agate}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A stone with gray, white, brown, blue, and green circles}}MiscData=[w:Eye agate stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=An eye agate ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Fire-Opal',type:'treasure|gem',ct:'0',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Fire Opal}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A fiery red gem}}MiscData=[w:Fire Opal,st:gemstone,gp:1000,wt:0.05,rc:charged]{{desc=A fire opal, with a base value of 1,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Garnet',type:'treasure|gem',ct:'0',charge:'charged',cost:'(100*1d5)',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Garnet}}{{title=Crystal}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A deep red to violet crystal}}MiscData=[w:Garnet,st:pretty crystal,gp:(100*1d5),wt:0.05,rc:charged]{{desc=A garnet crystal, with a base value of 100 to 500gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Gold+Coral-Necklace',type:'treasure',ct:'0',charge:'uncharged',cost:'175',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Gold and Coral Necklace}}Specs=[Gold Necklace,Treasure,0H,Treasure]{{desc=A gold necklace set with coral beads, worth about 175gp (or whatever someone will give you for it)}}MiscData=[w:Gold+Coral Necklace,gp:175,wt:0.1,rc:uncharged]{{}}'},
{name:'Gold+Coral-Ring',type:'treasure',ct:'0',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gold Ring set with Coral}}{{subtitle=Treasure}}Specs=[Ring,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Ring,sp:0,st:Ring,gp:50,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a gold ring set with coral, perhaps worth in the region of 50gp if you can get someone to pay that much.}}'},
{name:'Gold-Buckle',type:'treasure',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Gold Buckle}}Specs=[Gold,Treasure,0H,Treasure]{{desc=A buckle for a harness or belt, made of gold, and worth about 10gp (or whatever someone will give you for it)}}MiscData=[w:Gold Buckle,gp:10,wt:0.1,rc:uncharged]{{}}'},
+ {name:'Gold-Coin',type:'coin',ct:'0',charge:'charged',cost:'1',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Gold Coin}}Specs=[Gold Coin,Coin,0H,Treasure]{{desc=A gold coin, worth 1gp}}MiscData=[w:Gold Coin,coin:0|0|0|1|0,gp:1,wt:0.02,rc:charged]{{}}'},
{name:'Gold-Drop-Earring',type:'treasure',ct:'0',charge:'uncharged',cost:'30',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gold Drop Earring}}{{subtitle=Treasure}}Specs=[Earring,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Earring,sp:0,st:Earring,gp:30,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a gold drop earring, not particularly fancy but reasonably well made. Might be worth something, but would be best i you have a pair.}}'},
{name:'Gold-and-Diamond-Wristband',type:'treasure',ct:'0',charge:'uncharged',cost:'250',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gold \\amp Diamond Wristband}}{{subtitle=Treasure}}Specs=[Wristband,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Wristband,sp:0,st:Wristband,gp:250,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=A rather flashy gold \\amp diamond wristband, to be worn on the most formal of occasions. Might be worth as much as 250gp}}'},
{name:'Gold-and-Pearl-Band',type:'treasure',ct:'0',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Gold \\amp Pearl Band}}Specs=[Gold and Pearl Band,Treasure,0H,Bracelet]{{desc=A gold bracelet set with pearls, perhaps worth about 200gp (or whatever someone will give you for it)}}MiscData=[w:Gold Bracelet,gp:200,wt:0.3,rc:uncharged]{{}}'},
@@ -3684,17 +3879,38 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Golden-Gong+Striker',type:'treasure',ct:'0',charge:'uncharged',cost:'75',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Golden Gong}}Specs=[Gong,Treasure,0H,Treasure]{{desc=A mall golden gong with a gold striker, worth about 75gp (or whatever someone will give you for it)}}MiscData=[w:Gong,gp:75,wt:0.2,rc:uncharged]{{}}'},
{name:'Good-Grog-Guide',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=The Good Grog Guide}}Specs=[Tome,Treasure,1H,Treasure]{{desc=A very thick book, well thumbed and with some stains and water(?) marks, this guide is an invaluable reference for the discerning quoffer of any form of grog, beer, spirit, meade, cider, wine, etc in the kingdoms of Keoland, Silverdon, and surrounding kingdoms. It has expert reviews of the standard of tipple served in establishments, views on the establishment and its proprietors, the types of clientelle that might be found there (e.g. which to avoid or frequent, depending on your needs), prices for grog and other beverages (and also for accommodation and food - should these be of any interest), and whether the local law enforcement are strict or relaxed about "trade" in these places.\nWhat is interesting is that *it never seems to be out of date!* It seems to continually update itself with new reviews and information... How it does this is a mystery.}}'},
{name:'Hazy-Mirror',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hazy Mirror}}{{subtitle=Treasure}}Specs=[Mirror,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Mirror,sp:0,st:Mirror,gp:0,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Looks Like=A mirror that only gives a poor, hazy reflection. Looks very ordinary.}}{{desc=What appears to be a perfectly normal but poor quality mirror. You might get a few coppers for it}}'},
+ {name:'Hematite',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Hematite}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A gray-black stone}}MiscData=[w:Hematite,st:gray-black stone,gp:10,wt:0.05,rc:charged]{{desc=A hematite ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Holy-Symbol-of-Erythnul',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Holy Symbol of Erythnul}}Specs=[Holy Symbol,Miscellaneous,1H,Treasure]{{desc=A Holy Symbol, fashioned in the shape of a human skull pierced through by a sword, and made of some black stone. It might be worth about 5gp, though selling it might bring suspicion on the party. Might it be more useful when used to gain favour with priests of that god of slaughter if you come across them?}}'},
{name:'Holy-Symbol-of-Procan',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Holy Symbol of Procan}}Specs=[Holy Symbol,Miscellaneous,1H,Treasure]{{desc=A Holy Symbol, fashioned in the shape of a minature trident, and made of guilded silver. It is worth about 15gp, but might it be more useful when used to gain favour with priests of that god of the sea?}}'},
+ {name:'Jacinth',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Jacinth}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A fiery orange gem}}MiscData=[w:Jacinth,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=A jacinth gemstone, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Jade',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Jade}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A light to dark green or white stone}}MiscData=[w:Jade,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=A jade fancy stone, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Jasper',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Jasper}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A blue/black to brown stone}}MiscData=[w:Jasper,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A jasper semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Jet',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Jet}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A deep black stone}}MiscData=[w:Jet,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=A jet fancy stone, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Lapis-Lazuli',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Lapis Lazuli}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A light or dark blue stone with yellow flecks}}MiscData=[w:Lapis lazuli stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A lapis lazuli ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Malachite',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Malachite}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A stone with striated light and dark green bands}}MiscData=[w:Malachite,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A malachite ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Moonstone',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Moon}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A white stone with a pale blue hue}}MiscData=[w:Moonstone,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A moonstone semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Moss-Agate',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Moss Agate}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A pink and yellow-white stone with gray-green moss-like markings}}MiscData=[w:Moss agate stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A moss agate ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Obsidian',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Obsidian}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A jet black stone}}MiscData=[w:Obsidian stone,st:black stone,gp:10,wt:0.05,rc:charged]{{desc=An obsidian ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Onyx',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Onyx}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A black or white stone that might have bands of both}}MiscData=[w:Onyx,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=An onyx semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Opal',type:'treasure|gem',ct:'0',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Opal}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A pale blue gem with green and gold mottling}}MiscData=[w:Opal,st:gemstone,gp:1000,wt:0.05,rc:charged]{{desc=An opal gemstone, with a base value of 1,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Oriental-Amethyst',type:'treasure|gem',ct:'0',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Oriental Amethyst}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A deep purple gem}}MiscData=[w:Oriental Amethyst,st:gemstone,gp:1000,wt:0.05,rc:charged]{{desc=An oriental amethyst gemstone, with a base value of 1,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Oriental-Emerald',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Oriental Emerald}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A bright green gem}}MiscData=[w:Oriental Emerald,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=An oriental emerald gemstone, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Oriental-Topaz',type:'treasure|gem',ct:'0',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Oriental Topaz}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A fiery yellow gem}}MiscData=[w:Oriental Topaz,st:gemstone,gp:1000,wt:0.05,rc:charged]{{desc=An oriental topaz gemstone, with a base value of 1,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Ornate-Leather-Harness',type:'treasure',ct:'0',charge:'uncharged',cost:'75',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Ornate Leather Harness}}{{subtitle=Treasure}}Specs=[Leather Harness,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Leather Harness,sp:0,st:Leather Harness,gp:75,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=A leather harness adorned with small rubies and platinum buckles, perhaps worth in the region of 75gp if you can get someone to pay that much.}}'},
{name:'Ozymandius-Medallion',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ozymandius\' Medallion}}Specs=[Medallion,Miscellaneous,1H,Medallion]{{subtitle=Jewellery}}MiscData=[w:Medallion,sp:0,rc:uncharged]{{desc=Just seems to be a normal medallion, made of gold with a curious pattern enscribed on both sides. The design is not familliar.}}'},
- {name:'Pearl',type:'treasure',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Pearl}}Specs=[Pearl,Treasure,0H,Pearl]{{desc=A seemingly normal pearl, perhaps worth about 10gp (or whatever someone will give you for it)}}MiscData=[w:Pearl,gp:10,wt:0.1,rc:uncharged]{{}}'},
- {name:'Pearl-Necklace',type:'treasure',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl Necklace}}{{subtitle=Treasure}}Specs=[Necklace,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Coronet,sp:0,st:Necklace,gp:500,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=A high-quality string-of-pearls necklace. Worth what someone will pay, but could perhaps fethc 500gp}}'},
+ {name:'Pearl',type:'treasure|gem',ct:'0',charge:'charged',cost:'(100*1d5)',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A pure white, rose to deep dark red or black spheroid}}MiscData=[w:Pearl,st:pearly stone,gp:(100*1d5),wt:0.05,rc:charged]{{desc=A pearl, with a base value of between 100 and 500gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Pearl-Necklace',type:'treasure',ct:'0',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl Necklace}}{{subtitle=Treasure}}Specs=[Necklace,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Coronet,sp:0,st:Necklace,gp:500,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=A high-quality string-of-pearls necklace. Worth what someone will pay, but could perhaps fetch 500gp}}'},
+ {name:'Peridot',type:'treasure|gem',ct:'0',charge:'charged',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Peridot}}{{title=Stone}}Specs=[Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=An olive green stone}}MiscData=[w:Peridot,st:pretty stone,gp:500,wt:0.05,rc:charged]{{desc=A peridot precious stone, with a base value of 500gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Platinum-Armband',type:'treasure',ct:'0',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Platinum Armband}}{{subtitle=Treasure}}Specs=[Armband,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Armband,sp:0,st:Armband,gp:200,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a perfectly normal armband (apart from being made of platinum) worth perhaps 200gp or what anyone will pay for it - quite well made...}}'},
{name:'Platinum-Buckle',type:'treasure',ct:'0',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Platinum Buckle}}Specs=[Platinum,Treasure,0H,Treasure]{{desc=A buckle for a harness or belt, made of platinum, and worth about 50gp (or whatever someone will give you for it)}}MiscData=[w:Platinum Buckle,gp:50,wt:0.1,rc:uncharged]{{}}'},
+ {name:'Platinum-Coin',type:'coin',ct:'0',charge:'charged',cost:'5',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Platinum Coin}}Specs=[Platinum Coin,Coin,0H,Treasure]{{desc=A platinum coin, worth 1pp = 5gp}}MiscData=[w:Platinum Coin,coin:0|0|0|0|1,gp:5,wt:0.02,rc:charged]{{}}'},
{name:'Platinum-and-Pearl-Coronet',type:'treasure',ct:'0',charge:'uncharged',cost:'700',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Platinum and Pearl Coronet}}{{subtitle=Treasure}}Specs=[Coronet,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Coronet,sp:0,st:Coronet,gp:700,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{desc=An elegant coronet made of platinum and studded with pearls. It might be of sea elf design, and could fetch as much as 700gp in the right market}}'},
- {name:'Ruby',type:'treasure',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Ruby}}Specs=[Gem,Treasure,0H,Treasure]{{desc=A well-cut ruby, worth about 100gp (or whatever someone will give you for it)}}MiscData=[w:Ruby,gp:100,wt:0.1,rc:uncharged]{{}}'},
+ {name:'Rhodochrosite',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Rhodochrosite}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A light pink stone}}MiscData=[w:Rhodochrosite stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A Rhodochrosite ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Rock-Crystal',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Rock Crystal}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A clear, transparent stone}}MiscData=[w:Rock Crystal,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A rock crystal semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Ruby',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Ruby}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A clear to deep crimson red gem}}MiscData=[w:Ruby,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=A ruby, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Sailor-Doll',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Sailor Doll}}Specs=[Sailor Doll,Treasure,1H,Abjuration]{{subtitle=Magical Item}}MiscData=[w:Sailor Doll,sp:0,rc:uncharged]{{desc=A porcelain doll costumed to look like a sailor, and looking somewhat creepy. The doll\'s eyes are made of two pieces of jade, which might each be worth 10gp. But perhaps the doll as a whole might be more useful...}}'},
+ {name:'Sapphire',type:'treasure|gem',ct:'0',charge:'charged',cost:'1000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Sapphire}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A clear to medium blue gem}}MiscData=[w:Sapphire,st:gemstone,gp:1000,wt:0.05,rc:charged]{{desc=A sapphire, with a base value of 1,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Sardonyx',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Sardonyx}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A stone with bands of red and white}}MiscData=[w:Sardonyx,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=An sardonyx semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Scary-Doll',type:'treasure',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Scary Doll with Jade Eyes}}Specs=[Doll,Treasure,1H,Treasure]{{desc=A doll found in the attic of The Haunted House, east of Saltmarsh. Dolls always seem a bit scary to many people, but this one\'s totally black eyes and something about it\'s demeanour give it a very creepy feeling.\nAs yet, it seems to be inert and "just a doll". But will it remain so?}}'},
{name:'Scented-Oil',type:'potion',ct:'2+1d6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Scented Oil}}{{splevel=Potion}}{{school=Alteration}}Specs=[Scented Oil,Potion,1H,Alteration]{{components=M}}{{time=1+1d6+1}}PotionData=[sp:2+1d6,rc:charged]{{range=User}}{{duration=4+1d4 Days}}{{aoe=[30 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|30|30|light|true)}}{{save=None}}{{effects=Don\'t you smell wonderful! Everyone near you starts to smell a strange odour...}}{{materials=Potion}}'},
{name:'Shark-Statue',type:'treasure',ct:'0',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Shark Statue}}Specs=[Shark Statue,Treasure,0H,Treasure]{{desc=A 1-foot high wooden statue of a shark, worth whatever someone will give you for it}}MiscData=[w:Shark Statue,gp:0.01,wt:0.1,rc:uncharged]{{}}'},
@@ -3703,6 +3919,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Silver-Bowl',type:'treasure',ct:'0',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Silver Bowl}}Specs=[Silver Bowl,Treasure,0H,Treasure]{{desc=A silver bowl, highly polished but with signs of regular use, perhaps worth about 5gp (or whatever someone will give you for it)}}MiscData=[w:Silver Bowl,gp:5,wt:0.2,rc:uncharged]{{}}'},
{name:'Silver-Bracelet-with-Turquoise-Beads',type:'treasure',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Silver Bracelet}}Specs=[Silver Bracelet,Treasure,0H,Bracelet]{{desc=A silver bracelet set with turquoise beads, perhaps worth about 100gp (or whatever someone will give you for it)}}MiscData=[w:Silver Bracelet,gp:100,wt:0.2,rc:uncharged]{{}}'},
{name:'Silver-Buckle',type:'treasure',ct:'0',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Silver Buckle}}Specs=[Silver,Treasure,0H,Treasure]{{desc=A buckle for a harness or belt, made of silver, and worth about 5gp (or whatever someone will give you for it)}}MiscData=[w:Silver Buckle,gp:5,wt:0.1,rc:uncharged]{{}}'},
+ {name:'Silver-Coin',type:'coin',ct:'0',charge:'charged',cost:'0.1',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Silver Coin}}Specs=[Silver Coin,Coin,0H,Treasure]{{desc=A silver coin, worth 1sp = 0.1gp}}MiscData=[w:Silver Coin,coin:0|1|0|0|0,gp:0.1,wt:0.02,rc:charged]{{}}'},
{name:'Silver-Cup',type:'treasure',ct:'0',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Silver Cup}}Specs=[Silver Cup,Treasure,0H,Treasure]{{desc=A silver cup, highly polished but with signs of regular use, perhaps worth about 5gp (or whatever someone will give you for it)}}MiscData=[w:Silver Cup,gp:5,wt:0.2,rc:uncharged]{{}}'},
{name:'Silver-Framed-Picture',type:'treasure',ct:'0',charge:'uncharged',cost:'25',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Silver Framed Picture}}{{subtitle=Treasure}}Specs=[Picture Frame,Treasure,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Picture Frame,sp:0,gp:25,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=A silver frame holding a portrait of a loved one painted in oil. The silver frame is perhaps worth in the region of 25gp if you can get someone to pay that much.}}'},
{name:'Silver-Goblet',type:'treasure',ct:'0',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Silver Goblet}}Specs=[Silver Goblet,Treasure,0H,Goblet]{{desc=A silver goblet which bears the insignia of Prince Monmurg—a spire rising against a blue ocean sky pressed into the bottom; stylized lightning bolts are engraved on the sides, and the words “Jupiter,” “Maximus,” and “Optimus” are written underneath the bolts. Perhaps worth about 50gp (or whatever someone will give you for it)}}MiscData=[w:Silver Goblet,gp:50,wt:0.3,rc:uncharged]{{}}'},
@@ -3711,16 +3928,253 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Silver-signet-ring',type:'ring',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Silver Signet Ring}}{{subtitle=Treasure}}Specs=[Signet Ring,Ring,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Signet Ring,sp:0,st:Ring,gp:10,rc:uncharged]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{desc=A silver ring bearing the signet of the Prince of Monmurg—a spire rising against a blue ocean sky.}}'},
{name:'Skull',type:'treasure',ct:'0',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Humanoid Skull}}Specs=[Humanoid Skull,Treasure,0H,Skull]{{desc=A normal, man-sized humanoid skull, worth whatever someone will give you for it. There may be gems forced into its eye sockets (if there are, they are listed separately}}MiscData=[w:Skull,gp:0.01,wt:0.3,rc:uncharged]{{}}'},
{name:'Small-Silver-Mirror',type:'treasure',ct:'0',charge:'uncharged',cost:'25',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Small Silver Mirror}}Specs=[Mirror,Treasure,0H,Mirror]{{desc=A small silver mirror, worth about 25gp (or whatever someone will give you for it)}}MiscData=[w:Small Silver Mirror,gp:25,wt:0.1,rc:uncharged]{{}}'},
+ {name:'Smoky-Quartz',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Smoky Quartz}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A light gray, yellow, brown or blue stone}}MiscData=[w:Smoky Quartz,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A smoky quartz semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Spinel',type:'treasure|gem',ct:'0',charge:'charged',cost:'(100*1d5)',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Spinel}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A red, red-brown, green or deep blue stone}}MiscData=[w:Spinel,st:pretty stone,gp:(100*1d5),wt:0.05,rc:charged]{{desc=An spinel fancy stone, with a base value of between 100 and 500gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Star-Rose-Quartz',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Star Rose Quartz}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A smoky rose stone with a white star centre}}MiscData=[w:Star Rose Quartz,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A star rose quartz semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Star-Ruby',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Star Ruby}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A transluent ruby gem with white star highlights}}MiscData=[w:Star Ruby,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=A star-ruby gemstone, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Star-Sapphire',type:'treasure|gem',ct:'0',charge:'charged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Star Sapphire}}{{title=Gem}}Specs=[Gemstone,Treasure|Gem,0H,Gem]{{Looks like=A transluent blue gem with white star highlights}}MiscData=[w:Star Sapphire,st:gemstone,gp:5000,wt:0.05,rc:charged]{{desc=A star-sapphire gemstone, with a base value of 5,000gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Tiger-Eye-Agate',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Tiger Eye Agate}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=A rich golden brown stone with dark striping}}MiscData=[w:Tiger Eye Agate stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A Tiger Eye Agate ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Topaz',type:'treasure|gem',ct:'0',charge:'charged',cost:'500',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Topaz}}{{title=Stone}}Specs=[Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A golden yellow stone}}MiscData=[w:Topaz,st:pretty stone,gp:500,wt:0.05,rc:charged]{{desc=A topaz precious stone, with a base value of 500gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Tourmaline',type:'treasure|gem',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Tourmaline}}{{title=Stone}}Specs=[Fancy Stone,Treasure|Gem,0H,Gem]{{Looks like=A pale green, blue, brown or red stone}}MiscData=[w:Tourmaline,st:pretty stone,gp:100,wt:0.05,rc:charged]{{desc=A tourmaline fancy stone, with a base value of 100gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
+ {name:'Turquoise',type:'treasure|gem',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Turquoise}}{{title=Stone}}Specs=[Ornamental Stone,Treasure|Gem,0H,Gem]{{Looks like=An aquamarine stone with darker mottling}}MiscData=[w:Turquoise stone,st:pretty stone,gp:10,wt:0.05,rc:charged]{{desc=A Turquoise ornamental stone, with a base value of 10gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
{name:'Uncut-Turquoise',type:'treasure',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Uncut Turquoise Chunk}}Specs=[Turquoise,Treasure,0H,Treasure]{{desc=A chunk of uncut turquoise, perhaps worth about 10gp (or whatever someone will give you for it)}}MiscData=[w:Turquoise,gp:10,wt:0.2,rc:uncharged]{{}}'},
+ {name:'Zircon',type:'treasure|gem',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Zircon}}{{title=Stone}}Specs=[Semi-Precious Stone,Treasure|Gem,0H,Gem]{{Looks like=A clear pale aquamarine stone}}MiscData=[w:Zircon,st:pretty stone,gp:50,wt:0.05,rc:charged]{{desc=A zircon semi-precious stone, with a base value of 50gp. Particularly fine or large examples may be worth more, but faults in the stone may detract from its value}}'},
]},
- MU_Spells_DB_L1:{bio:'Magic User Spell Database: Level 1 v8.04 26/01/2025
This database holds the definitions and API calls to enact Level 1 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API
Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.
