');
+ }
+ }
+
+ 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 = [];
+ const specs = (!this.obj || !this.obj[1]) ? undefined : this.obj[1].body.match(/}}\s*?specs\s*?=(.*?){{/im);
+ (specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : []).forEach(s => objType.push(s[1]))
+
+/* for (let i=0; i < specs.length; i++) {
+ objType.push(specs[i][1]);
+ }
+*/ return _.uniq(objType.join('|').toLowerCase().split('|')).join('|');
+ }
+ };
+
+ class RowValues {
+ constructor( fieldGroup ) {
+ _.filter( fields, (elem,f) => f.startsWith(fieldGroup))
+ .map(elem => {
+ if (_.isUndefined(this[elem[0]])) {
+ this[elem[0]] = {current:'',max:''};
+ }
+ this[elem[0]][elem[1]] = elem[2] || '';
+ });
+ }
+
+ /*
+ * Build an object of values to store in a table row
+ */
+
+ valLine = (p,t,v) => {
+ this[fields[p+t][0]][fields[p+t][1]] = v;
+ return this;
+ }
+ }
+
+ 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, name = attrDef[0];
+ if (this.table && !_.isNull(this.table)) {
+ rowName = this.table[0]+this.col+'_$0_'+name+this.col;
+ } else {
+ rowName = name;
+ }
+
+ if (_.isUndefined(defaultVal) || _.isNull(defaultVal)) {
+ defaultVal=attrDef[2];
+ }
+
+ if (!this.hasOwnProperty(name)) {
+ this[name] = new CharTable( attrDef );
+ }
+ if (attrDef[1] === 'max' && _.isUndefined(this[name].defaultVal.current)) this[name].defaultVal.current = '';
+ if (attrDef[1] === 'current' && _.isUndefined(this[name].defaultVal.max)) this[name].defaultVal.max = '';
+ this[name].defaultVal[attrDef[1]] = defaultVal;
+ const match=rowName.match(/^(repeating_.*)_\$(\d+)_.*$/);
+
+ if(match){
+ let createOrderKeys=[];
+ const attrMatcher=new RegExp(`^${rowName.replace(/_\$\d+_/,'_([-\\da-zA-Z]+)_')}$`,(caseSensitive?'i':''));
+ const orderMatcher=new RegExp(`^${this.table[0]}${this.col}_([-\\da-zA-Z]+)_`,(caseSensitive?'i':''));
+ const 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();
+ const 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] || '';
+ } else {
+ this[name].attrs=[];
+ if (_.isUndefined(this.sortKeys)) {
+ this.sortKeys = [];
+ }
+ }
+ 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 ) {
+
+ let rows = {};
+
+ this.fieldGroup = fieldGroup;
+ this.values = new RowValues( fieldGroup );
+ _.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 ) {
+ const start = Date.now();
+ if (!attrDef || !isArray(attrDef) || attrDef.length < 2) {LibFunctions.measureTime('tableLookup',start);throw new Error('No table attribute supplied to tableLookup() for '+this.table[0]+', attrDef '+attrDef);}
+ const 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 ) {
+
+ const list = this;
+
+ 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 {
+ const prefix = this.fieldGroup;
+ let 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 ) {
+ const start=Date.now();
+ const findRE = _.isRegExp(val);
+ const findArray = _.isArray(val);
+ const 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]);
+ LibFunctions.measureTime('tableFind',start);
+ return undefined;
+ };
+ if (findVal) val = String(val).dbName() || '-';
+ if (findArray) val = val.map(v => String(v).dbName() || '-');
+ const attrVal = LibFunctions.newAttrLookup( 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) {LibFunctions.measureTime('tableFind',start);return parseInt(tableIndex);}
+ indexArray.push(tableIndex);
+ }
+ const attrs = this[attrDef[0]].attrs;
+ if (!def) tableIndex = undefined;
+ for (let i=0; i < this.sortKeys.length; i++) {
+ const elem = _.has(attrs,this.sortKeys[i]) ? attrs[this.sortKeys[i]].get(attrDef[1]) : (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);
+ }
+ LibFunctions.measureTime('tableFind',start);
+ 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) => {
+ const 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,measure=true) {
+ const start=Date.now();
+ if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, col );
+ tableObj.addTable( attrDef, defaultVal, caseSensitive );
+ if (measure) LibFunctions.measureTime('getTableField',start);
+ 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, measure=true ) {
+ const start=Date.now();
+ if (!fieldGroup) return undefined;
+ const tableDef = fieldGroup.tableDef;
+ if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, col );
+ tableObj.addAllTables( fieldGroup.prefix, caseSensitive );
+ if (measure) LibFunctions.measureTime('getTable ('+fieldGroup.tableDef+')',start);
+ 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 = '';
+ const 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 = ( fieldGroup ) => new RowValues( fieldGroup );
+
+// ------------------------------------------------ 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 ) {
+ const start=Date.now();
+ let TableGroup = {};
+ for (const table of tableGroupDef.tableDef) {
+ if (!!tableCache[charCS.id] && !!tableCache[charCS.id][table] && !!tableCache[charCS.id][table].fullTable) {
+// log('getTableGroup: recovering ['+charCS.id+']['+table+'] from cache');
+ TableGroup[table] = tableCache[charCS.id][table];
+ } else {
+ TableGroup[table] = LibFunctions.getTable( charCS, fieldGroups[table], col, {}, caseSensitive, false );
+ if (!tableCache[charCS.id]) tableCache[charCS.id] = {};
+ tableCache[charCS.id][table] = TableGroup[table];
+ tableCache[charCS.id][table].fullTable = true;
+// log('getTableGroup: saving ['+charCS.id+']['+table+'] to cache');
+ };
+ };
+ LibFunctions.measureTime('getTableGroup',start);
+ return TableGroup;
+ };
+
+ /*
+ * Get a single field of a group of tables
+ */
+
+ LibFunctions.getTableGroupField = function( charCS, TableGroup={}, tableGroupDef, attrDef, col, defVal=null, caseSensitive ) {
+// log('getTableGroupField: called, attrDef = '+attrDef);
+ const start=Date.now();
+ for (const table of tableGroupDef.tableDef) {
+// log('getTableGroupField: got to before cacheAttr, table = '+table+', prefix = '+fieldGroups[table].prefix+', attrDef = '+attrDef+', raw = '+fields[fieldGroups[table].prefix+attrDef][0]);
+ const cacheAttr = String(fields[fieldGroups[table].prefix+attrDef][0]).dbName();
+// log('getTableGroupField: table = '+table+', prefix = '+fieldGroups[table].prefix+', attrDef = '+attrDef+', raw = '+fields[fieldGroups[table].prefix+attrDef][0]+', cacheAttr = '+cacheAttr);
+ if (!!tableCache[charCS.id] && !!tableCache[charCS.id][table] && !!tableCache[charCS.id][table][cacheAttr]) {
+// log('getTableGroupField: recovering ['+charCS.id+']['+table+']['+cacheAttr+'] from cache');
+ if (!TableGroup[table]) TableGroup[table] = {};
+ TableGroup[table] = tableCache[charCS.id][table];
+ } else {
+// log('getTableGroupField: saving ['+charCS.id+']['+table+']['+cacheAttr+'] to cache');
+ TableGroup[table] = LibFunctions.getTableField( charCS, (_.isUndefined(TableGroup[table]) ? {} : TableGroup[table]), fieldGroups[table].tableDef, fields[fieldGroups[table].prefix+attrDef], col, defVal, caseSensitive, false );
+ if (!!TableGroup[table]) {
+ if (!tableCache[charCS.id]) tableCache[charCS.id] = {};
+// if (!tableCache[charCS.id][table]) tableCache[charCS.id][table] = {};
+ tableCache[charCS.id][table] = TableGroup[table];
+ tableCache[charCS.id][table].fullTable = false;
+ };
+ };
+ };
+ LibFunctions.measureTime('getTableGroupField',start);
+ 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)) {
+ let 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;
+ let row = 0;
+ for (const table in tableGroup) {
+ 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)) {
+ let 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];
+ let tableIndex,
+ foundTables,
+ indexArray,
+ rowIDs;
+ for (const table in tableGroup) {
+ tableIndex = tableGroup[table].tableFind( fields[fieldGroups[table].prefix+attrDef], val, def, every );
+ if (tableIndex == tableGroup[table].sortKeys.length) tableIndex = undefined;
+ if (!_.isUndefined(tableIndex)) {
+ if (!every) {
+ tableIndex = parseInt(tableIndex);
+ foundTables = table;
+ rowIDs = tableGroup[table].rowID(tableIndex);
+ break;
+ } else {
+ tableIndex = _.toArray(tableIndex);
+ if (_.isUndefined(indexArray)) indexArray = [];
+ indexArray = indexArray.concat(tableIndex);
+ if (_.isUndefined(rowIDs)) rowIDs = [];
+ for (const i of tableIndex) rowIDs.push(tableGroup[table].rowID(i));
+ if (_.isUndefined(foundTables)) foundTables = [];
+ foundTables = foundTables.concat(tableIndex.fill(table));
+ };
+ };
+ };
+ return [ (every ? indexArray : 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;
+ };
+
+ /** ----------------------------- Diagnostics ---------------------------------- **/
+
+ /*
+ * Timing diagnostic function to measure execution times
+ */
+
+ LibFunctions.measureTime = ( name, start ) => times[name] = (_.isUndefined(times[name])) ? [(Date.now()-start),1] : [(times[name][0]+Date.now()-start),(times[name][1]+1)];
+
+ /*
+ * Report measured times to the console
+ */
+
+ LibFunctions.reportTimes = function( cmd, del=true ) {
+ if (!_.size(times)) return;
+ log('==========================');
+ log('Report of collected execution times');
+ log(cmd);
+ _.each(times,(t,k) => log(k+': called '+t[1]+' times, avg = '+(t[0]/(1000*t[1]))+', total = '+(t[0]/1000)));
+ if (del) times = {};
+ log('==========================');
+ };
+
+ /** ------------------------ 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.singleItems = singleItems;
+ RPGMap.punchWrestle = punchWrestle;
+ RPGMap.table57 = table57;
+ RPGMap.encumberDef = encumberDef;
+ 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.lookupAttrIndex = function (character,attrName,caseSensitive=false) {
+ let attrObj = [];
+ const fot = Date.now();
+ if (_.isUndefined(attrIndex[character.id]) || _.isUndefined(attrIndex[character.id][attrName.dbName()])) {
+ attrObj = findObjs({ type:'attribute', characterid:character.id, name:attrName}, {caseInsensitive: !caseSensitive});
+ LibFunctions.measureTime('findObjs (lookupAttr)',fot);
+ if (_.isUndefined(attrIndex[character.id])) attrIndex[character.id] = {};
+ attrIndex[character.id][attrName.dbName()] = (_.isUndefined(attrObj) || _.isUndefined(attrObj[0])) ? 0 : attrObj[0].id;
+ } else {
+ attrObj[0] = getObj('attribute',attrIndex[character.id][attrName.dbName()]);
+ if (_.isUndefined(attrObj[0])) attrIndex[character.id][attrName.dbName()] = 0;
+ LibFunctions.measureTime('lookupAttr',fot);
+ };
+ return attrObj;
+ };
+
+ LibFunctions.attrLookup = function(character,attrDef,tableDef,r,c='',caseSensitive=false,def=true) {
+ return LibFunctions.newAttrLookup(character,attrDef,{def:def,caseSensitive:caseSensitive,tableDef:tableDef,row:r,col:c});
+ };
+
+ LibFunctions.newAttrLookup = function(character,attrDef,attrParams={}) {
+ if (attrParams.tableDef && attrParams.tableDef.length) throw new Error('attrLookup() tableDef parameter no longer supported');
+ const start=Date.now();
+ attrParams = _.defaults(attrParams,{def:true,caseSensitive:false,col:''});
+ const property = attrDef[1];
+ let c = attrParams.col;
+ let attrObj = [];
+ let name, match = false;
+
+ if (!character || !character.id || (attrParams.tableDef && isNaN(attrParams.row))) {LibFunctions.measureTime('attrLookup',start); return undefined;}
+
+ if (attrParams.tableDef && (attrParams.tableDef[1] || attrParams.row >= 0)) {
+ c = (attrParams.tableDef[1] || c != 1) ? c : '';
+ name = attrParams.tableDef[0] + c + '_$' + attrParams.row + '_' + attrDef[0] + c;
+ match=name.match(/^(repeating_.*)_\$(\d+)_.*$/);
+ } else {
+ name = attrDef[0];
+ }
+ let defVal = (attrParams.def === false ? undefined : String(attrParams.def === true ? (_.isUndefined(attrDef[2]) ? '' : attrDef[2]) : attrParams.def));
+ if(match){
+ const index=match[2];
+ let tableObj = new CharTableArray( character, attrParams.tableDef, c );
+ tableObj.addTable(attrDef,null,attrParams.caseSensitive);
+ LibFunctions.measureTime('attrLookup',start);
+ return tableObj.tableLookup(attrDef,index,attrParams.def,!attrDef[1]);
+ } else {
+ attrObj = LibFunctions.lookupAttrIndex( character, name, attrParams.caseSensitive );
+ if (_.isUndefined(attrObj) || _.isUndefined(attrObj[0])) {
+ LibFunctions.measureTime('attrLookup',start);
+ return (_.isUndefined(property) || _.isNull(property)) ? undefined : defVal;
+ } else if (_.isUndefined(property) || _.isNull(property)) {
+ LibFunctions.measureTime('attrLookup',start);
+ return attrObj[0];
+ } else {
+ const value = attrObj[0].get(property);
+ LibFunctions.measureTime('attrLookup',start);
+ return ((_.isUndefined(value) || !String(value).length) ? defVal : String(value));
+ }
+ }
+ }
+
+ /**
+ * Check that an attribute exists, set it if it does, or
+ * create it if it doesn't
+ **/
+
+ LibFunctions.setAttr = function( character, attrDef, attrValue, tableDef, r, c, caseSensitive=false ) {
+ const start = Date.now()
+ let name, attrObj, match = false;
+
+ 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 {
+ LibFunctions.measureTime('setAttr',start);
+ return undefined;
+ }
+
+ attrObj = LibFunctions.newAttrLookup( character, [name, null], {def:true, caseSensitive:caseSensitive} );
+ if (!attrObj) {
+ attrObj = createObj( 'attribute', {characterid:character.id, name:attrDef[0], current:'', max:''} );
+ if (_.isUndefined(attrIndex[character.id])) attrIndex[character.id] = {};
+ attrIndex[character.id][name.dbName()] = (!attrObj) ? 0 : attrObj.id;
+ }
+ 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));
+ }
+ }
+ LibFunctions.measureTime('setAttr',start);
+ 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, debug=false ) {
+
+ 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.newAttrLookup( charCS, [attr[0]+miName+dashPost+dashSpell+'+'+objID,attr[1]], {def:false} );
+ if (debug) log('miSpellLookup: first field = '+[attr[0]+miName+dashPost+dashSpell+'+'+objID,attr[1]]);
+ if (_.isUndefined(val)) {
+ val = LibFunctions.newAttrLookup( charCS, [attr[0]+miName+dashPost+'+'+index+dashSpell,attr[1]], {def:false} );
+ if (debug) log('miSpellLookup: second field = '+[attr[0]+miName+dashPost+'+'+index+dashSpell,attr[1]]);
+ }
+ if (_.isUndefined(val)) {
+ val = LibFunctions.newAttrLookup( charCS, [attr[0]+miName+dashPost+dashSpell,attr[1],attr[2]], {def:((postfix.length || spell.length) ? false : def)} );
+ if (debug) log('miSpellLookup: third field = '+[attr[0]+miName+dashPost+dashSpell,attr[1],attr[2]]);
+ }
+ if (_.isUndefined(val) && (postfix.length || spell.length)) {
+ val = LibFunctions.newAttrLookup( charCS, [attr[0]+postfix+(postfix ? dashSpell : spell),attr[1],attr[2]], {def:def} );
+ if (debug) log('miSpellLookup: fourth field = '+[attr[0]+postfix+(postfix ? dashSpell : spell),attr[1],attr[2]]);
+ }
+ 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.lookupAbilityIndex = function (character,name,caseSensitive=false) {
+ let abilityObj = [];
+ const fot = Date.now();
+ if (_.isUndefined(abilityIndex[character.id]) || _.isUndefined(abilityIndex[character.id][name.dbName()])) {
+ abilityObj = findObjs({ type:'ability', characterid:character.id, name:name}, {caseInsensitive: !caseSensitive});
+ LibFunctions.measureTime('findObjs (lookupAbility)',fot);
+ if (_.isUndefined(abilityIndex[character.id])) abilityIndex[character.id] = {};
+ abilityIndex[character.id][name.dbName()] = (_.isUndefined(abilityObj) || _.isUndefined(abilityObj[0])) ? 0 : abilityObj[0].id;
+ } else {
+ abilityObj[0] = getObj('ability',abilityIndex[character.id][name.dbName()]);
+ if (_.isUndefined(abilityObj[0])) abilityIndex[character.id][name.dbName()] = 0;
+ LibFunctions.measureTime('lookupAttr',fot);
+ };
+ return abilityObj;
+ };
+*/
+ LibFunctions.abilityLookup = function( rootDB, ability, charCS, silent=false, def=true, isGM=false, trueAbility='' ) {
+ const start = Date.now();
+ let charID, obj, ct, db, spells, items, objIndex, abilityName, action,
+ source = 'charDB',
+ notFound = false,
+ abilityObj = [],
+ ctObj = [],
+ rDB = rootDB.toLowerCase().replace(/-/g,'_');
+ const trueAbilityName = String(trueAbility || '').dbName();
+
+ const 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]);
+ }
+ LibFunctions.measureTime('abilityLookup',start);
+ 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 === '-') {
+ LibFunctions.measureTime('abilityLookup',start);
+ 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 (!(_.isUndefined(obj) || _.isUndefined(obj[0]))) {
+ source = 'sheet';
+ obj = obj[0];
+ objIndex = [];
+ objIndex.push(obj.id);
+ const fot = Date.now();
+ ct = LibFunctions.lookupAttrIndex( charCS, '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');
+ LibFunctions.measureTime('abilityLookup',start);
+ 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) {LibFunctions.measureTime('abilityLookup',start); 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,'');
+ LibFunctions.measureTime('abilityLookup',start);
+ 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();
+ let abilityObj = findObjs({type: 'ability',
+ characterid: charCS.id,
+ name: abilityName},
+ {caseInsensitive:true});
+ if (!abilityObj || abilityObj.length == 0 || !abilityObj[0]) {
+ 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 ) {
+ if (!args) return;
+ if (args.length < 3) {
+ LibFunctions.sendError('Incorrect RPGMaster command syntax',msg_orig[senderId]);
+ return;
+ }
+ let charCS = LibFunctions.getCharacter(args[0]);
+ if (charCS) args.unshift('standard');
+ let cmd = (args[0] || 'standard').toLowerCase(),
+ tokenID = args[1],
+ ability = args[3],
+ diceRoll1 = args[4] || '',
+ diceRoll2 = args[5] || '',
+ abObj, abilityMacro, itemRow, itemRowID, table, removeObj;
+ const db = args[2],
+ targetID = args[6] || '',
+ extra = LibFunctions.parseStr(args[7] || ''),
+ retTxt = LibFunctions.parseStr(args[8] || ''),
+ targetToken = getObj('graphic',targetID),
+ targetCS = (targetToken ? getObj('character',targetToken.get('represents')) : undefined),
+ isView = cmd.includes('view');
+
+ const 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;
+ }
+ let 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 );
+ const local = abObj.source === 'sheet';
+ 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;
+ if (abObj.source !== 'sheet') removeObj = abObj.obj[0];
+ } else {
+ let abilityCS = findObjs({type:'character',_id:db});
+ if (!abilityCS || !abilityCS.length) abilityCS = findObjs({type:'character',name:db}, {caseInsensitive: true});
+ if (abilityCS && abilityCS[0]) {
+ abObj = {obj:[],source:'sheet'};
+ 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(/}}\s*$/m,('}}'+extra));
+
+ 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) {
+ const targetHP = LibFunctions.getTokenValue( targetToken, fields.token_HP, fields.HP, null, fields.Thac0_base, false );
+ const targetMaxHP = LibFunctions.getTokenValue( targetToken, fields.token_MaxHP, fields.MaxHP, null, fields.Thac0_base, false );
+ const targetAC = LibFunctions.getTokenValue( targetToken, fields.token_AC, fields.AC, fields.MonsterAC, fields.Thac0_base, false );
+ const tokenName = targetToken.get('name');
+ const targetName = targetCS.get('name');
+ const 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+' ');
+ const 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 = LibFunctions.greyOutButtons( tokenID, charCS, abObj, (abObj.source !== 'sheet' ? '' : ('Display-'+ability)), retTxt );
+ abilityMacro = abObj.obj[0].get('action');
+ } else {
+ abilityMacro = abilityMacro.replace(reKeepButton,'[$2]($3$4');
+ };
+
+ switch (cmd.toLowerCase()) {
+ case 'gm':
+ LibFunctions.sendFeedback(abilityMacro, as, img);
+ break;
+ case 'whisper':
+ case 'w':
+ LibFunctions.sendResponse(charCS,abilityMacro,senderId, as, img, tokenID);
+ break;
+ case 'character':
+ case 'c':
+ LibFunctions.sendResponse(charCS,abilityMacro,null, as, img, tokenID);
+ break;
+ case 'standard':
+ case 's':
+ default:
+ abilityMacro = LibFunctions.sendMsgToWho(charCS,senderId,abilityMacro);
+ case 'public':
+ case 'p':
+ LibFunctions.sendPublic(abilityMacro,charCS,senderId);
+ break;
+ }
+ if (removeObj) setTimeout( () => removeObj.remove(), 500 );
+ }
+
+ /*
+ * Wrap abilityLookup() with storing the ability body onto the
+ * identified character sheet, so that it is available for sending
+ * to chat under an API button
+ */
+
+ LibFunctions.getAbility = function( rootDB, name, charCS, silent, isGM, trueName, row='', rowID='' ) {
+ const start = Date.now();
+ name = (name || '').trim().hyphened();
+ let extra = false,
+ extraList = [],
+ extraDef = {};
+ const abObj = LibFunctions.abilityLookup( rootDB, name, charCS, silent, true, isGM, trueName );
+ const varRes = ( m, w, v = 'current' ) => LibFunctions.parseStr((LibFunctions.newAttrLookup( charCS, [fields.ItemVar[0]+name+'+'+rowID+'-'+w,'current'] )
+ || LibFunctions.newAttrLookup( 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()) {
+ const 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');
+ }
+ }
+ LibFunctions.measureTime('getAbility',start);
+ 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 );
+ }
+ }
+ }
+
+ /**
+ * Present a menu to select player-specific chat display options
+ **/
+
+ LibFunctions.doDispConfig = function( senderId ) {
+ let config = LibFunctions.getSetPlayerConfig( senderId ) || {menuImages:state.MagicMaster.fancy, menuPlain:!state.MagicMaster.fancy, menuDark:false, menuSmall:false, menuMedium:true, menuLarge:false};
+ let player = getObj('player',senderId);
+ const tickBox = (title, cmd, value) => ''+(value ? '\u2705' : '\u2B1C')+'';
+ let content = '/w "' + player.get('_displayname') + '" '
+ + '
'
+ + '| Menu images | '+tickBox('Menus with Images','menudisplay|images',config.menuImages)+' |
'
+ + '| Menu plain | '+tickBox('Tabulated Menus','menudisplay|plain',config.menuPlain)+' |
'
+ + '| Menu dark | '+tickBox('Dark Mode Menus','menudisplay|dark',config.menuDark)+' |
'
+ + '| Text Size |
'
+ + '| Small | Medium | Large |
'
+ + ''
+ + '| '+tickBox('Small Text Menus','menusize|small',config.menuSmall)+' | '
+ + ''+tickBox('Medium Text Menus','menusize|medium',config.menuMedium)+' | '
+ + ''+tickBox('Large Text Menus','menusize|large',config.menuLarge)+' | '
+ + '
';
+ LibFunctions.sendAPI( content, senderId, '', true );
+ return;
+ }
+
+ /**
+ * Set options for a particular player
+ **/
+
+ LibFunctions.doSetOptions = function( args, senderId ) {
+
+ if (!args) return;
+
+ if (args.length != 2) {
+ LibFunctions.sendError('Invalid AttackMaster parameters');
+ }
+
+ let opt = args[0],
+ value = args[1],
+ player = getObj('player',senderId),
+ config = LibFunctions.getSetPlayerConfig( senderId ) || {};
+
+ switch (opt.toLowerCase()) {
+
+ case 'menutype':
+ value = value.toLowerCase();
+ if (!['short','long'].includes(value)) {
+ LibFunctions.sendResponseError( senderId, 'Invalid menuType option. Use short or long' );
+ return;
+ }
+ config.pickOrPutType = value;
+ LibFunctions.sendResponsePlayer(senderId,'&{template:'+fields.messageTemplate+'}{{name='+(player ? player.get('_displayname') : 'GM')+'\'s RPGMaster options}}{{desc=Menu type set to '+value+'}}');
+ return LibFunctions.getSetPlayerConfig( senderId, config );
+
+ case 'menudisplay':
+ value = value.toLowerCase();
+ if (!['images','plain','dark'].includes(value)) {
+ LibFunctions.sendResponseError( senderId, 'Invalid menuDisplay option. Use images, plain, or dark.' );
+ return;
+ }
+ config.menuImages = (value === 'images');
+ config.menuPlain = (value === 'plain');
+ config.menuDark = (value === 'dark');
+ break;
+
+ case 'menusize':
+ value = value.toLowerCase();
+ if (!['small','medium','large'].includes(value)) {
+ LibFunctions.sendResponseError( senderId, 'Invalid menuText option. Use small, medium or large.' );
+ return;
+ }
+ config.menuSmall = (value === 'small');
+ config.menuMedium = (value === 'medium');
+ config.menuLarge = (value === 'large');
+ break;
+
+ default:
+ LibFunctions.sendResponseError( senderId, 'Invalid RPGMaster option. [Show Help](!magic --help)');
+ return LibFunctions.getSetPlayerConfig( senderId );
+ };
+ config = LibFunctions.getSetPlayerConfig(senderId,config);
+ LibFunctions.doDispConfig(senderId);
+ LibFunctions.redisplayOutput(senderId);
+ return config;
+ };
+
+ /*
+ * 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 ) {
+ const start=Date.now();
+ let isGM = false;
+ const originalTxt = txt;
+ if (senderId && senderId.length) {
+ for (const playerId of senderId.split(',')) {
+ lastMsg[playerId] = arguments;
+ isGM = isGM || playerIsGM(playerId);
+ }
+ } else {
+ senderId = findTheGM();
+ }
+ let config = LibFunctions.getSetPlayerConfig(senderId);
+
+ clearWaitTimer(senderId,'Lib parseOutput');
+
+ txt = txt.replace(/}}\s*?k/img,'} }k')
+ .replace(/{{=/img,'{{ =')
+ .replace(/</img,'<')
+ .replace(/>/img,'>')
+ .replace(/{{\s*}}/img,'')
+ .replace(/\[\]\(/img,'[-](');
+ let 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':
+ case 'rpgmdialog':
+ 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 {
+ 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'),'');
+ }
+ });
+ };
+
+ let fontSize = 'small',
+ headerSize = 'medium',
+ subSize = 'x-small',
+ resultSize = 'x-large',
+ attkSize = 'small';
+
+ if (config.menuSmall) {
+ fontSize = 'x-small';
+ headerSize = 'small';
+ subSize = 'xx-small';
+ resultSize = 'x-large';
+ attkSize = 'small';
+ } else if (config.menuLarge) {
+ fontSize = 'medium';
+ headerSize = 'large';
+ subSize = 'small';
+ resultSize = 'x-large';
+ attkSize = 'medium';
+ };
+ // padding
+ 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 rowTargetACextra = ' ';
+ const endTargetACextra = ' | ';
+ const titleTargetHP = ' Target HP | '
+ const rowTargetHP = ' ';
+ const endTableStyle = ' | ';
+ const highlight1col = '';
+ const endHighlight1col = ' ';
+
+ 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 ) {
+ const 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)};
+ };
+
+ /*
+ * Replace API buttons with bespoke versions
+ */
+
+ const APIbuttons = function( txt ) {
+ const reActionButton = /\[([^\]]+?)\]\(([^\)]+?)\)/img;
+ const buttonDef = (m,p1,p2) => ''+p1+'';
+ const reHyperlink = /([>=\s])_([^_]+)_\(([^\)]+?)\)/mg;
+ const linkDef = (m,p1,p2,p3) => p1+'*'+p2+'*';
+
+ txt = txt.replace(/\[\[\[/mg,'[€€').replace(/\[\[/mg,'€€')
+ .replace(/\]\]\]/mg,'££ ]').replace(/\]\]/mg,'££');
+
+ txt = txt.replace(reActionButton,buttonDef)
+ .replace(reHyperlink,linkDef)
+ .replace(/€/mg,'[').replace(/£/mg,']');
+
+ return txt;
+ };
+
+ const RPGMattack = function( txt ) {
+
+ const arReplace = function( txt, ac ) {
+ const 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 ) {
+ let 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);
+ const target_acextra = ((txtObj.target_acextra || '').match(/\[([^\]]+)\](?:\s*\[([^\]]+)\])?/) || ['','','']).slice(1).join(' ');
+
+ let crit = false;
+ let 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();
+ let 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));
+ content += ((txtObj.target_ac != '' || txtObj.result || hasDescs) ? bodyFrame : lastBodyFrame);
+ if (crit && txtObj.crit_roll) content += (rowResult[0]+rowC+ (txtObj.crit || 'Critical Hit!') +endRowC+endRowResult);
+ if (fumble && txtObj.fumble_roll) content += (rowResult[1]+rowC+ (txtObj.fumble || 'Critical Failure!') +endRowC+endRowResult);
+ content += 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)] : '';
+ let k = (target_acextra ? 0 : 1);
+ content += ((txtObj.result) ? bodyFrame : lastBodyFrame)
+ +row1col[0]
+ +rowTargetAC+ txtObj.target_ac +endRowTargetAC // AC alternative processing here
+ +titleTargetHP
+ +endRow1col
+ +row1col[1]
+ +rowTargetACextra+(target_acextra || '')+endTargetACextra
+ +endRow1col
+ +row1col[k]
+ +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.critcmd && txtObj.critcmd.length && crit) {
+ while (/%%[_\d\w\+-]+?%%/.test(txtObj.critcmd)) txtObj.critcmd = txtObj.critcmd.replace( /%%([_\d\w\+-]+?)%%/, varReplace );
+ _.each(txtObj.critcmd.split(' '),cmd => {LibFunctions.sendAPI(LibFunctions.parseStr(cmd));});
+ } else 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.fumblecmd && txtObj.fumblecmd.length && fumble) {
+ while (/%%[_\d\w\+-]+?%%/.test(txtObj.fumblecmd)) txtObj.fumblecmd = txtObj.fumblecmd.replace( /%%([_\d\w\+-]+?)%%/, varReplace );
+ _.each(txtObj.fumblecmd.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')+'..._(!magic --button showmore|'+txtRowID+')') : '';
+ const hasDescs = !isLooksLike && /{{\s*(?:desc\d?|retbutton)\s*=/im.test(txt);
+ let 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')+'..._(!magic --button showmore|'+txtRowID+')') : '';
+ 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.startsWith('highlight')) {
+ content += highlight1col+row1C+ t +endRow1C+endHighlight1col;
+ } else if (key === 'gminfo') {
+ 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 'rpgmdialog':