Instructions
In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.',
- gmnotes:'Change Log: v8.04 26/01/2025 Updated for greyed-out buttons to work properly v8.03 17/01/2025 Fixed bugs in definition of Magic Missile v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table v8.01 09/04/2024 Split spells by level into separate databases for easier management. For earlier changes, see MU-Spells-DB-Item',
+ MI_DB_Services: {bio:'Services for Sale v1.03 26/07/2025
This Magic Item database holds definitions for services that can be purchased such as weapon training and character levelling',
+ gmnotes:'Change Log v1.03 26/07/2025 Added leveling up and trigger use on purchase v1.02 22/07/2025 Added fighting style training. v1.01 17/07/2025 Initial creation for testing',
+ root:'MI-DB',
+ api:'magic',
+ type:'mi',
+ avatar:'https://files.d20.io/images/257648113/iUlG62xcBc6AdUj5lv32Ww/max.png?1638047575',
+ version:1.04,
+ db:[{name:'Abjurer-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Abjurer Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Abjurer-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Abjurer\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Abjurer}}'},
+ {name:'Assassin-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class4^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Assassin Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Assassin-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d6}¦Assassin\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Rogue-Training-Cost]{{}}%{MI-DB-Services|Rogue-Training-Cost}{{prefix=Assassin}}'},
+ {name:'Awl-Pike-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20,days:4, pick:!magic --mi-charges @{selected|token_id}|-1|Awl-Pike-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Awl-Pike|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Awl Pike}}{{Duration=4 days}}'},
+ {name:'Awl-Pike-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:1, days:1, pick:!magic --mi-charges @{selected|token_id}|-1|Awl-Pike-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Awl-Pike|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Awl Pike}}{{Duration=1 day}}'},
+ {name:'Awl-Pike-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'5',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:5,days:1, pick:!magic --mi-charges @{selected|token_id}|-1|Awl-Pike-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Awl-Pike|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Awl Pike}}{{Duration=1 day}}'},
+ {name:'Ballista-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'300',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:300, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Ballista-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Ballista|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Ballista}}{{Duration=4 weeks}}'},
+ {name:'Ballista-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'60',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:60, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Ballista-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Ballista|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Ballista}}{{Duration=1 week}}'},
+ {name:'Ballista-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:150, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Ballista-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Ballista|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Ballista}}{{Duration=2 weeks}}'},
+ {name:'Barbarian-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Barbarian Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Barbarian-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d12}¦Barbarian\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Barbarian}}'},
+ {name:'Bard-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class4^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Bard Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Bard-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d6}¦Bard\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Rogue-Training-Cost]{{}}%{MI-DB-Services|Rogue-Training-Cost}{{prefix=Bard}}'},
+ {name:'Bardiche-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Bardiche-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Bardiche|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Bardiche}}{{Duration=2 weeks}}'},
+ {name:'Bardiche-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:3, pick:!magic --mi-charges @{selected|token_id}|-1|Bardiche-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Bardiche|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Bardiche}}{{Duration=3 days}}'},
+ {name:'Bardiche-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'7',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:7, days:5, pick:!magic --mi-charges @{selected|token_id}|-1|Bardiche-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Bardiche|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Bardiche}}{{Duration=5 days}}'},
+ {name:'Bastard-Sword-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:50, days:35, pick:!magic --mi-charges @{selected|token_id}|-1|Bastard-Sword-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Bastard-Sword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Bastard Sword}}{{Duration=5 weeks}}'},
+ {name:'Bastard-Sword-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'5',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:5, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Bastard-Sword-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Bastard-Sword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Bastard Sword}}{{Duration=10 days}}'},
+ {name:'Bastard-Sword-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'15',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:15, days:18, pick:!magic --mi-charges @{selected|token_id}|-1|Bastard-Sword-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Bastard-Sword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Bastard Sword}}{{Duration=18 days}}'},
+ {name:'Battle-Axe-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'200',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:200, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Battle-Axe-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Battle Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Battle Axe}}{{Duration=3 weeks}}'},
+ {name:'Battle-Axe-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Battle-Axe-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Battle Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Battle Axe}}{{Duration=1 week}}'},
+ {name:'Battle-Axe-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:50, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Battle-Axe-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Battle Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Battle Axe}}{{Duration=2 weeks}}'},
+ {name:'Beast-Master-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Beast Master Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Beast-Master-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d10}¦Beast Master\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Beast Master}}'},
+ {name:'Bec-de-Corbin-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'22',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:22, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Bec-de-Corbin-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Bec-de-Corbin|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Bec de Corbin}}{{Duration=2 weeks}}'},
+ {name:'Bec-de-Corbin-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'3',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:3, days:3, pick:!magic --mi-charges @{selected|token_id}|-1|Bec-de-Corbin-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Bec-de-Corbin|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Bec de Corbin}}{{Duration=3 days}}'},
+ {name:'Bec-de-Corbin-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'8',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:8, days:5, pick:!magic --mi-charges @{selected|token_id}|-1|Bec-de-Corbin-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Bec-de-Corbin|Polearm|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Bec de Corbin}}{{Duration=5 days}}'},
+ {name:'Blowgun-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'75',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:75, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Blowgun-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Blowgun|Blowgun|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Blowgun}}{{Duration=2 weeks}}'},
+ {name:'Blowgun-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'5',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:5, days:3, pick:!magic --mi-charges @{selected|token_id}|-1|Blowgun-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Blowgun|Blowgun|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Blowgun}}{{Duration=3 days}}'},
+ {name:'Blowgun-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'25',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:25, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Blowgun-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Blowgun|Blowgun|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Blowgun}}{{Duration=1 week}}'},
+ {name:'Bo-Stick-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'0.05',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:0.05, days:1, pick:!magic --mi-charges @{selected|token_id}|-1|Bo-Stick-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Bo-Stick|Staff|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Bo-Stick}}{{Duration=1 day}}'},
+ {name:'Bowyer-Style-Mastery',type:'services',ct:'0',charge:'charged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:150, days:56, pick:!magic --mi-charges @{selected|token_id}|-1|Bowyer-Style-Mastery| \\amp#13;!cmd --set-prof MASTERY|Bowyer Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Mastery-Training]{{}}%{MI-DB|Style-Mastery-Training}{{prefix=Bowyer}}{{Duration=2 months}}{{hide1=Bowyer Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of bows of all types.}}{{hide2=**Style Mastery**\nBy devoting two weapon proficiency slots to it, you can take Style Mastery with Bowyer Style. Range increases further (by 30 yards at medium and 50 at long), and nocking arrows and drawing the bow faster enables them to get an additional attack every other round}}'},
+ {name:'Bowyer-Style-Proficiency',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Bowyer-Style-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Bowyer Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Training]{{}}%{MI-DB|Style-Training}{{prefix=Bowyer}}{{Duration=2 weeks}}{{hide1=Bowyer Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of bows of all types.}}'},
+ {name:'Bowyer-Style-Specialist',type:'services',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:50, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Bowyer-Style-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Bowyer Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Specialist-Training]{{}}%{MI-DB|Style-Specialist-Training}{{prefix=Bowyer}}{{Duration=3 weeks}}{{hide1=Bowyer Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of bows of all types.}}{{hide2=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Bowyer Style. Style Specialization with Bowyer Style enables you to extend your accuracy by 10 yards at short range, 20 at medium and 30 at long range, and improve the speed of the bow by 2 segments.}}'},
+ {name:'Broadsword-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'30',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:30, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Broadsword-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Broadsword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Broadsword}}{{Duration=3 weeks}}'},
+ {name:'Broadsword-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Broadsword-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Broadsword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Broadsword}}{{Duration=1 week}}'},
+ {name:'Broadsword-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Broadsword-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Broadsword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Broadsword}}{{Duration=2 weeks}}'},
+ {name:'Cleric-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Cleric Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Cleric-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Cleric\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Cleric}}'},
+ {name:'Club-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Club-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Club|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Club}}{{Duration=10 days}}'},
+ {name:'Club-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:0.1, days:1, pick:!magic --mi-charges @{selected|token_id}|-1|Club-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Club|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Club}}{{Duration=1 day}}'},
+ {name:'Club-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:3, pick:!magic --mi-charges @{selected|token_id}|-1|Club-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Club|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Club}}{{Duration=3 days}}'},
+ {name:'Common-Lodging',type:'services',ct:'0',charge:'charged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Common}}{{title=Lodging}}{{subtitle=Accommodation}}MiscData=[w:Common Lodging,gp:0.5,sp:0,wt:0,qty:1,rc:charged,pick:!magic --mi-charges @{selected|token_id}|-1|Common-Lodging| --display-ability @{selected|token_id}|MI-DB|Common-Lodging]{{Cost=5sp per night}}Specs=[Common Lodging,Services,1H,Accommodation]{{desc=Overnight accommodation in a reasonably sized, well furnished room almost certainly shared with at least one other person, with a good bed per person. The room is clean and the bedding reasonably fresh.}}'},
+ {name:'Composite-Longbow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'300',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:300, days:90, slots:3, pick:!magic --mi-charges @{selected|token_id}|-1|Composite-Longbow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Composite Longbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Composite Longbow}}{{Duration=3 months}}'},
+ {name:'Composite-Longbow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Composite-Longbow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Composite Longbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Composite Longbow}}{{Duration=10 days}}'},
+ {name:'Composite-Longbow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'75',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:75, days:28, slots:2, pick:!magic --mi-charges @{selected|token_id}|-1|Composite Longbow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Composite Longbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Composite Longbow}}{{Duration=4 weeks}}'},
+ {name:'Composite-Shortbow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'300',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:300, days:90, slots:3, pick:!magic --mi-charges @{selected|token_id}|-1|Composite-Shortbow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Composite Shortbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Composite Shortbow}}{{Duration=3 months}}'},
+ {name:'Composite-Shortbow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Composite-Shortbow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Composite Shortbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Composite Shortbow}}{{Duration=10 days}}'},
+ {name:'Composite-Shortbow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'75',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:75, days:28, slots:2, pick:!magic --mi-charges @{selected|token_id}|-1|Composite-Shortbow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Composite Shortbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Composite Shortbow}}{{Duration=4 weeks}}'},
+ {name:'Conjurer-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Conjurer Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Conjurer-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Conjurer\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Conjurer}}'},
+ {name:'Cutlass-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'36',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:36, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Cutlass-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Cutlass|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Cutlass}}{{Duration=4 weeks}}'},
+ {name:'Cutlass-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'3',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:3, days:8, pick:!magic --mi-charges @{selected|token_id}|-1|Cutlass-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Cutlass|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Cutlass}}{{Duration=8 days}}'},
+ {name:'Cutlass-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:12, days:18, pick:!magic --mi-charges @{selected|token_id}|-1|Cutlass-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Cutlass|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Cutlass}}{{Duration=18 days}}'},
+ {name:'Dagger-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'15',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:15, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Dagger-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Dagger|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Dagger}}{{Duration=4 weeks}}'},
+ {name:'Dagger-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:4, pick:!magic --mi-charges @{selected|token_id}|-1|Dagger-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Dagger|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Dagger}}{{Duration=4 days}}'},
+ {name:'Dagger-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'5',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:5, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Dagger-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Dagger|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Dagger}}{{Duration=10 days}}'},
+ {name:'Daikyu-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'260',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:260, days:60, slots:3, pick:!magic --mi-charges @{selected|token_id}|-1|Daikyu-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Daikyu|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Daikyu}}{{Duration=2 months}}'},
+ {name:'Daikyu-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'18',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:18, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Daikyu-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Daikyu|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Daikyu}}{{Duration=10 days}}'},
+ {name:'Daikyu-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'60',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:60, days:24, slots:2, pick:!magic --mi-charges @{selected|token_id}|-1|Daikyu-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Daikyu|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Daikyu}}{{Duration=24 days}}'},
+ {name:'Dart-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:12, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Dart-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Dart|Dart|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Dart}}{{Duration=4 weeks}}'},
+ {name:'Dart-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:1, days:3, pick:!magic --mi-charges @{selected|token_id}|-1|Dart-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Dart|Dart|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Dart}}{{Duration=3 days}}'},
+ {name:'Dart-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'4',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:4, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Dart-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Dart|Dart|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Dart}}{{Duration=1 week}}'},
+ {name:'Diviner-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Diviner Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Diviner-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Diviner\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Diviner}}'},
+ {name:'Druid-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Druid Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Druid-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Druid\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Druid}}'},
+ {name:'Dwarven-Defender-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Dwarven Defender Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Dwarven-Defender-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d12}¦Dwarven Defender\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Dwarven Defender}}'},
+ {name:'Enchanter-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Enchanter Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Enchanter-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Enchanter\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Enchanter}}'},
+ {name:'Fighter-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Fighter Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Fighter-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d10}¦Fighter\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Fighter}}'},
+ {name:'Footmans-Flail-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'28',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:28, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Flail-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Footmans Flail|Flails|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Footman\'s Flail}}{{Duration=4 weeks}}'},
+ {name:'Footmans-Flail-Training-Profiient',type:'services',ct:'0',charge:'charged',cost:'4',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:4, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Flail-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Footmans Flail|Flails|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Footman\'s Flail}}{{Duration=1 week}}'},
+ {name:'Footmans-Flail-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'16',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:16, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Flail-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Footmans Flail|Flails|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Footmans Flail}}{{Duration=2 weeks}}'},
+ {name:'Footmans-Mace-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'21',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:21, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Mace-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Footmans Mace|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Footman\'s Mace}}{{Duration=3 weeks}}'},
+ {name:'Footmans-Mace-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:4, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Mace-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Footmans Mace|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Footman\'s Mace}}{{Duration=4 days}}'},
+ {name:'Footmans-Mace-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:12, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Mace-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Footmans Mace|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Footman\'s Mace}}{{Duration=10 days}}'},
+ {name:'Footmans-Pick-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'21',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:21, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Pick-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Footmans-Pick|Picks|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Footman\'s Pick}}{{Duration=3 weeks}}'},
+ {name:'Footmans-Pick-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:4, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Pick-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Footmans Pick|Picks|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Footman\'s Pick}}{{Duration=4 days}}'},
+ {name:'Footmans-Pick-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:12, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Footmans-Pick-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Footmans Pick|Picks|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Footman\'s Pick}}{{Duration=10 days}}'},
+ {name:'Galley-Crew-pay-1-month',type:'services',ct:'0',charge:'charged',cost:'((1*6)+(0.05*42)+(0.1*(12+20)))*28',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Galley Crew Pay}}{{name=1 month}}{{subtitle=Service}}MiscData=[w:Crew Pay,gp:((1*6)+(0.05*42)+(0.1*(12+20)))*28,sp:0,wt:0,qty:1,rc:charged,pick:!magic ~~mi-charges @{selected|token_id}|-1|Galley-Crew-pay-1-month| \\amp#13;!rounds ~~target-nosave caster|@{selected|token_id}|Crew Pay|28|0|Galley crew paid for 1 month|flying-flag]{{Cost=6 officers at 1gp each per day,\n42 common sailors at 5cp each per day,\n12 siege engineers at 1sp each per day,\n20 marine soldiers at 1sp each per day}}Specs=[Crew Pay,Services,1H,Service]{{Use=Hire the crew from the Harbour Master or Harbour Office, at which point you will be prompted to target the captain of the ship who will be given a status of "Crew Pay" for the correct number of *long rests*}}{{desc=Pay for the crew of a galley for 1 month}}'},
+ {name:'Great-Axe-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'250',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:250, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Great-Axe-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Great Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Great Axe}}{{Duration=4 weeks}}'},
+ {name:'Great-Axe-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'14',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:14, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Great-Axe-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Great Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Great Axe}}{{Duration=10 days}}'},
+ {name:'Great-Axe-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'70',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:70, days:18, pick:!magic --mi-charges @{selected|token_id}|-1|Great-Axe-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Great Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Great Axe}}{{Duration=18 days}}'},
+ {name:'Greatsword-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'250',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:250, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Greatsword-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Greatsword|Great-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Greatsword}}{{Duration=4 weeks}}'},
+ {name:'Greatsword-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'18',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:18, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Greatsword-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Greatsword|Great-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Greatsword}}{{Duration=10 days}}'},
+ {name:'Greatsword-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'70',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:70, days:18, pick:!magic --mi-charges @{selected|token_id}|-1|Greatsword-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Greatsword|Great-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Greatsword}}{{Duration=18 days}}'},
+ {name:'Hand-Axe-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'220',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:220, days:25, pick:!magic --mi-charges @{selected|token_id}|-1|Hand-Axe-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Hand Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Hand Axe}}{{Duration=25 days}}'},
+ {name:'Hand-Axe-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:12, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Hand-Axe-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Hand Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Hand Axe}}{{Duration=10 days}}'},
+ {name:'Hand-Axe-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'60',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:60, days:18, pick:!magic --mi-charges @{selected|token_id}|-1|Hand-Axe-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Hand Axe|Axe|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Hand Axe}}{{Duration=18 days}}'},
+ {name:'Hand-Crossbow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:150, days:60, pick:!magic --mi-charges @{selected|token_id}|-1|Hand-Crossbow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Hand-Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Hand Crossbow}}{{Duration=2 months}}'},
+ {name:'Hand-Crossbow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'21',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:21, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Hand-Crossbow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Hand-Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Hand Crossbow}}{{Duration=2 weeks}}'},
+ {name:'Hand-Crossbow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'42',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:42, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Hand-Crossbow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Hand Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Hand Crossbow}}{{Duration=4 weeks}}'},
+ {name:'Healer-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Healer Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Healer-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Healer\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Healer}}'},
+ {name:'Hearty-Meal',type:'services',ct:'150',charge:'charged',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Hearty}}{{title=Meal}}{{subtitle=Food}}MiscData=[w:Hearty Meal,gp:0.1,sp:150,wt:1,qty:1,rc:charged,pick:!magic --mi-charges @{selected|token_id}|-1|Hearty-Meal| --display-ability @{selected|token_id}|MI-DB|Hearty Meal]{{Size=Small}}{{Cost=1sp}}Specs=[Meal,Services,1H,Food]{{desc=A good and substantial meal. After eating this you feel nourished and motivated. This meal will last you all day if eaten in the morning, or satisfy a days hunger if eaten at night.}}'},
+ {name:'Heavy-Crossbow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'130',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:130, days:50, pick:!magic --mi-charges @{selected|token_id}|-1|Heavy-Crossbow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Heavy Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Heavy Crossbow}}{{Duration=50 days}}'},
+ {name:'Heavy-Crossbow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'16',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:16, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Heavy-Crossbow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Heavy Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Heavy Crossbow}}{{Duration=10 days}}'},
+ {name:'Heavy-Crossbow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'35',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:35, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Heavy-Crossbow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Heavy Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Heavy Crossbow}}{{Duration=3 weeks}}'},
+ {name:'Hooked-Net-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'70',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:70, days:15, pick:!magic --mi-charges @{selected|token_id}|-1|Hooked-Net-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Hooked Net|Net|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Hooked Net}}{{Duration=15 days}}'},
+ {name:'Hooked-Net-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'3',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:3, days:5, pick:!magic --mi-charges @{selected|token_id}|-1|Hooked-Net-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Hooked Net|Net|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Hooked Net}}{{Duration=5 days}}'},
+ {name:'Hooked-Net-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'30',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:30, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Hooked-Net-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Hooked Net|Net|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Hooked Net}}{{Duration=10 days}}'},
+ {name:'Illusionist-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Illusionist Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Illusionist-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Illusionist\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Illusionist}}'},
+ {name:'Invoker-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Invoker Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Invoker-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Invoker\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Invoker}}'},
+ {name:'Javelin-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'75',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:75, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Javelin-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Javelin|Spears|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Javelin}}{{Duration=3 weeks}}'},
+ {name:'Javelin-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:3, pick:!magic --mi-charges @{selected|token_id}|-1|Javelin-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Javelin|Spears|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Javelin}}{{Duration=3 days}}'},
+ {name:'Javelin-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Javelin-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Javelin|Spears|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Javelin}}{{Duration=10 days}}'},
+ {name:'Level-Training',type:'services|hide',ct:'0',charge:'charged',cost:'0',body:'{{}}Specs=[Level Training,Services|Hide,1H,Training]{{title=Level Training}}MiscData=[rc:charged,qty:1]{{Duration=1 week per level to be obtained, at 100gp per week}}{{Reference=PHB Ch. 8}}%{MI-DB-Services|Training-Use}{{desc=Train up in skills in your chosen class with an expert who can show you where to improve and how, passing on their wisdom and knowledge. See the Player\'s Handbook Chapter 8 for more information for game-play}}{{hide1=Selecting the right training from the right trainer will give you the quickest outcome and the greatest chance of success, but may cost more. For dual- or multi-class characters, be sure to select the appropriate training for the class you want to improve in.}}'},
+ {name:'Light-Crossbow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'130',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:130, days:50, pick:!magic --mi-charges @{selected|token_id}|-1|Light-Crossbow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Light-Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Light Crossbow}}{{Duration=50 days}}'},
+ {name:'Light-Crossbow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'16',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:16, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Light-Crossbow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Light Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Light Crossbow}}{{Duration=10 days}}'},
+ {name:'Light-Crossbow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'35',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:35, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Light-Crossbow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Light Crossbow|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Light Crossbow}}{{Duration=3 weeks}}'},
+ {name:'Light-Meal',type:'services',ct:'100',charge:'charged',cost:'0.08',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Light}}{{title=Meal}}{{subtitle=Food}}MiscData=[w:Light Meal,gp:0.08,sp:100,wt:1,qty:1,rc:charged,pick:!magic --mi-charges @{selected|token_id}|-1|Light-Meal| --display-ability @{selected|token_id}|MI-DB|Light Meal]{{Size=Small}}{{Cost=8cp}}Specs=[Meal,Services,1H,Food]{{desc=A light meal, you will need to eat again today. After eating this you feel nourished and motivated, but you will feel hungry again in about 4 hours.}}'},
+ {name:'Longbow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'260',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:260, days:60, slots:3, pick:!magic --mi-charges @{selected|token_id}|-1|Longbow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Longbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Longbow}}{{Duration=2 months}}'},
+ {name:'Longbow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'18',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:18, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Longbow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Longbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Longbow}}{{Duration=10 days}}'},
+ {name:'Longbow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'60',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:60, days:24, slots:2, pick:!magic --mi-charges @{selected|token_id}|-1|Longbow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Longbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Longbow}}{{Duration=24 days}}'},
+ {name:'Longsword-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'200',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:200, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Longsword-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Longsword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Longsword}}{{Duration=3 weeks}}'},
+ {name:'Longsword-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Longsword-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Longsword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Longsword}}{{Duration=1 week}}'},
+ {name:'Longsword-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:50, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Longsword-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Longsword|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Longsword}}{{Duration=2 weeks}}'},
+ {name:'Luxury-Lodging',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Luxury}}{{title=Lodging}}{{subtitle=Accommodation}}MiscData=[w:Luxury Lodging,gp:2,sp:0,wt:0,qty:1,rc:charged,pick:!magic --mi-charges @{selected|token_id}|-1|Luxury-Lodging| --display-ability @{selected|token_id}|MI-DB|Luxury-Lodging]{{Cost=2gp per night}}Specs=[Luxury Lodging,Services,1H,Accommodation]{{desc=Overnight accommodation in a good sized, well furnished room with one large bed for use by one or two related people. The room is cleaned and the bedding changed and washed every day.}}'},
+ {name:'Mage-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Mage Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Mage-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Mage\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Mage}}'},
+ {name:'Magic-User-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Magic User Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Magic-User-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Magic User\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Magic User}}'},
+ {name:'Mastery-Weapon-Training',type:'services|hide',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mastery Weapon Training}}{{subtitle=Services}}MiscData=[w:Weapon Training]{{}}Specs=[Weapon Training,Services|Hide,1H,Training,Weapon-Training]{{}}%{MI-DB-Services|Training-Use}{{desc=Training in the use of a weapon by a weapon sensei to gain mastery. Cost does not include board \\amp lodging}}'},
+ {name:'Mongol-Horse-Bow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'300',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:300, days:90, slots:3, pick:!magic --mi-charges @{selected|token_id}|-1|Mongol-Horse-Bow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Mongol-Horse-Bow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Mongol Horse Bow}}{{Duration=3 months}}'},
+ {name:'Mongol-Horse-Bow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:15, pick:!magic --mi-charges @{selected|token_id}|-1|Mongol-Horse-Bow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Mongol Horse Bow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Mongol Horse Bow}}{{Duration=15 days}}'},
+ {name:'Mongol-Horse-Bow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'80',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:80, days:28, slots:2, pick:!magic --mi-charges @{selected|token_id}|-1|Mongol-Horse-Bow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Mongol-Horse-Bow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Mongol Horse Bow}}{{Duration=28 days}}'},
+ {name:'Mongol-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Mongol Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Mongol-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d12}¦Mongol\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Mongol}}'},
+ {name:'Mooring-Fee-1-day',type:'services',ct:'0',charge:'charged',cost:'200',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mooring Fee}}{{name=1 day}}{{subtitle=Service}}MiscData=[w:Mooring Fee,gp:200,sp:0,wt:0,qty:1,rc:charged,pick:!magic ~~mi-charges @{selected|token_id}|-1|Mooring-fee-1-day]{{Cost=200gp per 24 hours}}Specs=[Mooring Fee,Services,1H,Service]{{desc=Mooring for 24 hours for any ship that can\'t be hauled out of the water}}'},