+ 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;
+ }
+ content = APIbuttons( content );
+ while (/
/.test(content)) {content = content.replace(/
/mg,' ')};
+ content = (content[0] === '!' ? '' : preamble) + content;
+ setTimeout(() => sendChat(as?as:defaultAs,content,null,{noarchive:!archive, use3d:use3Ddice}), 0);
+ LibFunctions.measureTime('parseOutput',start);
+ 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) {
+
+ let to;
+ const isPlayer=LibFunctions.checkPlayersLive( charCS );
+ const 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) {
+
+ let to,
+ isPlayer=false,
+ controlledBy = (!charCS ? '' : charCS.get('controlledby'));
+ if (controlledBy.length > 0) {
+ controlledBy = controlledBy.split(',');
+ const 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) {
+ 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='') {
+ const 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;}
+ let who;
+
+ if (charCS) {
+ who = 'character|'+charCS.id;
+ } else {
+ who = '';
+ }
+ clearWaitTimer();
+ setTimeout(() => sendChat(who,msg,null,{use3d:use3Ddice}), 100);
+ };
+
+ /**
+ * Send API command to chat
+ */
+ LibFunctions.sendAPI = function(msg, senderId, from='', noSplit=false) {
+ let as;
+ if (!msg) {
+ log('sendMagicAPI: no msg');
+ return undefined;
+ }
+ if (!senderId || senderId.length == 0) {
+ as = '';
+ } else {
+ as = 'player|' + senderId;
+ }
+ const 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;}
+ const gm = findTheGM(),
+ div = ''
+ + '  + ') '
+ + ' ';
+ clearWaitTimer(gm,'Lib sendFeedback');
+ 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 {
+ const div = ''
+ + '  + ') '
+ + ' ';
+ clearWaitTimer(senderId,'Lib sendResponse');
+ 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;}
+ const player = getObj('player',pid);
+ let to;
+ if (player && player.get('_online')) {
+ to = '/w "' + player.get('_displayname') + '" ';
+ } else {
+ to = '/w gm ';
+ }
+ const content = to
+ + ''
+ + '  + ') '
+ + ' '+msg;
+ clearWaitTimer(pid,'Lib sendResponsePlayer');
+ 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;}
+ const controllers = charCS ? charCS.get('controlledby').split(',') : [];
+ const 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) {
+ const postErrorMsg = function( msg, cmd ) {
+ const 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);
+ if (!!state.initMaster.debug) LibFunctions.sendCatchError('RPGMaster',null,new Error(msg),'sendError');
+ };
+
+ /**
+ * Send an error caught by try/catch
+ */
+
+ LibFunctions.sendCatchError = function(apiName,msg,e,cmdStr='') {
+ const 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);
+ const who=(getObj('player',msg.playerid)||{get:()=>'API'}).get('_displayname');
+ const content = `/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})+
+ ` `+
+ ` `;
+ sendChat(apiName,content);
+ };
+ 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 ) {
+ let 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 ) {
+ let 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);
+ };
+ 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='') {
+/* const debug = state.attackMaster.debug || state.MagicMaster.debug || state.initMaster.debug || state.CommandMaster.debug;
+ 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 '+(debug ? '(GM: '+source+')' : '')+''),null,{noarchive:!archive});
+ clearWaitTimer(senderId);
+ }, timer);
+ } else {
+ const player = getObj('player',senderId);
+ const to = '/w "' + (!player ? 'GM' : player.get('_displayname')) + '" ';
+ waitList[senderId] = setTimeout(() => {sendChat('player|'+senderId,(to + waitMsgDiv + 'Gathering data - please wait '+(debug ? '('+source+')' : '')+''),null,{noarchive:!archive, use3d:false});
+ clearWaitTimer(senderId,'Lib sendWait msg');
+ }, 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,'-');
+
+ let dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true});
+
+ if (!dbCS || !dbCS.length) return true;
+ dbCS = dbCS[0];
+ const dbVersion = parseFloat(LibFunctions.newAttrLookup( dbCS, fields.dbVersion ) || 0.0);
+ if (dbVersion < (parseFloat(dbObj.version) || 0)) {log('checkDBver: dB '+dbFullName+' API version='+(parseFloat(dbObj.version) || 0)+', CS version='+dbVersion); return true;}
+ const 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='' ) {
+
+ const dbCS = findObjs({ type: 'character', name: dbName })[0] || undefined;
+ const reDBdata = {speed:reSpellSpecs.speed,cost:reSpellSpecs.cost,recharge:reSpellSpecs.recharge};
+ let foundItems = [], itemName = '';
+
+ const 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.newAttrLookup( dbCS, fields.dbVersion ) || '1.0') + 0.01).toFixed(2).toString();
+ } else if (version === '=') {
+ version = parseFloat(LibFunctions.newAttrLookup( dbCS, fields.dbVersion ) || '1.0');
+ }
+ let 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];
+ }
+
+ const objHeader = 'avatar:\''+dbCS.get('avatar')+'\', '
+ + 'version:'+version+', ';
+ let objDef = 'db:[';
+ let objData, objHitData, objBody, objCT, objChg, objCost, objType, specs;
+ const csDBlist = findObjs({ type: 'ability', characterid: dbCS.id });
+
+ _.each( _.sortBy(csDBlist,item => item.get('name')), function( item ) {
+ itemName = item.get('name');
+ if (foundItems.includes(itemName)) return;
+ foundItems.push(itemName);
+
+ 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');
+
+ let dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true}),
+ errFlag = false,
+ lists = {},
+ foundItems = [];
+
+ if (LibFunctions.checkDBver( dbFullName, dbObj, silent )) {
+
+ if (dbCS && dbCS.length) {
+ const abilities = findObjs({ _type:'ability', _characterid:dbCS[0].id });
+ _.each( abilities, a => a.remove() );
+ dbCS = dbCS[0];
+ } else {
+ dbCS = createObj( 'character', {name:dbFullName} );
+ }
+
+ const sorted = _.sortBy(dbObj.db,'name');
+ let listType;
+
+ _.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 => {
+ 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 || ''));
+ const 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() {
+
+ const buildIndex = function() {
+ let rootDB, magicDB, validDB,
+ db, shortName, attrName, objList,
+ index = {};
+ const rootList = ['mu_spells_db','pr_spells_db','powers_db','mi_db','race_db','class_db','attacks_db','styles_db','locks_traps_db','mi_tables_db'];
+
+ const rpgmdbIndex = function(index) {
+ let errFlag = false;
+ try {
+ _.each( dbNames, (dbFields, db) => {
+ if (state.MagicMaster.spellRules.denyCustom && db.toLowerCase().includes('custom')) return;
+ rootDB = db.toLowerCase().match( /[a-z_]+?_db/i );
+ if (_.isUndefined(index[rootDB])) index[rootDB] = {};
+ _.each( dbFields.db, (item, i) => {
+ if (!item || !item.name) {log('updateDBindex: item='+item.name+', i='+i+', unable to create shortName');return;};
+ shortName = item.name.dbName();
+ if (_.isUndefined(index[rootDB][shortName])) index[rootDB][shortName] = ['',String(item.ct),db,i];
+ });
+ });
+ } catch (e) {
+ sendCatchError('RPGMaster Library',null,e);
+ errFlag = true;
+ } finally {
+ return index;
+ }
+ };
+
+ const customDBindex = function(index) {
+ let errFlag = false;
+ try {
+ 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,'_');
+ rootDB = db.toLowerCase().match( /[a-z_]+?_db/i );
+ if (!rootDB) return false;
+ if (!rootList.includes(rootDB[0])) return false;
+ if (/\s*v\d*\.\d*/.test(db)) return false;
+ 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;
+ });
+ } catch (e) {
+ sendCatchError('RPGMaster Library',null,e);
+ errFlag = true;
+ } finally {
+ return index;
+ }
+ };
+
+ const customSpeeds = function(index) {
+ let errFlag = false;
+ try {
+ 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,'_');
+ rootDB = db.toLowerCase().match( /[a-z_]+?_db/i );
+ if (!rootDB) return false;
+ if (!rootList.includes(rootDB)) return false;
+ if (/\s*v\d*\.\d*/.test(db)) return false;
+ 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;
+ });
+ } catch (e) {
+ sendCatchError('RPGMaster Library',null,e);
+ errFlag = true;
+ } finally {
+ return index;
+ }
+ };
+ index = rpgmdbIndex(index);
+ index = customDBindex(index);
+ index = customSpeeds(index);
+ magicList = {}; // Blank the internal index of items, as it might have changed and needs rebuilding
+
+ return index;
+ }
+ return buildIndex()
+ }
+
+ /*
+ * 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 ) {
+
+ const db = dbFullName.toLowerCase();
+ let lists = {},
+ dbTypeList;
+
+ const checkObj = function( obj ) {
+ if (!obj || obj.get('type') !== 'ability') return false;
+ const objCS = getObj('character',obj.get('characterid'));
+ if (!objCS) {log('checkObj: not found database object');return false;}
+ const 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;
+ const objBody = obj.get('action');
+ const spellsDB = objCSname.includes('spells') || objCSname.includes('powers');
+ const classDB = objCSname.includes('class') || objCSname.includes('race');
+ let specs = objBody.match(reSpecs);
+ const objName = obj.get('name');
+ if (specs) {
+ let type;
+ const dbTypeList = (spellsDB ? spTypeLists : (classDB ? clTypeLists : miTypeLists));
+ specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : [];
+ for (const i of specs) {
+ type = i[1];
+ if (type && type.length) {
+ for (const t of type.dbName().split('|')) {
+ 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);
+ };
+ };
+ };
+ };
+ };
+ };
+ const objCT = (objBody.match(reDataSpeed) || ['',0])[1];
+ const objChg = (objBody.match(reDataCharge) || ['','uncharged'])[1];
+ const 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;
+ };
+
+ const dbCSlist = filterObjs( obj => checkObj(obj) );
+ if (!dbCSlist || !dbCSlist.length) {
+ LibFunctions.sendFeedback('No databases found with a name that includes '+db,fields.feedbackName);
+ } else {
+ let dbCS;
+ _.each(lists,(types,dbID) => {
+ 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();
+ let removeList = [];
+ _.each(handouts,(obj,k) => {
+ let dbCS, newCS, reVersion, version;
+ 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 {
+ version = 0;
+ for (let i=0; !version && i < dbCS.length; i++) {
+ dbCS[i].get('notes',function(note) {
+ reVersion = new RegExp('v(\\d+\.\\d*)', 'im');
+ version = reVersion.exec(note);
+ version = (version && version.length) ? (parseFloat(version[1]) || 0) : 0;
+ });
+ if (!version) {
+ removeList.push(dbCS[i]);
+ } else {
+ newCS = dbCS[i];
+ };
+ };
+ if (version >= parseFloat(obj.version)) {
+ if (!silent) LibFunctions.sendFeedback('Not updating handout '+obj.name+' as is already version '+obj.version+' ('+version+')');
+ return;
+ } else if (!version) {
+ newCS = createObj("handout",{name:obj.name, inplayerjournals:"all", archived:false});
+ }
+ newCS.set('notes',obj.bio.replace('[General DB Help]',General_DB_Help)
+ .replace('[Item Inheritance]',itemInheritance)
+ .replace('[General API Help]',General_API_Help));
+ newCS.set('avatar',obj.avatar);
+
+ if (!silent) LibFunctions.sendFeedback(obj.name+' handout updated to version '+obj.version);
+ log(obj.name+' handout updated from version '+version+' to version '+obj.version);
+ return;
+ }
+ });
+ for (const cs of removeList) cs.remove();
+ return;
+ }
+
+ /**
+ * Get the handout IDs for all handouts
+ **/
+
+ LibFunctions.getHandoutIDs = function() {
+
+ const handoutObjs = findObjs({ type: 'handout' });
+ let handoutIDs = {};
+ _.each( handoutObjs, h => {
+ handoutIDs[h.get('name').replace(/[-_&\s]/g,'')] = 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' ) {
+ const attrRange = attr.split(':'),
+ low = parseInt(attrRange[0]),
+ high = parseInt(attrRange[1]);
+ if (high && !isNaN(low) && !isNaN(high)) {
+ const 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);
+ const resolveAttr = (m,a) => parseInt(LibFunctions.newAttrLookup( charCS, [a,'current'] ) || 0);
+ const orig = String(v).match(/([^\[\]]+)\s*?([^\[]?\[[^\[].*\])?/i);
+ 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);
+ 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});
+ const GMid = findTheGM();
+ if (!playerObjs || !playerObjs.length) {
+ const 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') {
+ const pid = playerIds.find( p => (getObj('player',p) && !!getObj('player',p).get('_online')));
+ if (pid) return pid;
+ }
+ const start = Date.now();
+ playerObjs = filterObjs(p => (p.get('_type') === 'player' && !!p.get('_online') && p.id !== GMid));
+ LibFunctions.measureTime('filterObjs',start);
+ }
+ }
+ 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 ) {
+ const 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(',');
+ const 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);
+ const 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='' ) {
+
+ let parsedData = {};
+ let val;
+ const varRes = ( m, w, v = 'current' ) => LibFunctions.parseStr((LibFunctions.newAttrLookup( charCS, [fields.ItemVar[0]+item+'+'+rowID+'-'+w,'current'] )
+ || LibFunctions.newAttrLookup( 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 (parsedData[spec.field] && parsedData[spec.field].length) {
+ return;
+ } 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 ) {
+ return LibFunctions.newResolveData( name,dBase, reThisData, charCS, reParseTable, {row:row, rowID:rowID, quals:quals, defBase:defBase, doneList:doneList, topItem:topItem, debugging:debugging});
+ };
+
+ LibFunctions.newResolveData = function( name, dBase, reThisData, charCS, reParseTable, attrObj={} ) {
+ const start=Date.now();
+ attrObj = _.defaults(attrObj,{row:'',rowID:'',quals:[],defBase:true,doneList:[],topItem:undefined,debugging:false});
+ const row = attrObj.row;
+ const rowID = attrObj.rowID
+ const quals = attrObj.quals
+ const defBase = attrObj.defBase;
+ const doneList = attrObj.doneList
+ const topItem = attrObj.topItem;
+ let debugging = attrObj.debugging;
+
+ try {
+ if (_.isEmpty(reParseTable)) reParseTable = undefined;
+
+ const rDB = dBase.toLowerCase().replace(/-/g,'_'),
+ isSpell = rDB.includes('spells_db'),
+ isMI = rDB.startsWith('mi_db'),
+ isRC = !isSpell && !isMI;
+ const varRes = ( m, w, v = 0 ) => LibFunctions.parseStr((LibFunctions.newAttrLookup( charCS, [fields.ItemVar[0]+(topItem || name)+'+'+rowID+'-'+w,'current'] )
+ || LibFunctions.newAttrLookup( charCS, [fields.ItemVar[0]+(topItem || name)+'+'+row+'-'+w,'current'] )
+ || '').split('/')[v] || '');
+ var parseTable = reClassSpecs,
+ baseData = [['']],