+ {name:'Mooring-Fee-1-month',type:'services',ct:'0',charge:'charged',cost:'175*28',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mooring Fee}}{{name=1 month}}{{subtitle=Service}}MiscData=[w:Mooring Fee,gp:175*28,sp:0,wt:0,qty:1,rc:charged,pick:!magic ~~mi-charges @{selected|token_id}|-1|Mooring-fee-1-month\\amp#13;!rounds ~~target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the captain of the ship|token_id}|Mooring|28|0|Mooring Fee paid for 1 month|flying-flag]{{Cost=175gp per 24 hours}}Specs=[Mooring Fee,Services,1H,Service]{{Use=Buy from the Harbour Master or Harbour Office, at which point you will be prompted to target the captain of the ship who will be given a status of "Mooring" for the correct number of *long rests*}}{{desc=Mooring for 1 month for any ship that can\'t be hauled out of the water}}'},
+ {name:'Mooring-Fee-1-week',type:'services',ct:'0',charge:'charged',cost:'190*7',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mooring Fee}}{{name=1 week}}{{subtitle=Service}}MiscData=[w:Mooring Fee,gp:190*7,sp:0,wt:0,qty:1,rc:charged,pick:!magic ~~mi-charges @{selected|token_id}|-1|Mooring-fee-1-week\\amp#13;!rounds ~~target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the captain of the ship|token_id}|Mooring|7|0|Mooring Fee paid for 1 week|flying-flag]{{Cost=190gp per 24 hours}}Specs=[Mooring Fee,Services,1H,Service]{{Use=Buy from the Harbour Master or Harbour Office, at which point you will be prompted to target the captain of the ship who will be given a status of "Mooring" for the correct number of *long rests*}}{{desc=Mooring for 1 week for any ship that can\'t be hauled out of the water}}'},
+ {name:'Morningstar-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'21',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:21, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Morningstar-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Morningstar|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Morningstar}}{{Duration=3 weeks}}'},
+ {name:'Morningstar-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:4, pick:!magic --mi-charges @{selected|token_id}|-1|Morningstar-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Morningstar|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Morningstar}}{{Duration=4 days}}'},
+ {name:'Morningstar-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:12, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Morningstar-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Morningstar|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Morningstar}}{{Duration=10 days}}'},
+ {name:'Necromancer-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Necromancer Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Necromancer-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Necromancer\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Necromancer}}'},
+ {name:'Net-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'70',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:70, days:15, pick:!magic --mi-charges @{selected|token_id}|-1|Net-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Net|Net|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Net}}{{Duration=15 days}}'},
+ {name:'Net-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'3',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:3, days:5, pick:!magic --mi-charges @{selected|token_id}|-1|Net-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Net|Net|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Net}}{{Duration=5 days}}'},
+ {name:'Net-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'30',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:30, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Net-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Net|Net|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Net}}{{Duration=10 days}}'},
+ {name:'Paladin-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Paladin Level Training,pick:!magic --mi-charges @{selected|token_id}|-1|Paladin-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d10}¦Paladin\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Paladin}}'},
+ {name:'Poor-Lodging',type:'services',ct:'0',charge:'charged',cost:'0.05',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Poor}}{{title=Lodging}}{{subtitle=Accommodation}}MiscData=[w:Poor Lodging,gp:0.05,sp:0,wt:0,qty:1,rc:charged,pick:!magic --mi-charges @{selected|token_id}|-1|Poor-Lodging| --display-ability @{selected|token_id}|MI-DB|Poor-Lodging]{{Cost=5cp per night}}Specs=[Poor Lodging,Services,1H,Accommodation]{{desc=Overnight accommodation in a small, poorly furnished room shared with at least one other person, with a reasonable bed per person. You are not sure when the sheets were last changed and the room cleaned.}}'},
+ {name:'Priest-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest\\rpar; to enter the hit points gained when leveling up. Remember to include Constitution bonus of @{selected|conadj}]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest}}'},
+ {name:'Priest-Training-Cost',type:'services|hide',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:(100*^(1;^^level-class3^^)),days:(^^level-class3^^*7)]{{}}Specs=[Level Training,Services|Hide,1H,Training,Level-Training]{{}}%{MI-DB-Services|Level-Training}'},
+ {name:'Priest-of-Agriculture-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Agriculture-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Agriculture\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Agriculture}}'},
+ {name:'Priest-of-Ancestors-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Ancestors-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Ancestors\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Ancestors}}'},
+ {name:'Priest-of-Darkness-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Darkness-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Darkness\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Darkness}}'},
+ {name:'Priest-of-Dawn-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Dawn-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Dawn\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Dawn}}'},
+ {name:'Priest-of-Death-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Death-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Death\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Death}}'},
+ {name:'Priest-of-Disease-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Disease-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Disease\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Disease}}'},
+ {name:'Priest-of-Earth-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Earth-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Earth\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Earth}}'},
+ {name:'Priest-of-Good-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Good-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Good\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Good}}'},
+ {name:'Priest-of-Healing-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Healing-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Healing\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Healing}}'},
+ {name:'Priest-of-Life-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Life-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Life\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Life}}'},
+ {name:'Priest-of-Light-Custom-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Light-Custom-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Light Custom\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Light (Custom Version)}}'},
+ {name:'Priest-of-Light-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Light-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Light\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Light}}'},
+ {name:'Priest-of-Magic-Custom-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Magic-Custom-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Magic Custom\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Magic (Custom Version)}}'},
+ {name:'Priest-of-Magic-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Magic-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Magic\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Magic}}'},
+ {name:'Priest-of-Night-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Night-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Night\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Night}}'},
+ {name:'Priest-of-War-Custom-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-War-Custom-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of War Custom\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of War (Custom Version)}}'},
+ {name:'Priest-of-War-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-War-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of War\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of War}}'},
+ {name:'Priest-of-Wisdom-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-Wisdom-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of Wisdom\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of Wisdom}}'},
+ {name:'Priest-of-the-Moon-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-the-Moon-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of the Moon\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of the Moon}}'},
+ {name:'Priest-of-the-Sea-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-the-Sea-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of the Sea\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of the Sea}}'},
+ {name:'Priest-of-the-Sun-Custom-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-the-Sun-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of the Sun\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of the Sun (Custom Version)}}'},
+ {name:'Priest-of-the-Sun-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Priest-of-the-Sun-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Priest of the Sun\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Priest of the Sun}}'},
+ {name:'Psion-Level-Training',type:'services',ct:'0',charge:'uncharged',cost:'(100*^(1;^^level-class5^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Psion Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Psion-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d6}¦Psion\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Psion-Training-Cost]{{}}%{MI-DB-Services|Psion-Training-Cost}{{prefix=Psion}}'},
+ {name:'Psion-Training-Cost',type:'services|hide',ct:'0',charge:'uncharged',cost:'(100*^(1;^^level-class5^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:(100*^(1;^^level-class5^^)),days:(^^level-class5^^*7)]{{}}Specs=[Level Training,Services|Hide,1H,Training]{{}}%{MI-DB-Services|Level-Training}'},
+ {name:'Psionicist-Level-Training',type:'services',ct:'0',charge:'uncharged',cost:'(100*^(1;^^level-class5^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Psion Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Psionicist-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d6}¦Psionicist\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Psion-Training-Cost]{{}}%{MI-DB-Services|Psion-Training-Cost}{{prefix=Psionicist}}'},
+ {name:'Quarterstaff-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Quarterstaff-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Quarterstaff|Staff|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Quarterstaff}}{{Duration=1 week}}'},
+ {name:'Quarterstaff-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:0.1, days:1, pick:!magic --mi-charges @{selected|token_id}|-1|Quarterstaff-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Quarterstaff|Staff|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Quarterstaff}}{{Duration=1 day}}'},
+ {name:'Quarterstaff-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:1, days:3, pick:!magic --mi-charges @{selected|token_id}|-1|Quarterstaff-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Quarterstaff|Staff|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Quarterstaff}}{{Duration=3 days}}'},
+ {name:'Ranger-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Ranger Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Ranger-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d10}¦Ranger\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Ranger}}'},
+ {name:'Rapier-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:150, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Rapier-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Rapier|Fencing-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Rapier}}{{Duration=4 weeks}}'},
+ {name:'Rapier-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Rapier-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Rapier|Fencing-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Rapier}}{{Duration=1 week}}'},
+ {name:'Rapier-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'25',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:25, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Rapier-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Rapier|Fencing-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Rapier}}{{Duration=2 weeks}}'},
+ {name:'Rogue-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class4^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Rogue Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Rogue-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d6}¦Rogue\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Rogue-Training-Cost]{{}}%{MI-DB-Services|Rogue-Training-Cost}{{prefix=Rogue}}'},
+ {name:'Rogue-Training-Cost',type:'services|hide',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class4^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:(100*^(1;^^level-class4^^)),days:(^^level-class4^^*7)]{{}}Specs=[Level Training,Services|Hide,1H,Training,Level-Training]{{}}%{MI-DB-Services|Level-Training}'},
+ {name:'Sabre-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:150, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Sabre-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Sabre|Fencing-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Sabre}}{{Duration=4 weeks}}'},
+ {name:'Sabre-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Sabre-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Sabre|Fencing-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Sabre}}{{Duration=1 week}}'},
+ {name:'Sabre-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'25',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:25, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Sabre-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Sabre|Fencing-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Sabre}}{{Duration=2 weeks}}'},
+ {name:'Scimitar-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'130',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:130, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Scimitar-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Scimitar|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Scimitar}}{{Duration=4 weeks}}'},
+ {name:'Scimitar-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Scimitar-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Scimitar|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Scimitar}}{{Duration=1 week}}'},
+ {name:'Scimitar-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'23',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:23, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Scimitar-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Scimitar|Long-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Scimitar}}{{Duration=2 weeks}}'},
+ {name:'Shaman-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class3^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Priest Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Shaman-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d8}¦Shaman\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Priest-Training-Cost]{{}}%{MI-DB-Services|Priest-Training-Cost}{{prefix=Shaman}}'},
+ {name:'Shortbow-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'260',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:260, days:60, slots:3, pick:!magic --mi-charges @{selected|token_id}|-1|Shortbow-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Shortbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Shortbow}}{{Duration=2 months}}'},
+ {name:'Shortbow-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'18',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:18, days:10, pick:!magic --mi-charges @{selected|token_id}|-1|Shortbow-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Shortbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Shortbow}}{{Duration=10 days}}'},
+ {name:'Shortbow-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'60',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:60, days:24, slots:2, pick:!magic --mi-charges @{selected|token_id}|-1|Shortbow-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Shortbow|Bow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Shortbow}}{{Duration=24 days}}'},
+ {name:'Shortsword-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:100, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Shortsword-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Shortsword|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Shortsword}}{{Duration=4 weeks}}'},
+ {name:'Shortsword-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'8',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:8, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Shortsword-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Shortsword|Crossbow|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Shortsword}}{{Duration=1 week}}'},
+ {name:'Shortsword-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'21',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:21, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Shortsword-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Shortsword|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Shortsword}}{{Duration=2 weeks}}'},
+ {name:'Sickle-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Sickle-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Sickle|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Sickle}}{{Duration=2 weeks}}'},
+ {name:'Sickle-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'0.2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:0.2, days:2, pick:!magic --mi-charges @{selected|token_id}|-1|Sickle-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Sickle|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Sickle}}{{Duration=2 days}}'},
+ {name:'Sickle-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'2',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:2, days:5, pick:!magic --mi-charges @{selected|token_id}|-1|Sickle-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Sickle|Short-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Sickle}}{{Duration=5 days}}'},
+ {name:'Single-Weapon-Style-Mastery',type:'services',ct:'0',charge:'charged',cost:'90',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:90, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Single-Weapon-Style-Mastery| \\amp#13;!cmd --set-prof MASTERY|Single Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Mastery-Training]{{}}%{MI-DB|Style-Mastery-Training}{{prefix=Single Weapon}}{{Duration=4 weeks}}{{hide1=Single-Weapon style means that the character wields a one-handed weapon in one hand and nothing in the other. Though in real life this type of weapon use is often at a disadvantage compared to many of the others, it\\\'s very popular in film and fiction . . . and so it has some virtue in the game.}}{{hide2=**Style Mastery**\nIf the character devotes an additional weapon proficiency to Style Mastery with Single-Weapon Style, he gets a +2 AC bonus when using any one-handed weapon (for which he has proficiency) in Single-Weapon Style. He doesn\'t get the bonus if he carries a shield or weapon in his off-hand. That\'s the limit, though: He cannot devote more than two proficiencies (for a total of +2 AC) with Single-Weapon Style.}}'},
+ {name:'Single-Weapon-Style-Proficiency',type:'services',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:10, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Single-Weapon-Style-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Single Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Training]{{}}%{MI-DB|Style-Training}{{prefix=Single Weapon}}{{Duration=1 week}}{{hide1=Single-Weapon style means that the character wields a one-handed weapon in one hand and nothing in the other. Though in real life this type of weapon use is often at a disadvantage compared to many of the others, it\\\'s very popular in film and fiction . . . and so it has some virtue in the game. The main advantages come with specialisation and mastery}}'},
+ {name:'Single-Weapon-Style-Specialist',type:'services',ct:'0',charge:'charged',cost:'30',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:30, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Single-Weapon-Style-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Single Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Specialist-Training]{{}}%{MI-DB|Style-Specialist-Training}{{prefix=Single Weapon}}{{Duration=2 weeks}}{{hide1=Single-Weapon style means that the character wields a one-handed weapon in one hand and nothing in the other. Though in real life this type of weapon use is often at a disadvantage compared to many of the others, it\\\'s very popular in film and fiction . . . and so it has some virtue in the game.}}{{hide2=**Style Specialization**\nIf the character devotes a weapon proficiency to Style Specialization with Single-Weapon Style, he gets a +1 AC bonus when using any one-handed weapon (for which he has proficiency) in Single-Weapon Style. He doesn\'t get the bonus if he carries a shield or weapon in his off-hand.}}'},
+ {name:'Sling-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'15',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:15, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Sling-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Sling|Slings|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Sling}}{{Duration=3 weeks}}'},
+ {name:'Sling-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:0.5, days:2, pick:!magic --mi-charges @{selected|token_id}|-1|Sling-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Sling|Slings|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Sling}}{{Duration=2 days}}'},
+ {name:'Sling-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'3',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:3, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Sling-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Sling|Slings|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Sling}}{{Duration=1 week}}'},
+ {name:'Spear-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'120',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:120, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Spear-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Spear|Spears|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Spear}}{{Duration=3 weeks}}'},
+ {name:'Spear-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:1, days:4, pick:!magic --mi-charges @{selected|token_id}|-1|Spear-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Spear|Spears|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Spear}}{{Duration=4 days}}'},
+ {name:'Spear-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'30',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:30, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Spear-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Spear|Spears|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Sling}}{{Duration=2 weeks}}'},
+ {name:'Specialist-Weapon-Training',type:'services|hide',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Specialist Weapon Training}}{{subtitle=Services}}MiscData=[w:Weapon Training]{{}}Specs=[Weapon Training,Services|Hide,1H,Training,Weapon-Training]{{}}%{MI-DB-Services|Training-Use}{{desc=Training in the use of a weapon by a weapon grand master to become a specialist. Cost does not include board \\amp lodging}}'},
+ {name:'Style-Mastery-Training',type:'services|hide',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mastery Fighting Style Training}}{{subtitle=Services}}MiscData=[w:Style Training,sp:0,qty:1,rc:charged]{{}}Specs=[Style Training,Services|Hide,1H,Training]{{}}%{MI-DB-Services|Training-Use}{{desc=Training in the use of a weapon fighting style by a weapon sensei to gain mastery in that style of fighting. Cost does not include board \\amp lodging}}'},
+ {name:'Style-Specialist-Training',type:'services|hide',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Specialist Fighting Style Training}}{{subtitle=Services}}MiscData=[w:Style Training,sp:0,qty:1,rc:charged]{{}}Specs=[Style Training,Services|Hide,1H,Training]{{}}%{MI-DB-Services|Training-Use}{{desc=Training in the use of a weapon fighting style by a weapon grand-master to become a specialist in that style of fighting. Cost does not include board \\amp lodging}}'},
+ {name:'Style-Training',type:'services|hide',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Fighting Style Training}}{{subtitle=Services}}MiscData=[w:Style Training,sp:0,qty:1,rc:charged]{{}}Specs=[Style Training,Services|Hide,1H,Training]{{}}%{MI-DB-Services|Training-Use}{{desc=Training in the use of a weapon fighting style by a weapon-master to become proficient in that style of fighting. Cost does not include board \\amp lodging}}'},
+ {name:'Thief-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class4^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Thief Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Thief-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d6}¦Thief\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Rogue-Training-Cost]{{}}%{MI-DB-Services|Rogue-Training-Cost}{{prefix=Thief}}'},
+ {name:'Thrown-Weapon-Style-Mastery',type:'services',ct:'0',charge:'charged',cost:'110',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:110, days:35, pick:!magic --mi-charges @{selected|token_id}|-1|Thrown-Weapon-Style-Mastery| \\amp#13;!cmd --set-prof MASTERY|Thrown Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Mastery-Training]{{}}%{MI-DB|Style-Mastery-Training}{{prefix=Thrown Weapon}}{{Duration=5 weeks}}{{hide1=Thrown Weapon Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of thrown weapons of all types, such as darts, daggers, warhammers and the like.}}{{hide2=**Style Mastery**\nYou can, by devoting two weapon proficiency slots to it, take a Style Mastery with Thrown Weapon Style. This enables you to increase range further (to 20 additional yards at each range), and drawing the next weapon becomes faster to enable them to get an additional attack each round. However, the melee attack does not improve should the weapon also be capable of melee combat}}'},
+ {name:'Thrown-Weapon-Style-Proficiency',type:'services',ct:'0',charge:'charged',cost:'15',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:15, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Thrown-Weapon-Style-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Thrown Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Training]{{}}%{MI-DB|Style-Training}{{prefix=Thrown Weapon}}{{Duration=1 week}}{{hide1=Thrown Weapon Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of thrown weapons of all types, such as darts, daggers, warhammers and the like.}}'},
+ {name:'Thrown-Weapon-Style-Specialist',type:'services',ct:'0',charge:'charged',cost:'40',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:40, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Thrown-Weapon-Style-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Thrown Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Specialist-Training]{{}}%{MI-DB|Style-Specialist-Training}{{prefix=Thrown Weapon}}{{Duration=2 weeks}}{{hide1=Thrown Weapon Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of thrown weapons of all types, such as darts, daggers, warhammers and the like.}}{{hide2=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Thrown Weapon Style. This enables you to extend your accuracy at range by 10 yards at each range, and improve the speed of the weapon by 1 segment. However, the melee attack does not improve should the weapon also be capable of melee combat}}'},
+ {name:'Training-Use',type:'',ct:'0',charge:'uncharged',cost:'0',body:'{{Use=Buy this item (or otherwise acquire it) and it will automatically train you in the way described. You can only get one, and acquiring it will automatically consume the item.}}'},
+ {name:'Transmuter-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Transmuter Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Transmuter-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Transmuter\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Transmuter}}'},
+ {name:'Trickster-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Trickster Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Trickster-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Trickster\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Trickster}}'},
+ {name:'Two-Handed-Sword-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'250',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:250, days:35, pick:!magic --mi-charges @{selected|token_id}|-1|Two-Handed-Sword-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Two-Handed Sword|Long-blade/Great-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Two Handed Sword}}{{Duration=6 weeks}}'},
+ {name:'Two-Handed-Sword-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Two-Handed-Sword-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Two-Handed Sword|Long-blade/Great-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Two Handed Sword}}{{Duration=2 weeks}}'},
+ {name:'Two-Handed-Sword-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'75',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:75, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Two-Handed-Sword-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Two-Handed Sword|Long-blade/Great-blade|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Two Handed Sword}}{{Duration=3 weeks}}'},
+ {name:'Two-Hander-Style-Proficiency',type:'services',ct:'0',charge:'charged',cost:'15',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:15, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Two-Hander-Style-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Two-Hander Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Training]{{}}%{MI-DB|Style-Training}{{prefix=Two-Handed Weapon}}{{Duration=1 week}}{{hide1=Two-Hander Style involves carrying and wielding a weapon with both hands. Naturally, many weapons (including polearms, the great axe, the two-handed sword, and others) require two-handed technique. Other weapons (such as bastard sword, javelin, and spear) have it as a listed option.}}'},
+ {name:'Two-Hander-Style-Specialist',type:'services',ct:'0',charge:'charged',cost:'40',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:40, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Two-Hander-Style-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Two-Hander Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Specialist-Training]{{}}%{MI-DB|Style-Specialist-Training}{{prefix=Two-Handed Weapon}}{{Duration=2 weeks}}{{hide1=Two-Hander Style involves carrying and wielding a weapon with both hands. Naturally, many weapons (including polearms, the great axe, the two-handed sword, and others) require two-handed technique. Other weapons (such as bastard sword, javelin, and spear) have it as a listed option.}}{{hide2=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Two-Hander Style. This gives you a very specific benefit: When you\'re using a weapon two-handed, that weapon\'s Speed Factor is reduced by 3. This is because when a fighter wields such a weapon with both hands on the hilt, he has more leverage on the blade and can move it faster: It teaches him how to use the weapon much faster and more aggressively than someone with less specialized training in the weapon.}}{{hide3=**One-Handed Weapons Used Two-Handed**\nSome players don\'t realize that many other one-handed weapons can also be used two-handed. If you specialize in Two-Hander Style and then use a one-handed weapon in two hands, you also get a bonus of +1 to damage. The one-handed weapons which can be used two-handed in this fashion include: Battle axe, Club, Footman\'s flail, Footman\'s pick, Horseman\'s flail, Horseman\'s mace, Horseman\'s pick, Morning star, Long sword, Warhammer.}}'},
+ {name:'Two-Weapon-Style-Proficiency',type:'services',ct:'0',charge:'charged',cost:'20',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:20, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Two-Weapon-Style-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Two Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Training]{{}}%{MI-DB|Style-Training}{{prefix=Two Weapon}}{{Duration=2 weeks}}{{hide1=With this popular style, the fighter has a weapon in each hand - usually a longer weapon in his good hand and a shorter one in his off-hand. Unless the character has Style Specialization in this style, the second (off-hand) weapon must be shorter than the primary weapon.}}'},
+ {name:'Two-Weapon-Style-Specialist',type:'services',ct:'0',charge:'charged',cost:'50',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:50, days:21, pick:!magic --mi-charges @{selected|token_id}|-1|Two-Weapon-Style-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Two Weapon Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Specialist-Training]{{}}%{MI-DB|Style-Specialist-Training}{{prefix=Two Weapon}}{{Duration=3 weeks}}{{hide1=With this popular style, the fighter has a weapon in each hand—usually a longer weapon in his good hand and a shorter one in his off-hand. With Style Specialization the second (off-hand) weapon can be the same length as the primary weapon.}}{{hide2=**Style Specialization**\nPlease read the "Attacking with Two Weapons" section from the Player\'s Handbook, page 96, before continuing.\nIf you devote a weapon proficiency slot to style specialization with Two-Weapon Style, you get two important benefits. First, your attack penalty drops; before, it was a -2 with your primary weapon and -4 with your secondary, but with Specialization in Two-Weapon Style it becomes 0 with your primary weapon and a -2 with your secondary weapon. (If you\'re already ambidextrous, that penalty is 0 with primary weapon and 0 with secondary weapon). Second, you\'re allowed to use weapons of the same length in each hand, so you can, for example, wield two long swords. When fighting with two-weapon technique, you can choose for both weapons to try the same maneuver (for example, two strikes, or two disarms), or can have each try a different maneuver (one strike and one parry, one pin and one strike). If the two maneuvers are to be different, each receives a –1 attack penalty. \nThough rangers don\'t suffer the off-hand penalties for two-weapons use, they do not get a bonus to attack rolls if they devote a weapon proficiency slot to Two-Weapon Style. They do get the other benefit, of being able to use weapons of equal length.}}'},
+ {name:'Warhammer-Training-Mastery',type:'services',ct:'0',charge:'charged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:150, days:28, pick:!magic --mi-charges @{selected|token_id}|-1|Warhammer-Training-Mastery| \\amp#13;!cmd --set-prof MASTERY|Warhammer|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Mastery-Weapon-Training]{{}}%{MI-DB|Mastery-Weapon-Training}{{prefix=Warhammer}}{{Duration=4 weeks}}'},
+ {name:'Warhammer-Training-Proficient',type:'services',ct:'0',charge:'charged',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:1, days:4, pick:!magic --mi-charges @{selected|token_id}|-1|Warhammer-Training-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Warhammer|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Weapon-Training]{{}}%{MI-DB|Weapon-Training}{{prefix=Warhammer}}{{Duration=4 days}}'},
+ {name:'Warhammer-Training-Specialist',type:'services',ct:'0',charge:'charged',cost:'15',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:15, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Warhammer-Training-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Warhammer|Clubs|silent|@{selected|token_id}]{{}}Specs=[Weapon Training,Services,1H,Training,Specialist-Weapon-Training]{{}}%{MI-DB|Specialist-Weapon-Training}{{prefix=Warhammer}}{{Duration=2 weeks}}'},
+ {name:'Warrior-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Warrior Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Warrior-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d10}¦Warrior\\rpar; to enter the hit points gained when leveling up.]{{}}Specs=[Level Training,Services,1H,Training,Warrior-Training-Cost]{{}}%{MI-DB-Services|Warrior-Training-Cost}{{prefix=Warrior}}'},
+ {name:'Warrior-Training-Cost',type:'services|hide',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class1^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:(100*^(1;^^level-class1^^)),days:(^^level-class1^^*7)]{{}}Specs=[Level Training,Services|Hide,1H,Training,Level-Training]{{}}%{MI-DB-Services|Level-Training}'},
+ {name:'Weapon-Training',type:'services|hide',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Weapon Training}}{{subtitle=Services}}MiscData=[w:Weapon Training,sp:0,qty:1,rc:charged]{{}}Specs=[Weapon Training,Services|Hide,1H,Training]{{}}%{MI-DB-Services|Training-Use}{{desc=Training in the use of a weapon by a weapon-master to become proficient. Cost does not include board \\amp lodging}}'},
+ {name:'Weapon-and-Shield-Style-Mastery',type:'services',ct:'0',charge:'charged',cost:'110',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:110, days:35, pick:!magic --mi-charges @{selected|token_id}|-1|Weapon-and-Shield-Style-Mastery| \\amp#13;!cmd --set-prof MASTERY|Weapon and Shield Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Mastery-Training]{{}}%{MI-DB|Style-Mastery-Training}{{prefix=Weapon \\amp Shield}}{{Duration=5 weeks}}{{hide1=This is the classic technique of using a one-handed weapon and carrying a shield on the other arm.}}{{hide2=**Style Specialization**\nIf you devote two proficiency slots to Weapon and Shield Style Specialization, the two weapon penalty drops to 0 with the weapon and -2 with the shield. (If you\'re ambidextrous, that penalty is 0 with weapon and 0 with shield).\nOn any round when you perform two maneuvers, you do not get the AC bonus for the shield for the rest of the round. If you swing your sword and perform a Shield-Punch in the same round, you do not get your shield\'s AC bonus if anyone attacks you later in the round.}}'},
+ {name:'Weapon-and-Shield-Style-Proficiency',type:'services',ct:'0',charge:'charged',cost:'15',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:15, days:7, pick:!magic --mi-charges @{selected|token_id}|-1|Weapon-and-Shield-Style-Proficient| \\amp#13;!cmd --set-prof PROFICIENT|Weapon and Shield Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Training]{{}}%{MI-DB|Style-Training}{{prefix=Weapon \\amp Shield}}{{Duration=1 week}}{{hide1=This is the classic technique of using a one-handed weapon and carrying a shield on the other arm.}}'},
+ {name:'Weapon-and-Shield-Style-Specialist',type:'services',ct:'0',charge:'charged',cost:'40',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:40, days:14, pick:!magic --mi-charges @{selected|token_id}|-1|Weapon-and-Shield-Style-Specialist| \\amp#13;!cmd --set-prof SPECIALIST|Weapon and Shield Style|Fighting Style|silent|@{selected|token_id}]{{}}Specs=[Style Training,Services,1H,Training,Style-Specialist-Training]{{}}%{MI-DB|Style-Specialist-Training}{{prefix=Weapon \\amp Shield}}{{Duration=2 weeks}}{{hide1=This is the classic technique of using a one-handed weapon and carrying a shield on the other arm.}}{{hide2=**Style Specialization**\nIf you devote a weapon proficiency slot to specialization in Weapon and Shield Style, you receive one extra attack per round . . . only when using a shield on the shield-hand, that is. You can use that extra attack only for the Shield-Punch and Parry maneuvers. As with the normal "Attacking with Two Weapons" rules (see the Player\'s Handbook, page 96), when striking with both hands in a single combat round, the character suffers a -2 to attack rolls with his weapon and a -4 to attack rolls with the Shield-Punch or Parry. (If you\'re ambidextrous, as described above under "Off-Hand Weapons Use," that\'s a -2 with weapon and -2 with shield.)\nOn any round when you perform two maneuvers, you do not get the AC bonus for the shield for the rest of the round. If you swing your sword and perform a Shield-Punch in the same round, you do not get your shield\'s AC bonus if anyone attacks you later in the round.}}'},
+ {name:'Wizard-Level-Training',type:'services',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[w:Wizard Level Training, pick:!magic --mi-charges @{selected|token_id}|-1|Wizard-Level-Training|\\amp#13;!magic --message c|@{selected|token_id}|Leveling Up|Click \\lbrak;Level Up\\rbrak;\\lpar;!magic ~~level-change @{selected|token_id}¦+1¦\\ques;{Constitution HP adjustment?¦0}+\\ques;{HP dice roll?¦1d4}¦Wizard\\rpar; to enter the hit points gained when leveling up]{{}}Specs=[Level Training,Services,1H,Training,Wizard-Training-Cost]{{}}%{MI-DB-Services|Wizard-Training-Cost}{{prefix=Wizard}}'},
+ {name:'Wizard-Training-Cost',type:'services|hide',ct:'0',charge:'charged',cost:'(100*^(1;^^level-class2^^))',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}MiscData=[gp:(100*^(1;^^level-class2^^)),days:(^^level-class2^^*7)]{{}}Specs=[Level Training,Services|Hide,1H,Training,Level-Training]{{}}%{MI-DB-Services|Level-Training}'},
+ ]},
+
+ MU_Spells_DB_L1:{bio:'Magic User Spell Database: Level 1 v8.06 04/07/2025
This database holds the definitions and API calls to enact Level 1 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API
Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.