+ baseParsed = LibFunctions.parseData( '', (reParseTable || (!isRC ? reSpellSpecs : reClassSpecs)), defBase ),
+ baseAttr = LibFunctions.parseData( '', reAttr, defBase );
+
+ debugging = debugging || false;
+ if (!name || !name.trim().length || doneList.includes(name.dbName())) {LibFunctions.measureTime('resolveData',start); throw new Error('resolveData: no name or already processed '+name);}
+ const thisObj = LibFunctions.abilityLookup( dBase, name, charCS, true );
+ if (!thisObj.obj || !thisObj.obj[1]) {LibFunctions.measureTime('resolveData',start);throw new Error('resolveData: no definition of '+name+' in '+dBase);}
+ doneList.push(name.dbName());
+ const thisSpecs = thisObj.specs();
+ if (!thisSpecs || !thisSpecs[0]) {LibFunctions.measureTime('resolveData',start);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);
+ const baseObj = LibFunctions.newResolveData( ((isMI ? thisSpecs[0][5] : thisSpecs[0][4]) || ''), dBase, reThisData, charCS, reParseTable, {row:row, rowID:rowID, quals:quals, defBase:defBase, doneList:doneList, topItem:(topItem || name), debugging:debugging} );
+ baseParsed = baseObj.parsed; baseAttr = baseObj.attrs; baseData = baseObj.raw;
+ let 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);
+ let parsedData = LibFunctions.parseData( thisData[0][0], (reParseTable || parseTable), false, charCS, name, row, rowID );
+ let 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 (thisData[i][0].length) thisData[i][0] = '['+thisData[i][0]+']';
+ 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));
+ LibFunctions.measureTime('resolveData',start);
+ return {parsed:parsedData, attrs:thisAttr, raw:((thisData[0].length === 1 && thisData[0][0].trim() === '') ? '' : thisData)};
+
+ } catch (err) {
+ LibFunctions.measureTime('resolveData',start);
+ 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 ) {
+
+ if (!tokenID) {
+ if (!silent) LibFunctions.sendError('Invalid token_id in arguments');
+ return undefined;
+ };
+
+ let charCS = getObj( 'character', tokenID );
+ if (charCS) return charCS;
+
+ const curToken = getObj( 'graphic', tokenID );
+
+ if (!curToken) {
+ if (!silent) LibFunctions.sendError('Invalid token_id in arguments');
+ return undefined;
+ };
+
+ const 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;
+ const charCS = LibFunctions.getCharacter(curToken.id),
+ attr = field[0].toLowerCase(),
+ altAttr = altField ? altField[0].toLowerCase() : 'EMPTY',
+ token_property = (field[1].toLowerCase() == 'current' ? 'value' : 'max'),
+ fieldIndex = _.isUndefined(state.RPGMaster.tokenFields) ? -1 : state.RPGMaster.tokenFields.indexOf( field[0] );
+ let linkedToken = false,
+ barName, attrVal, attrName;
+
+ if (!charCS) {return undefined;}
+
+ if (_.some( ['bar2_link','bar1_link','bar3_link','bar4_link'], linkName=>{
+ let linkID = curToken.get(linkName);
+ barName == '';
+ if (linkID && linkID.length) {
+ const attrObj = getObj('attribute',linkID);
+ if (attrObj) {
+ attrName = attrObj.get('name').toLowerCase();
+ barName = linkName.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.newAttrLookup( charCS, thac0_base ));
+ attrName = thac0_base[0];
+ barName = undefined;
+ }
+ if (isNaN(attrVal)) {
+ attrVal = parseFloat(LibFunctions.newAttrLookup( charCS, field ));
+ attrName = field[0];
+ barName = undefined;
+ }
+ if (isNaN(attrVal) && altField) {
+ attrVal = parseFloat(LibFunctions.newAttrLookup( charCS, altField ));
+ attrName = altField[0];
+ }
+ return {val:attrVal, name:(isNaN(attrVal) ? undefined : attrName), barName:(barName || attrName)};
+ }
+
+ /**
+ * Grant or withdraw access to all tokens on a page to a specific player
+ **/
+
+ LibFunctions.grantTokenAccess = function( playerId, pageId, grant=false, objList={} ) {
+
+ if (playerIsGM(playerId)) return;
+ if (_.isUndefined(objList.sighted)) objList.sighted = [];
+ if (_.isUndefined(objList.blind)) objList.blind = [];
+ if (grant) {
+ const start = Date.now();
+ var tempList = filterObjs( obj => {
+ if (obj.get('_type') !== 'graphic' || obj.get('_subtype') !== 'token' || obj.get('_pageid') !== pageId || !obj.get('represents')) return false;
+ let charObj = getObj('character',obj.get('represents'));
+ if (!charObj) return false;
+ let controllers = charObj.get('controlledby'),
+ sight = obj.get('has_bright_light_vision');
+ if (controllers.includes(playerId)) return false;
+ if (!controllers.length && sight) obj.set('has_bright_light_vision',false);
+ if (sight) objList.sighted.push(obj);
+ else objList.blind.push(obj);
+ return true;
+ });
+ LibFunctions.measureTime('filterObjs',start);
+ _.each( tempList, obj => {
+ let charObj = getObj('character',obj.get('represents'));
+ let controllers = charObj.get('controlledby');
+ if (controllers.includes(playerId)) return;
+ charObj.set('controlledby',controllers+','+playerId);
+ });
+ } else {
+ _.each( objList.sighted, obj => {
+ let charObj = getObj('character',obj.get('represents'));
+ charObj.set('controlledby',charObj.get('controlledby').split(',').filter((pid) => pid !== playerId).join(','));
+ obj.set('has_bright_light_vision',true);
+ });
+ _.each( objList.blind, obj => {
+ let charObj = getObj('character',obj.get('represents'));
+ charObj.set('controlledby',charObj.get('controlledby').split(',').filter((pid) => pid !== playerId).join(','));
+ });
+ objList = undefined;
+ };
+ return objList;
+ };
+
+ /*
+ * Create an array of class objects for the classes
+ * of the specified character.
+ */
+
+ LibFunctions.classObjects = function( charCS, senderId, parseTable ) {
+
+ try {
+ const charLevels = ((classLevels.filter( elem => 0 < (LibFunctions.newAttrLookup( charCS, elem[1] ) || 0))) || fields.Fighter_level);
+ let charClass, baseClass, charLevel, classObj, isCreature = false, isClass = false, dB = fields.ClassDB;
+
+ var classDef = charLevels.map( elem => {
+ charClass = LibFunctions.newAttrLookup(charCS,elem[0]) || '';
+ charLevel = LibFunctions.newAttrLookup( 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.newAttrLookup( charCS, fields.Monster_hitDice )) || 0,
+ monsterHPplus = parseInt(LibFunctions.newAttrLookup( charCS, fields.Monster_hpExtra )) || 0,
+ monsterIntField = LibFunctions.newAttrLookup( 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.newAttrLookup(charCS,fields.Race);
+ dB = fields.RaceDB;
+ };
+ if (!charClass || !charClass.length) {
+ charClass = 'creature';
+ dB = fields.ClassDB;
+ };
+
+ } else {
+ baseClass = 'warrior';
+ }
+ isClass = isClass || baseClass !== 'creature';
+ 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()');
+ } finally {
+ 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();
+
+ let typeDefaults = {weaps:'any',ac:'any',sps:'any',spm:'',spb:'',align:'any',race:'any',styles:'any'},
+ forceFalse = false,
+ found = false,
+ allowedItems, item;
+ const itemType = !_.isUndefined(typeDefaults[allowedItemsByClass]) ? allowedItemsByClass : 'weaps',
+ 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,
+ };
+
+ const classAllowed = LibFunctions.classObjects( charCS ).some( elem => {
+ if (wt.includes('innate') || wst.includes('innate')) return true;
+
+ if (!elem.obj) return false;
+ allowedItems = (elem.classData[itemType] || typeDefaults[itemType]).toLowerCase().replace(reIgnore,'').split('|');
+ return allowedItems.reduce((p,c) => {
+ 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);
+ });
+
+ forceFalse = false;
+ allowedItems = LibFunctions.resolveData( (LibFunctions.newAttrLookup( charCS, fields.Race ) || 'human'), fields.RaceDB, reClassRaceData, charCS, reItemSpecs, '', '', [], true, [] ).parsed[itemType];
+ if (!allowedItems || !allowedItems.length) {
+ allowedItems = typeDefaults[itemType];
+ }
+ allowedItems = allowedItems.dbName().split('|');
+ const raceAllowed = allowedItems.reduce((p,c) => {
+ 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='' ) {
+
+ const itemData = LibFunctions.resolveData( dbItem.name, fields.MagicItemDB, reNumSpellsData ).raw,
+ itemSpells = itemData ? [...('['+itemData+']').matchAll(/\[.+?\]/g)] : [];
+ let spellSet = {MU:[[],[]],PR:[[],[]],PW:[[],[]],AB:[[],[]]},
+ parsedData, spellType;
+
+ if (index && String(index).length) index = '+'+String(index);
+
+ _.each(itemSpells, spell => {
+ parsedData = LibFunctions.parseData( spell[0], reSpellSpecs );
+ if (parsedData && parsedData.spell && ['MU','PR','PW','AB'].includes(parsedData.spell.toUpperCase())) {
+ 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.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.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.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) {
+
+ let list = [],
+ alphaList = [],
+ rDB = rootDB.toLowerCase().replace(/-/g,'_');
+ const isGMitem = objType.includes('dmitem') || objType.includes('gmitem');
+
+ const 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;
+ };
+
+ const addItemToList = function( objIndex, objName, mapObj, objType ) {
+ let error = false;
+ try {
+ let typeList, listName, hasQuery, listQuery;
+ if (objIndex[0].length) {
+ const obj = getObj('ability',objIndex[0]);
+ if (!obj) return true;
+ const 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))) {
+ listName = obj.get('name').dispName();
+ hasQuery = !!LibFunctions.resolveData( listName, rootDB, reNotAttackData, null, {query:reClassSpecs.query} ).parsed.query;
+ 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))) {
+ listName = dbNames[objIndex[2]].db[objIndex[3]].name.dispName();
+ hasQuery = !!LibFunctions.resolveData( listName, rootDB, reNotAttackData, null, {query:reClassSpecs.query} ).parsed.query;
+ 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) {
+ let subList;
+ if (_.isBoolean(alphabet)) {
+ for (let i=65; i<=90; i++) {
+ 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) {
+ 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, ability, renamed='', retButton='' ) {
+ const reActionButton = /((? LibFunctions.newAttrLookup( charCS, [field,param] );
+ let action = (ability.obj[1].body || '');
+
+ 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) ability.obj[1].name = renamed;
+ ability.obj[1].body = action;
+ ability.obj[0] = LibFunctions.setAbility( charCS, (renamed || ability.obj[1].name), action );
+ ability.dB = charCS.get('name');
+ return ability;
+ };
+
+ /**
+ * 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 ) {
+ let specs = miObj.specs(),
+ mi = '', miType;
+ if (specs) {
+ const 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]];
+ const powerType = power.substring(0,3);
+ let 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 );
+ }
+ if (!!powerLib) powerLib.name = power;
+ return powerLib;
+ }
+
+ /**
+ * Find and return total level of a character
+ **/
+
+ LibFunctions.characterLevel = function( charCS ) {
+ return Math.max(((parseInt((LibFunctions.newAttrLookup( charCS, fields.Monster_hitDice ) || 0),10)
+ +((parseInt((LibFunctions.newAttrLookup( charCS, fields.Monster_hpExtra ) || 0),10) >= 3) ? 1 : 0)) || 0),
+ ((parseInt((LibFunctions.newAttrLookup( charCS, fields.Fighter_level ) || 0),10)
+ + parseInt((LibFunctions.newAttrLookup( charCS, fields.Wizard_level ) || 0),10)
+ + parseInt((LibFunctions.newAttrLookup( charCS, fields.Priest_level ) || 0),10)
+ + parseInt((LibFunctions.newAttrLookup( charCS, fields.Rogue_level ) || 0),10)
+ + parseInt((LibFunctions.newAttrLookup( charCS, fields.Psion_level ) || 0),10)) || 0));
+ };
+
+ /*
+ * 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 ) {
+
+ let 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.newAttrLookup( charCS, casterData[0] ) || '') || (casterType !== casterData[2] ? '' : (casterType === 'MU' ? 'Wizard' : 'Priest'));
+ castingClass = charClass.dbName();
+ level = LibFunctions.newAttrLookup(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};
+ };
+
+ /*
+ * Fetch situation specific modifiers from class, race,
+ * item and mod table entries for displaying as tick
+ * boxes for respective dialogs
+ * tID = token ID
+ * tag = data tag in data sections
+ * tickMods = the array of situation mods for this tID & tag
+ */
+
+ LibFunctions.fetchTickMods = function( tID, tag, tickMods ) {
+
+ const matchSurprise = function ( sup, s ) {
+ if (_.isUndefined(sup)) sup = [];
+ const i = sup.findIndex(a => !(a[3] !== s[3] || a[0].dbName() !== s[0].dbName()));
+ if (i < 0) {
+ sup.push(s);
+ } else if (sup[i][1] < s[1]) {
+ sup[i] = s;
+ }
+ return sup;
+ };
+
+ const charCS = LibFunctions.getCharacter(tID);
+ if (!charCS) {
+ LibFunctions.sendError('Invalid token id passed to fetchTickMods()');
+ return tickMods;
+ }
+ let parseObj = {};
+ parseObj[tag] = reClassSpecs[tag];
+ LibFunctions.classObjects( charCS, '', parseObj ).forEach( (c) => {
+ c.classData[tag].split('|').map( s => s.split('=')).forEach( s => {
+ if (s.length > 1) {
+ s[2] = !!!s[0].endsWith('?');
+ s[3] = tID;
+ tickMods = matchSurprise( tickMods, s );
+ };
+ });
+ });
+ LibFunctions.resolveData( LibFunctions.newAttrLookup( charCS, fields.Race ), fields.RaceDB, reClassRaceData, charCS, parseObj ).parsed[tag].split('|').map( s => s.split('=')).forEach( s => {
+ if (s.length > 1) {
+ s[2] = !!!s[0].endsWith('?');
+ s[3] = tID;
+ tickMods = matchSurprise( tickMods, s );
+ };
+ });
+
+ let ModsTable = LibFunctions.getTable( charCS, fieldGroups.MODS ),
+ indexes = ModsTable.tableFindAll( fields.Mods_saveSpec, (tag !== 'attkmods' ? (tag !== 'surpriseme' ? /syou\+[;:]/i : /sme\+[:;]/i) : /attk\+[:;]/i) );
+
+ let id, surpriseName;
+ if (!!indexes && indexes.length) {
+ indexes.forEach( n => {
+ id = ModsTable.tableLookup( fields.Mods_tokenID, n );
+ if (!id || id === tID || id === charCS.id) {
+ if (_.isUndefined(tickMods)) tickMods = [];
+ surpriseName = ModsTable.tableLookup( fields.Mods_name, n );
+ tickMods.push([(ModsTable.tableLookup( fields.Mods_spellName, n )+' / '+surpriseName),
+ parseInt(LibFunctions.evalAttr((ModsTable.tableLookup( fields.Mods_saveSpec, n ).match(/(?:sme|syou|attk)\+[;:](.+?)/i) || ['',0])[1] || 0)),
+ !surpriseName.endsWith('?'),
+ tID]);
+ };
+ });
+ };
+
+ let i = 0,
+ acValues = {armour:{name:'Clothes',magic:false,specs:['','Clothes','armour','0H','cloth'],data:{ac:10,adj:0,dexBonus:1,madj:0,thac0adj:0,hpadj:0,rules:'',ppa:0,ola:0,rta:0,msa:0,hsa:0,dna:0,cwa:0,rla:0,iba:0,adall:0,admw:0,adrw:0,addam:0,adsave:0,adattr:0,adrogue:0},savAvg:0,worn:false}},
+ armourMsg = [],
+ noDex = false,