Instructions
In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.',
+ gmnotes:'Change Log: v8.06 04/07/2025 Corrected buttons to support grey & make learer v8.05 26/04/2025 Corrected Confuse-Languages success message and command, and added timer status to Comprehend-Languages v8.04 26/01/2025 Updated for greyed-out buttons to work properly v8.03 17/01/2025 Fixed bugs in definition of Magic Missile v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table v8.01 09/04/2024 Split spells by level into separate databases for easier management. For earlier changes, see MU-Spells-DB-Item',
root:'MU-Spells-DB',
api:'magic',
type:'spells',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214',
- version:8.04,
+ avatar:'https://files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214',
+ version:8.06,
db:[{name:'Affect-Normal-Fires',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAffect Normal Fires\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Affect-Normal-Fires,MUspellL1,1H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=[[5*@{selected|mu-casting-level}]]ft.}}{{duration=[[2*@{selected|mu-casting-level}]]}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|[[5*@{selected|mu-casting-level}]]|20||cold)}}{{save=None}}{{reference=PHB p131}}SpellData=[w:Affect-Normal-Fires,lv:1,sp:1,gp:0,cs:VS]{{effects=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.}}{{hide1=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.}}'},
{name:'Alarm',type:'muspelll1',ct:'10',charge:'uncharged',cost:'0.3',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAlarm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Abjuration,Evocation}}Specs=[Alarm,MUspellL1,1H,Abjuration|Evocation]{{components=V, S, M}}{{time=[[10]]}}{{range=[[10]]yds}}{{duration=[[4+(@{selected|mu-casting-level}/2)]] hours}}{{aoe=[Up to 20ft cube](!rounds --aoe @{selected|token_id}|square|feet|30||20|dark)}}{{save=None}}{{reference=PHB p131}}SpellData=[w:Alarm,lv:1,sp:10,gp:0.3,cs:VSM]{{effects=When 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.}}{{hide1=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.}}{{materials=A tiny bell and a piece of very fine silver wire costing 3sp.}}'},
{name:'Armour',type:'muspelll1',ct:'10',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nArmour\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration/Summoning}}Specs=[Armour,MUspellL1,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[1]] Round}}{{range=Touch}}{{duration=Lasts until the target takes [[8+({10,@{selected|mu-casting-level}}kl1)]] points of damage}}{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p131}}{{use=[Armour yourself](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select recipient|token_id}|Armour|99|0|Armoured AC6 plus Dex bonus|bolt-shield)}}SpellData=[w:Armour,lv:1,sp:10,gp:10,cs:VSM]{{effects=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.}}{{hide1=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. (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.}}{{materials=A piece of finely cured leather blessed by a Cleric for a 10gp donation to the Temple which joins with the Wizards clothes}}'},
@@ -3732,8 +4186,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Chill-Touch',type:'innate-melee|muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nChill Touch\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Necromancy}}Specs=[Chill Touch,Innate-Melee|MUspellL1,1H,Necromancy],[Chill Touch,Innate-Melee|MUspellL1,1H,Necromancy],[Chill Touch,Innate-Melee|MUspellL1,1H,Necromancy]{{components=V, S}}ToHitData=[w:Chill Touch vs Character,+:0,sp:1,touch:0],[w:Chill Touch vs Creature,+:0,sp:1,touch:0,c:(3+@{selected|mu-casting-level})],[w:Chill Touch vs Undead,+:0,sp:1,touch:0]{{time=[[1]]}}dmgData=[w:Chill Touch vs Character,+:0,sm:1d4,L:1d4,cmd:!rounds --target single|@{selected|token_id}|`{target|Select Target|token_id}|Weakened by Chill_Chill Touch_@{selected|prev-round}|60|-1|Don\'t seem as strong as you were...|back-pain],[w:Chill Touch vs Creature,+:0,sm:1d4,L:1d4,cmd:!rounds --target single|@{selected|token_id}|`{target|Select Target|token_id}|Affected by Chill_Chill Touch_@{selected|prev-round}|60|-1|Don\'t seem as strong as you were...|back-pain],[w:Chill Touch vs Undead,+:0,sm:0,L:0,cmd:!rounds --target single|@{selected|token_id}|`{target|Select Target|token_id}|Flee from Chill_Chill Touch_@{selected|prev-round}|\\amp#91;[1d4+@{selected|mu-casting-level}]\\amp#93;|-1|Fleeing from a Chill Touch!|screaming,msg:The undead creature flees from the chill touch]{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}+3]] Rounds}}weapData=[on:\\api;rounds --target caster|@{selected|token_id}|Chill-Touch|\\lbrak;\\lbrak;@{selected|mu-casting-level}+3\\rbrak;\\rbrak;|-1|Has a Chill Touch draining 1 STR \\amp 1d4 HP|grab,off:\\api;rounds --removetargetstatus @{selected|token_id}|Chill-Touch|silent]{{aoe=Creatures Touched}}{{save=Negates}}{{reference=PHB p132}}{{damage=[[1]] STR plus [1d4](!\\amp#13;\\amp#47;r 1d4) }}{{use=Either cast the spell and take the spell in-hand when the dialog is automatically presented, or *Change Weapon* to the spell which will automatically cast it}}{{damagetype=Necrotic}}SpellData=[w:Chill-Touch,lv:1,sp:1,gp:0,cs:VS]{{effects=The caster\'s hand is enveloped by a cold blue glow which attacks the life force of any living creature which the wizard successfully touches. 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.}}{{hide1=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.}}'},
{name:'Chromatic-Orb',type:'innate-ranged|muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nChromatic Orb\nas a level @{selected|mu-casting-level} caster}}Specs=[Chromatic Orb,Innate-Ranged|MUspellL1,1H,Alteration|Evocation]{{splevel=Level 1 Wizard}}ToHitData=[w:Chromatic Orb,+:0,db:1,n:1,ch:20,cm:1,sz:T,ty:SPB,sp:1]{{school=Alteration,Evocation}}AmmoData=[w:White,st:Chromatic Orb,mulv:1],[w:Red,st:Chromatic Orb,mulv:2],[w:Orange,st:Chromatic Orb,mulv:3],[w:Yellow,st:Chromatic Orb,mulv:4],[w:Green,st:Chromatic Orb,mulv:5],[w:Turquoise,st:Chromatic Orb,mulv:6],[w:Blue,st:Chromatic Orb,mulv:7],[w:Violet,st:Chromatic Orb,mulv:8],[w:Black,st:Chromatic Orb,mulv:9]{{components=V,S,M}}RangeData=[t:Chromatic Orb,r:1/2/3]{{time=1}}RangeMods=[N:3,PB:3,S:3,M:2,L:1,F:-20]{{range=10/20/30 yds}}{{duration=Special}}{{aoe=One Creature}}{{save=Negates}}{{reference=Complete Wizard\'s Handbook}}SpellData=[w:Chromatic Orb,lv:1,sp:1,gp:0,cs:VSM]{{effects=A 4-inch-diameter coloured sphere appears in the caster\'s hand. The color indicates a different special power. Hurl the sphere at an opponent up to 30 yards away as a ranged weapon, with 10 yards away at +3 to hit, 11-20 yards away at +2 to hit, and 21-30 yards away at +1 to hit.\nA miss, or a successful save vs. spell means it has no effect. Otherwise, the color determines the damage inflicted and its special power. The caster can create a single orb of any color listed for his level or lower.}}{{hide1=\n***Light:*** the victim is surrounded by light to a radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.\n***Heat:*** intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.\n***Fire:*** ignites all combustible materials within 3 feet of the victim.\n***Blindness:*** causes the victim to become blind as per the spell. The effect lasts for 1 round/level of the caster.\n***Stinking cloud:*** the victim is in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.\n***Magnetism:*** has an effect only if the victim is wearing armor made from iron, which becomes magically magnetized for 3-12 (3d4) rounds. Iron objects within 3 ft will stick tight to the magnetized armor; only dispel magic or a similar spell can release the stuck items, released at the end of the spell\'s duration.\n***Paralysis:*** victim becomes paralyzed for 6-20 (2d8 + 4) rounds; save vs. paralyzation halves the number of rounds.\n***Petrification:*** turns the victim to stone. Save vs. petrification instead *slows* the victim (as per the spell) for 2-8 (2d4) rounds. \n***Death:*** the victim dies. Save vs death magic to avoid death and instead be *paralyzed* for 2-5 (1d4 +1) rounds.\n**Chromatic Orb Effects**\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Caster\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Colour of Orb Generated\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;HP Damage\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Special Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1st\\amplt;/th\\ampgt;\\amplt;td\\ampgt;White\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Light\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2nd\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Heat\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3rd\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Orange\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Yellow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Blindness\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;5th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stinking Cloud\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;6th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Turquoise\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Magnetism\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;7th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Paralysis\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;8th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Violet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*slow*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Petrification\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;9th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Black\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*paralysis*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Death\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials= The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp.}}{{use=Take the spell in-hand as a weapon using the ***Change Weapon menu***, and then attack with it which gives the choice of colour}}'},
{name:'Colour-Spray',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nColour Spray\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Colour Spray,MUspellL1,1H,Alteration]{{components=V,S,M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instant}}{{aoe=[1d6](!\\amp#13;\\amp#47;w gm \\amp#91;[1d6]\\amp#93; creatures affected) in a [5x20x20ft wedge](!rounds --aoe @{selected|token_id}|cone|feet|0|5|20|magic)}}{{save=Special}}{{Use=Select effect below}}{{reference=PHB p132}}SpellData=[w:Colour-Spray,lv:1,sp:1,gp:0.05,cs:VSM]{{effects=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](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who\'s less or equal to level @{selected|mu-casting-level}?|token_id}|Unconscious|\\amp#91;[2d4]\\amp#93;|-1|Knocked unconscious by a confusion of colours|broken-skull) for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard\'s level are [Blinded](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who\'s 1 or 2 levels more than @{selected|mu-casting-level}?|token_id}|Blinded|\\amp#91;[1d4]\\amp#93;|-1|Blinded by a confusion of colours|broken-skull) for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are [Stunned](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who\'s 3 or more levels higher than @{selected|mu-casting-level}?|token_id}|Stunned|1|-1|Stunned by a confusion of colours|broken-skull) (reeling and unable to think or act coherently) for one round.}}{{hide1=The wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from their 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.}}{{materials=A pinch each of powder or sand that is colored red, yellow, and blue, costing 5cp for the pigments}}'},
- {name:'Comprehend-Languages',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nComprehend Languages\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Comprehend Languages,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=1 speaking creature or written object}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Comprehend-Languages,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Caster is able to understand speaking creature or writing in another language once touched.}}{{hide1=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.}}{{materials=A pinch of soot and a few grains of salt, worth 1cp}} '},
- {name:'Confuse-Languages',type:'innate-melee|muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nConfuse Languages\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Confuse Languages,Innate-Melee|MUspellL1,1H,Alteration]{{components=V, S, M}}ToHitData=[w:Confuse Languages,sp:1,touch:1,r:5]{{time=[[1]] round}}DmgData=[w:Confuse Languages,msg:The victim cannot be understood: speaking in some odd dialect no-one has ever heard before,cmd:!rounds ~~target @{selected|token_id}|\\at;{target|Who talks in a confused language?|token_id}|Confused Language|\\lbrak;\\lbrak;5*@{selected|mu-casting-level}\\rbrak;\\rbrak;|-1|Talking in a confused language no-one understands|interdiction]{{range=Touch}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=1 speaking creature or written object}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Confuse-Languages,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Cancels *Comprehend Languages* or alternatively the caster is able to render a writing or a creature\'s speech incomprehensible.}}{{hide1=In either case, the wizard must touch the creature or the writing. Magical writing cannot be rendered incomprehensable in this way, other than at the GM\'s discretion to obscure that the writing is magical in nature. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells).}}{{materials=A pinch of soot and a few grains of salt, worth 1cp}} '},
+ {name:'Comprehend-Languages',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nComprehend Languages\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Comprehend Languages,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[5 x @{selected|mu-casting-level} Rounds](!rounds --target caster|@{selected|token_id}|Comprehending Languages|5*@{selected|mu-casting-level}|-1|Able to understand one touched creature or written text|stopwatch)}}{{aoe=1 speaking creature or written object}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Comprehend-Languages,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Caster is able to understand speaking creature or writing in another language once touched.}}{{hide1=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.}}{{materials=A pinch of soot and a few grains of salt, worth 1cp}} '},
+ {name:'Confuse-Languages',type:'innate-melee|muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nConfuse Languages\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Confuse Languages,Innate-Melee|MUspellL1,1H,Alteration]{{components=V, S, M}}ToHitData=[w:Confuse Languages,sp:1,touch:1,r:5]{{time=[[1]] round}}DmgData=[w:Confuse Languages,msg:The victim cannot be understood - speaking in some odd dialect no-one has ever heard before,cmd:!rounds ~~target single|@{selected|token_id}|\\at;{target|Who talks in a confused language?|token_id}|Confused Language|\\lbrak;\\lbrak;5*@{selected|mu-casting-level}\\rbrak;\\rbrak;|-1|Talking in a confused language no-one understands|interdiction]{{range=Touch}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=1 speaking creature or written object}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Confuse-Languages,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Cancels *Comprehend Languages* or alternatively the caster is able to render a writing or a creature\'s speech incomprehensible.}}{{hide1=In either case, the wizard must touch the creature or the writing. Magical writing cannot be rendered incomprehensable in this way, other than at the GM\'s discretion to obscure that the writing is magical in nature. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells).}}{{materials=A pinch of soot and a few grains of salt, worth 1cp}} '},
{name:'Dancing-Lights',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDancing Lights\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Dancing Lights,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=[[[40+(10*@{selected|mu-casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[40+(10*@{selected|mu-casting-level})]]||light|true)}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{Use=[Turn on the Lights](!rounds --target-nosave caster|@{selected|token_id}|Dancing-Lights|[[2*@{selected|mu-casting-level}]]|-1|Pretty Dancing Lights!|aura)}}{{reference=PHB p133}}SpellData=[w:Dancing-Lights,lv:1,sp:1,gp:0.5,cs:VSM]{{effects=Creates, at the wizard\'s option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire.}}{{hide1=The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the wizard. The spell cannot be used to cause blindness (see the 1st-level *light* spell), and it winks out if the range or duration is exceeded.}}{{materials=Either a bit of phosphorus or wychwood, or a glowworm, in either case costing 5sp to source.}}'},
{name:'Detect-Magic',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nDetect Magic\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination}}Specs=[Detect Magic,MUspellL1,1H,Divination]{{components=V, S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[2*@{selected|mu-casting-level}]] Rounds}}{{aoe=[10ft x 60ft long](!rounds --aoe @{selected|token_id}|bolt|feet|0|60|10|magic) in direction facing}}{{save=None}}{{Use=[Turn on magic radar](!rounds --target-nosave caster|@{selected|token_id}|Detect-Magic|[[2*@{selected|mu-casting-level}]]|-1|Detecting Magic|aura)}}{{reference=PHB p133}}SpellData=[w:Detect-Magic,lv:1,sp:1,gp:0,cs:VS]{{effects=Detect magic strength (dim/ faint/ moderate/ strong/ overwhelming) and [[[10*@{selected|mu-casting-level}]]](!\\amp#13;\\amp#47;r 1d100)% chance of determining type (alteration/ conjuration/ etc). Can scan [[60]] degree arc per round.}}{{hide1=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 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.}}'},
{name:'Detect-Undead',type:'muspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDetect Undead\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination,Necromancy}}Specs=[Detect Undead,MUspellL1,1H,Divination|Necromancy]{{components=V,S, M}}{{time=[[1]]round}}{{range=[[0]]}}{{duration=[[3]] turns}}{{aoe=[[[60+(10*@{selected|mu-casting-level})]]ft. x 10ft.](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[60+\\amp#40;10*@{selected|mu-casting-level}\\amp#41;]]|10|acid)}}{{save=None}}{{reference=PHB p133}}{{Use=[Undead Detector](!rounds --target-nosave caster|@{selected|token_id}|Detect-Undead|30|-1|Can detect undead in direction facing if stand still for 1 round|death-zone)}}SpellData=[w:Detect-Undead,lv:1,sp:10,gp:0,cs:VSM]{{effects=Detect all undead creatures out to the limit of the spell. Scanning a direction requires one round, and the caster must be motionless.}}{{hide1=The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.}}{{materials=A bit of earth from a grave (free)}}'},
@@ -3746,7 +4200,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Grease',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nGrease\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration}}Specs=[Grease,MUspellL1,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[1]]}}{{range=[[10]]yds}}{{duration=[[3+@{selected|mu-casting-level}]] Rounds}}{{aoe=[10ft by 10ft](!rounds --aoe @{selected|token_id}|square|feet|30|10|10|acid)}}{{save=Reach safe ground by end of round}}{{reference=PHB p135}}SpellData=[w:Grease,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Save vs. spell or slip skid and fall.}}{{hide1=Covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall. Those who successfully save can reach the nearest nongreased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured! The spell can also be used to create a greasy coating on an item--a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance; otherwise, it lasts for three rounds plus one round per level.}}{{materials=A bit of pork fat or butter, costing 1cp}}{{Use=Display the *area of effect* using the button, and make saving throws vs. spell for each creature in the area. Move those who save outside of the area and those who fail leave inside}}'},
{name:'Hold-Portal',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHold Portal\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Hold Portal,MUspellL1,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=[[20*@{selected|mu-casting-level}]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[[20*@{selected|mu-casting-level}]] sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|[[60*@{selected|mu-casting-level}]]|||dark)}}{{save=None}}{{reference=PHB p135}}SpellData=[w:Hold-Portal,lv:1,sp:1,gp:0,cs:V]{{effects=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.}}{{hide1=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.}}'},
{name:'Hypnotism',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHypnotism\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}Specs=[Hypnotism,MUspellL1,1H,Enchantment-Charm]{{components=V,S}}{{time=[[1]]}}{{range=5 yds}}{{duration=[[1+@{selected|mu-casting-level}]] rounds}}{{aoe=[30ft.cube](!rounds --aoe @{selected|token_id}|square|feet|15|30||magic)}}{{save=Negates}}{{reference=PHB p135}}{{Use=[Look deep into my eyes](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who gets hypnotised?|token_id}|Hypnosis|[[1+@{selected|mu-casting-level}]]|-1|Following a suggestion under Hypnosis|chained-heart|svspe\\clon;gm{What adjustment to saving throw does \\amp#64;{target|Who gets hypnotised?|token_name} have?/Exceptionally wary or hostile,+3/Very wary or hostile,+2/Wary or hostile,+1/Meets caster\'s gaze,-2})}}SpellData=[w:Hypnotism,lv:1,sp:1,gp:0,cs:VS]{{effects=Cause [1d6](!\\amp#13;\\amp#47;r 1d6) creatures within the area to become susceptible to a suggestion--a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell).}}{{hide1=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.}}'},
- {name:'Identify',type:'muspelll1',ct:'100',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIdentify\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination}}Specs=[Identify,MUspellL1,1H,Divination]{{components=V, S, M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[1*@{selected|mu-casting-level}]] rounds}}{{aoe=[[@{selected|mu-casting-level}]] items}}{{save=None}}{{reference=PHB p135}}SpellData=[w:Identify,lv:1,sp:100,gp:100,cs:VSM]{{effects=Can Identify a total of [[@{selected|mu-casting-level}]] items or attributes - 1 per round. Touch item to attempt to Identify it which might activate any curse (DMs discretion or item description). DM rolls d100. Chance of learning information is [[[{(10*@{selected|mu-casting-level}),90}kl1]]](!\\amp#13;\\amp#47;gmroll 1d100)%. Any roll of 96-00 indicates a false reading, and any failure ends the Identify spell even if Duration has not expired.}}{{materials=A pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. Adding powdered luckstone means exact bonuses / charges can be determined, and functions learned from a single reading. Certain properties of an artifact or relic might also be learned.}}{{hide1=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.\nThe 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. 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).\nIf 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.\nThe 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.\nAfter 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).}}'},
+ {name:'Identify',type:'muspelll1',ct:'100',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIdentify\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination}}Specs=[Identify,MUspellL1,1H,Divination]{{components=V, S, M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[1*@{selected|mu-casting-level}]] rounds}}{{aoe=[[@{selected|mu-casting-level}]] items}}{{save=None}}{{reference=PHB p135}}SpellData=[w:Identify,lv:1,sp:100,gp:100,cs:VSM]{{effects=Can Identify a total of [[@{selected|mu-casting-level}]] items or attributes - 1 per round. Touch item to attempt to Identify it which might activate any curse (DMs discretion or item description). DM rolls d100. Chance of learning information is [[[{(10*@{selected|mu-casting-level}),90}kl1]] %](!\\amp#13;\\amp#47;gmroll 1d100). Any roll of 96-00 indicates a false reading, and any failure ends the Identify spell even if Duration has not expired.}}{{materials=A pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. Adding powdered luckstone means exact bonuses / charges can be determined, and functions learned from a single reading. Certain properties of an artifact or relic might also be learned.}}{{hide1=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.\nThe 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. 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).\nIf 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.\nThe 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.\nAfter 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).}}'},
{name:'Jump',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nJump\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Jump,MUspellL1,1H,Alteration]{{components=V,S, M}}{{time=[[1]]}}{{range=Touch}}{{duration=1d3+@{selected|mu-casting-level} rounds}}{{aoe=Creature touched}}{{save=None}}{{Use=[Jump High](!rounds --target-nosave caster|@{selected|token_id}|Jump|\\amp#91;[1d3+@{selected|mu-casting-level}]\\amp#93;|-1|Can jump 30ft forward or 10ft back|tread)}}{{reference=PHB p135}}SpellData=[w:Jump,lv:1,sp:1,gp:0,cs:VSM]{{effects=Empowered to leap up to [[30]] feet forward or straight upward or [[10]] feet backward once per round for the duration of the spell. Horizontal leaps forward or backward have only a slight arc--about 2 feet per 10 feet of distance traveled. The jump spell does not ensure safety in landing or grasping at the end of the leap.}}{{materials=A grasshopper\'s hind leg, to be broken by the caster when the spell is cast (free)}}'},
{name:'Light',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLight\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Light,MUspellL1,1H,Alteration]{{components=V, M}}{{time=[[1]]}}{{range=[[60]] yards}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[Cast on Area 20 ft radius](!rounds --aoe @{selected|token_id}|circle|feet|120|40||light| --target-nosave caster|@{selected|token_id}|Light-duration|[[@{selected|mu-casting-level}*10]]|-1|Counting down light duration|stopwatch)}}{{save=Special}}{{reference=PHB p136}}{{damage=[Cast on eyes](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Light|[[10*@{selected|mu-casting-level}]]|-1|Blinded by Light in eyes|bleeding-eye|svspe\\clon;+0)}}SpellData=[w:Light,lv:1,sp:1,gp:0.1,cs:VM]{{effects=Creates a luminous glow, equal to torchlight, within a fixed radius of the spell\'s center. If cast on a creature, successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, otherwise creature is blinded}}{{hide1=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.\nThe 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).\nLight 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.}}{{materials=A firefly or a piece of phosphorescent moss. Cost 1sp}}'},
{name:'Magic-Missile',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMagic Missile\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{range=[[[({10,@{selected|mu-casting-level} }kl1)*10+60]] feet](!rounds --aoe @{selected|token_id}|circle|feet|0|[[( ({10,@{selected|mu-casting-level}}kl1)*20)+120]]||lightning|true)}}{{school=Evocation/Invocation}}Specs=[Magic Missile,MUspellL1,1H,Evocation]{{components=V, S}}{{time=[[1]]}}{{duration=Instant}}{{aoe=Targeted Creature(s)}}{{save=None}}{{reference=PHB p136}}{{damage=[1d4+1](!\\amp#13;\\amp#47;r 1d4+1) per missile\n[All missiles](!\\amp#13;\\amp#47;r [[ceil([[{9, @{selected|mu-casting-level}}kl1]]/2)]]d4+[[ceil([[{9, @{selected|mu-casting-level}}kl1]]/2)]]) \n}}SpellData=[w:Magic-Missile,lv:1,sp:1,gp:0,cs:VS]{{effects=Fires [[ceil(({9, @{selected|mu-casting-level}}kl1)/2)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it\'s target causing damage as indicated above.}}{{hide1=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\nof damage.\nFor 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. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.}}'},
@@ -4130,19 +4584,19 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Weird',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWeird\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Illusion-Phantasm}}Specs=[Weird,MUspellL9,1H,Illusion-Phantasm]{{components=V,S}}{{time=9}}{{range=[[30]] yards}}{{duration=Concentration}}{{aoe=[20ft radius](!rounds --aoe @{selected|token_id}|circle|feet|90|40||magic)}}{{save=Special}}{{reference=PHB p197}}SpellData=[w:Weird,lv:9,sp:9,gp:0,cs:VS]{{effects=Confronts those affected by it with phantasmal images of their most feared enemies, forcing an imaginary combat that seems real, but actually occurs in the blink of an eye.}}{{hide1=When this spell is cast, the wizard must be able to converse with the victims to bring the spell into being. During the casting, the wizard must call out to the creatures to be affected, informing one or all that their final fate, indeed their doom, is now upon\nthem. \nThe force of the magic is such that even if the creatures make their saving throws vs. spell, fear will paralyze them for a full round, and they will lose 1d4 Strength points from this fear (the lost Strength will return in one turn). Failure to save vs. spell causes the creature or creatures to face their nemeses, the opponents most feared and inimical to them. Actual combat must then take place, for no magical means of escape is possible. The foe fought is real for all intents and purposes; affected creatures that lose will die. If a creature\'s phantasmal nemesis from the *weird* spell is slain, the creature emerges with no damage, no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The creature also gains any experience for defeating the weird, if applicable.\nAlthough each round of combat seems normal, it takes only one-tenth of a round. During the course of the spell, the caster must concentrate fully upon maintaining it. If the combat goes beyond 10 rounds, those who saved against the spell can take action. If the caster is disturbed, the *weird* spell ends immediately. Creatures attacked while paralyzed with fear are free of the paralysis immediately.}}'},
{name:'Wish',type:'muspelll9',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWish\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Conjuration-Summoning}}Specs=[Wish,MUspellL9,0H,Conjuration-Summoning]{{components=V}}{{time=Special}}{{range=Unlimited}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{reference=PHB p197}}SpellData=[w:Wish,lv:9,sp:1,gp:0,cs:V]{{effects=The *wish* spell is a more potent version of a *limited wish*. If it is used to alter reality with respect to damage sustained by a party, to bring a dead creature to life, or to escape from a difficult situation by lifting the spellcaster (and his party) from one place to another, it will not cause the wizard any disability.}}{{hide1=Other forms of wishes, however, cause the spellcaster to weaken (-3 on Strength) and require 2d4 days of bed rest due to the stresses the wish places upon time, space, and his body. Regardless of what is wished for, the exact terminology of the wish spell is likely to be carried out. Casting a wish spell ages the caster five years.\nDiscretionary power of the DM is necessary in order to maintain game balance. For example, wishing another creature dead is grossly unfair; the DM might well advance the spellcaster to a future period in which the creature is no longer alive, effectively putting the wishing character out of the campaign.}}'},
]},
- MU_Spells_DB_Item:{bio:'Magic User Spell Database v8.03 26/01/2025
This database holds the definitions and API calls to enact Wizard Spells for magic items. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API
Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.
Instructions
In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.',
- gmnotes:'Change Log: v8.03 26/01/2025 Updated for greyed-out buttons to work properly v8.02 22/12/2024 Updated Thac0 references to use unadjusted base value v8.01 09/04/2024 Split the database by level. See MU-Spells-DB-L# where # is 1 to 9 v7.04 04/04/2024 Started adding full text to spells with "see more..." button v7.02-3 23/02/2024 Updated Vampiric Touch & Bigby\'s Clenched Fist as weaponised spells v7.01 31/10/2023 Changed casting-level to mu-casting-level throughout v6.05 25/09/2023 Fixed error with Protection from Good 10ft radius v6.04 20/07/2023 Added itemSpells for the Necklace of Missiles fireball globes v6.03 07/07/2023 Weaponised all offensive touch and ranged spells v6.02 16/10/2022 Added Chromatic Orb using "weaponised spell" functions v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.91 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.8 17/03/2022 Corrected some spell descriptions and targeting messages v5.6 01/01/2022 Added all remaining spells from the PHB v5.1 - 5.5 Skipped to even up version numbers v5.0 31/10/2021 Encoded using machine readable data to support API databases v4.4 16/10/2021 Added Area of Effect display v4.3.1 03/09/2021 Added spells for WPM The Undiscovered Caverns v4.3 02/09/2021 Added all 1st & 2nd level spells v4.2.1 01/05/2021 Extensive bug checking & fixing v4.2 26/03/2021 Implemented spell targeting using the MagicMaster API v4.1.7 14/02/2021 Changed all !setattr --sel parameters to be --charid instead, so they can work more easily with the MagicMaster API. v4.1.6 27/01/2021 Added Blur as a spell v4.1.5 22/01/2021 Added a button to Magic Missile spell to fire all missiles at one target v4.1.4 19/01/2021 Added spells gained by MUs in both low level and high level campaigns v4.1.3 17/12/2020 Updated several spells with duration statuses and effects (for Dr Lexicon) v4.1.2 30/11/2020 Added spells for Steve L.\'s ported characters in low level campaign v4.1.1 22/11/2020 Added spell effect marker to Detect-Magic, and corrected some minor typos v4.1 16/11/2020 Split the spells database from the Macro Library processing to reduce the size of the library which might have been triggering randomisation of the macro sort order v4.0.1 07/11/2020 Copy in fix v3.5.4 v4.0 29/10/2020 v4 has cost of material components as per v3.4 turned on (v3 has them turned off) v3.5.4 07/11/2020 Fixed bug with setting common variables for casting level & name v3.5.3 29/10/2020 Fixed bug with Initialising sheet variables v3.5.2 20/10/2020 Added Slow as a spell v3.5.1 12/10/2020 Updated Long Rests to set ammo maximums to ammo remaining, to reflect that any not recovered when you rest are lost v3.5 06/10/2020 Linked Long Rests with the Campaign Calendar, and prevented Long Rests until the DM does the "End of Day" procedure to charge daily costs. v3.4.1 29/09/2020 Bug fix to allow older character sheets to use Short & Long Rests without errors. v3.4 24/09/2020 Added costs of materials as \'max\' value of CT- spell entries, then deduct from gold when cast. v3.3 18/09/2020 Changed to normally cast at spell-casters level, and allow separate change to level if needed. Constructed so casting level and caster\'s name can be set separately v3.2.1 16/09/2020 Tweaked for Lost & Found campaign v3.2 05/09/2020 Updated all the marker effect names to cater for the new Effect functionality, and allow multiple overlapping spell effects to work properly v3.1 28/08/2020 Added spells for White Plume Mountain. Also added the ability to [Review] spells from spells known/granted to the character before Memorising them. v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues. v2.8 23/08/2020 Updated all spells after Simon\'s The Desecrated Temple campaign to reflect level increases, and to ensure all were internally consistent. v2.7 17/08/2020 Saving throw buttons were missing their \'!\', and so did not even appear! Fixed v2.6 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred. v2.5 06/08/2020 Coordinated and updated all spell effect markers across all MIs and Spell libraries. v2.4 03/08/2020 Added the MU-Spells-menu macro to provide a succinct menu to access MU-Spell functions. v2.3 31/07/2020 Added the use of token markers to indicate spell effects and durations v2.2 16/07/2020 Added multiple spell use macros to cater for current spell knowledge in SB\'s Desecrated Temple party v2.1 12/07/2020 Updated and corrected bugs in the Cast-spell, Memorise-Ln-spells, Reset-spells and Blank-Spellbook macros v2.0 Conversion of all spells to use default Roll Templates, with API Buttons for relevant dice rolls. Addition of the Spellbook macro, and the capability to have a list of known spells from which spells for the day can be memorised. v1.0 Initial release',
+ MU_Spells_DB_Item:{bio:'Magic User Spell Database v8.04 24/08/2025
This database holds the definitions and API calls to enact Wizard Spells for magic items. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API
Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.