+ itemName, itemDef,
+ Items = LibFunctions.getTableGroupField( charCS, {}, fieldGroups.MI, 'trueName' );
+ Items = LibFunctions.getTableGroupField( charCS, Items, fieldGroups.MI, 'name' );
+ Items = LibFunctions.getTableGroupField( charCS, Items, fieldGroups.MI, 'type' );
+ Items = LibFunctions.getTableGroupField( charCS, Items, fieldGroups.MI, 'trueType' );
+ while (!_.isUndefined(itemName = LibFunctions.tableGroupLookup( Items, 'name', ++i, false ))) {
+ let mi = {name:itemName, trueName:(LibFunctions.tableGroupLookup( Items, 'trueName', i ) || itemName) };
+ if (mi.name.length && mi.name != '-') {
+ mi.charge = (LibFunctions.tableGroupLookup( Items, 'trueType', i ) || LibFunctions.tableGroupLookup( Items, 'type', i ) || '').toLowerCase();
+ itemDef = LibFunctions.abilityLookup( fields.MagicItemDB, mi.trueName, charCS, true );
+ if (itemDef.obj) {
+ let miIndex, miRowID, miTable;
+ [miIndex,miTable,miRowID] = LibFunctions.tableGroupIndex( Items, i );
+ mi.specs = itemDef.specs() || [];
+ // mi.specs = itemDef.specs(RegExp("}}\\s*Specs\\s*=(.*?(?:"+singleItems.join('|')+"|modifiers).*?){{","im")) || [];
+ mi.data = LibFunctions.resolveData( mi.trueName, fields.MagicItemDB, reItemData, charCS, reACSpecs, {row:miIndex, rowID:miRowID} ).raw;
+ [acValues,armourMsg,noDex] = LibFunctions.assessItem( charCS, mi, reACSpecs, acValues, armourMsg, noDex, {magic:true,conflict:false,shield:true} );
+ }
+ }
+ }
+
+ _.each( acValues, (item) => {
+ if (!item.data[tag] || !item.data[tag].length) return;
+ item.data[tag].split('|').map( s => s.split('=')).forEach( s => {
+ if (s.length > 1) {
+ s[2] = !!!s[0].endsWith('?');
+ s[3] = tID;
+ tickMods = matchSurprise( tickMods, s );
+ };
+ });
+ });
+
+ if (tag === 'surpriseme') tickMods = matchSurprise( tickMods, ['Reaction Adjust',LibFunctions.newAttrLookup(charCS,fields.Dex_react),true,tID] );
+ return tickMods;
+ };
+
+ /**
+ * Convert a legacy character sheet currency tab to the
+ * latest currency objects in the Coins table
+ **/
+
+ LibFunctions.convertMoney = function( charCS ) {
+
+ const 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;
+
+ const setCoins = function( charCS, Table, coin, field ) {
+ const qty = parseInt(LibFunctions.newAttrLookup( charCS, field ));
+ if (!qty || isNaN(qty)) return;
+ const 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;
+ 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 money = [0,0,0,0,0];
+ let Coins = LibFunctions.getTableField( charCS, {}, fields.Coins_table, fields.Coins_name ),
+ treasureValue = 0,
+ coinage = 0,
+ qty = 0;
+ const Treasure = LibFunctions.getTableField( charCS, {}, fields.Treasure_table, fields.Treasure_cost );
+
+ Coins = LibFunctions.getTableField( charCS, Coins, fields.Coins_table, fields.Coins_trueQty );
+ for (let c = 0; c < Coins.sortKeys.length; c++) {
+ if ('-' === (Coins.tableLookup( fields.Coins_name, c ) || '-')) continue;
+ 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]};
+ }
+ };
+
+ /*
+ * Set the quantity of a named value of coin on the character
+ */
+
+ LibFunctions.setCoin = function( Coins, name, change, qty ) {
+ if (change !== 0) {
+ qty = Math.round(qty);
+ const row = Coins.tableFind( fields.Coins_name, name, false );
+ if (_.isUndefined(row)) {
+ const coinData = LibFunctions.resolveData( name, fields.MagicItemDB, reNotAttackData, Coins.character, {cost:reSpellSpecs.cost} ).parsed,
+ prefix = Coins.fieldGroup;
+ let valArray = LibFunctions.initValues( prefix );
+ valArray.valLine( prefix, 'name', name )
+ .valLine( prefix, 'trueName', name)
+ .valLine( prefix, 'qty', qty)
+ .valLine( prefix, 'trueQty', qty)
+ .valLine( prefix, 'cost', coinData.cost);
+ Coins = Coins.addTableRow(undefined,valArray);
+ } else {
+ Coins.tableSet( fields.Coins_qty, row, qty );
+ Coins.tableSet( fields.Coins_trueQty, row, qty );
+ };
+ };
+ return Coins;
+ }
+
+ /**
+ * 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 ) {
+
+ const csVer = (charCS) => parseFloat(((LibFunctions.newAttrLookup( charCS, fields.msVersion ) || '1.5').match(/^\d+\.?\d*?/) || ['1.5'])[0]) || 1.5;
+
+ const 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)) {
+ return undefined;
+ }
+ if (csVer(toCS) < 4.1) LibFunctions.convertMoney( toCS );
+ let ToCoins = LibFunctions.getTable( toCS, fieldGroups.COINS );
+ const 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' ),
+ value = Math.abs(cost),
+ sign = (cost < 0 ? 1 : -1);
+ let 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),
+ 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 = LibFunctions.setCoin( ToCoins, 'Copper-Coin', cpChange, copper );
+ ToCoins = LibFunctions.setCoin( ToCoins, 'Silver-Coin', spChange, silver );
+ ToCoins = LibFunctions.setCoin( ToCoins, 'Electrum-Coin', epChange, electrum );
+ ToCoins = LibFunctions.setCoin( ToCoins, 'Gold-Coin', gpChange, gold );
+ ToCoins = LibFunctions.setCoin( ToCoins, 'Platinum-Coin', ppChange, 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 );
+ }
+
+ return (platinum * 5) + gold + (electrum / 2) + (silver / 10) + (copper / 100);
+ }
+
+ /* ---------------------------- Game Rule-Specific Functions -------------------------------- */
+
+ /*
+ * Check if the caster can actually cast the school/sphere of spell
+ * selected to use or memorise
+ */
+
+ LibFunctions.checkValidSpell = function( args ) {
+
+ const isMU = args[0].includes('MU'),
+ isPR = args[0].includes('PR'),
+ tokenID = args[1],
+ spell = args[5],
+ charCS = LibFunctions.getCharacter(tokenID),
+ casterDef = LibFunctions.caster(charCS, (isMU ? 'MU' : 'PR')),
+ reAllowedSpells = {majorsphere: reClassSpecs.majorsphere,
+ minorsphere: reClassSpecs.minorsphere,
+ bannedsphere: reClassSpecs.bannedsphere,
+ },
+ allowAll = state.MagicMaster.spellRules.allowAll;
+
+ if (!args[5] || !args[5].length) return 1;
+
+ const spellSpec = LibFunctions.abilityLookup( (isMU ? fields.MU_SpellsDB : fields.PR_SpellsDB), spell, charCS );
+ if (!spellSpec.obj) return 0;
+ let spellData = spellSpec.obj[1].body;
+ spellData = (spellData.match(reSpellData) || ['',''])[1];
+ spellData = LibFunctions.parseData( spellData, reSpellSpecs );
+ let school = spellSpec.specs();
+ school = (!school || !school[0] || !school[0][4]) ? 'Invalid' : school[0][4];
+ school = (school ||'any').dbName().split('|');
+ const sphere = (spellData.sph || 'any').dbName().split('|');
+ const level = spellData.level || 1;
+ let casterSpec = LibFunctions.abilityLookup( fields.ClassDB, casterDef.cl, charCS, true, false );
+ if (!casterSpec.obj) {
+ casterSpec = LibFunctions.abilityLookup( fields.ClassDB, casterDef.ccl, charCS );
+ }
+ const test = (spellsPerLevel[casterDef.ccl] && spellsPerLevel[casterDef.ccl][(isMU ? 'MU' : 'PR')] && spellsPerLevel[casterDef.ccl][(isMU ? 'MU' : 'PR')][level] && spellsPerLevel[casterDef.ccl][(isMU ? 'MU' : 'PR')][level][casterDef.lv]);
+ if (!casterSpec.obj || !test) return 0;
+
+ let casterData = casterSpec.obj[1].body;
+ casterData = (casterData.match(reClassData) || ['',''])[1];
+ casterData = LibFunctions.parseData( casterData, reAllowedSpells );
+ const majorSpells = (casterData.sps.dbName() || '-').split('|');
+ const minorSpells = (casterData.spm.dbName() || '-').split('|');
+ const bannedSpells = (casterData.spb.dbName() || '-').split('|');
+
+ let banned, specialist, specStd;
+ return _.reduce( (isMU ? school : sphere), (r,s) => {
+ banned = !(s === 'any' || ((isMU || majorSpells.includes('any') || majorSpells.some(sph => s.startsWith(sph)) || (minorSpells.some(sph => s.startsWith(sph)) && level < 4)) && (isPR || !bannedSpells.some(sph => s.startsWith(sph)))));
+ specialist = isMU && majorSpells.includes(s);
+ specStd = isMU && !majorSpells.includes('any');
+
+ return ((!allowAll && (!r || banned)) ? 0 : (specialist ? 3 : (specStd ? 2 : r)));
+ },1);
+ }
+
+ /*
+ * 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.newAttrLookup( charCS, fields.Strength )) {
+ const monInt = LibFunctions.newAttrLookup( charCS, fields.Monster_int );
+ const attrData = LibFunctions.resolveData( (LibFunctions.newAttrLookup( charCS, fields.Race ) || 'human'), fields.RaceDB, reRaceData, charCS, {name:reClassSpecs.name} ).attrs;
+ if (!LibFunctions.newAttrLookup( charCS, fields.Strength )) LibFunctions.setAttr( charCS, fields.Strength, LibFunctions.evalAttr(attrData.str || (state.attackMaster.attrRestrict ? '8:15' : '3d6'),charCS) );
+ if (!LibFunctions.newAttrLookup( charCS, fields.Dexterity )) LibFunctions.setAttr( charCS, fields.Dexterity, LibFunctions.evalAttr(attrData.dex || (state.attackMaster.attrRestrict ? '7:14' : '3d6'),charCS) );
+ if (!LibFunctions.newAttrLookup( charCS, fields.Constitution )) LibFunctions.setAttr( charCS, fields.Constitution, LibFunctions.evalAttr(attrData.con || (state.attackMaster.attrRestrict ? '7:14' : '3d6'),charCS) );
+ if (!LibFunctions.newAttrLookup( charCS, fields.Intelligence )) LibFunctions.setAttr( charCS, fields.Intelligence, LibFunctions.evalAttr(monInt || attrData.int || (state.attackMaster.attrRestrict ? '7:15' : '3d6'),charCS) );
+ if (!LibFunctions.newAttrLookup( charCS, fields.Wisdom )) LibFunctions.setAttr( charCS, fields.Wisdom, LibFunctions.evalAttr(attrData.wis || (state.attackMaster.attrRestrict ? '7:15' : '3d6'),charCS) );
+ if (!LibFunctions.newAttrLookup( charCS, fields.Charisma )) LibFunctions.setAttr( charCS, fields.Charisma, LibFunctions.evalAttr(attrData.chr || (state.attackMaster.attrRestrict ? '7:15' : '3d6'),charCS) );
+ };
+
+ const str = LibFunctions.newAttrLookup( charCS, fields.Strength ) || '';
+ const 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);
+ }
+ const strIndex = baseStr + Math.max(0,exstrIndex.findIndex(x => x >= exStr));
+ const dexIndex = parseInt(LibFunctions.newAttrLookup( charCS, fields.Dexterity )) || 0;
+ const conIndex = parseInt(LibFunctions.newAttrLookup( charCS, fields.Constitution )) || 0;
+ const intIndex = parseInt(LibFunctions.newAttrLookup( charCS, fields.Intelligence )) || 0;
+ const wisIndex = parseInt(LibFunctions.newAttrLookup( charCS, fields.Wisdom )) || 0;
+ const chrIndex = parseInt(LibFunctions.newAttrLookup( charCS, fields.Charisma )) || 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.newAttrLookup( charCS, fields.MonsterThac0, {def:20} )) || 20,
+ baseThac0table[0][(LibFunctions.newAttrLookup( charCS, fields.Fighter_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.newAttrLookup( charCS, fields.Fighter_level, {def:0} ) || 0)],
+ baseThac0table[1][(LibFunctions.newAttrLookup( charCS, fields.Wizard_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.newAttrLookup( charCS, fields.Wizard_level, {def:0} ) || 0)],
+ baseThac0table[2][(LibFunctions.newAttrLookup( charCS, fields.Priest_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.newAttrLookup( charCS, fields.Priest_level, {def:0} ) || 0)],
+ baseThac0table[3][(LibFunctions.newAttrLookup( charCS, fields.Rogue_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.newAttrLookup( charCS, fields.Rogue_level, {def:0} ) || 0)],
+ baseThac0table[4][(LibFunctions.newAttrLookup( charCS, fields.Psion_class ).toUpperCase() === 'CREATURE') ? 0 : (LibFunctions.newAttrLookup( charCS, fields.Psion_level, {def:0} ) || 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.newAttrLookup( 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 ) {
+
+ const tokenID = args[0];
+ const charCS = LibFunctions.getCharacter( tokenID );
+ const disguiseACData = {pp:-70,ol:-40,rt:-40,ms:-60,hs:-60,dn:-40,cw:-80,rl:0,ib:0};
+
+ if (!charCS) {
+ // Handle internal error
+ return;
+ };
+
+ let 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:[]},
+ skillMods = {},
+ mods = {},
+ skillText = '',
+ itemText = {},
+ startPts = 0,
+ ptsPerLevel = 0,
+ base;
+
+ silent = silent || String(args[1] || '').dbName() === 'silent';
+ const raceData = LibFunctions.resolveData( LibFunctions.newAttrLookup( charCS, fields.Race ), fields.RaceDB, reRaceData, charCS, reThiefSpecs ).parsed || {};
+ const classes = LibFunctions.classObjects( charCS, senderId );
+ const dexData = rogueDexMods[Math.max(0,( LibFunctions.newAttrLookup( charCS, fields.Dexterity ) - rogueDexMods[0].lv ))] || {};
+// rogue = _.find( classes, c => c.base === 'rogue' ),
+ const armourData = LibFunctions.resolveData( LibFunctions.newAttrLookup( charCS, fields.Armor_trueName ), fields.MagicItemDB, reACData, charCS, reThiefSpecs ).parsed || disguiseACData;
+ const maxTotal = 95;
+ const 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 => {
+ 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.newAttrLookup(charCS,[skill.factors[3], 'current']) || 0)
+ + parseInt(LibFunctions.newAttrLookup(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) { // rowData
+
+ const doParse = function( rootDB, saveMods ) {
+ const isClass = rootDB === fields.ClassDB;
+ const indexDB = rootDB.toLowerCase().replace(/-/g,'_');
+ const 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)))']};
+
+ if (!DBindex[indexDB]) return;
+ let def, type, dataObj, rawData, parsedRow, name,
+ spellData, spellType, sv, level, saves, plv,
+ query, question, sq, rowData,
+ spells = [],
+ classSpecs = [],
+ rowArray = [],
+ svlArray = [],
+ classType = '',
+ oldLevel = 0,
+ baseIndex = 0,
+ isCreature = false;
+ for (const ClassName in DBindex[indexDB]) {
+ 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) {
+ 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;
+ });
+ }
+ 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] = [];
+ oldLevel = 0;
+ baseIndex = 0;
+ svlArray.forEach(svl => {
+ 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 => {
+ 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])) {
+ 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 {
+ 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 => {
+ 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])) {
+ 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) {
+ query = LibFunctions.parseStr(dataObj.parsed.query).split('|');
+ if (query.length === 1 && !!storedQuestions[query[0]]) {
+ query = storedQuestions[query[0]];
+ }
+ question = query[0];
+ clTypeLists[classSpecs[0][2].toLowerCase()].query = '?{'+question + '|'
+ + query.slice(1).map( q => {
+ 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;
+ };
+
+ /*
+ * Assess an item held by a character to see if any magic it has
+ * is actually operating, or is blocked by rules.