Instructions
In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.',
+ gmnotes:'Change Log: v8.04 24/08/2025 Hidden Item spells from spell lists v8.03 26/01/2025 Updated for greyed-out buttons to work properly v8.02 22/12/2024 Updated Thac0 references to use unadjusted base value v8.01 09/04/2024 Split the database by level. See MU-Spells-DB-L# where # is 1 to 9 v7.04 04/04/2024 Started adding full text to spells with "see more..." button v7.02-3 23/02/2024 Updated Vampiric Touch & Bigby\'s Clenched Fist as weaponised spells v7.01 31/10/2023 Changed casting-level to mu-casting-level throughout v6.05 25/09/2023 Fixed error with Protection from Good 10ft radius v6.04 20/07/2023 Added itemSpells for the Necklace of Missiles fireball globes v6.03 07/07/2023 Weaponised all offensive touch and ranged spells v6.02 16/10/2022 Added Chromatic Orb using "weaponised spell" functions v6.01 25/09/2022 Moved to RPGM Library and updated templates v5.91 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.8 17/03/2022 Corrected some spell descriptions and targeting messages v5.6 01/01/2022 Added all remaining spells from the PHB v5.1 - 5.5 Skipped to even up version numbers v5.0 31/10/2021 Encoded using machine readable data to support API databases See Github for earlier log',
root:'MU-Spells-DB',
api:'magic',
type:'spells',
- avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214',
- version:8.03,
+ avatar:'https://files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214',
+ version:8.04,
db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{selected|token_name} suddenly realises he has another unfilled page in his spellbook!'},
- {name:'Large-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Large Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Large Globe,sp:3,lv:3]{{}}'},
- {name:'Largest-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFireball\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Evocation}}Specs=[Largest Globe,ItemSpell,1H,Evocation]{{components=V, S, M}}{{time=[[3]]}}{{range=[[10+(10*{11,@{selected|mu-casting-level}}kl1)]]yds}}{{duration=Instantaneous}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|[[3*(10+(10*{11,@{selected|mu-casting-level}}kl1))]]|40||fire)}}{{save=Half damage}}{{reference=PHB p149}}{{damage=[[[{11, @{selected|mu-casting-level}}kl1]]d6](!\\amp#13;\\amp#47;r [[{11, @{selected|mu-casting-level}}kl1]]d6)}}{{damagetype=Fire}}SpellData=[w:Largest Globe,sp:3,lv:3]{{effects=A streak flashes from the @{selected|token_name}\'s finger and blossoms into a fireball. 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.}}'},
- {name:'Medium-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Medium Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Medium Globe,sp:3,lv:3]{{}}'},
- {name:'Small-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Small Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Small Globe,sp:3,lv:3]{{}}'},
- {name:'Tiny-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Tiny Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Tiny Globe,sp:3,lv:3]{{}}'},
+ {name:'Large-Globe',type:'itemspell|hide',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Large Globe,ItemSpell|Hide,1H,Evocation]{{}}SpellData=[w:Large Globe,sp:3,lv:3]{{}}'},
+ {name:'Largest-Globe',type:'itemspell|hide',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFireball\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Evocation}}Specs=[Largest Globe,ItemSpell|Hide,1H,Evocation]{{components=V, S, M}}{{time=[[3]]}}{{range=[[10+(10*{11,@{selected|mu-casting-level}}kl1)]]yds}}{{duration=Instantaneous}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|[[3*(10+(10*{11,@{selected|mu-casting-level}}kl1))]]|40||fire)}}{{save=Half damage}}{{reference=PHB p149}}{{damage=[[[{11, @{selected|mu-casting-level}}kl1]]d6](!\\amp#13;\\amp#47;r [[{11, @{selected|mu-casting-level}}kl1]]d6)}}{{damagetype=Fire}}SpellData=[w:Largest Globe,sp:3,lv:3]{{effects=A streak flashes from the @{selected|token_name}\'s finger and blossoms into a fireball. 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.}}'},
+ {name:'Medium-Globe',type:'itemspell|hide',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Medium Globe,ItemSpell|Hide,1H,Evocation]{{}}SpellData=[w:Medium Globe,sp:3,lv:3]{{}}'},
+ {name:'Small-Globe',type:'itemspell|hide',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Small Globe,ItemSpell|Hide,1H,Evocation]{{}}SpellData=[w:Small Globe,sp:3,lv:3]{{}}'},
+ {name:'Tiny-Globe',type:'itemspell|hide',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Tiny Globe,ItemSpell|Hide,1H,Evocation]{{}}SpellData=[w:Tiny Globe,sp:3,lv:3]{{}}'},
{name:'To-hit-Ice-knife',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|character_name} hits AC [[( [[0]]-[[1d20]]+([[@{selected|thac0-base}]]))]] with Ice Knife**\n/w "@{selected|character_name}" [Do 1d10 Damage](!\\amp#13;\\amp#47;r 1d10 HP damage from the Ice Knife)'},
{name:'To-hit-Melfs-Acid-Arrow',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|character_name} hits AC [[( [[0]] - [[1d20]] + ([[21-@{selected|level-class2}]]) )]] with his Melf\'s Acid Arrow.**\n/w "@{selected|character_name}" [Do Damage](!\\amp#13;\\amp#47;r 2d4)'},
{name:'To-hit-Melfs-Minute-Meteors',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|character_name} hits AC [[( [[0]]-[[1d20]]+(([[@{selected|bar2}]])-2 ))]] with Melf\'s Minute Meteors**\n/w "@{selected|character_name}" [Do 1d4 Damage](!\\amp#13;\\amp#47;r 1d4 HP damage from the meteor)'},
@@ -4436,14 +4890,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Wind-Walk',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWind Walk\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration}}{{sphere=Elemental (Air)}}Specs=[Wind Walk,PRspellL7,1H,Alteration]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] round}}{{duration=[1 hour/level](!rounds --target caster|@{selected|token_id}|Wind-Walk|99|0|Wind walking - only hit by magic or magical weaponry|fluffy-wing --target area|@{selected|token_id}|\\amp#64;{target|Who is Wind Walking with the caster?|token_id}|Wind-Walk|99|0|Wind walking - only hit by magic or magical weaponry|fluffy-wing)}}{{aoe=Caster + 1 person/8 levels}}{{save=None}}{{reference=PHB p236}}SpellData=[w:Wind Walk,lv:7,sp:10,gp:0.1,cs:VSM,sph:Elemental-Air]{{effects=This spell enables the priest (and possibly one or two other persons) to alter the substance of his body to a cloudlike vapor. A magical wind then wafts the priest along at a movement rate of 60, or as slow as 6, as the spellcaster wills.}}{{hide1=The wind walk spell lasts as long as the priest desires, up to a maximum duration of six turns (one hour) per experience level of the caster. For every eight levels of experience the priest has attained, up to 24, he is able to touch another person and carry that person, or those persons, along on the wind walk. Persons wind walking are not invisible, but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, etc. The priest can regain his physical form as desired, each change to and from vaporous form requiring five rounds. While in vaporous form, the priest and companions are hit only by magic or magical weaponry, though they may be subject to high winds at the DM\'s discretion. No spellcasting is possible in vaporous form.}}{{materials=Fire and holy water.}}'},
{name:'Wither',type:'innate-melee|prspelll7',ct:'1',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWither\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Wither,Innate-Melee|PRspellL7,1H,Necromancy]{{components=V,S,M}}{{range=Touch attack}}{{time=[[1]] round}}{{duration=Permanent}}{{aoe=Creature Touched}}ToHitData=[w:Wither,sp:1,sb:0,ty:SPB,r:5,touch:1,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s member will wither?\\vbar;token_id}\\vbar;Wither\\vbar;\\amp#91;\\lbrak;10*2d4\\rbrak;\\amp#93;\\vbar;-1\\vbar;Touched limb / member / organ is withering and turning to dust\\vbar;back-pain\\rpar;]{{save=None}}DmgData=[w:Wither,sb:0,SM:0,L:0,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s member will wither?\\vbar;token_id}\\vbar;Wither\\vbar;\\amp#91;\\lbrak;10*2d4\\rbrak;\\amp#93;\\vbar;-1\\vbar;Touched limb / member / organ is withering and turning to dust\\vbar;back-pain\\rpar;]{{reference=PHB p234}}SpellData=[w:Wither,lv:7,sp:1,gp:0.1,cs:VSM,sph:Necromantic]{{Use=Take the spell in-hand using *Attk Menu \\gt Change Weapon* or when casting, and attack with it. Called shots attract penalties to hit.}}{{effects=Causes the member or organ touched to cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.}}{{materials=A prayer device and unholy water}}'},
]},
- Powers_DB: {bio:'Powers Database v7.08 10/04/2025
This database holds the definitions and API calls to enact Character, NPC & Monster Powers. Powers can be memorised and, unlike spells, can be specified for use more than once a day or even at will. If all daily uses are used, they can be refreshed on a long rest (short rests have no effect). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API
Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.
Instructions
In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.',
- gmnotes:'Change Log: v7.08 10/04/2025 Added powers for lycanthrope shape change and summoning giant rats v7.07 26/01/2025 Updated for greyed-out buttons to work properly v7.06 12/07/2024 Updated to use new mods tables v7.04 31/03/2024 Added final few powers for last magic items from DMG v7.03 08/03/2024 Added power for Scarab of Protection Absorb Level Drain v7.02 04/02/2024 Added more powers for new weapons v7.01 01/11/2023 Changed way casting-level of powers is specified v6.30 29/09/2023 Added powers for Chromatic & Metalic Dragons, & Hell Hound breath v6.29 20/07/2023 Added powers for Jewels and Necklaces v6.28 07/07/2023 Added powers for Djinn & Rakshasa, and the Symbol spell v6.27 08/06/2023 Corrected Staff of Curing: Cure Blindness as a power v6.26 21/05/2023 One new power associated with the Helm of Teleportation v6.25 30/04/2023 Added powers to support added miscellaneous items v6.24 31/01/2023 Added powers to support new magic items v6.17-22 16/12/2022 Additional powers to support Creatures database v6.16 25/11/2022 Added powers to support the Creatures database v6.15 14/11/2022 Added Race powers in support of the Race Database. v6.11 12/10/2022 Added Detect Illusions v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.03 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.02 23/06/2022 Added powers for Shaman v6.01 11/05/2022 Added powers for the Priest-of-the-Sea standard Priest class v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.8 23/02/2022 Added a number of Powers from *The Complete Priest\'s Handbook v5.7 04/02/2022 Added "End Effect" buttons to "Rage" power v5.6 01/01/2022 Updated to common release version v5.4 - 5.5 Skipped to even up version numbers v5.3 07/12/2021 Added turning dice roll to *Turn Undead* power v5.2 29/11/2021 Swapped PR-Light to Light-PR for more intuitive listing, and did same for similar powers v5.1 31/10/2021 Added Powers for monsters from "The Undiscovered Caverns" v5.0 31/10/2021 Encoded using machine readable data to support API databases v4.6.5 04/09/2021 Added powers for WPM Undiscovered Caverns v4.6.4 15/07/2021 Expanded Manticore Tail Spikes to not need character sheet macros v4.6.3 11/06/2021 Added powers for Ghosts of Saltmarsh v4.6.2 01/05/2021 Extensive bug checking & fixing v4.6.1 14/04/2021 Added Spiritual Hammer and Prayer as powers for a Priest of War v4.6 28/03/2021 Edited all macros to use the MagicMaster API for targeting and charges v4.5.3 26/03/2021 Added regeneration every turn capability to Regenerate power (in addition to ability for each use of the power). v4.5.2 14/03/2021 Changed cost for using Command power to 0GP v4.5.1 09/03/2021 Added the missing \'ct--\' required for removing Powers to set the speed & cost for a \'-\' v4.5 27/02/2021 Changed calls to @{Powers|Use-Another-Charge} to use the MagicMaster API call instead v4.4.4 14/02/2021 Changed all !setattr --sel parameters to be --charid instead, so they can work more easily with the MagicMaster API. v4.4.3 04/02/2021 Added fear power for mummies, and corrected some targeting bugs v4.4.2 19/01/2021 Added Priest of Life class spells as powers. v4.4.1 17/12/2020 Added in missing Spectral Hand power v4.4 22/11/2020 Separated out mu-casting-level and pr-casting-level (casting-level also retained for backwards compatibility). This is needed as casters with dual MU/PR class may cast some powers at different levels. v4.3 17/11/2020 Split off the mechanics of the Powers execution into the Powers library. leaving the Power description macros here. v4.2 09/11/2020 Added special menus for adding and managing Magic Item powers v4.1 01/11/2020 Added NWP Healing as a power: requires the new feature of multiple use decrementing the power uses. v4.0 29/10/2020 Same as v3.4.1 just aligning version numbers with v4 macro library release v3.4.1 29/10/2020 Fixed bug with initialising sheet variables v3.4 20/10/2020 Updated to support Lost & Found campaign v3.3.1 12/10/2020 Updated Long Rests to set ammo maximums to ammo remaining, to reflect that any not recovered when you rest are lost v3.3 06/10/2020 Added thieving abilities as powers (mainly to add markers), linked Long Rests to the DMs "End of Day" routine, and added a rest selection for non-spell users that restores Powers & recharging MIs v3.2 22/09/2020 Updated to use new lag detection and selection control mechanisms v3.1 03/09/2020 Added all powers for Arc and Hubert v3.0 01/09/2020 Initial Release v1-v2 Skipped these versions to bring in line with release numbers for other macro libraries v0.1 26/08/2020 Initial Creation',
+ Powers_DB: {bio:'Powers Database v7.09 10/06/2025
This database holds the definitions and API calls to enact Character, NPC & Monster Powers. Powers can be memorised and, unlike spells, can be specified for use more than once a day or even at will. If all daily uses are used, they can be refreshed on a long rest (short rests have no effect). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API
Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.
Instructions
In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.',
+ gmnotes:'Change Log: v7.09 10/06/2025 Added powers for Harpies and other new creatures v7.08 10/04/2025 Added powers for lycanthrope shape change and summoning giant rats, and other powers for new creatures v7.07 26/01/2025 Updated for greyed-out buttons to work properly v7.06 12/07/2024 Updated to use new mods tables v7.04 31/03/2024 Added final few powers for last magic items from DMG v7.03 08/03/2024 Added power for Scarab of Protection Absorb Level Drain v7.02 04/02/2024 Added more powers for new weapons v7.01 01/11/2023 Changed way casting-level of powers is specified v6.30 29/09/2023 Added powers for Chromatic & Metalic Dragons, & Hell Hound breath v6.29 20/07/2023 Added powers for Jewels and Necklaces v6.28 07/07/2023 Added powers for Djinn & Rakshasa, and the Symbol spell v6.27 08/06/2023 Corrected Staff of Curing: Cure Blindness as a power v6.26 21/05/2023 One new power associated with the Helm of Teleportation v6.25 30/04/2023 Added powers to support added miscellaneous items v6.24 31/01/2023 Added powers to support new magic items v6.17-22 16/12/2022 Additional powers to support Creatures database v6.16 25/11/2022 Added powers to support the Creatures database v6.15 14/11/2022 Added Race powers in support of the Race Database. v6.11 12/10/2022 Added Detect Illusions v6.10 25/09/2022 Moved to RPGM Library and updated templates v6.03 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically v6.02 23/06/2022 Added powers for Shaman v6.01 11/05/2022 Added powers for the Priest-of-the-Sea standard Priest class v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities v5.8 23/02/2022 Added a number of Powers from *The Complete Priest\'s Handbook v5.7 04/02/2022 Added "End Effect" buttons to "Rage" power v5.6 01/01/2022 Updated to common release version v5.4 - 5.5 Skipped to even up version numbers v5.3 07/12/2021 Added turning dice roll to *Turn Undead* power v5.2 29/11/2021 Swapped PR-Light to Light-PR for more intuitive listing, and did same for similar powers v5.1 31/10/2021 Added Powers for monsters from "The Undiscovered Caverns" v5.0 31/10/2021 Encoded using machine readable data to support API databases v4.6.5 04/09/2021 Added powers for WPM Undiscovered Caverns v4.6.4 15/07/2021 Expanded Manticore Tail Spikes to not need character sheet macros v4.6.3 11/06/2021 Added powers for Ghosts of Saltmarsh v4.6.2 01/05/2021 Extensive bug checking & fixing v4.6.1 14/04/2021 Added Spiritual Hammer and Prayer as powers for a Priest of War v4.6 28/03/2021 Edited all macros to use the MagicMaster API for targeting and charges v4.5.3 26/03/2021 Added regeneration every turn capability to Regenerate power (in addition to ability for each use of the power). v4.5.2 14/03/2021 Changed cost for using Command power to 0GP v4.5.1 09/03/2021 Added the missing \'ct--\' required for removing Powers to set the speed & cost for a \'-\' v4.5 27/02/2021 Changed calls to @{Powers|Use-Another-Charge} to use the MagicMaster API call instead v4.4.4 14/02/2021 Changed all !setattr --sel parameters to be --charid instead, so they can work more easily with the MagicMaster API. v4.4.3 04/02/2021 Added fear power for mummies, and corrected some targeting bugs v4.4.2 19/01/2021 Added Priest of Life class spells as powers. v4.4.1 17/12/2020 Added in missing Spectral Hand power v4.4 22/11/2020 Separated out mu-casting-level and pr-casting-level (casting-level also retained for backwards compatibility). This is needed as casters with dual MU/PR class may cast some powers at different levels. v4.3 17/11/2020 Split off the mechanics of the Powers execution into the Powers library. leaving the Power description macros here. v4.2 09/11/2020 Added special menus for adding and managing Magic Item powers v4.1 01/11/2020 Added NWP Healing as a power: requires the new feature of multiple use decrementing the power uses. v4.0 29/10/2020 Same as v3.4.1 just aligning version numbers with v4 macro library release v3.4.1 29/10/2020 Fixed bug with initialising sheet variables v3.4 20/10/2020 Updated to support Lost & Found campaign v3.3.1 12/10/2020 Updated Long Rests to set ammo maximums to ammo remaining, to reflect that any not recovered when you rest are lost v3.3 06/10/2020 Added thieving abilities as powers (mainly to add markers), linked Long Rests to the DMs "End of Day" routine, and added a rest selection for non-spell users that restores Powers & recharging MIs v3.2 22/09/2020 Updated to use new lag detection and selection control mechanisms v3.1 03/09/2020 Added all powers for Arc and Hubert v3.0 01/09/2020 Initial Release v1-v2 Skipped these versions to bring in line with release numbers for other macro libraries v0.1 26/08/2020 Initial Creation',
root:'Powers-DB',
api:'magic',
type:'spells',
controlledby:'all',
avatar:'https://files.d20.io/images/3077760/Vg6r8vmy8ANNrCZHGtul2w/max.png?1392175066',
- version:7.08,
+ version:7.09,
db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{selected|token_name} suddenly realises he is powerless! Choose another power instead.'},
{name:'AE-Aerial-Combat',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Air Elemental Aerial Combat}}Specs=[AE Aerial Combat,Power,0H,Innate Ability]{{Speed=[[0]]}}{{save=None}}{{Flying=[Start](!rounds --target-nosave caster|@{selected|token_id}|AE-Aerial-Combat|99|0|Gained +1 to hit and +4 damage bonus|fluffy-wing) or [Stop](!rounds --removetargetstatus @{selected|token_id}|AE-Aerial-Combat) Aerial Combat}}SpellData=[w:AE Aerial Combat,sp:0,cs:S,pd:-1]{{desc=Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane.}}{{desc1=**Combat:** While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental\'s mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.}}{{desc2=**Use:** Select the *Start Aerial Combat* button to change to aerial combat and get bonuses. When finished, *view* the Power again and use the *Stop Aerial Combat* button, or the DM can edit the status and remove it.}}'},
{name:'Analysis-Detection-Identification',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Analysis, Detection \\amp Identification}}Specs=[Analyse-Detect-Identify,Power,0H,Divination]{{Speed=[[10]]}}{{save=None}}{{Reference=*The Complete Priest\'s Handbook*, Designing Faiths}}SpellData=[w:Analyse-Detect-Identify,sp:10,pd:2]{{desc=Identify a category of persons, places, or things. The priest must be within 10\' of the object in order to identify it correctly; he does not have to see it, and the object can be hidden. In some cases, it could even be buried.\nIf the DM designs it as part of the ability, the priest can also analyze the object and get additional details about it. The type of information brought about by this analysis varies from object to object}}'},
@@ -4470,6 +4924,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Chariot-of-Sustarre',type:'power',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses\nChariot of Sustarre\nas a Power}}{{splevel=Power}}{{school=Evocation}}{{sphere=Elemental (Fire), Creation}}Specs=[Chariot of Sustarre,Power,1H,Evocation]{{components=V,S}}{{range=[[10]] yards}}{{time=[[1]] turn}}{{duration=[12 hours](!rounds --target-nosave caster|@{selected|token_id}|Chariot of Sustarre|720|-1|You have a flaming flying chariot, move 24, FL 48|overdrive)}}{{aoe=Special}}{{save=Special vs. Petrification}}{{reference=PHB p231}}SpellData=[w:Chariot of Sustarre,sp:100,cs:VS,sph:Elemental-Fire|Creation]{{effects=Brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire in a clap of thunder amid a cloud of smoke.}}'},
{name:'Charm-Fascination',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nCharm/Fascination\nas a Power}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Charm-Fascination,Power,0H,Enchantment-Charm]{{components=V}}{{time=[[3]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[1+@{selected|pr-casting-level}]] hours}}{{aoe=[[1]] creature}}{{save=Negates}}{{reference=*The Complete Priest\'s Handbook*, Powers}}{{Use=Click [Make a Suggestion](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select suggestable target|token_id}|Suggestion|[[60+(60*@{selected|pr-casting-level})]]|-1|Agrees with the Wizard\'s Suggestion and getting on with it|chained-heart|svspe\\clon;+0) and select the target, which will then be asked to make a saving throw}}SpellData=[w:Charm-Fascination,sp:3,cs:V]{{effects=Works just like the third-level Wizard spell suggestion, except that the priest does not have to use material components to the spell.\nThe DM may define this Power as working one of two ways. Either it can be used in combat (in which case it can be used against only one target at a time), or it cannot be used in combat (in which it can be used against a number of targets equal in HD to two times the Priest\'s experience level).\nIn either case, the Priest can use the ability three times per day. If the target makes his saving throw, he may choose to reject the suggestion, but will not recognize that priestly magic was being used against him.\nThis power is most appropriate to priests of the gods of love, mischief and trickery, music, and peace, but can be given to any priesthood which has an influential position in the society.}}'},
{name:'Charm-Reptiles',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses \n**Charm Reptile**\nas a Power}}{{splevel=Power}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Charm-Reptile,Power,1H,Enchantment-Charm]{{components=V}}{{time=[[1]]}}{{range=[80 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|160||magic)}}{{duration=Special - at least 1 day}}{{aoe=Charms [[1]] reptile or reptilian creature}}{{save=Negates}}{{reference=PHB p203}}{{Use=Click [Charms](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select new friend|token_id}|Charm-P-or-M|99|0|Charmed|chained-heart|svspe\\clon;+0), then select the target which will then prompt a saving throw}}SpellData=[w:Charm-Reptile,sp:1,cs:V,sph:Animal]{{effects=Charm one reptile or reptilian creature. Save vs. spell or believes caster is trusted friend and ally to be protected.}}'},
+ {name:'Chuul-Detect-Magic',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Detect Magic,Power,1H,Divination]{{}}SpellData=[w:Detect-Magic,lv:1,sp:1,gp:0,cs:VS]{{}}%{MU-Spells-DB-L1|Detect-Magic}{{title=A Chuul casts\nDetect Magic\nas a Power}}{{splevel=Power}}{{duration=[[1]] Round, at will}}{{aoe=[Within 120ft](!rounds --aoe @{selected|token_id}|circle|feet|0|240|240|magic|true)}}{{save=None}}{{Use=Show the area of effect and ask the DM if there are magic items within it.}}{{reference=Chuuls are a D\\ampD5e creature}}'},
{name:'Cloud-Walk',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Cloud Walk**\nas a Power}}Specs=[Cloud-Walk,Power,1H,Alteration]{{Speed=[[1]]}}{{Range=0}}SpellData=[w:Cloud Walk,sp:1,cs:S]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=This allows the caster to tread on clouds or fog as though they were solid ground. The ability functions continuously, but can be negated or resumed at will.}}'},
{name:'Contaminate-Water',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nContaminate Water\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Alteration}}{{sphere=All}}Specs=[Contaminate-Water,Power,1H,Alteration]{{components=V,S}}{{time=[[1]] round}}{{range=[[30]] yds}}{{duration=Permanent}}{{aoe=[[@{selected|Casting-Level}]] cu.ft.}}{{save=None}}SpellData=[w:Contaminate Water,sp:10,cs:VS,sph:All]{{effects=When cast, this spell makes pure food and water into spoiled, rotten, poisonous, or otherwise contaminated food and water totally unsuitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus contaminated. This spoils even holy water; however, it has no effect upon creatures or potions}}'},
{name:'Control-undead',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nControl Undead\nas a level @{selected|pr-casting-level} @{selected|class3}}}{{splevel=Power}}{{school=Necromancy}}Specs=[Control-Undead,Power,1H,Necromancy]{{components=V,S,M}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Up to [[12]] Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{Use=[Control them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first undead|token_id}|Controlled|99|0|Controlled-undead, subservient to @{selected|character_name}|chained-heart) to select each undead in turn and make a *turn undead* check as described below}}SpellData=[w:Control-Undead,sp:10,cs:VSM]{{effects=An ability of Evil Clerics, and Shamen of all persuasions. Attempting to control counts as an action, requiring one round and occurring during the character\'s turn in the initiative order (thus, the undead may get to act before the character can control them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, controlling is not like spellcasting and is not interrupted if the character is attacked during the attempt.\nTo resolve a attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character. If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" appears, the attempt is automatically successful without a die roll, and the undead will follow orders if they can. If the letter "D" is given, the controlling makes the undead utterly subservient. A dash (--) means that a priest of that level cannot control that type of undead. A successful controlling affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are controlled first.\nOnly one die is rolled regardless of the number of undead the character is attempting to control in a given round. The result is read individually for each type of undead.}}{{material=The Priest\'s holy symbol}}'},
@@ -4484,7 +4939,6 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Dancing-Lights',type:'power',ct:'1',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses their Power\nDancing Lights\nas a level @{selected|casting-level} caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Dancing Lights,Power,0H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=[[[40+(10*@{selected|casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[40+(10*@{selected|casting-level})]]||light|true)}}{{duration=[[[2*@{selected|casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|Dancing-Lights|[[2*@{selected|casting-level}]]|-1|Pretty Dancing Lights!|aura)}}{{aoe=Special}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Dancing-Lights,lv:1,sp:1,gp:0.5,cs:VSM]{{effects=Creates, at the wizard\'s option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire.}}{{use=Use the *Duration* button to set a status timer (requires use of Turn Order or DM\'s *Maint Menu* to advance the Round Counter)}}'},
{name:'Darkness',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nDarkness\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Alteration}}{{sphere=Sun}}Specs=[Darkness,Power,0H,Alteration]{{components=V}}{{time=[[4]]}}{{range=[[120]] yards}}{{duration=[[[@{selected|Casting-Level}]] + 6 turns](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to brighten|token_id}|Light|[[60+(10*@{selected|Casting-Level})]]|-1|Blinded by the Darkness in eyes, 4 penalty on attk+AC|bleeding-eye|svspe\\clon;+0)}}{{aoe=[20ft radius globe](!rounds --aoe @{selected|token_id}|circle|feet|360|40||black)}}{{save=[Special](!\\amp#13;\\amp#47;gmroll 1d20 saving throw)}}{{reference=PHB p201 (reverse Light)}}SpellData=[w:Darkness,lv:1,sp:4,gp:0,cs:VS,sph:Sun]{{effects=Equal to the darkest night. Immobile unless cast on a movable object or creature. If on a creature, magic resistance and save vs. spell applies.}}{{use=If cast on a creature, use the *Duration* button then select the creature to cast on to set a status timer and place the effects of blindness on their character sheet. If casting on an area, use the *Area of Effect* button and target the centre of the desired location before *Confirming*.}}'},
{name:'Darkness-10ft-radius',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDarkness, 10\' Radius\nas a level @{selected|mu-casting-level} caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Darkness-10ft-radius,Power,1H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=[[@{selected|mu-casting-level}*10]] yds}}{{duration=[[@{selected|mu-casting-level}+10]] rounds}}{{aoe=[10ft. radius (or as cast)](!rounds --aoe @{selected|token_id}|circle|feet|[[@{selected|casting-level}*30]]||20|black)}}{{save=None}}SpellData=[w:Darkness 10ft radius,sp:2,cs:VS]{{effects=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. Only *Light* or *Continual Light* work, with *Light* and *Darkness* cancelling out, but *Continual Light* creating light.}}{{materials=A bit of bat fur and either a drop of pitch or a piece of coal.}}'},
- {name:'Defence-Stance',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} starts\nDefence Stance\nas a level @{selected|level-class1} Dwarven Defender}}{{splevel=Power}}{{school=Dwarven Defender}}Specs=[Defence-Stance,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=[[10]] Rounds}}{{aoe=Self}}{{save=None}}{{healing=[Adopt the Position!](!rounds --target-nosave caster|@{selected|token_id}|Defence-stance|10|-1|Defence Stance, 1/2 damage, +2 on saves, 50% move|overdrive)}}SpellData=[w:Defence Stance,sp:0,cs:S]{{effects=This Dwarven Defender gets [[{ceil(@{selected|level-class1}/4),3}kl1]] Defensive Stances a Day. This lasts for [[10]] rounds and can be invoked instantly. While they have Defensive staff active, they suffer only **half damage** from all forms of physical damage, a +[[2]] on **saving throws** and a [[50]]% **penalty to their move**}}'},
{name:'Defense-Stance',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} starts\nDefence Stance\nas a level @{selected|level-class1} Dwarven Defender}}{{splevel=Power}}{{school=Dwarven Defender}}Specs=[Defence-Stance,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=[[10]] Rounds}}{{aoe=Self}}{{save=None}}{{healing=[Adopt the Position!](!rounds --target-nosave caster|@{selected|token_id}|Defence-stance|10|-1|Defence Stance, 1/2 damage, +2 on saves, 50% move|overdrive)}}SpellData=[w:Defence Stance,sp:0,cs:S]{{effects=This Dwarven Defender gets [[{ceil(@{selected|level-class1}/4),3}kl1]] Defensive Stances a Day. This lasts for [[10]] rounds and can be invoked instantly. While they have Defensive staff active, they suffer only **half damage** from all forms of physical damage, a +[[2]] on **saving throws** and a [[50]]% **penalty to their move**}}'},
{name:'Defiance',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nDefiance of Restriction or Obstacle\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Defiance,Power,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[Unlimited](!rounds --target-nosave caster|@{selected|token_id}|Defiance-Power|99|0|Defying a natural Restriction or Obstacle|aura)}}{{aoe=The caster}}{{save=None}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Defiance,sp:9,cs:V]{{effects=The priest can simply ignore some aspect of the physical world which normally slows, impedes, or prevents passage. This is similar to the Druidic power, [*Pass Without Trace*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Pass-Without-Trace). The Obstacle or restriction that can be defied varies with the Priesthood.}}'},
{name:'Detect-Flawed-Stonework',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Unsafe Walls, Ceilings \\amp Floors\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Detect Flawed Stonework,Power,1H,Divination]{{components=S}}{{time=1 round}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Detect Flawed Stonework,lv:0,sp:10,cs:S]{{effects=Tunnelers of great skill can detect unsafe construction of walls, ceilings and floors on a [1-7 on d10](!\\amp#13;\\amp#47;r 1d10\\lt7) when within 10 feet of the location.}}'},
@@ -4533,6 +4987,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Green-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Green }}{{title=Dragon Breath}}{{use=Show the [50ft x 40ft cloud](!rounds --aoe @{selected|token_id}|rectangle|feet|0|50|40|acid --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) of chlorine gas which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d6+@{selected|age|max}]] HP damage (save. vs breath to halve}}{{desc=A green dragon\'s breath weapon is a cloud of poisonous chlorine gas that is 50\' long, 40\' wide, and 30 feet high. Creatures within the cloud may save versus breath weapon for half damage. The damage done increases with the dragon\'s age: from 2d6+1 to 24d6+12. The damage shown above includes this age-related dice roll}}'},
{name:'Gully-Dwarf-Grovel',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nGrovel\n}}{{splevel=Skill}}{{school=Power}}Specs=[Gully-Dwarf-Grovely,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Self}}{{duration=Indefinate}}{{aoe=The character}}{{save=None}}SpellData=[w:Gully Dwarf Grovel,sp:0,cs:S]{{effects=If attacked (or at any other time that it might seem beneficial) a Gully Dwarf will grovel and whine in an attempt to avoid injury (probably only to later lie, steal and cheat their way out of the situation). The effectiveness of the grovel will be determined by the DM based on the player\'s role-playing, circumstances, and/or the roll of the dice.}}'},
{name:'Hairy-Spider-Poison',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Hairy Spider Poison}}{{splevel=Innate Ability}}{{school=Poison}}Specs=[Hairy-Spider-Poison,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Bite}}{{duration=1d4+1 rounds}}{{aoe=Bitten creature}}{{save=vs. poison at +2 bonus}}{{damage=Click [Bite](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who has been poisoned?|token_id}|Hairy-Spider-Poison|\\amp#91;[1d4+1]\\amp#93;|-1|Poisoned, Thac0 \\amp AC 1 worse, DX -3|death-zone|svpoi\\clon;+2) which will prompt for a target and then a saving throw with the appropriate bonus applied}}SpellData=[w:Hairy Spider Poison,sp:0,cs:S]{{effects=This creature can use Hairy Spider poison. Victims receive a +2 bonus to saving throws vs. the hairy spiders\' weak poison. If the saving throw fails, the victim\'s AC and attack rolls are penalized by 1, and Dexterity is penalized by -3 with respect to Dexterity checks. These effects begin one round after the bite and last for 1d4+1 rounds.}}'},
+ {name:'Harpy-Charm-Song',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name}\nSings\na Charming Song}}{{splevel=Power}}{{school=Enchantment-Charm}}Specs=[Harpy-Charm-Song,Power,1H,Enchantment-Charm]{{components=V}}{{time=[[0]]}}{{range=0}}{{duration=Until stops singing}}{{aoe=All creatures within auditory range}}{{save=vs. Spell to become immune}}{{Use=[Start Singing](!rounds --target-nosave caster|@{selected|token_id}}|Harpy Singing|99|0|This harpy is singing a charming song|aura --target multi|@{selected|token_id}|Harpy Song_Harpy Song_@{selected|token_id}|99|0|Charmed by a beautiful song!|chained-heart|svspe;+0) which will prompt in the chat window to select all creatures who can hear the song (except any Elves or others who are immune) then click a button, at which point the creatures selected will be asked to make saving throws. Fails will automatically be marked}}SpellData=[w:Harpy Charm Song,sp:0,cs:V]{{effects=The song of the harpies has the ability to charm all humans and demihumans who hear it (elves are resistant to the charm). Those who fail their saving throw versus spell will proceed towards the harpy with all possible speed, only to stand entranced while the harpy slays them at its leisure. This charm will last as long as the harpy continues to sing. Harpies can sing even while engaged in melee.}}{{hide1=It is impossible to fend off a harpy song simply by clasping hands over ears because the charm takes effect the moment the first note is heard. Characters making prior preparations to block out the sound, (wax in ears, etc.), are immune to the effects of the song. In addition, characters who make their saving throw are thereafter immune to its effect, until such time as they encounter a different group of harpies.}}'},
+ {name:'Harpy-Charm-Touch',type:'innate-melee|power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nCharm Touch\nas a Power}}Specs=[Charm-Touch,Innate-Melee|Power,1H,Enchantment-Charm]{{splevel=Power}}{{school=Enchantment/Charm}}WeapData=[c:0,rc:uncharged]{{components=None}}ToHitData=[w:Charm Touch,+:0,sb:0,db:1,c:0,sp:0,rc:uncharged]{{time=[[5]]}}DmgData=[w:Charm Touch,sb:0,sm:0,L:0,c:0,rc:uncharged,touch:1,cmd:!rounds --target-nosave caster|^^tid^^|Harpy Charm Touch|99|0|Has touched and charmed victims|aura --target-save single|^^tid^^|^^targetid^^|Harpy Touch_Harpy Touch_^^tid^^|99|0|Charmed by a Harpy for 20+1d10 hours|chained-heart|svspe;+0]{{range=Touch}}{{duration=20+1d10 hours}}{{aoe=1 creature}}{{save=vs. spell negates}}{{Use=Take the spell in-hand by using *Attk menu \\gt Change Weapon* or by casting it and then *Changing Weapon*, then attack with it as a melee weapon}}SpellData=[w:Harpy Charm Touch,lv:7,sp:1,gp:0,cs:S]{{effects=The touch of a harpy upon an already charmed (by song) individual has a similar, though somewhat less potent, effect to a standard charm spell or power. Those who are touched and miss their saving throw versus spell will stand mesmerized for 20+1d10 hours. The effect is broken if the harpy is slain.}}'},
{name:'Hell-Hound-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hell Hound Breath}}{{use=**Fire Breath:** Show the [10yrd bolt of fire](!rounds --aoe @{selected|token_id}|bolt|yards|0|10|1|fire) aimed at one creature up to 10 yards away. Then do [[@{selected|hitdice]] HP damage (save. vs breath to halve).}}{{desc=Hell hounds attack first by breathing fire at an opponent up to 10 yards away. The fire causes 1 point of damage for each of the hell hound\'s Hit Dice. A successful saving throw vs. breath weapon cuts the damage in half. The hell hound then attacks with its teeth. The hell hound can continue to exhale flame while biting: if the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim in the same round.}}'},
{name:'Hide-in-Shadows',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nHide in Shadows\nas a level @{selected|level-class4} @{selected|class4}}}{{splevel=Skill}}{{school=Thieving}}Specs=[Hide-in-Shadows,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Self}}{{duration=Until attack}}{{aoe=The character}}{{save=None}}{{Use=Click [Hide in Shadows](!rounds --target-nosave caster|@{selected|token_id}|Hide-in-Shadow|99|0|Hiding in Shadows, DM determine success, chance @{selected|hst}pct.|ninja-mask) to set a status on the character attempting to hide. The DM can cancel it at any time using *maint menu \\gt edit token*}}SpellData=[w:Hide in Shadows,sp:0,cs:S]{{effects=The character attempts to move into the shadows and move unseen. This may or may not be successful, and depends on their skill. The DM determines success or otherwise but does not tell the player until it becomes relevant to the character.}}'},
{name:'Hide-in-Woods',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nHide in Woods\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Hide in Woods,Power,1H,Abjuration]{{components=S}}{{time=1 round}}{{range=0}}{{duration=As long as actively hiding}}{{aoe=Caster}}{{save=None}}{{reference=Complete Book of Gnomes \\amp Halflings}}SpellData=[w:Hide in Woods,lv:0,sp:10,cs:S]{{effects=The ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability (as per 1e rules, as 2e does not have fixed chances per level).\nThese are:}}'},
@@ -4551,7 +5007,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Jims-Levitation',type:'itempower',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Jim casts\nLevitate\nas a level 1 caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Jims-Levitation,ItemPower,1H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=Wielder of Jim}}{{duration=[[1]] turn}}{{aoe=[[1]] creature or object}}{{save=Negates}}{{use=[Levitate](!rounds --target caster-nosave|@{selected|token_id}|Levitate|10|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing)}}SpellData=[w:Jims Levitation,sp:2,cs:VS]{{effects=Subject to a maximum weight limit of [[100*@{selected|casting-level}]] pounds. Wielder can move vertically up or down at a movement rate of [[2]] per round. 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.\nOnce 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 [[0-1]], the second [[0-2]], the third [[0-3]], etc., up to a maximum of [[0-5]]. A full round spent stabilising allows the creature to begin again at [[0-1]]. Lack of leverage makes it impossible to cock a medium or heavy crossbow)}}{{materials=Jim the Sunblade}}'},
{name:'Jims-Locate-Object',type:'itempower',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Jim the Sunblade casts\nLocate Object\nas a level 6 caster}}{{splevel=Power}}{{school=Divination}}{{sphere=Divination}}Specs=[Jims-Locate-Object,ItemPower,1H,Divination]{{components=V,S}}{{time=[[1]] turn}}{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||magic|true)}}{{duration=[[8]] hours}}{{aoe=[[1]] object}}{{save=None}}SpellData=[w:Jims Locate Object,sp:1,cs:VS]{{effects=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, jewellery, 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.\nThe 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.\nNeither application of the spell affects living creatures.}}{{materials=Jim the Sunblade}}'},
{name:'Jims-Sunlight',type:'itempower',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} swings\nJim the Sun Blade\nto create Sunlight}}{{splevel=Power}}{{school=Alteration}}Specs=[Jims-Sunlight,ItemPower,1H,Alteration]{{components=S}}{{time=[[3]]}}{{range=[[0]]}}{{duration=While swung}}{{aoe=[Up to 120ft diameter](!rounds --aoe @{selected|token_id}|circle|feet|0|||light|true)}}{{save=None}}{{use=[Light-em-up!](!rounds --target-nosave caster|@{selected|token_id}|SunBlade-Daylight|1|1|Spreading daylight +5ft radius/round to 60ft|aura)}}SpellData=[w:Jims Sunlight,sp:3,cs:VS]{{effects=Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. }}'},
- {name:'Keraptis-Soul-Trap',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nKeraptis\' Soul Trap\nas a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Necromancy}}{{components=V,S,M}}{{time=2+2d8 days}}{{range=Touch}}{{duration=Permanent}}{{aoe=Creatures/Objects touched}}{{save=Negates vs. Soul Trap death magic}}{{effects=The ritual that created *Happy the Dummy* from the souls of a LG Magic User and a CE Witchwood Alter - the details of this ritual will help to indicate what has to be done to remove the curse of the dummy, and to release the souls contained.\nThe ritual is similar to a combination of the 6th level Wizard spell *Enchant an Item*, and the 8th level Wizard spells *Maze*,*Trap the Soul* and *Permanency* all used together}}'},
+ {name:'Keraptis-Soul-Trap',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nKeraptis\' Soul Trap\nas a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}Specs=[Keraptis-Soul-Trap,Power,1H,Necromancy]{{school=Necromancy}}SpellData=[w:Keraptis Soul Trap,sp:0,cs:VSM]{{components=V,S,M}}{{time=2+2d8 days}}{{range=Touch}}{{duration=Permanent}}{{aoe=Creatures/Objects touched}}{{save=Negates vs. Soul Trap death magic}}{{effects=The ritual that created *Happy the Dummy* from the souls of a LG Magic User and a CE Witchwood Alter - the details of this ritual will help to indicate what has to be done to remove the curse of the dummy, and to release the souls contained.\nThe ritual is similar to a combination of the 6th level Wizard spell *Enchant an Item*, and the 8th level Wizard spells *Maze*,*Trap the Soul* and *Permanency* all used together}}'},
{name:'Know-Underwater-Depth',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Determine Approximate Depth Underwater}}{{splevel=Power}}{{school=Divination}}Specs=[Know-Underwater-Depth,Power,0H,Divination]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=While concentrating}}{{aoe=Special}}{{save=None}}SpellData=[w:Know Underwater Depth,sp:0]{{desc=The wielder of this power is often able to determine their approximate depth underwater. They have a 66% chance of being approximately correct, and a 5% chance of being massively wrong (determined by the DM). Other values mean that the wielder can\'t determine the depth.}}'},
{name:'Lava-Mephit-Blob',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Lava Mephit breathes out a Blob of Lava}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Lava Mephit Blob,Power,0H,Breath Weapon]{{components=None}}{{time=[[0]]}}{{range=[10 ft](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|fire|true)}}{{duration=Instantaneous}}{{aoe=1 creature - automatic hit}}{{save=None}}{{damage=Automatic hit [1d6 damage](!rounds --target-nosave caster|@{selected|token_id}|Timer|2|-1|Counting down until next Lava Blob|stopwatch\\amp#13;\\amp#47;gmroll 1d6 heat damage, no saving throw) once every 3 rounds.}}SpellData=[w:Lava Mephit Blob,sp:0,cs:None,pd:8]{{effects=A molten blob of lava usable once every three melee rounds. This blob automatically hits one target within 10 feet of the breathing mephit (ld6 points of damage, no saving throw). A lava mephit may use this weapon a maximum of eight times, after that, the mephit must recharge by soaking in a lava pool for on hour.}}{{Use=Check the range using the Range button, then do the appropriate damage using the dice roll damage button, which will also set a timer to count down for the next blob}}'},
{name:'Lay-On-Harmful-Hands',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nLay on Hands of Harm\nas a Power}}{{splevel=Power}}{{school=Healing}}Specs=[Lay-on-Harmful-Hands,Power,1H,Necromantic]{{components=S}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[1]] creature}}{{save=Half Damage}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Lay on Harmful Hands,sp:10,cs:S]{{effects=Harm by laying on hands. Inflicts [[2*@{selected|pr-casting-level}]] hit points, half this if the victim saves. Can only be used once per day.}}'},
@@ -4587,7 +5043,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Regenerate',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} Regenerates HP}}{{splevel=Innate Power}}{{school=Necromancy}}Specs=[Regenerate,Power,0H,Necromancy]{{components=S}}{{time=[[0]] and in parallel with other activity}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=The creature}}{{save=None)}}{{use=Either [Regenerates @{selected|conregen}HP](!modbattr --fb-header Regenerating --fb-content @{selected|token_name} regenerates _TCUR0_ HP and now has _CUR0_ HP --charid @{selected|character_id} --hp|@{selected|conregen}) or [Regen every round](!rounds --target-nosave caster|@{selected|token_id}|Regeneration|99|0|Regenerating at @{selected|conregen}HP per round|strong)}}SpellData=[w:Regenerate,sp:0,cs:S]{{effects=This creature can regenerate damage up to their maximum HP at the rate of [[@{selected|conregen}]] per use of the Power}}'},
{name:'Rend-the-Field',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nRend the Field}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Rend the Field,Power,0H,Creature]{{components=S}}{{time=[[1]]}}{{range=0}}{{duration=Instantaneous}}{{aoe=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|red|true --target-nosave caster|@{selected|token_id}|Rend the Field|5|-1|Rending is recharging|grab)}}{{save=vs Paralysation to negate}}{{reference=PHB p206}}SpellData=[w:Rend the Field,sp:1,cs:S]{{effects=The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a Paralysation saving throw or be knocked prone.}}{{desc=**Use**\nShow the Area of Effect using the button (the AoE will appear and a status marker be placed on the caster), and then do a claw attack on each chosen creature in the area shown (no damage). If hit, that creature must do a save vs. Paralysation or be knocked prone, needing to spend the next round as a prone opponent getting up. The power cannot be used again until the status marker disappears.}}'},
{name:'Resurrection-Rod',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod of Resurrection}}{{subtitle=Rod}}Specs=[Rod of Resurrection,Power,1H,Necromancy]{{components=V,M}}{{time=1 turn}}SpellData=[w:Rod of Resurrection,sp:10,cs:VM]{{range=Touch}}{{desc=This rod enables a cleric to [resurrect the dead](!magic --mi-charges @{selected|token_id}|-\\amp#63;{What Race?|Dwarf,3|Elf,4|Gnome,3|Half-elf,2|Halfling,2|Human,1}-\\amp#63;{What Class?|Cleric,1|Druid,2|Fighter,2|Paladin,1|Ranger,2|Mage,3|Illusionist,3|Thief,3|Bard,2}|Rod of Resurrection|||There are enough charges to attempt this resurrection, and these have been expended. Now roll for Resurrection Survival.) - even elven, dwarven, gnome, or halfling - as if he were of high enough level to cast the resurrection spell. No rest is required, as the rod bestows the life giving effects.\nThe rod can be used once per day. The number of charges used to resurrect a character depends on class and race. Total the number of charges indicated for the character\'s class\nand race:\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;th scope="col"\\ampgt;Class\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Charges\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Race\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Charges\\amplt;/th\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Cleric\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dwarf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Druid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Fighter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gnome\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Paladin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Half-elf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Ranger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Halfling\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Mage\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Human\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Illusionist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Thief\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Bard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;/table\\ampgt;\nMulti-classed characters use the least favorable category. The rod cannot be recharged.}}{{Use=Now, use the [resurrect the dead] button to attempt the resurection}}'},
- {name:'Rite-of-Arcs-Dilemma',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nThe Rite of Arc\'s Dilemma\nas a level @{selected|casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}{{components=V, S}}{{time=[[1]] day per level transferred}}{{range=[[0]]}}{{duration=Permanent}}{{aoe=Caster}}{{save=None}}{{effects=A ritual that will allow reassignment of experience between classes. The subject of the casting must undertake the ritual for 1 hour each day for as many days as levels to be gained. Each day, the subject must roll percentile dice to see if the rite has been performed correctly, the chance of it working being 70% + the subject\'s Intelligence score (max 90%). If the check fails, no more performances of the rite at this level will work, and as per the specification of the Tome the avatar of Math Mathonwy may appear and attempt to reclaim the Tome (20% + 5% chance per level successfully being reassigned, max 90% chance - see AD\\ampD Legends \\amp Lore - Celtic Mythos for details of the avatar). Another attempt can be made as the subject gains levels of experience in the normal way.\nThe subject loses 1 level per day from the original class and gains 1 level per day in the new class up to the number transferred - this does not include any necessary training: the subject will need to locate and organise their own training in the necessary skills. \nThe DM may rule that action may need to be taken to pay penance for the loss of the class whose levels have been reduced: a Priest may need to *atone* to their (ex-) god or priesthood, a Rogue pay reparations to their guild for the lost talent and income, etc.}}'},
+ {name:'Rite-of-Arcs-Dilemma',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nThe Rite of Arc\'s Dilemma\nas a level @{selected|casting-level} caster}}Specs=[Rite-of-Arcs-Dilemma,Power,1H,Alteration]{{splevel=Level 7 Wizard}}SpellData=[w:Rite-of-Arcs-Dilemma,sp:0,cs:VS,sph:Alteration]{{school=Alteration}}{{components=V, S}}{{time=[[1]] day per level transferred}}{{range=[[0]]}}{{duration=Permanent}}{{aoe=Caster}}{{save=None}}{{effects=A ritual that will allow reassignment of experience between classes. The subject of the casting must undertake the ritual for 1 hour each day for as many days as levels to be gained. Each day, the subject must roll percentile dice to see if the rite has been performed correctly, the chance of it working being 70% + the subject\'s Intelligence score (max 90%). If the check fails, no more performances of the rite at this level will work, and as per the specification of the Tome the avatar of Math Mathonwy may appear and attempt to reclaim the Tome (20% + 5% chance per level successfully being reassigned, max 90% chance - see AD\\ampD Legends \\amp Lore - Celtic Mythos for details of the avatar). Another attempt can be made as the subject gains levels of experience in the normal way.\nThe subject loses 1 level per day from the original class and gains 1 level per day in the new class up to the number transferred - this does not include any necessary training: the subject will need to locate and organise their own training in the necessary skills. \nThe DM may rule that action may need to be taken to pay penance for the loss of the class whose levels have been reduced: a Priest may need to *atone* to their (ex-) god or priesthood, a Rogue pay reparations to their guild for the lost talent and income, etc.}}'},
{name:'Ritual-of-the-New-Moon',type:'power',ct:'1200',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nRitual of the New Moon}}{{splevel=Power}}{{school=Necromancy}}{{sphere=Necromancy}}Specs=[Ritual-of-the-New-Moon,Power,1H,Necromancy]{{components=V,S}}{{time=[[2]] hours}}{{range=[[0]]}}{{duration=[Special](!rounds --target-nosave caster|@{selected|token_id}|Ritual of the New Moon|99|0|Increased in levels until 24 hours after the New Moon|aura)}}{{aoe=Special}}{{save=None}}{{reference=House Rules p20}}SpellData=[w:Ritual of the New Moon,sp:1200,cs:VS,sph:Necromancy]{{effects=Makes a living sacrifice of at least a 2HD creature in the 48 hours centred on the new moon (captured, with ceremonies, not in battle), subsequently casts spells as if 1 level higher until the 48 hours around the full moon have ended; similarly, casts spells as if 2 levels higher for the 48 hours centred on the Spring and Autumn Equinox but only if sacrificing a 4HD creature; and casts spells as if 3 levels higher for the 48 hours centred on the Winter and Summer Solstice, but only if sacrificing a 6HD creature. This includes gaining the appropriate higher-level spells for that period}}'},
{name:'RoE-Clairaudience',type:'itempower',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|mu-casting-name} casts\nClairaudience\nas a level @{selected|mu-casting-level} caster}}{{splevel=Power}}{{school=Divination}}Specs=[RoE-Clairaudience,ItemPower,0H,Divination]{{components=V}}{{time=[[3]]}}{{range=Unlimited}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[60]]ft radius of selected spot}}{{save=None}}{{healing=[Super-Hearing](!rounds --target-nosave caster|@{selected|token_id}|Clairaudience|[[@{selected|mu-casting-level}]]|-1|Normal hearing but at a distance|Strong)}}SpellData=[w:RoE-Clairaudiece,sp:3,cs:VSM]{{effects=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}}{{materials=A small horn of at least 100 gp value.}}'},
{name:'RoSS-Ball-Lightning',type:'itempower',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring of Spell Storing casts\nBall Lightning}}{{school=Evocation}}Specs=[RoSS-Ball-Lightning,ItemPower,1H,Evocation]{{splevel=Power}}{{components= S}}{{time=[[5]]}}{{range=[[120]]ft.}}{{duration=[[4]]rounds}}{{aoe=[Create a Ball](!rounds --aoe @{selected|token_id}|circle|feet|120|3||lightning)}}{{save=Half damage}}{{damage=Select number of balls below}}{{damagetype=Lightning}}SpellData=[w:RoSS-Ball-Lightning,sp:5,cs:SM]{{effects=The *ball lightning* function releases 1d4 balls of lightning, at the wearer\'s option. These glowing globes resemble dancing lights, and the ring wearer controls them as he would control dancing lights. These spheres have a 120-foot range and a four round duration. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature it touches or approaches within 5 feet dissipates its charge (a successful save vs. spell halves damage—the contact was across an air gap). The charge damage values are:\n[4 lightning balls](!\\amp#13;\\amp#47;r 2d4 HP damage from ball lightning).........2d4 HP each\n[3 lightning balls](!\\amp#13;\\amp#47;r 2d6 HP damage from ball lightning).........2d6 HP each\n[2 lightning balls](!\\amp#13;\\amp#47;r 5d4 HP damage from ball lightning).........5d4 HP each\n[1 lightning ball](!\\amp#13;\\amp#47;r 4d12 HP damage from ball lightning)...........4d12 HP\nRelease can be one at a time or all at once, during the course of one round or as needed throughout the night.}}'},
@@ -4595,6 +5051,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'RoSS-Spark-Shower',type:'itempower',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} casts\nShooting Stars\nfrom a Ring of Shooting Stars}}{{school=Evocation}}{{splevel=Power}}Specs=[RoSS-Spark-Shower,ItemPower,1H,Evocation]{{components=S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[Cone 20ft long, 10ft at end](!rounds --aoe @{selected|token_id}|cone|feet|0|20|10|light|true)}}{{save=None}}{{damage=Metal worn/held [4d4](!\\amp#13;\\amp#47;r 4d4 HP from sparks), otherwise [2d8](!\\amp#13;\\amp#47;r 2d8 HP from sparks) HP from sparks}}{{damagetype=Electrical}}SpellData=[w:RoSS Spark Shower,sp:5,cs:S]{{effects=The *spark shower* is a flying cloud of sizzling purple sparks, which fan out from the ring for a distance of 20 feet to a breadth of 10 feet. Creatures within this area take 2d8 points of damage each if no metal armor is worn and/or no metal weapon is held. Characters wearing metal armor or carrying a metal weapon receive 4d4 points of damage.}}'},
{name:'Rooooo-glog',type:'power',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nRooooo-glog}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Rooooo-glog,Power,0H,Creature]{{components=V}}{{time=[[8]]}}{{range=0}}{{duration=1 turn}}{{aoe=[30 Feet](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|dark|true --target multi|@{selected|token_id}|Rooooo-glog|10|-1|Boosted by 10 temporary HP by the Croaker\'s song|strong)}}{{use=Select the *area of effect* button then select all the *bullywug* in the area before pressing *add status changes* button in the chat window}}{{save=None}}SpellData=[w:Rooooo-glog,sp:8,cs:V]{{effects=The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points.}}'},
{name:'Scarab-Protect-Absorb',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses the\nAbsorb Level Drain\nPower of their\nScarab of Protection}}{{splevel=Power}}{{school=Abjuration}}Specs=[Absorb-Level-Drain,Power,0H,Abjuration]{{components=M}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=Caster}}{{save=None}}SpellData=[w:Scarab Protect Absorb,sp:0]{{effects=The *scarab of protection* can absorb up to 12 level-draining attacks (two level drains count as two absorbings), *death touches, death rays,* or *fingers of death*. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.}}'},
+ {name:'Sea-Hag-Appearance',type:'itempower',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Fear of Sea Hag}}{{splevel=Power}}{{school=Illusion-Phantasm}}Specs=[Sea Hag Appearance,ItemPower,1H,Illusion-Phantasm]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=1d6 turns}}{{aoe=[30ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|acid|true|@{selected|token_id}|multi|Fear of SeaHag|10*1d6|-1|Weakened by the fear of the Sea Hag|broken-heart|svspe;0)}}{{save=Negates}}{{Use=Show the *area of effect* and select all the creatures in the area before pressing *add status changes* in the chat window which will prompt for saving throws}}SpellData=[w:SeaHag Appearance,sp:1,cs:None]{{effects=The true appearance of a sea hag is so ghastly that anyone viewing one of these hags grows weak from fright unless a successful saving throw vs. spell is rolled. Beings that fail their saving throw lose ½ of their Strength for 1d6 turns. }}'},