+ * The mi object must have the following:
+ * .name name of the item
+ * .trueName true name of the item
+ * .specs the parsed Specs field of the item (generally .specs() does)
+ * .data the .raw data from the item
+ * The following flags can be used for noRule:
+ * itemClass:true use only the item classes passed in
+ * single:true only return items of unique classes
+ * magic:true override -magic rule (allow with magical armour)
+ * combine:true overrides -armourSuperType rule (allow combine with all armour supertypes)
+ * shield:true overrides -shield rule (allow combine with shields
+ */
+
+ LibFunctions.assessItem = function( charCS, mi, reSpecs, acValues, armourMsg, noDex, noRule = {} ) { // toLowerCase
+
+ let ac, acData, acRules, isMod, isSurprise,
+ item, itemType, itemClass, itemHands, itemSuperType, itemCursed, itemRules, itemSingleClass,
+ diff, classCursed, acSavData,
+ totalFlag = false;
+
+ const dexBonus = parseInt(LibFunctions.attrLookup( charCS, fields.Dex_acBonus ) || 0);
+ const priority = (LibFunctions.newAttrLookup( charCS, fields.ModPriority ) || 'ac');
+ const dmgType = 'nadj';
+
+ const itemInHand = ( charCS, trueName ) => !_.isUndefined(LibFunctions.getTableField( charCS, {}, fields.InHand_table, fields.InHand_trueName ).tableFind( fields.InHand_trueName, trueName ));
+ const shieldInHand = ( charCS, shieldTrueName ) => itemInHand( charCS, shieldTrueName );
+ const ringOnHand = ( charCS, ringTrueName ) => {
+ const leftRing = LibFunctions.newAttrLookup( charCS, fields.Equip_leftTrueRing ) || '-',
+ rightRing = LibFunctions.newAttrLookup( charCS, fields.Equip_rightTrueRing ) || '-';
+ return [leftRing,rightRing].includes(ringTrueName);
+ }
+
+ const calcDiff = function( priority, curBest, thisData, thisSaves, dmgType ) {
+ const ac = parseInt(LibFunctions.evalAttr(thisData.ac || 10)),
+ adj = (parseInt(LibFunctions.evalAttr(thisData.adj || 0)) + (dmgType !== 'nadj' ? parseInt(LibFunctions.evalAttr(thisData[dmgType] || 0)) : 0)),
+ dexAdj = Math.floor(dexBonus * parseFloat(Math.max(thisData.dexBonus,0))),
+ curDexAdj = Math.floor(dexBonus * parseFloat(Math.max(curBest.data.dexBonus,0))), // acValues.armour.data.dexBonus
+ surprise = parseInt(LibFunctions.evalAttr(thisData.surpriseme.split('=')[1] || 0)) + parseInt(LibFunctions.evalAttr(thisData.surpriseyou.split('=')[1] || 0)),
+ acDiff = ((curBest.data.ac || 0) - (curBest.data.adj || 0) - curDexAdj) - (ac - adj - dexAdj) + surprise;
+ let diff;
+
+ switch (priority) {
+ case 'thac0':
+ diff = acDiff + ((parseInt(LibFunctions.evalAttr(thisData.thac0adj)) || 0) - (curBest.data.thac0adj || 0));
+ break;
+ case 'hp':
+ diff = acDiff + (((parseInt(LibFunctions.evalAttr(thisData.hpadj)) || 0) + (parseInt(LibFunctions.evalAttr(thisData.hptemp)) || 0) + (parseInt(LibFunctions.evalAttr(thisData.hpmax)) || 0)) - ((curBest.data.hpadj || 0) + (curBest.data.hptemp || 0)));
+ break;
+ case 'dmg':
+ diff = acDiff + ((parseInt(LibFunctions.evalAttr(thisData.dmgadj)) || 0) - (curBest.data.dmgadj || 0));
+ break;
+ case 'saves':
+ diff = acDiff + ((_.reduce(thisSaves, (t,v) => t+(LibFunctions.evalAttr(v) || 0), 0) / _.size(thisSaves)) - curBest.savAvg);
+ break;
+ default:
+ diff = acDiff;
+ break;
+ };
+ return diff;
+ };
+
+ for (let i=0; i r.replace(/\-/g,(match,i,s)=>(i>0?'':match)));
+ itemType = mi.specs[i][1].dbName();
+ itemClass = mi.specs[i][2].dbName().split('|').sort();
+ itemSingleClass = itemClass.filter(c => singleItems.includes(c));
+ if (!!!noRule.itemClass) itemClass = itemSingleClass.length ? itemSingleClass : [(!!noRule.single ? '' : (mi.trueName || mi.name))];
+ itemHands = mi.specs[i][3].toUpperCase();
+ itemSuperType = mi.specs[i][4].dbName();
+ isMod = itemClass.includes('modifiers');
+ isSurprise = acData.surpriseme || acData.surpriseyou;
+
+ if (!itemClass.length) continue;
+
+ if (!!itemSingleClass.length && !equipmentWorn.some( slot => {
+ item = LibFunctions.newAttrLookup( charCS, [slot[0],'current',''] ).dbName();
+ mi.worn = item === (mi.trueName || '').dbName() || item === (mi.name || '').dbName();
+ return (mi.charge.includes('cursed') || mi.worn || (!item && _.intersection( itemClass, slot[1].split('|') ).length));
+ })) {
+ if (!isMod) armourMsg.push(mi.name+' is not currently worn');
+ continue;
+ };
+ itemClass = itemClass.join('|');
+
+ if ((isMod && acData.ac.length) || itemClass.includes('armor') || itemClass.includes('armour')) itemClass = 'armour';
+ if (itemClass.includes('shield')) itemClass = 'shield';
+ if (itemClass.includes('helm')) itemClass = 'helm';
+ if (itemClass.includes('ring')) itemClass = (_.isUndefined(acValues.leftring)) ? 'leftring' : 'rightring';
+
+ if (!isMod && itemClass === 'armour' && !state.attackMaster.weapRules.allowArmour && !LibFunctions.classAllowedItem(charCS, mi.name, itemType, itemSuperType, 'ac')) {
+ armourMsg.push(mi.name+' is not of a usable type');
+ } else if (itemClass === 'shield' && itemHands != '0H' && !shieldInHand(charCS,mi.trueName)) {
+ armourMsg.push(mi.name+' is not currently in hand');
+ } else if (!isMod && itemClass.split('|').includes('ring') && itemHands != '0H' && !ringOnHand(charCS,mi.trueName)) {
+ armourMsg.push(mi.name+' is not currently worn');
+ } else if (acRules.includes('+inhand') && itemHands != '0H' && !itemInHand(charCS,mi.trueName)) {
+ armourMsg.push(mi.name+' is not currently in hand');
+ } else {
+ if (mi.specs[i][2].includes('totalac')) {
+ itemClass = 'armour';
+ if (totalFlag) {
+ diff = calcDiff( priority, acValues.armour, acData, acSavData, dmgType );
+ } else {
+ _.each( acValues, e => armourMsg.push(e.name+' is overridden by another item'));
+ acValues = {};
+ diff = 1;
+ totalFlag = true;
+ }
+ if (diff > 0) noDex = (parseInt(acData.dexBonus) <= 0);
+ } else if (!totalFlag) {
+ protectionMI: {
+ if (!!!noRule.magic && acRules.includes('-magic') && acValues.armour.magic) {
+ armourMsg.push(mi.name+' does not add to magical armour');
+ break protectionMI;
+ }
+ if (!!!noRule.combine && acRules.includes('-'+acValues.armour.specs[4].dbName()) || (acRules.includes('-acall') && !acRules.includes('+'+acValues.armour.specs[4].dbName()))) {
+ armourMsg.push(mi.name+' will not combine with '+acValues.armour.name);
+ break protectionMI;
+ }
+ if (!!!noRule.shield && acRules.includes('-shield') && !!acValues.shield) {
+ armourMsg.push(mi.name+' does not combine with shields of any type');
+ break protectionMI;
+ }
+
+ if (_.isUndefined(acValues[itemClass]) || (mi.worn && !acValues[itemClass].worn)) {
+ diff = 1;
+ } else {
+ diff = calcDiff( priority, acValues[itemClass], acData, acSavData, dmgType );
+ }
+ }
+ } else {
+ armourMsg.push(mi.name+' is overridden by another item');
+ diff = undefined;
+ }
+ if (!_.isUndefined(diff)) {
+ itemCursed = (mi.charge || '').includes('cursed');
+ classCursed = acValues[itemClass] && (acValues[itemClass].charge || '').includes('cursed');
+ if (diff < 0 && (!itemCursed || classCursed)) {
+ armourMsg.push(mi.name+' is not the best '+itemClass+' available');
+ } else if (diff == 0 && (!itemCursed || classCursed)) {
+ armourMsg.push(mi.name+' is no better than other '+itemClass+'s');
+ } else if (acValues[itemClass] && !classCursed && itemCursed && diff <= 0) {
+ armourMsg.push('Oh! You do not seem to be wearing '+acValues[itemClass].name+'...');
+ }
+ if ((!classCursed && itemCursed) || diff > 0) {
+ if (diff > 0 && acValues[itemClass] && acValues[itemClass].name) {
+ if (mi.worn) {
+ armourMsg.push(mi.name+' is worn in preference to other '+itemClass+' available');
+ } else {
+ armourMsg.push(acValues[itemClass].name+' is not the best '+itemClass+' available');
+ };
+ }
+
+ acValues[itemClass] = {name:mi.name, trueName:(mi.trueName || mi.name), row:i, specs:mi.specs[i], charge:(mi.charge || ''), data:acData, savAvg:(_.reduce(acSavData, (t,v) => t+(v || 0), 0) / _.size(acSavData)), worn:mi.worn};
+ if (itemClass === 'armour') {
+ acValues.armour.magic = parseInt(LibFunctions.evalAttr(acData.adj||0))!==0;
+ }
+ acValues = _.omit( acValues, function(item,iClass) {
+ if ((item.trueName || item.name).dbName() === (mi.trueName || mi.name).dbName()) return false;
+
+ itemRules = item.data.rules.toLowerCase().replace(/[_\s]/g, '').split('|').map(r => r.replace(/\-/g,(match,i,s)=>(i>0?'':match)));
+
+ if (!!!noRule.magic && itemClass === 'armour' && acValues.armour.magic && itemRules.includes('-magic')) {
+ armourMsg.push(item.name+' cannot be used alongside magical armour');
+ return true;
+ }
+ if (!!!noRule.combine && itemClass === 'armour' && (itemRules.includes('-'+itemSuperType) || (itemRules.includes('-acall') && !itemRules.includes('+'+itemSuperType)))) {
+ armourMsg.push(item.name+' cannot be used alongside '+acValues.armour.specs[4]);
+ return true;
+ }
+ if (!!!noRule.combine && itemRules.includes('-'+itemClass)) {
+ armourMsg.push(item.name+' cannot be used alongside '+mi.name);
+ return true;
+ }
+ if (!!!noRule.shield && itemClass === 'shield' && itemRules.includes('-shield')) {
+ armourMsg.push(mi.name+' does not combine with shields of any type');
+ return true;
+ }
+ return false;
+ });
+ }
+ }
+ }
+ }
+
+ return [acValues,armourMsg,noDex];
+ };
+
+ /*
+ * 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 ) {
+ const 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;
+ let saveMods = [],
+ svRules, inHand, worn, conflict, adds,
+ every, attr, save, msg, newVal, val;
+
+ _.each( dataArray, data => {
+ if (!data) return;
+ if (!itemMods[modsClass] || _.size(itemMods[modsClass]) < _.size(blanks)) itemMods[modsClass] = JSON.parse(JSON.stringify(blanks));
+ 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 = '';
+ 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 (!saveMods || !saveMods.length) {
+ for (const spec of data[0].split(',')) {
+ let m = spec.match(/sv([a-z0-9]{3}):([-\+\*\/\=\^vfc\d\.;\(\)]+)/);
+ if (m) {
+ saveMods.push( [(m[1]+':'+m[2]),m[1],m[2]] );
+ };
+ };
+ };
+
+ if (!silent && !!saveMods && saveMods.length) {
+ if (!addedText[modsClass]) addedText[modsClass]='';
+ addedText[modsClass] += '{{'+dispItem+'=';
+ };
+
+ _.each( saveMods, m => {
+
+ m[2] = ('-+='.includes(m[2][0]) ? m[2][0] : '') + String(LibFunctions.evalAttr('-+='.includes(m[2][0]) ? m[2].substring(1) : m[2],charCS));
+ every = m[1] === 'all' || m[1] === 'th';
+ attr = m[1] === 'atr';
+ save = m[1] === 'sav';
+ if (save || every || attr) {
+ msg = 'All '+(every ? '' : (attr ? 'attribute ' : 'save '))+'mods: '+m[2];
+ if (!silent) addedText[modsClass] += msg;
+ itemMods[modsClass] = _.mapObject(itemMods[modsClass], 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] == '=') {
+ 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 val = 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] === '=') {
+ newVal = parseInt(m[2].substring(1)) || 0;
+ if (setFlags[m[1]]) {
+ itemMods[modsClass][m[1]] = Math.max(val,newVal);
+ } else {
+ setFlags[m[1]] = true;
+ itemMods[modsClass][m[1]] = newVal;
+ }
+ } else if (!setFlags[m[1]]) {
+ itemMods[modsClass][m[1]] = Math.max(val,(parseInt(m[2]) || 0));
+ }
+ } else {
+ itemMods[modsClass].att = val;
+ }
+ };
+ });
+ if (!silent && !!saveMods && saveMods.length) {
+ addedText[modsClass] += (isGM ? (' _Remove_(!attk --set-mods '+tokenID+'|del|'+item+'|'+trueItem+'||||verbose)') : '');
+ 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' );
+ ItemNames = LibFunctions.getTableGroupField( charCS, ItemNames, fieldGroups.MI, 'trueName' );
+
+ const currentArmour = LibFunctions.newAttrLookup( charCS, fields.Armor_trueName ) || 'No Armor';
+ let item, trueItem, itemObj, specsArray, miClass, leftRing, rightRing, itemData;
+
+ for (let itemRow = 0; !_.isUndefined(item = LibFunctions.tableGroupLookup( ItemNames, 'name', itemRow, false )); itemRow++) {
+ if (item && item.length && item != '-') {
+ trueItem = LibFunctions.tableGroupLookup( ItemNames, 'trueName', itemRow );
+ itemObj = LibFunctions.abilityLookup( fields.MagicItemDB, trueItem, charCS );
+ if (itemObj.obj) {
+ 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')) {
+ leftRing = LibFunctions.newAttrLookup( charCS, fields.Equip_leftTrueRing ) || '-';
+ rightRing = LibFunctions.newAttrLookup( charCS, fields.Equip_rightTrueRing ) || '-';
+ if (![leftRing,rightRing].includes(trueItem)) {
+ if (!silent) itemText.Not_Worn += '{{'+item+'=Is not currently worn}}';
+ continue;
+ }
+ }
+ 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;
+
+ let attkMenu,
+ msg = '';
+
+ var checkThisSave = function(attkMenu,curToken,senderId,silent,selected) {
+
+ return new Promise(resolve => {
+ try {
+ const tokenID = attkMenu ? curToken.id : curToken._id;
+ const charCS = LibFunctions.getCharacter( tokenID, true );
+
+ if (!charCS) {
+ log('checkThisSave: invalid charCS');
+ return;
+ }
+
+ const tokenName = getObj('graphic',tokenID).get('name'),
+ classes = LibFunctions.classObjects( charCS ),
+ race = (LibFunctions.newAttrLookup( charCS, fields.Race ) || 'human').dbName(),
+ SaveMods = LibFunctions.getTable( charCS, fieldGroups.MODS ),
+ raceBonus = _.isUndefined(classSaveMods[race]) ? (_.find(classSaveMods, (m,k) => race.includes(k)) || _.create(blankMods)) : classSaveMods[race],
+ isGM = playerIsGM(senderId);
+ let saves = [],
+ classSaves, classMods,
+ mods = _.isUndefined(raceSaveMods[race]) ? (_.find(raceSaveMods, (m,k) => race.includes(k)) || raceSaveMods.human) : raceSaveMods[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,int:false,wis:false,chr:false},
+ miMods = {},
+// skillMods = {},
+ modName, saveVal,
+ attribute, attrVal,
+ plv,
+ saveToken, modType, curRound, toRound, diff, saveCount, spellName, itemName,
+ tag, basis, index, saveField, modField,
+ addedText = {},
+ itemText = '';
+ var content = silent ? '' : '&{template:'+fields.defaultTemplate+'}{{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.newAttrLookup( charCS, attribute )) || -1;
+ } else {
+ attrVal = -1;
+ }
+ const dispBonus = (!silent && (_.some(mods,(m,k)=>!!m && k!='att') || _.some(raceBonus,(m,k)=>!!m && k!='att')));
+ if (dispBonus) itemText += '{{'+LibFunctions.newAttrLookup( charCS, fields.Race )+'=';
+ mods = _.mapObject(mods,(v,k) => {
+ if (k == 'att') {
+ return v;
+ } else {
+ 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 += '}}';
+
+ const dexBonus = 0-(parseInt(LibFunctions.newAttrLookup( charCS, fields.Dex_acBonus )) || 0);
+ if (dexBonus) {
+ mods.dex += dexBonus;
+ itemText += '{{Dexterity of '+LibFunctions.newAttrLookup( 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=>{
+ 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=';
+ const 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++) {