+ {name:'Sea-Hag-Gaze',type:'itempower',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Sea Hag Gaze}}{{splevel=Power}}{{school=Necromancy}}Specs=[Sea Hag Gaze,ItemPower,1H,Necromancy]{{components=None}}{{time=[[0]]}}{{range=[30 ft](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|lightning|true)}}{{duration=Instantanious}}{{aoe=[1 creature](!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Select the victim of the Gaze|token_id}|SeaHag Gaze|99|0|If not dead then paralysed|padlock|svpoi;0)}}{{save=Negates}}{{Use=Use the *range* button to show creatures in range, then the *area of effect* button and target one of those creatures. Ask the player of that creature to save vs. poison - if failed the player will be asked to roll percentage dice to see if the creature is dead or paralysed}}SpellData=[w:SeaHag Gaze,sp:1,cs:None]{{effects=sea hags can cast a deadly glance up to three times a day. This look affects one creature of the sea hag\'s choosing within 30 feet. To negate the effects of this glance, the victim must successfully save vs. poison. If the saving throw is failed, the victim either dies immediately from fright (25% chance) or falls stricken and is paralyzed for three days (75% chance).}}'},
{name:'Serpentine-Giant-Owl',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nFigurine of the Serpentine Owl\n(Giant Owl)}}{{splevel=Magic Item}}{{school=Conjuration/Summoning}}Specs=[Serpentine Giant Owl,Power,1H,Conjuration-Summoning]{{components=V,M}}{{time=[[3]]}}{{range=[[0]]}}{{duration=8 hours}}{{aoe=Figurine}}{{save=None}}SpellData=[w:Serpentine Giant Owl,sp:3,cs:VM]{{effects=Speaking the command work transforms the *Figurine of the Serpentine Owl* (a *Figurine of Wonderous Power*) into a *Giant Owl*. Ask the GM to *Drag \\amp Drop* a *Giant Owl* onto the map from the *Creature Database*. Note that this can only be done 3 times before the figurine loses all magical properties}}'},
{name:'Shapechange',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nShape Change\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Shapechange,Power,1H,Alteration]{{components=V,S}}{{time=[[9]]}}{{range=[[0]]}}{{duration=[[[@{selected|casting-level}]] turns](!rounds --target-nosave caster|@{selected|token_id}|Shapechange-Power|[[10*@{selected|casting-level}]]|-1|Masqurading as a different natural creature|aura)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p37}}SpellData=[w:Shapechange,sp:9,cs:VS]{{effects=A druid (or other priest) gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10-60% (1d6 _ 10%) of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature\'s characteristics -- its movement rate and abilities, its Armor Class, number of attacks, and damage per attack.\nThe druid\'s clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.}}'},
{name:'Shark-Telepathy',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nShark Telepathy}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Telepathy,Power,0H,Enchantment-Charm]{{components=S}}{{time=[[0]]}}{{range=[[120]] feet}}{{duration=[While concentrate](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select which shark to control|token_id}|Shark Telepathy|99|0|Controlled by @{selected|token_name}|chained-heart)}}{{aoe=1 shark within [120 feet](!rounds --aoe @{selected|token_id}|circle|yards|0|40|40|magic|true)}}{{save=None}}SpellData=[w:Shark-Telepathy,sp:0]{{effects=The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.}}'},
@@ -4626,7 +5084,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Teleport-Other',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'{{}}Specs=[Teleport-Other,Power,0H,Alteration]{{}}SpellData=[w:Teleport Other,sp:2,cs:SpellData=[w:Teleport Other,sp:10,cs:S]{{}}%{MU-Spells-DB|Teleport}'},
{name:'Thunder+Lightning',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Thunder \\amp Lightning}}{{subtitle=Power}}{{School=Alteration}}Specs=[Thunder+Lightning,Power,0H,Alteration]{{Components=V,M}}{{Casting Time=[[4]]}}{{Range=[[0]]}}{{Area of Effect=[Thunderclap Cone 40ft x 20ft](!rounds --aoe @{selected|token_id}|cone|feet|0|40|20|lightning) \n[Lightning Bolt](!rounds --aoe @{selected|token_id}|bolt|feet|0|80|5|lightning) \nor [Lightning Fork](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|10|lightning) \nall creatures within area}}{{Save=Save vs. Staves, success just deafened for 1d4 rounds and half damage, else stunned for 1d2 \\amp deafened for 1d2 more and take 8d6HP damage)}}{{Duration=[Fail save](!magic --message standard|@{selected|token_id}|Thunder \\amp Lightning|Stunned and deafened by a thunderclap and take \\amp#91;[{ 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1]\\amp#93;HP damage from a *lightning strike*|\\amp#13;!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is stunned?|token_id}|Thunderclap stun|\\amp#91;[1d2]\\amp#93;|-1|Stunned by a thunderclap|lightning-helix) stunned for 1d2 rounds, deafened for another 1d2 rounds, and take 8d6 damage (1s \\amp 2s count as 3s).\n[Make save](!magic --message standard|@{selected|token_id}|Thunder \\amp Lightning|Deafened by a thunderclap and take **\\amp#91;[floor\\amp#40;\\amp#91;[{ 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1]\\amp#93;/2\\amp#41;]\\amp#93;HP** damage from a *lightning strike* already halved|\\amp#13;!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is deafened?|token_id}|Thunderclap deaf|\\amp#91;[1d4]\\amp#93;|-1|Deafened by a thunderclap|interdiction) just deafened for 1d4 rounds and taken half of 8d6HP damage (1s \\amp 2s counted as 3s)}}SpellData=[w:Thunder+Lightning,sp:4,cs:VM]{{desc=Both a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source, and a lightning bolt 80ftx5ft (optionally forked to 40ftx10ft), spring forth from the staff. All creatures within this area, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be affected as stated above.}}{{Use=Select the relevant areas of effect, using the displayed marker to change the direction of the areas. Then, depending on the results of saving throws, use the relevant duration buttons and set status markers on the appropriate victims and roll damage.}}'},
{name:'Thunderclap',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Thunderclap}}{{splevel=Power}}{{school=Alteration}}Specs=[Thunderclap,Power,0H,Alteration]{{components=V,M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=[Fail save](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is stunned?|token_id}|Thunderclap stun|\\amp#91;[1d2]\\amp#93;|-1|Stunned by a thunderclap|lightning-helix) stunned for 1d2 rounds, deafened for another 1d2 rounds\n[Make save](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is deafened?|token_id}|Thunderclap deaf|\\amp#91;[1d4]\\amp#93;|-1|Deafened by a thunderclap|interdiction) just deafened for 1d4 rounds}}{{aoe=[Cone 40ft x 20ft](!rounds --aoe @{selected|token_id}|cone|feet|0|40|20|lightning), all creatures within area}}{{save=vs. Staves, success just deafened for 1d4 rounds, else stunned for 1d2 \\amp deafened for 1d2 more)}}SpellData=[w:Thunderclap,sp:2,cs:VM]{{effects=A cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks.}}{{Use=Show the cone using the *Area of Effect* button and turning the arrow to point it, then use the appropriate *Duration* button to mark each affected creature depending on the result of saving throws.}}'},
- {name:'Turn-undead',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nTurn Undead\nas a level @{selected|pr-casting-level} @{selected|class3}}}{{splevel=Power}}{{school=Necromancy}}Specs=[Turn-Undead,Power,1H,Necromancy]{{components=V,S}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{damage=[Roll 1d20](!\\amp#13;\\amp#47;r 1d20 turning undead) then [Turn them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select undead|token_id}|Turned|99|0|Turned undead, flee if free-willed, stand aside if controlled|screaming)}}SpellData=[w:Turn Undead,sp:10,cs:VS]{{effects=**Remember that Paladins turn as a Priest of 2 levels lower.**\nAttempting to turn counts as an action, requiring one round and occurring during the character\'s turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.\nTo resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.\nOnly one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.}}{{material=The Priest\'s holy symbol}}'},
+ {name:'Turn-undead',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nTurn Undead\nas a level @{selected|pr-casting-level} @{selected|class3}}}{{splevel=Power}}{{school=Necromancy}}Specs=[Turn-Undead,Power,1H,Necromancy]{{components=V,S}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{Use=[Roll 1d20](!\\amp#13;\\amp#47;r 1d20 turning undead) then [Turn them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select undead|token_id}|Turned|99|0|Turned undead, flee if free-willed, stand aside if controlled|screaming)}}SpellData=[w:Turn Undead,sp:10,cs:VS]{{effects=**Remember that Paladins turn as a Priest of 2 levels lower.**\nAttempting to turn counts as an action, requiring one round and occurring during the character\'s turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.\nTo resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.\nOnly one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.}}{{material=The Priest\'s holy symbol}}'},
{name:'Underwater-Infravision',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Underwater Infravision}}{{splevel=Power}}{{school=Alteration}}Specs=[Underwater Infravision,Power,0H,Alteration]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Permanent}}{{aoe=Special}}{{Use=[See more clearly](!rounds --target-nosave caster|@{selected|token_id}|Underwater-Infravision|99|0|Infravision only while underwater|ninja-mask) but only underwater}}{{save=None}}SpellData=[w:Underwater Infravision,sp:0]{{desc=Same as the elf infravision ability, but only works underwater; an elven or half-elven character with this power has Infravision of doubled range, to 120\', only underwater.}}'},
{name:'Water-Breathing-24hr',type:'power',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses\n24hr Water Breathing for Self\nas a Power}}{{splevel=Power}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Water-Breathing-24hr,Power,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=[[0]]}}{{duration=24 hours, self-renewing if asleep or unconcious}}{{aoe=Caster}}{{save=None}}{{reference=PHB p215}}{{Use=[Grant gills](!rounds --target-nosave caster|@{selected|token_id}|Water-Breathing|99|0|Breath water like a fish|ninja-mask)}}SpellData=[w:Water-Breathing-24hr,sp:6,cs:VS]{{effects=The recipient is able to breathe under water freely for 24 hours. If rendered fall asleep underwater or are rendered unconcious underwater, the power automatically renews as necessary. The power cannot be dispelled.\nNote that the spell does not prevent the recipient creature from breathing in its natural element.}}'},
{name:'Water-Breathing-Self',type:'power',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nWater Breathing for Self\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Water-Breathing,Power,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=[[0]]}}{{duration=[[@{selected|casting-level}]] hours}}{{aoe=Caster}}{{save=None}}{{reference=PHB p215}}{{Use=[Grant gills](!rounds --target-nosave caster|@{selected|token_id}|Water-Breathing|[[60*@{selected|casting-level}]]|-1|Breath water like a fish|ninja-mask)}}SpellData=[w:Water-Breathing-Self,sp:6,cs:VS]{{effects=The recipient is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience. The power cannot be dispelled.\nNote that the spell does not prevent the recipient creature from breathing in its natural element.}}'},
@@ -4646,7 +5104,21 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
]},
});
+ const Maths_syntax = 'Roll20 provides many excellent maths functions for commands made to the chat window and contained in API button strings. However, it is not always possible to use the Roll20 maths using the [[...]] syntax to achieve what you want. RPGMaster provides an alternative set of maths functions to help resolve these issues. Formulas can be entered for many numeric values required by RPGMaster commands using the supported syntax. However: this syntax does not work for anything other than RPGMaster commands as of writing (this might be a future develpment). '
+ +'The square brackets [[...]] are not required. The syntax follows normal maths presedent with a few additional operators to support range calculations and dice rolls: '
+ +''
+ +'| +-*/ | The standard maths operators work as expected | '
+ +'| (...) | Parentheses can be used to define the order of calculation as normal | '
+ +'| ^(#,#,#,...) | This will resolve to the maximum value in the list, and each # can also be a calculation (semi-colons can be used instead of commas) | '
+ +'| v(#,#,#,...) | This will resolve to the minimum value in the list, and each # can also be a calculation (semi-colons can be used instead of commas) | '
+ +'| c(...) | This will resolve to the ceiling (the number rounded up) of the result of the contained calculation | '
+ +'| f(...) | This will resolve to the floor (the number rounded down) of the result of the contained calculation | '
+ +'| #d#r# | Dice roll specifications can be included in the maths with optional reroll values anywhere in the calculation, and the numbers can be calculations | '
+ +'| #:# | A different feature is the range calculation - this will derive a number in the range between the two numbers (inclusive), but will try to do so using the equivalent to 3 dice if possible - e.g. 3:18 would make the equivalent of rolling 3d6, 7:34 will resolve to 4+(3d10), 7:35 will resolve to 4+1d11+2d10. A range can be used anywhere in the calculation, and the numbers can themselves be calculations | '
+ +'| ^^field^^ | Inserts the value of a field on the character sheet for which the command is being executed (which is not always that represented by the currently selected token) | '
+ +' ';
const General_DB_Help = '1. General Database information'
+ +'If you find errors in the database information or constrution, or just have ideas for improvements, please be patient and send me information so I can improve the APIs for everyone. Thank you! '
+'The RPGMaster APIs use a number of databases to hold Macros defining character classes, spells, powers and magic items and their effects. Previous versions of the RPGMaster series of APIs held their databases all externally as character sheets: from this version onwards this is not the case for databases supplied with the APIs, which are now held internally to the APIs. However, the AttackMaster or MagicMaster API command --extract-db can be used to extract any or all standard databases to Character Sheets for examination and update. The APIs are distributed with many class, spell, power & magic item definitions, and DMs can add their own character classes, spells, items, weapons, ammo and armour to additional databases in their own database character sheets, with new definitions for database items held in Ability Macros. Additional database character sheets should be named as follows: '
+''
+' | Wizard Spells: | additional databases: MU-Spells-DB-[added name] where [added name] can be replaced with anything you want. | '
@@ -4676,19 +5148,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+'Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros, and are an essential part of Attack Templates. When a Player or an NPC or Monster makes an attack, the AttackMaster API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available. '
+'1.1 Replacing Database Items'
+'If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases (a database with the same root name) with the Ability Macro you create having exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs. '
- +'1.2 Doing Maths for Numeric Values'
- +'Roll20 provides many excellent maths functions for commands made to the chat window and contained in API button strings. However, it is not always possible to use the Roll20 maths using the [[...]] syntax to achieve what you want. RPGMaster provides an alternative set of maths functions to help resolve these issues. Formulas can be entered for many numeric values required by RPGMaster commands using the supported syntax. However: this syntax does not work for anything other than RPGMaster commands as of writing (this might be a future develpment). '
- +'The square brackets [[...]] are not required. The syntax follows normal maths presedent with a few additional operators to support range calculations and dice rolls: '
- +''
- +'| +-*/ | The standard maths operators work as expected | '
- +'| (...) | Parentheses can be used to define the order of calculation as normal | '
- +'| ^(#,#,#,...) | This will resolve to the maximum value in the list, and each # can also be a calculation (semi-colons can be used instead of commas) | '
- +'| v(#,#,#,...) | This will resolve to the minimum value in the list, and each # can also be a calculation (semi-colons can be used instead of commas) | '
- +'| c(...) | This will resolve to the ceiling (the number rounded up) of the result of the contained calculation | '
- +'| f(...) | This will resolve to the floor (the number rounded down) of the result of the contained calculation | '
- +'| #d#r# | Dice roll specifications can be included in the maths with optional reroll values anywhere in the calculation, and the numbers can be calculations | '
- +'| #:# | A different feature is the range calculation - this will derive a number in the range between the two numbers (inclusive), but will try to do so using the equivalent to 3 dice if possible - e.g. 3:18 would make the equivalent of rolling 3d6, 7:34 will resolve to 4+(3d10), 7:35 will resolve to 4+1d11+2d10. A range can be used anywhere in the calculation, and the numbers can themselves be calculations | '
- +' '
+ +'Updated 1.2 Doing Maths for Numeric Values'
+ + Maths_syntax
+' ';
const itemInheritance = '1.3 Item Inheritance'
@@ -4699,7 +5160,9 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+'Text Inheritance: If you are familiar with Roll20 ability macro programing, you will recognise the syntax %{char-name|ability-name} to insert the text of an ability macro into the chat window or another ability macro. RPGMaster item definitions do something similar but important to note not exactly the same! Instead of using the "char-name" a database name or database root name is given (e.g. "MI-DB-Weapons" or just "MI-DB") followed by the pipe \'|\' and the inherited item name. This will search both character sheet databases and databases held in memory - even if a specific database name is given, if not found in a database of that name all databases of the same root will be searched (e.g. if MI-DB-Rings is specified and the item not found there, all MI-DB databases will be searched). Note: under Text Inheritance data sections will not be merged (unless Data Inheritance is also used). Roll Template sections with the same name later in the merged definition take precidence (e.g. in this example the Roll Template section {{Protection=+[[2]] on AC}} will override that from the Ring-of-Protection+1 because it comes after the %{...|...} in the Ring-of-Protection+2 "child" item definition). '
+'Defining Parent / Child item inheritance in this way can make the databases much smaller, allow simpler maintenance of common inherited data attributes, and cause less typing! ';
- const General_API_Help ='Roll Query Extension'
+ const General_API_Help ='Reporting Errors'
+ +'If you find errors in the APIs, how they work or just if you have some good ideas, please be patient and send me information so I can improve the APIs for everyone. Thank you! '
+ +'Roll Query Extension'
+'The syntax of the Roll20 Roll Query has been extended within the RPGMaster APIs to support RPGMaster API commands with Roll Queries that the GM is invited to answer, rather than the player, regardless of who issued the command. The standard syntax and the extended syntax is shown below: '
+'Standard Syntax: ?{Query text|option1|option2|...} '
+'Extended syntax: gm{Query text/option1/option2/...}'
@@ -4711,19 +5174,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+'!attk [sender_override_id] --cmd1 args1... --cmd2 args2... '
+'The optional sender_override_id (don\'t include the [...], that\'s just the syntax for "optional") can be a Roll20 player_id, character_id or token_id. The API will work out which it is. If a player_id, the commands output will be sent to that player when player output is appropriate, even if that player is not on-line (i.e. no-one will get it if they are not on-line). If a character_id or token_id, the API will look for a controlling player who is on-line and send appropriate output to them - if no controlling players are on-line, or the token/character is controlled by the GM, the GM will receive all output. If the ID passed does not represent a player, character or token, or if no ID is provided, the API will send appropriate output to whichever player Roll20 tells the API to send it to. '
+' '
- +'Doing Maths for Numeric Values'
- +'Roll20 provides many excellent maths functions for commands made to the chat window and contained in API button strings. However, it is not always possible to use the Roll20 maths using the [[...]] syntax to achieve what you want. RPGMaster provides an alternative set of maths functions to help resolve these issues. Formulas can be entered for many numeric values required by RPGMaster commands using the supported syntax. However: this syntax does not work for anything other than RPGMaster commands as of writing (this might be a future develpment). '
- +'The square brackets [[...]] are not required. The syntax follows normal maths presedent with a few additional operators to support range calculations and dice rolls: '
- +''
- +'| +-*/ | The standard maths operators work as expected | '
- +'| (...) | Parentheses can be used to define the order of calculation as normal | '
- +'| ^(#,#,#,...) | This will resolve to the maximum value in the list, and each # can also be a calculation (semi-colons can be used instead of commas) | '
- +'| v(#,#,#,...) | This will resolve to the minimum value in the list, and each # can also be a calculation (semi-colons can be used instead of commas) | '
- +'| c(...) | This will resolve to the ceiling (the number rounded up) of the result of the contained calculation | '
- +'| f(...) | This will resolve to the floor (the number rounded down) of the result of the contained calculation | '
- +'| #d#r# | Dice roll specifications can be included in the maths with optional reroll values anywhere in the calculation, and the numbers can be calculations | '
- +'| #:# | A different feature is the range calculation - this will derive a number in the range between the two numbers (inclusive), but will try to do so using the equivalent to 3 dice if possible - e.g. 3:18 would make the equivalent of rolling 3d6, 7:34 will resolve to 4+(3d10), 7:35 will resolve to 4+1d11+2d10. A range can be used anywhere in the calculation, and the numbers can themselves be calculations | '
- +' '
+ +'Updated Doing Maths for Numeric Values'
+ + Maths_syntax
+' '
+'Using Character Sheet Ability/Action buttons'
+'The most common approach for the Player to run these commands is to use Ability macros on their Character Sheets which are flagged to appear as Token Action Buttons: Ability macros & Token Action Buttons are standard Roll20 functionality, refer to the Roll20 Help Centre for information on creating and using these. '
@@ -4732,56 +5184,81 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
const handouts = Object.freeze({
RPGM_Release_Notes: {name:'RPGM Release Notes',
- version:'4.004',
+ version:'5.000',
avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703',
bio:''
- +'RPGM Release Notes v4.000'
+ +'RPGM Release Notes v5.000'
+' '
+''
+' RPGMaster Release Notes'
- +' for version 4.0.4'
+ +' for version 5.0.0'
+' '
- +' v4.0.4 Release Notes'
- +' 4.0.1 was a major release, with considerable changes in the background to make the RPGMaster suite of APIs smaller and faster, while increasing utility and helpfulness. '
- +' New Drag & Drop Creatures'
- +' Several new Drag & Drop creatures have been added, including: Flesh Golums, Grey Ooze, Dopplegangers, all types of centipede, all types of pudding, all types of Grell, Gelatinous Cube, Mimics, Manticore, Revenants, Shadows, Shriekers, Wererats, and a 3e / 5e creature called a Grick adapted for 2e. All the necessary bespoke weapons and powers for these creatures have also been added, as have some extensions to API functionality (all backwards compatible). '
- +' Shortbows Ammo Restriction'
- +' Until recently shortbows could use any type of arrow. However, sheaf arrows should only work with longbows and longbow derivatives. Shortbows have now been restricted to only use ammo with a superType specified of \'st:shortbow\' or a type of \'t:shortbow\'. This can be specified as one of multiple ammoData datasets, thus allowing a particular type of arrow to be used on multiple bow types. However, ammo with a superType specified as \'st:bow\' will no longer be available for use with shortbows. '
- +' Note: a bug in v4.0.1 (and possibly also previous versions) of the RPGMaster Library meant shortbows could not find any ammo at all. This has been fixed. '
- +' Drag & Drop fully populated NPCs'
- +' In 2023, RPGMaster introduced Drag & Drop creatures. This functionality has now been extended to add NPCs, with fully populated character sheets, rolled attributes, populated skills such as rogue skills, populated spell books and powers, all driven by user-definable NPC definitions. A new [NPC] button exists on the Drag & Drop Class & Race dialog, which presents a drop-down Roll Query listing the currently defined NPCs to select from. Other queries will request more detail, such as the level of the NPC. Creating and playing a Drag & Drop NPC is identical in process to a Drag & Drop creature. Help is provided in the CommandMaster Help handout, and the Class & Race Database Help handout. '
- +' Configure Attribute Rolls'
- +' To support the introduction of Drag & Drop fully-populated NPCs, the RPGMaster suite will now correctly roll and populate the Attributes for any NPC chosen, and also populate on the character sheet the associated data elements, such as to-hit plus, max weight etc granted by strength, extra spells for priests with high wisdom, and so on. These values have always been taken into account by the APIs (even if not set). However, in addition when an Other Actions > Attribute Check dialog is openned and if the [Auto-check Attributes] button is selected the APIs will automatically check the Attributes: if they have not been set, they will automatically be rolled for the selected character / NPC / creature so that a valid check can be done unless configured not to do so. '
- +' A new RPGM configuration option is now available using the GM\'s [RPGM config] macro bar button, or the !attk --config command, called "NPC Attributes" with the options [No Attributes] and [Roll Attributes]. If [Roll Attributes] is chosen, another configuration option called "NPC Attr Range" becomes available, with the options [Full Range] and [Restrict Range]. If [No Attributes] is chosen, any existing NPC / creature which does not have attribute rolls defined in its creature definition record in the database will not have attributes rolled for it. If [Roll Attributes] & [Full Range] is set, any NPC / creature for which attributes have not been set will have attributes rolled when an Attribute Check is done with a full range (3d6). If [Roll Attributes] & [Restrict Range] is set, any NPC / creature for which attributes have not been set will have attributes rolled in a restricted range that does not give them undue bonuses or penalties. '
- +' Enhanced Mods Table'
- +' The previous release added a means of storing and displaying all saving throw & attribute check modifiers currently in effect for each character / creature / NPC, to show in detail how the current saving throw and attribute check targets were calculated. This release has extended that capability to do the same for all modifiers to AC, Thac0 (to-hit), Damage, & HP, and to manage the application and durations of these modifiers. Generally, the modifiers are applied due to magic items in the possession of the character / creature / NPC, or from spells cast on them that are currently in effect - in the majority of cases, if using the RPGMaster item and spell capabilities of the MagicMaster API and effect management of the RoundMaster API, all these mods will be applied and expired automatically. However, API commands exist for GMs and players to apply mods manually if so desired. See the AttackMaster Help handout for more information. '
- +' Rogue Skill Table Management'
- +' The Rogue Skill table can be accessed through Other Actions > Rogue Skill Check. This dialog has now been extended to work in a similar fashion to the Saving Throw dialog, with a button to [Auto-check Skill Scores] and another to [Manually check Skill Scores] - the choice will be preserved between uses and game sessions. Auto-checking will automatically review the class, race, dexterity, armour, and magic items possessed, and use the data in the definitions for each to set the values on the Rogue Skills table, leaving the user to allocate the points granted for the level and class of rogue. The auto-check will be performed continuously by the APIs so that as conditions change, such as items possessed and armour worn, the values immediately change accordingly. The manual option, on the other hand, leaves the player to enter all the values in the table, for instance for a non-standard character. '
- +' Weapon Proficiencies for NPCs / Creatures'
- +' Creature innate attacks and attacks with weapons have always been considered to be "proficient". However, there is now a way to set weapon use for Drag & Drop creatures and NPCs to be "specialist" or even have "mastery". Each weapon definition in a creature / NPC definition can be annotated with the proficiency level (if none is stated, "proficient" is assumed). See the Class & Race Database Help handout for how to specify proficiency levels. '
- +' Random Items for NPCs / Creatures'
- +' Drag & Drop creatures and NPCs have always been able to have named items allocated to them to carry, such as named weapons, armour or ammunition. They can now also have random items added to their character sheets as being "in their possession" (even if they can\'t use them), as if they had picked them up or won them in battle at some point in the past. The number of random items can be specified (or even be a random quantity, such as a dice roll or number range), and reviewed by the GM using the GM\'s [Add Items] macro bar button or the !magic --gm-edit-mi command (to ensure game balance...). Thus, PCs can loot these as treasure after a successful battle, or a rogue can pick-pocket them, etc. Details can be found in the Class & Race Database Help handout as to how to specify random items for Drag & Drop creatures & NPCs. '
- +' Query Results for NPCs / Creature Weapon / Armour / Item Definitions'
- +' Drag & Drop creature and NPC database definitions can use the query: data tag to specify a query to the player that returns a selected list of parameters to feed into and alter the definition\'s results. The parameters for these queries can now be used in weapon, armour and item definition sections of NPC and creature database entries. See the Class & Race Database Help handout section on Complex Creatures with Multiple Forms for an explanation of creature and NPC query definitions. '
- +' New Treasure database'
- +' A new database of treasure items - items that are descriptive and may have a worth, but are not magical or functional. These are intended to add colour to the campaign. A new button has been added to the GM\'s [Add Items] dialog (or !magic --gm-only-mi command) to list these items to add to NPCs and containers for player characters to find '
+ +' v5.0.0 Release Notes'
+ +' This is a major release, with considerable changes to add major new functionality, and a large number of new database items. It has been 6 months in the making! If you find errors, please be patient and send me information so I can improve the APIs for everyone. Thank you! '
+ +' Money, Trading and Commerce'
+ +' For many years, almost since version 1, there has been a rudimentary trading system in RPGMaster. If the GM manually added a value to an item in a character\'s inventory then searching the character for items and picking up the item with a value would trigger a charging sequence. However, that system was highly manual and difficult to use, with no way for Player Characters to sell items in their inventory to get money to buy other items. So that system has been totally replaced and massively upgraded. '
+ +' All items in all the item databases supplied with the system have now been valued, using the rules in the PHB, DMG and the Dungeon Master Option (High Level Campaigns) manual. New data tags have been created for NPCs which trigger them being traders, able to both sell and, critically, buy items to and from Player Characters (or other NPCs). Money is stored in each character\'s inventory as coins, which themselves are storable items (e.g. to use as bribes) or can be pick-pocketed. Traders defined in the Race-DB-Services database are enabled for Drag & Drop so that Inns, General Stores, Blacksmiths in their Forge, and Wizard\'s Emporiums can just be dropped, fully populated with full inventories (with random quantities of items or even totally randomised inventories), onto the playing surface. '
+ +' Services, such as weapon proficiency training in many different weapons and to many different skill levels, which can be bought at a cost, have also been added. Fighting style training is included, and Weapon-Proficiency slot management has been added (with an RPGM configuration item to ignore it if so desired). Training services for characters to level-up in their desired class have also been added, again at a cost, and Drag & Drop training schools (such as the Sword Master School, Archery School, Wizard\'s University, and even the Thieve\'s Guild) added to the Drag & Drop system under the new [Services] list on the Drag & Drop dialog. These schools are just another form of Trader but often will only sell training: purchasable training items are stocked in their inventories which automatically perform the appropriate changes required to the character sheet when purchased. '
+ +' All of this is a considerable change to the APIs, affecting every single one in the suite (even RoundMaster which has new effects and event triggers to support some purchaseable services). If you find any issues, please be patient and report them to me using a DM or in the RPGMaster Forum. Thanks for your support for this. '
+ +' See the updated Class Database Help, Race & Creature Database Help, CoomandMaster Help and MagicMaster Help handouts for more information. '
+
+ +' Advantage & Disadvantage'
+ +' The D&D5e conditions of Advantage and Disadvantage have been implemented as extensions to the !attk --set-mods command. Made possible for melee and ranged weapon attacks, damage rolls, saving throws, attribute checks and rogue skill checks, each condition prompts two dice to be rolled instead of one, with the most beneficial being taken for Advantage and the least beneficial for Disadvantage. These conditions can be useful for aiding gameplay and have been added as an example to the alchoholic drinks in the MI-DB-Custom database - drinking (i.e. using) these "potions" will apply Disadvantage to attacks and skill checks for many rounds to the PC / NPC drinking them to simulate inebriation. See the AttackMaster Help handout for more information. '
+
+ +' Fighting Style Restrictions by Class'
+ +' To date, GMs have been able to allocate fighting styles to proficiency slots on any character sheet for any character class, which strictly speaking is not correct according to The Complete Fighter\'s Handbook. GMs can still do this. However, now that Training Services can be bought by player characters (and NPCs), a new class data tag "styles:" has been added which limits which fighting styles each character class can train in, in line with the rules in the Handbook. Of course, the GM can always use their [Token Setup] > [Add Proficiencies] dialog (or !cmd --add-profs command) to set whatever proficiencies they wish. '
+ +' Player Proficiencies Table Display'
+ +' To further support weapon proficiency and fighting style training, an option to display a character\'s current proficiencies has been added to the [Other Actions] menu. It can also be accessed by the !cmd --add-profs command which, when used by a player, will display the proficiencies table (the GM can use it to add to or change existing proficiencies). The players can seek training to buy to gain proficiency improvements, using the new trading and services capabilities. '
+ +' Character Inventory Grouping'
+ +' The character\'s inventory of items that they own can grow and grow, especially now equipment and treasure have been added to pickable items. Viewing the inventory can be confusing and items the player wants to use difficult to find. Recently, Peter B. added multiple new item tables to his excellent character sheet, so I have made changes to the internal table management system of RPGMaster to make use of this, and split inventory items across these multiple tables. This allows the items displayed in inventory lists to be split by item class, making each section shorter and easier to find specific items in. The split is into: Potions; Scrolls & Books; Rings Rods Staves & Wands; Weapons Armour & other Gear; Miscellaneous magic items; Treasure items, and Coins. '
+ +' Making this split requires a conversion of the character sheet - don\'t worry, the system does this automatically for you.. but only when each individual character does a long rest: this ensures that the APIs don\'t slow down everybody\'s systems too much. The APIs work fine on character sheets that have not yet been converted: the item inventory views just won\'t yet be split by item class. The conversion uses some functionality that has been around in the APIs for a while: as a result if there are items in the inventory that do not appear in your currently loaded databases the conversion will also give the GM the opportunity to match the items to existing database items. '
+ +' New databases'
+ +' As mentioned above when discussing Traders, there are a couple of new databases to take a look at: MI-DB-Services and Race-DB-Services. '
+ +' MI-DB-Services holds definitions of purchaseable services, such as weapon proficiency training, fighting style training, character levelling-up, and more esoteric services such as mooring fees and ships crew pay! These services use existing functionality to trigger action on being bought (or otherwise picked up), which immediately consumes the service which disappears from the character\'s inventory, and simultaneously updates the character sheet of the purchaser in line with the service provided - e.g. levelling-up will increase the character\'s level by 1 in the purchased class and all associated changes, such as saving throws, level-related powers, attacks per round, etc. etc. will be updated. '
+ +' Race-DB-Services holds definitions for Drag & Drop service providers and trading locations. A new [Services] button on the dialog that appears when you drop a blank character sheet onto the playing surface (the Drag & Drop dialog, which can also be acessed via the GM\'s [Token Setup] macro button > [Choose Race/Class], or the !cmd --abilities command). Selecting this button reveals a Roll Queery with a list of service providers and trading locations like the Warrior School, Wizard\'s University, an Inn, the Forge and many others. Selecting any of these will set up the dropped token and associated character sheet as the selected service provider or trader, with an inventory of saleable items. The trader definition might optionally ask the GM to choose a trading profit margin for the trader to set prices to achieve. '
+ +' Added more Drag & Drop Creatures'
+ +' The list of Creatures that can be Dragged & Dropped onto the playing surface fully created continues to expand. The latest additions are: '
+ +' '
+ + '- Assassin vine
'
+ + '- Chuul
'
+ + '- Giant Coral Snake
'
+ + '- Green Slime
'
+ + '- Harpy
'
+ + '- Common Mimic
'
+ + '- Peryton
'
+ + '- Sea Hag
'
+ +' '
+ +' Additional Magical and Treasure Items'
+ +' A more thorough analysis of the DMG lists of magic item descriptions revealed a number of items that had not been defined in the item databases. These have now been defined and added, so that all items described in the DMG are now present (at least that is the current view...). It is also the case that some weapons (especially polearms) were defined as standard weapons, but without magial versions that are plus to attack or are magically cursed. These have now been added. '
+ +' Also, gems and other treasure items described in the DMG have now been added to the MI-DB-Treasure database, and can be added to creatures, NPCs, chests and other containers, and traded using the new commerce and trading system. '
+ +' RPGM Maths Can Use Sheet Values'
+ +' The RPGMaster Maths system was created so that API database items can contain calculated values as it does not have access under all circumstances to the Roll20 chat or macro maths functions. The system has now been extended so that it can use values from the character sheet in formula submitted for evaluation. The format is ^^field-name^^ - the field-name is the name of the field shown in the tool-tip revealed by hovering the mouse over the field. The name of the character sheet is not definable, and is worked out contextually by the APIs. Thus a formula such as ^(0;^^level-class1^^d4-5) can be used which bases the dice roll on the warrior level of the sheet: if level 2, it would evaluate to Math.max(0,2d4-5). See section 1.3 of any RPGMaster API help handout or more information. '
+ +' New RPGM Configuration Options'
+ +' To give the GM control of how the AD&D2e rules are applied in their campaign world, RPGMaster allows a number of rules to be turned on or off. This is done with the GM\'s [RPGM-config] macro bar button, or the !magic --config or !attk --config commands. Two new rule configuration options have been added: '
+ +' '
+ + '- auto-calculate weapon proficiency slots, or allow the number of slots to be manually changed on the sheet.
'
+ + '- allow weapon specialisation in more than one weapon or not (not counting fighting style specialisation).
'
+ +' '
+ +' Effects Triggered by Long or Short Rests'
+ +' Some spells, services, and other activities have effects over more than a day. Previously, such effects have had to be remembered to be acting by the GM and players, and ended manually. It is now possible to create effects that are triggered by short or long rests: the syntax for the effect name is "status-name-short" and "status-name-long". The best use for these is to create a status with a duration in days but a direction of zero (i.e. the duration does not change each round), and an associated status effect that reduces the duration of the status by one on each long rest, by using !rounds --addtargetstatus ^^tid^^|status-name|-1|0|message|token-marker. It then just requires the character with the status marker to perform long rests each day for the effects to count down the days and the status marker to be automatically removed when the status ends. '
+
+' Fixes'
+' While I am sure everything worked when first coded, subsequent changes have had unexpected consequences and players have also done things I didn\'t expect (is that not the story for all GMs?). Hence fix lists continue... '
+' '
- +'- Roll20 state variable bug fixed by dev team
'
- +'- Improved error trapping and notification throughout
'
- +'- Fixed spelling of thievish armor (armour) to be same as character sheet is expecting
'
- +'- Hopefully improved spurious "Gathering Data" messages - though some still are annoyingly appearing wrongly...
'
- +'- Fixed determination of initiative speed for some magic items that were ignoring inheritance
'
- +'- Attempted fix for listing/viewing/using items listed on character sheet that are not in any database
'
- +'- Fixed bug in container scaling when openned or closed using Search for Items & Treasure
'
- +'- Corrected allocation of Spell Menu action button for Drag & Drop creatures so all who have spells also have means to access them!
'
- +'- Fixed parsing of API buttons with empty button names to default to hyphens
'
- +'- Fixed [Convert Spells] error.
'
- +'- Allow semi-colon as well as colon as a separator for targeted saving throw qualifiers
'
- +'- Force characters with a character class of "creature" to use Hit Dice for Thac0 calculations, rather than class level (which can still be used for saving throws, spell casting etc)
'
- +'- Fixed data error which prevented Shortbows from finding ammo - can now use Flight Arrows & Glass Arrows
'
- +'- Fixed infinate loop error on equipping a ranged weapon when two different ammo types had the same common name but different magic item names
'
+ +'- Fixed table tidying capabilities
'
+ +'- Fixed race queries associated with pick lists that are not alphabetised
'
+ +'- Fixes to Spells: Comprehend Languages, Confuse-Languages, Identify
'
+ +'- Fixes to thief skills system, and added tags for items to magically affect thief skill scores
'
+ +'- Fixed [Return] buttons working in dialogs with Show more / Show less hyperlinks
'
+ +'- Fixed corruptions to the Fighting Styles database, with auto-cleaning
'
+ +'- Fixed several bugs with temporary mods
'
+ +'- Fixed the sentience of Drag & Drop creatures to support trading and pick-pocketing
'
+ +'- Fixed an issue with evelAttr() for unbracketed alculations
'
+ +'- Fixed a Firebase crash for items in Drag & Drop container specs without a specified quantity
'
+ +'- Fixed multiple errors in calculating attacks per round by race, class, weapon type and proficiency
'
+ +'- Fixed proficiency data error for thrown blades (daggers, knives etc), some thrown spears & thrown clubs
'
+ +'- Fixed error which stopped GM changing spells & powers of MI that had predefined spells & powers
'
+ +'- Fixed ignoring non-tag descriptive names in database data specifications causing invalid data inheritance
'
+' '
+' ',
},
@@ -5229,10 +5706,10 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+'',
},
WeaponDB_Handout: {name:'Weapon & Armour Database Help',
- version:1.26,
+ version:1.27,
avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703',
bio:''
- +'Weapon & Armour Database Help v1.26'
+ +'Weapon & Armour Database Help v1.27'
+' '
+''
+' Weapon and Armour Databases'
@@ -5240,7 +5717,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' '
+' New in this Help Handout'
+' '
- +'- New Armour that affects Rogue skills by GM-definable amounts
'
+ +'- New Definable weapon proficiency slot use by weapon
'
+' '
+'[General DB Help]'
+'[Item Inheritance]'
@@ -5251,7 +5728,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information. '
+' Here are some examples: '
+' Longsword'
- +' &{template:RPGMweapon}{{name=Longsword}} {{subtitle=Sword}}{{Speed=[[5]]}} {{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Longsword, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:5]{{Attacks=1 per round + level & specialisation, Slashing}}{{Damage=+0, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword, sb:1, +:0, SM:1d8, L:1d12]{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}} '
+ +' &{template:RPGMweapon}{{title=Longsword}}Specs=[Longsword,Melee,1H,Long-blade]{{}}WeapData=[w:Longsword,gp:15,wt:4]{{}}ToHitData=[name w:Longsword,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,sp:5,r:5]{{}}DmgData=[name w:Longsword,strength bonus sb:1,magic+:0,vs SM:1d8,vs L:1d12]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level & specialisation, Slashing}}{{Damage=+0, vs SM:1d8, L:1d12, + Str bonus}}{{Looks Like=Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing. Their length ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. There is no single version of the long sword; the design and length vary from culture to culture.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}} '
+' The ability specification for this Longsword uses a Roll20 Roll Template, in this case defined in the RPGMaster Library (see the help handout for the Library to review the specifications of this template), but any Roll Template you desire can be used. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the APIs are those highlighted. Each of these elements are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below: '
+' Specs = [Type, Class, Handedness, Weapon Group] '
+' The Specs section describes what weapon type and proficiency groups this weapon belongs to. These fields must be in this order. This format is identical for all database items, whether in these databases or others used by the Master series of APIs. '
@@ -5279,22 +5756,30 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' | sb: | <0/1> strength bonus flag - specifies if the strength bonus is applicable to the Damage roll | '
+' | +: | <[+/-]#> the magical damage bonus/penalty - an integer of any size | '
+' | sm: | the base dice roll vs. small/medium creatures excluding any magical bonus | '
- +' | l: | the base dice roll vs. large/huge creatures excluding any magical bonus | '
+ +'| l: | the base dice roll vs. large/huge creatures excluding any magical bonus | | '
+' There are other optional fields that can be specified for To-Hit and/or Dmg data: see Section 4 below for complete details of all possible values. '
+ +' WeapData=[w:Longsword,gp:15,wt:4] '
+ +' The WeapData section holds information about the weapon that (generally) does not have an effect on attacks. In this case it simply holds: '
+ +' | gp: | The standard value of the weapon on which to base the amout it can be traded for | '
+ +'| wt: | The weight of the weapon for encumberance calculations (not currently used) |
'
+ +' There are other data tags that can be used in the WeapData section: see other examples below and Section 4 below. '
+' '
+' Bastardsword+1'
+' &{template:RPGMweapon}{{name=Bastard Sword+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}Specs=[Bastard-Sword,Melee,1H,Long-blade],[Bastard-Sword,Melee,2H,Long-blade]{{To-hit=+1 + Str Bonus}}ToHitData=[w:Bastard Sword+1, sb:1, +:1, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:6,rc:uncharged],[w:Bastard Sword 2H+1, sb:1, +:1, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:8,,rc:uncharged]{{Attacks=1 per round + specialisation & level, Slashing}}{{Damage=+1, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Bastard Sword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Bastard Sword 2H+1,sb:1,+:1,SM:2d4,L:2d8]{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}} '
+' The Bastardsword can be used either single handed or two handed with different to-hit and damage outcomes. This can be represented in the macro as shown here, with multiple specification sections. When using the AttackMaster API !attk --weapon command to take the Bastardsword in hand, choosing 1 hand (either left or right) will use the 1-handed specifications, and choosing to take it in Both Hands will use the 2-handed specifications. '
+' All the field definitions are the same as for the Longsword example above, but there are (in this case) two sets of data for each section, the first set for 1-handed, the second set for 2-handed (as defined by the handedness entry in the Specs section data sets. '
+' '
- +' Longbow'
- +' &{template:RPGMweapon}{{name=Longbow}}{{subtitle=Bow}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=Ranged 2-handed Bow}}Specs=[Longbow,Ranged,2H,Bow]{{To-hit=+0 + Dex Bonus}}ToHitData=[w:Longbow,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:8]{{Attacks=Piercing, 2 per round}}{{desc=This is a normal longbow. The wood is polished, the string taut, but nothing special.}} '
+ +' Update: Longbow'
+ +' &{template:RPGMweapon}{{title=Longbow}}Specs=[longbow,ranged,2H,bow]{{}}WeapData=[w:Longbow,gp:75,wt:3,slots:1|2|3]{{}}ToHitData=[w:Longbow,sb:0,db:1,+:0,ara:-1|0|0|1|2|3|3|3|3,n:2,n:2,ch:20,cm:1,sz:L,ty:P,sp:8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=Ranged 2-handed bow}}{{To-Hit=+0 + dex bonus}}{{Attacks=Piercing, 2 per round}}{{Looks Like=Bows are long, slender rods (also called staves) made of wood with a string of animal tendon or plant fiber. the staff is about as high as the archer, usually 6 to 6 1/2 feet. It has better range than the short bow, and can fire both flight and sheaf arrows.}}{{desc=This is a normal longbow. The wood is polished, the string taut, but nothing special.}} '
+' A ranged weapon like a Longbow uses the same data section definitions as melee weapons except for the following additions and differences. '
+' ToHitData=[w:Longbow,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:8] '
+' The To-Hit section has an extra option: '
+' | db: | <0/1> dexterity bonus flag - specifies if the dexterity bonus is applicable to the To-Hit roll. | '
+'| r: | the range data is not provided because this weapon does not modify the range of its ammo, but could be provided if required. |
'
+' There is no DmgData section, as damage is defined by the ammo. '
+ +' WeapData=[w:Longbow,gp:75,wt:3,slots:1|2|3] '
+ +' New One additional data tag is shown here for the Longbow: '
+ +' | slots: <# | # | #> | Defines the number of weapon proficiency slots used by the weapon to gain Proficient | Specialist | Mastery: in this case a total of 1 for Proficiency, 3 (1+2) for Specialism, and 6 (1+2+3) for full Mastery (if the GM uses RPGMaster configuration to allow ranged weapon mastery). Defaults to 1 | 1 | 1 if not specified. |
'
+' '
+' Shortbow of Targeting'
+' &{template:RPGMweapon}{{name=Shortbow of Targeting}}{{subtitle=Bow}}{{Speed=7/6/5/3}}{{Size=Medium}}{{Weapon=2-handed ranged bow }}Specs=[Shortbow,Ranged,2H,Bow],[Shortbow,Ranged,2H,Bow],[Shortbow,Ranged,2H,Bow],[Shortbow,Ranged,2H,Bow]{{To-hit=Dexterity bonus + 0 charges = normal bow '
@@ -5368,13 +5853,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' Dancing Weapons'
+' Only one dancing weapon is defined in the Dungeon Master\'s Guide, the "Sword of Dancing". However, with RPGMaster APIs, any weapon can be made to dance including ranged weapons: '
+' Longsword of Dancing'
- +' &{template:RPGMweapon}{{title=Longsword of Dancing}} {{subtitle=Magical Sword}}{{Speed=[[5]]}} {{Size=Medium}}WeapData=[d:+1/4]{{Weapon=Dancing 1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade]{{To-hit=+1/2/3/4 on sequential rounds + Str bonus}}ToHitData=[w:Longsword of Dancing, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:5]{{Attacks=1 per round + level & specialisation, Slashing}}{{Damage=+1/2/3/4 on sequential rounds, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword, sb:1, +:0, SM:1d8, L:1d12]{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}} '
+ +' &{template:RPGMweapon}{{title=Longsword of Dancing}} {{subtitle=Magical Sword}}{{Speed=[[5]]}} {{Size=Medium}}WeapData=[d:+1|4]{{Weapon=Dancing 1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade]{{To-hit=+1/2/3/4 on sequential rounds + Str bonus}}ToHitData=[w:Longsword of Dancing, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:5]{{Attacks=1 per round + level & specialisation, Slashing}}{{Damage=+1/2/3/4 on sequential rounds, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword, sb:1, +:0, SM:1d8, L:1d12]{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}} '
+' This weapon will automatically be identified as a "dancing weapon" when taken In-hand using the Attk Menu > Change Weapon dialog. The necessary data attribute to be placed in the WeapData section is shown below: '
+' '
+'| d: | [+/-]# [|#] | Defines the change in magical plus per round, optionally followed by a pipe and number of dancing rounds (defaults to 4) | '
+' '
+' Such a weapon must be held in-hand (and presumably used to attack) for a number of rounds before it will dance, with the magical plus of the weapon changing by a defined amount each round (which can be positive, zero or negative). Once that number of rounds has passed, the weapon will automatically start dancing, and the player will be presented with the Change Weapon dialog to select a new weapon to take in hand. The dancing weapon will automatically be given an initiative roll each round while dancing, the magical plus will be reset to that defined for the first round in the specification and will again increment round on round. Once the number of rounds has again passed, the weapon will stop dancing: the player will need to take the weapon in-hand again to restart the sequence. '
- +' Note: the magical plus of the weapon on the first round in the sequence will always be that specified by the +:# attribute incremented by the dancing increment from the d:[+/-]# attribute. Thus a ToHitData and DmgData entru of +:0 and a WeapData specification of d:+1/4 will result in the first round plus being +1. '
+ +' Note: the magical plus of the weapon on the first round in the sequence will always be that specified by the +:# attribute incremented by the dancing increment from the d:[+/-]# attribute. Thus a ToHitData and DmgData entry of +:0 and a WeapData specification of d:+1/4 will result in the first round plus being +1. '
+' Dancing weapons work by using Effects managed by the RoundMaster API, which needs to be loaded for them to work. This weapon definition will automatically create the required effects for RoundMaster to use (using the !rounds --dancer command), which will work in a standard way, following the approach for a "Sword of Dancing" defined in the DMG. If you want a specialised dancing weapon using a different approach, you will need to define your own dancing weapon effects using the information in the Effects Database Help handout. '
+' Artifact sword'
+' &{template:RPGMweapon}{{name=Jim the Sun Blade '
@@ -5416,7 +5901,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' A typical use of such a command is in the ToHitData or DmgData of a weaponised spell: '
+' &{template:RPGMspell}{{title=@{selected|Casting-name} casts Wither as a level @{selected|Casting-Level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Wither,Innate-Melee|PRspellL7,1H,Necromancy]{{components=V,S,M}}{{range=Touch attack}}{{time=[[1]] round}}{{duration=Permanent}}{{aoe=Creature Touched}}ToHitData=[w:Wither,sp:1,sb:0,ty:SPB,r:5,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦@{target¦Who\'s member will wither?¦token_id}¦Wither¦[\\lbrak;10*2d4\\rbrak;]¦-1¦Touched limb / member / organ is withering and turning to dust¦back-pain\\rpar;,cmd:!attk ~~blank-weapon `{selected¦token_id}¦Wither¦silent]{{save=None}}DmgData=[w:Wither,sb:0,SM:0,L:0,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦@{target¦Who\'s member will wither?¦token_id}¦Wither¦[\\lbrak;10*2d4\\rbrak;]¦-1¦Touched limb / member / organ is withering and turning to dust¦back-pain\\rpar;]{{reference=PHB p234}}SpellData=[w:Wither,lv:7,sp:1,gp:0.1,cs:VSM,sph:Necromantic]{{Use=Take the spell in-hand when casting, and attack with it. Called shots attract penalties to hit.}}{{effects=Causes the member or organ touched to cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.}}{{materials=A prayer device and unholy water}} '
+' In this case, the command !attk --blank-weapon @{selected|token_id}|Wither|silent is included in the ToHitData specification and removes the spell as a weapon as soon as the caster attacks, whether successful or not. If this command had, instead, been included in the DmgData specification, the spell would have remained a usable weapon until the touch was successful and the damage done. '
- +' New Configurable Items and the Query Attribute'
+ +' Configurable Items and the Query Attribute'
+' It is possible to create weapon (and armour) definitions at have configurable elements, set when the item is first added to a container or a character. This is achieved using the query: attribute in the "WeapData" or "ACdata" section of the item. An example of its use is the Magical Javelin which uses a query to ask what magical plus that armour might grant, including negative / cursed values. '
+' Magical Javelin'
+' &{template:RPGMweapon}{{prefix=^^weaponMagic#2^^}}{{title=Javelin}}{{name=^^weaponMagic#0^^}}Specs=[Javelin,Melee,1H,Spears], [Javelin,Melee,2H,Spears], [Javelin,Ranged,1H,Throwing-Spears]{{}}WeapData=[w:Javelin, query:weaponMagic=How magical is this weapon?|+0%%0/ |-4%%-4/Cursed |-3%%-3/Cursed |-2%%-2/Cursed |-1%%-1/Cursed |0%%0/ |+1%%1/ |+2%%2/ |+3%%3/ |+4%%4/, st:Javelin, +:^^weaponMagic#1^^, rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Javelin^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, n:1, ch:20, cm:1, sz:M, ty:P, r:5, sp:4],[w:Javelin 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, n:1, ch:20, cm:1, sz:M, ty:P, r:5, sp:4],[w:Javelin^^weaponMagic#0^^, +:0, sb:1, db:1, n:1, ch:20, cm:1, sz:M, ty:P, sp:4]{{}}DmgData=[w:Javelin^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, SM:1d4, L:1d4],[w:Javelin 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, SM:1d6, L:1d6, msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Javelin^^weaponMagic#0^^, +:^^weaponMagic#1^^, t:Javelin, st:Spear, sb:1, SM:1d4, L:1d4]{{}}RangeData=[t:Javelin, +:^^weaponMagic#1^^, r:2/2/4/6]{{}}%{MI-DB|Weapon-Info}{{}} %{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}} {{subtitle=Spear}} {{Speed=[[4]]}} {{Size=Medium}} {{Weapon=1-or 2-handed ^^weaponMagic#2^^ melee or thrown spear}} {{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Attacks=1 per round + level & specialisation, Piercing}}{{Damage=^^weaponMagic#0^^, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}} {{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4 + Str bonus}} {{Range=PB:20 S:20 M:40 L:60}} {{Looks Like=Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot. Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles.}} {{desc=This is an exceptional Javelin. It is light and has a sharp point, and might be special in some way or other.}} '
@@ -5444,7 +5929,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' |