+ saveToken = SaveMods.tableLookup( fields.Mods_tokenID, modRow);
+ modType = SaveMods.tableLookup( fields.Mods_modType, modRow);
+ if (modName === '-' || (saveToken.length && saveToken !== tokenID) || (modType.length && modType !== 'save')) continue;
+ 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;
+ 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);
+ };
+ spellName = SaveMods.tableLookup(fields.Mods_spellName,modRow);
+ 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])));
+ });
+ });
+
+ _.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++) {
+ saveToken = SaveMods.tableLookup( fields.Mods_tokenID, modRow);
+ modType = SaveMods.tableLookup( fields.Mods_modType, modRow);
+ if (modName === '-' || (saveToken.length && saveToken !== tokenID) || (modType.length && modType !== 'save')) continue;
+ tag = SaveMods.tableLookup( fields.Mods_tag, modRow ),
+ basis = SaveMods.tableLookup( fields.Mods_basis, modRow, false ),
+ index = 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];
+ saveField = SaveMods.tableLookup( fields.Mods_saveField, modRow ) || '',
+ modField = SaveMods.tableLookup( fields.Mods_modField, modRow ) || '';
+ if (saveField) LibFunctions.setAttr( charCS, [saveField,'current'], saves[index] );
+ 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++) {
+ saveToken = SaveMods.tableLookup( fields.Mods_tokenID, modRow);
+ modType = SaveMods.tableLookup( fields.Mods_modType, modRow);
+ if (modName === '-' || (saveToken.length && saveToken !== tokenID) || (modType.length && modType !== 'save')) continue;
+ tag = SaveMods.tableLookup( fields.Mods_tag, modRow );
+ if (!tag || !tag.length) continue;
+ index = SaveMods.tableLookup( fields.Mods_index, modRow );
+ content += '| **'+saves[index]+'** | '+modName.dispName()+'('+((mods[tag] || 0)>=0?'+':'')+(mods[tag] || 0)+') | ';
+ };
+
+ content += ' }}';
+ content += '{{Attribute Checks=';
+ _.each( saveFormat.Attributes, (a,k) => content += '| **'+LibFunctions.newAttrLookup(charCS,a.save)+'** | '+k.dispName()+'('+((mods[a.tag] || 0)>=0?'+':'')+(mods[a.tag] || 0)+') | ');
+ 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 {
+ const who = LibFunctions.sendToWho(null,senderId);
+
+ if (attkMenu = (args && args[0])) {
+ selected = [];
+ selected.push(getObj('graphic',args[0]));
+ }
+ const nomenu = args && ((args[2] || '') === 'nomenu');
+
+ for (const token of selected) {
+ if (msg && msg.length) msg += '\n'+who;
+ 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( LibFunctions.getCharacter(args[0]), msg, senderId );
+ } else {
+ clearWaitTimer(senderId,'Lib checkAllSaves');
+ }
+ 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 ) {
+
+ const Items = LibFunctions.getTableGroupField( charCS, {}, fieldGroups.MI, 'name' );
+ var InHand = LibFunctions.getTableField( charCS, {}, fields.InHand_table, fields.InHand_name ),
+ InHand = LibFunctions.getTableField( charCS, InHand, fields.InHand_table, fields.InHand_miName );
+ let itemIndex, table;
+
+ const checkWeap = function( hand, handRef ) {
+ let itemIndex, table;
+ const name = InHand.tableLookup( fields.InHand_name, 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='' ) {
+
+ const configButtons = function( flag, txtOn, cmdOn, txtOff, cmdOff ) {
+ const liveButton = (txt) =>''+txt+' | ',
+ selButton = (txt,cmd) => ''+txt+' | ';
+ return (flag ? (selButton(txtOn,cmdOn)+liveButton(txtOff)) : (liveButton(txtOn)+selButton(txtOff,cmdOff)));
+ };
+ const explain = (txt,desc) => ''+txt+'';
+
+ let 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=';
+
+ if ('undefined' !== typeof attackMaster) {
+ content += '| '+explain('Player Targeted Attks','Can the Players use Targeted Attacks that show the target\'s AC and health?')+' | '+configButtons(!state.attackMaster.weapRules.dmTarget, 'Not Allowed', '!attk --config dm-target|true', 'Allowed by All', '!attk --config dm-target|false')+' '
+ + '| '+explain('Allowed weapons','Are usable weapons restricted by race and class?')+' | '+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 ? '' : ('| '+explain('Restrict weapons','If restricted, either deny totally or apply a large to-hit penalty?')+' | '+configButtons(!state.attackMaster.weapRules.classBan, 'Strict Denial', '!attk --config weap-class|true', 'Apply Penalty', '!attk --config weap-class|false')+' '))
+ + '| '+explain('Weapon Speed','Does the magical plus of the weapon make it faster to weild?')+' | '+configButtons(!state.attackMaster.weapRules.initPlus, 'Plus affects speed', '!attk --config weap-plus|true', 'Magic Plus Ignored', '!attk --config weap-plus|false')+' '
+ + '| '+explain('Critical Rolls','Will a Critical Roll hit/miss even if the calculation says it would not?')+' | '+configButtons(!state.attackMaster.weapRules.criticals, 'Always hit/miss', '!attk --config criticals|true', 'Calculate hit/miss', '!attk --config criticals|false')+' '
+ + '| '+explain('Natural Max Min Rolls','Will a maximum/minimum dice roll hit/miss even if the calculation says it would not?')+' | '+configButtons(!state.attackMaster.weapRules.naturals, 'Always hit/miss', '!attk --config naturals|true', 'Calculate hit/miss', '!attk --config naturals|false')+' '
+ + '| '+explain('Allowed Armour','Are usable armour types restricted by race and class?')+' | '+configButtons(state.attackMaster.weapRules.allowArmour, 'Strict Denial', '!attk --config all-armour|false', 'All Can Use Any', '!attk --config all-armour|true')+' '
+ + '| '+explain('Touch AC','Touch attacks ignore base AC of armour type and use AC10 instead?')+' | '+configButtons(!state.attackMaster.touchAC, 'Base Adjusted AC10', '!attk --config touchAC|true', 'Base Armour AC', '!attk --config touchAC|false')+' '
+ + '| '+explain('Parry','Use DMG rules for parry or those from the Complete Fighters Handbook')+' | '+configButtons(!state.attackMaster.parry, 'DMG Rules', '!attk --config parry|true', 'CFH Rules', '!attk --config parry|false')+' '
+ + '| '+explain('Calc Prof Slots','APIs calculate weapon proficiency slots or use the value in the character sheet field')+' | '+configButtons(!state.attackMaster.weapRules.slots, 'Calculate Slots', '!attk --config slots|true', 'Character Sheet', '!attk --config slots|false')+' '
+ + '| '+explain('Weapon Specialist','Can characters specialise in more than one weapon?')+' | '+configButtons(!state.attackMaster.weapRules.oneSpecialist, 'One weapon', '!attk --config one-specialist|true', 'Unrestricted', '!attk --config one-specialist|false')+' '
+ + '| '+explain('Non-Prof Penalty','Use the penalty specified for the class or use the value in the character sheet field')+' | '+configButtons(!state.attackMaster.weapRules.prof, 'Class Penalty', '!attk --config prof|true', 'Character Sheet', '!attk --config prof|false')+' '
+ + '| '+explain('Ranged Mastery','Allow mastery of ranged weapons with appropriate benefits')+' | '+configButtons(!state.attackMaster.weapRules.masterRange, 'Not Allowed', '!attk --config master-range|false', 'Mastery Allowed', '!attk --config master-range|true')+' '
+ + '| '+explain('Ranged Attk/Round','Do ranged attack numbers inrease with level like melee weapons?')+' | '+configButtons(state.attackMaster.weapRules.rangedMulti, 'Fixed Number', '!attk --config ranged-apr|false', 'Increase/Level', '!attk --config ranged-apr|true')+' '
+ + '| '+explain('Rogue Skills','Critical skill rolls calculate result or always succeed/fail')+' | '+configButtons(state.attackMaster.thieveCrit, 'No Critical', '!attk --config rogue-crit|false', 'Critical Success', '!attk --config rogue-crit|true')+' '
+ + ((state.attackMaster.thieveCrit > 0) ? ('| '+explain('Rogue Crit Value','Skill critical value is 1% (1 in 100) or 5% (1 in 20)')+' | '+configButtons(state.attackMaster.thieveCrit>1, 'Critical = 1%', '!attk --config rogue-crit-val|false', 'Critical = 5%', '!attk --config rogue-crit-val|true')+' ') : '')
+ + '| '+explain('NPC Attributes','Leave for GM to roll & enter or always roll Drag-and-Drop NPC attributes')+' | '+configButtons(state.attackMaster.attrRoll, 'No Attributes', '!attk --config attr-roll|false', 'Roll Attributes', '!attk --config attr-roll|true')+' '
+ + ((state.attackMaster.attrRoll) ? ('| '+explain('NPC Attr Range','Rolled NPC attributes use 3d6 or restrict to allowable range for selected classes')+' | '+configButtons(state.attackMaster.attrRestrict, 'Full Range', '!attk --config attr-restrict|false', 'Restrict', '!attk --config attr-restrict|true')+' ') : '');
+ }
+ if ('undefined' !== typeof MagicMaster) {
+ content += '| '+explain('Encumbrance','Apply DMG encumbrance rules on movement and attack penalties?')+' | '+configButtons(!state.MagicMaster.encumbrance, 'Rules Applied', '!magic --config encumbrance|true', 'Ignored', '!magic --config encumbrance|false')+' '
+ + '| '+explain('Specialist Wizards','Only PHB specialist wizard types or allow custom specialists')+' | '+configButtons(!state.MagicMaster.spellRules.specMU, 'Specified in Rules', '!magic --config specialist-rules|true', 'Allow Any Specialist', '!magic --config specialist-rules|false')+' '
+ + '| '+explain('Spells per Level','Do not allow spells/level to be altered using [Misc] button?')+' | '+configButtons(!state.MagicMaster.spellRules.strictNum, 'Strict by Rules', '!magic --config spell-num|true', 'Allow to Set Misc', '!magic --config spell-num|false')+' '
+ + '| '+explain('Spell Schools','Restrict spell schools/spheres for spell casters to PHB rules?')+' | '+configButtons(state.MagicMaster.spellRules.allowAll, 'Strict by Rules', '!magic --config all-spells|false', 'All Can Use Any', '!magic --config all-spells|true')+' '
+ + '| '+explain('Powers by Level','Apply restrictions for use of powers by level/age?')+' | '+configButtons(state.MagicMaster.spellRules.allowAnyPower, 'Strict by Rules', '!magic --config all-powers|false', 'All Can Use Any', '!magic --config all-powers|true')+' '
+ + '| '+explain('Custom Objects','Only use custom objects GM has reated or also use custom items in internal API databases')+' | '+configButtons(!state.MagicMaster.spellRules.denyCustom, 'External / GM Defined', '!magic --config custom-spells|true', 'All Objects Allowed', '!magic --config custom-spells|false')+' '
+ + '| '+explain('Auto-Hide Items','When GM adds items to a character/chest container, hide their true nature automatially?')+' | '+configButtons(state.MagicMaster.autoHide, 'GM Hide Manually', '!magic --config auto-hide|false', 'Auto-Hide if Possible', '!magic --config auto-hide|true')+' '
+ + '| '+explain('Reveal Hidden Items','GM has to reveal hidden items manually or they are automatically revealed when used')+' | '+configButtons(state.MagicMaster.reveal, 'Reveal Manually', '!magic --config reveal|false', 'Reveal on Use', '!magic --config reveal|true')+' '
+ + '| '+explain('Action Buttons','Are action buttons on item/spell desriptions disabled when viewed?')+' | '+configButtons(state.MagicMaster.viewActions, 'Grey on View', '!magic --config view-action|false', 'Active on View', '!magic --config view-action|true')+' '
+ + '| '+explain('Alphabetic Lists','Sort lists of items into alphabetic sub-lists or just have one long list?')+' | '+configButtons(!state.MagicMaster.alphaLists, 'Alphabetic', '!magic --config alpha-lists|true', 'Not Alphabetic', '!magic --config alpha-lists|false')+' '
+ + '| '+explain('Skill-Based Chance','Are skill-based character dice rolls performed by GM to allow fudge?')+' | '+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()),10000);
+ setTimeout( () => displayReleaseNotesLink(), 5000 );
+ setTimeout( () => LibFunctions.sendAPI('!token-mod --api-as '+findTheGM()+' --config players-can-ids|on',findTheGM()), 10000);
+ }
+ }
+
+ const handleChatMessage = (msg) => {
+ const playerid = msg.playerid;
+ try {
+ let args = processInlinerolls(msg);
+
+ msg_orig[playerid] = msg;
+
+ if (msg.type === "api") {
+ if (args.indexOf('!rpgm') === 0) {
+ let senderId = LibFunctions.findThePlayer(msg.who);
+ args = args.split(' --');
+ const senderMod = args.shift().split(' ');
+ if (senderMod.length > 1) senderId = LibFunctions.fixSenderId( [senderMod[1]], selected, senderId );
+
+ if (_.isUndefined(senderId) || _.isUndefined(getObj('player',senderId))) {
+ if (_.isUndefined(senderId = findTheGM())) {
+ LibFunctions.sendError('Unable to findTheGM or the senderId');
+ return;
+ } else {
+ isGM = true;
+ }
+ };
+ args.forEach( a => {
+ const i = a.indexOf(' ');
+ const cmd = String(i<0 ? a : a.substring(0,i)).trim().toLowerCase();
+ const param = (i<0 ? '' : a.substring(i+1).trim().split('|'));
+
+ switch (cmd) {
+ case 'disp-config':
+ LibFunctions.doDispConfig(senderId);
+ break;
+ case 'options':
+ LibFunctions.doSetOptions(param,senderId);
+ break;
+ default:
+ break;
+ };
+ });
+ };
+ 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')) {
+
+ let 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 preamble = '';
+ const template = processInlinerolls(Object.create(msg)).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 handleNewAttr = (obj) => {
+ if (!!obj) {
+ attrIndex[obj.get('_characterid')] = undefined;
+ };
+ };
+
+ const registerLib = () => {
+ on('chat:message',handleChatMessage);
+ on('add:attribute',handleNewAttr);
+ };
+
+ 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.newAttrLookup(...a),
+ newAttrLookup: (...a) => LibFunctions.newAttrLookup(...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),
+ checkObjectExists:(...a) => LibFunctions.checkObjectExists(...a),
+ grantTokenAccess: (...a) => LibFunctions.grantTokenAccess(...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),
+ fetchTickMods: (...a) => LibFunctions.fetchTickMods(...a),
+ assessItem: (...a) => LibFunctions.assessItem(...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),
+ newResolveData: (...a) => LibFunctions.newResolveData(...a),
+ findPower: (...a) => LibFunctions.findPower(...a),
+ handleGetBaseThac0: (...a) => LibFunctions.handleGetBaseThac0(...a),
+ characterLevel: (...a) => LibFunctions.characterLevel(...a),
+ caster: (...a) => LibFunctions.caster(...a),
+ checkValidSpell: (...a) => LibFunctions.checkValidSpell(...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),
+ setCoin: (...a) => LibFunctions.setCoin(...a),
+ measureTime: (...a) => LibFunctions.measureTime(...a),
+ reportTimes: (...a) => LibFunctions.reportTimes(...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 19a98a1c65..8786e8697c 100644
--- a/RPGMlibrary AD+D2e/libRPGMaster2e.js
+++ b/RPGMlibrary AD+D2e/libRPGMaster2e.js
@@ -115,7 +115,7 @@ API_Meta.libRPGMaster={offset:Number.MAX_SAFE_INTEGER,lineCount:-1};
* 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.
+ * alphabetised lists. Fixed bugs with weapon attacks per round calculations.
* v5.0.1 06/09/2025 Changes to resolveData() caused bug for empty data sets, affecting bows & ammo.
* v5.0.2 22/09/2025 Fixed Drag & Drop backpack image URL.
* v5.0.3 04/11/2025 Fixed tableGroupFind() when final group table does not contain search item.
@@ -128,18 +128,26 @@ API_Meta.libRPGMaster={offset:Number.MAX_SAFE_INTEGER,lineCount:-1};
* v5.2.0 21/11/2025 Added the u: and tu: class/race data tags for "undead" & "turn undead". Created
* the hidden class "Priest-no-turning" as a parent for priest subclasses that do
* not have the power to turn undead. Made start-up DB indexing asynchronous to stop
- * Roll20 detecting an "infinate loop" error on slower devices.
- * v5.3.0 23/11/2025 Added Magic Resistance Table. Added encumbrane data. Updated call syntax for
+ * Roll20 detecting an "infinite loop" error on slower devices.
+ * v5.3.0 23/11/2025 Added Magic Resistance Table. Added encumbrance data. Updated call syntax for
* attrLookup() and resolveData() to use objects for optional parameters.
- * v5.3.1 30/05/2026 Minor spell descriptive text changes. Fix scanForMods() to recognise custom
+ * v5.3.1 30/04/2026 Minor spell descriptive text changes. Fix scanForMods() to recognise custom
* save modifier values.
+ * v5.3.2 11/06/2026 Added "targetdmg:1" data tag to Attacks-DB AttackData definitions for "Punch/Wrestle"
+ * v5.4.0 31/05/2026 Added support for called shots, AC for body parts and parrying. Updated relevant
+ * creature definitions. Added some creatures with body part ACs. Fixed default=0
+ * returning empty string issue with attrLookup(). Added new RPGMdialog template.
+ * Added surprise modifier data tags to class, race, creature, item & spell definitions.
+ * v5.4.2 20/07/2026 Added tool-tips to RPGM --config table row headers.
**/
+
+
const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
'use strict';
- const version = '5.3.1';
+ const version = '5.4.3';
API_Meta.libRPGMaster.version = version;
- const lastUpdate = 1777318205;
+ const lastUpdate = 1786805106;
const schemaVersion = 0.1;
log('now in seconds is '+Date.now()/1000);
@@ -187,6 +195,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
initMaster: '!init',
defaultTemplate: 'RPGMdefault',
menuTemplate: 'RPGMmenu',
+ dialogTemplate: 'RPGMdialog',
messageTemplate: 'RPGMmessage',
spellTemplate: 'RPGMspell',
potionTemplate: 'RPGMpotion',
@@ -233,7 +242,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Priest_level: ['level-class3','current'],
Rogue_level: ['level-class4','current'],
Psion_level: ['level-class5','current'],
- Monster_level: ['hitdice','current'],
+ Monster_level: ['hitdice','current',0],
Monster_mov: ['movement','current'],
Monster_hitDice: ['hitdice','current'],
Monster_hpExtra: ['monsterhpextra','current'],
@@ -285,10 +294,10 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
BendBars: ['bendbar','current'],
Dexterity: ['dexterity','current'],
Dexterity_original: ['dexterity','max'],
- Dex_react: ['dexreact','current'],
- Dex_missile: ['dexmissile','current'],
- NPC_Dex_missile: ['dexmissile','max'],
- Dex_acBonus: ['dexdefense','current'],
+ Dex_react: ['dexreact','current',0],
+ Dex_missile: ['dexmissile','current',0],
+ NPC_Dex_missile: ['dexmissile','max',0],
+ Dex_acBonus: ['dexdefense','current',0],
Constitution: ['constitution','current'],
Constitution_original:['constitution','max'],
HPconAdj: ['conadj','current'],
@@ -360,7 +369,12 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
Token_AC: ['bar1','value'],
Token_MaxAC: ['bar1','max'],
AC: ['AC','current'],
- ACnotes: ['armortype','current'],
+ ACnotes: ['armortype','current',''],
+ ShotNames: ['armortype','max'],
+ CalledTarget: ['calledtarget','current',''],
+ ShotCalled: ['calledtarget','max',''],
+ CalledShots: ['calledshot','current','Disarm:-1:-4/Smash Held Object:-1:-4'],
+ SavedShots: ['calledshot','max','Disarm:-1:-4/Smash Held Object:-1:-4'],
MonsterAC: ['monsterarmor','current'],
Monster_baseAC: ['unarmored_base','current',10], // Build
BaseAC: ['armorclass_rating','current',10], // Build
@@ -1013,43 +1027,49 @@ 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 v2.16 13/12/2025
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: v2.16 13/12/2025 Added encumbrance penalties v2.15 18/11/2025 Extended Touch-Spell to Ranged spells and ToHit macros, and added text to attack macros to explain v2.14 22/09/2025 Added ^^targetTouchAC^^ variable and targeted Touch-spell attack macro to cater for touch spells that bypass normal armour 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',
+ Attacks_DB: {bio:'Attack Definitions Database v2.17 16/05/2026
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: v2.17 16/05/2026 Added support for multi-AC descriptions in targeted attacks. Improved Punching & Wrestling v2.16 13/12/2025 Added encumbrance penalties v2.15 18/11/2025 Extended Touch-Spell to Ranged spells and ToHit macros, and added text to attack macros to explain v2.14 22/09/2025 Added ^^targetTouchAC^^ variable and targeted Touch-spell attack macro to cater for touch spells that bypass normal armour 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://files.d20.io/images/257648113/iUlG62xcBc6AdUj5lv32Ww/max.png?1638047575',
- version:2.15,
+ version:2.17,
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^^}}AttackData=[w:MW-Backstab-DmgSM,dmgSMdice:0|1]{{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^^}}^^AdvDice^^'},
{name:'MW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}AttackData=[w:MW-DmgL,dmgLdice:0|1]{{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^^}}^^AdvDice^^'},
+ {name:'MW-DmgL-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ 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. 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^^-(0+@{^^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-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^^-(0+@{^^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^^ ^^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^^}}AttackData=[w:MW-DmgSM,dmgSMdice:0|1]{{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^^}}^^AdvDice^^'},
+ {name:'MW-DmgSM-Punch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ punches their opponent}}{{Subtitle=Melee Attack}}Specs=[MWDmgL,AttackMacro,1d20,Attack]{{desc=All characters of any class are somewhat proficient in these forms of fighting. Punching is with fists and can be one handed.\nNormal modifiers to the attack roll are applied.\nThe modified attack roll was [[^^thac0^^-(0+@{^^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\\lt11) \\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](!\\amp#13;\\amp#47;r 1d100cs\\lt2)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt3)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt5)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt2)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt6)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt8)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt9)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt5)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt10)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt3)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt10)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt9)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt[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](!\\amp#13;\\amp#47;r 1d100cs\\lt8)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt3)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt5)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt12)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt15)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt2)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt25)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n}}'},
{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^^-(0+@{^^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\\lt11) \\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](!\\amp#13;\\amp#47;r 1d100cs\\lt2)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt3)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt5)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt2)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt6)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt8)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt9)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt5)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt10)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt3)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt10)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt9)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt[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](!\\amp#13;\\amp#47;r 1d100cs\\lt8)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt3)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt5)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt12)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt15)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt2)\\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](!\\amp#13;\\amp#47;r 1d100cs\\lt25)\\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}}AttackData=[w:MW-DmgSM-Rod-of-Cancellation,dmgSMdice:0|1]{{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=[[([[^^weapDmgSM^^]][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.}}^^AdvDice^^'},
{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=[MW-DmgSM-Vampiric-Touch,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^^}}AttackData=[w:MW-Targeted-Attk,attkDice:12|13,dmgSMDice:18|19,dmgLdice:27|28]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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}}^^AdvDice^^'},
- {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^^}}AttackData=[w:MW-Targeted-Attk-Mordenkainens-Sword,attkDice:11|12,dmgSMDice:17|18,dmgLdice:26|27]{{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}}^^AdvDice^^'},
- {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}}AttackData=[w:MW-Targeted-Attk-Punch-Wrestle,attkDice:10|11]{{Weapon Used=Hands}}Specs=[MWTargetedAttk,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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^AdvDice^^'},
- {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^^}}AttackData=[w:MW-Targeted-Attk-Rod-of-Cancellation,attkDice:12|13]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^AdvDice^^'},
- {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^^}}AttackData=[w:MW-Targeted-Attk-Spear-Cursed-Backbiter,attkDice:12|13,dmgSMDice:17|18,dmgLdice:26|27]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^AdvDice^^'},
- {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}}AttackData=[w:MW-Targeted-Attk-Touch,attkDice:10|11]{{Weapon Used=^^weapon^^}}Specs=[MWTargetedAttk,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])+([[^^encumbrance^^]][Encumbrance])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetTouchAC^^}}{{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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^AdvDice^^'},
- {name:'MW-Targeted-Attk-Touch-spell',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^^}}AttackData=[w:MW-Targeted-Attk-Touch-spell,attkDice:12|13,dmgSMDice:15|16,dmgLdice:24|25]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetTouchAC^^}}{{Target SAC=}}{{Target PAC=}}{{Target BAC=}}{{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}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^AdvDice^^'},
- {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^^}}AttackData=[w:MW-Targeted-Attk-Vampiric-Touch,attkDice:11|12,dmgSMDice:14|15,dmgLdice:23|24]{{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=^^targetTouchAC^^}}{{Target SAC=}}{{Target PAC=}}{{Target BAC=}}{{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}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^AdvDice^^'},
- {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}}AttackData=[w:MW-ToHit,attkDice:12|13]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}^^AdvDice^^'},
- {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}}AttackData=[w:MW-ToHit-Mordenkainens-Sword,attkDice:11|12]{{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^^}}^^AdvDice^^'},
- {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}}AttackData=[w:MW-ToHit-Punch-Wrestle,attkDice:10|11]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}^^AdvDice^^'},
- {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}}AttackData=[w:MW-ToHit-Rod-of-Cancellation,attkDice:11|12]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}^^AdvDice^^'},
- {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}}AttackData=[w:MW-ToHit-Touch,attkDice:10|11]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}^^AdvDice^^'},
- {name:'MW-ToHit-Touch-spell',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Melee Attack}}AttackData=[w:MW-ToHit-Touch-spell,attkDice:10|11]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}^^AdvDice^^'},
+ {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^^}}AttackData=[w:MW-Targeted-Attk,attkDice:12|13,dmgSMDice:18|19,dmgLdice:27|28]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Target ACextra=^^targetACextra^^}}{{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}}^^modstable^^ ^^AdvDice^^'},
+ {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^^}}AttackData=[w:MW-Targeted-Attk-Mordenkainens-Sword,attkDice:11|12,dmgSMDice:17|18,dmgLdice:26|27]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^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^^}}{{Target ACextra=^^targetACextra^^}}{{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}}^^modstable^^ ^^AdvDice^^'},
+ {name:'MW-Targeted-Attk-Punch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their hands ^^targettype^^}}{{subtitle=Melee Attack}}AttackData=[w:MW-Targeted-Attk-Punch,attkDice:10|11,targetdmg:1]{{Weapon Used=Hands}}Specs=[MWTargetedAttk,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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^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 SM}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^) }}{{DmgLlabel=Punch L}}{{Dmg L=[Roll](~^^mwSMdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {name:'MW-Targeted-Attk-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their hands ^^targettype^^}}{{subtitle=Melee Attack}}AttackData=[w:MW-Targeted-Attk-Wrestle,attkDice:10|11,targetdmg:1]{{Weapon Used=Hands}}Specs=[MWTargetedAttk,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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^wrestleACpen^^]][Wrestle in Armour])))-([[^^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=Wrestle SM}}{{Dmg S=[Roll](~^^mwLHdmgMacro^^) }}{{DmgLlabel=Wrestle L}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^) }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:MW-Targeted-Attk-Punch-Wrestle,attkDice:10|11,targetdmg:1]{{Weapon Used=Hands}}Specs=[MWTargetedAttk,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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^wrestleACpen^^]][Punch in Armour])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Target ACextra=^^targetACextra^^}}{{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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {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^^}}AttackData=[w:MW-Targeted-Attk-Rod-of-Cancellation,attkDice:12|13,targetdmg:1]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Target ACextra=^^targetACextra^^}}{{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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {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^^}}AttackData=[w:MW-Targeted-Attk-Spear-Cursed-Backbiter,attkDice:12|13,dmgSMDice:17|18,dmgLdice:26|27]{{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])+([[^^encumbrance^^]][Encumbrance])))-([[^^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}]]}}{{@{^^cname^^|monsterarmor}@{^^cname^^|armortype} }}{{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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:MW-Targeted-Attk-Touch,attkDice:10|11]{{Weapon Used=^^weapon^^}}Specs=[MWTargetedAttk,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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetTouchAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Target ACextra=^^targetACextra^^}}{{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}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {name:'MW-Targeted-Attk-Touch-spell',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^^}}AttackData=[w:MW-Targeted-Attk-Touch-spell,attkDice:12|13,dmgSMDice:15|16,dmgLdice:24|25]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetTouchAC^^}}{{Target SAC=}}{{Target PAC=}}{{Target BAC=}}{{Target ACextra=^^targetACextra^^}}{{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}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. In order to show 3D dice (if selected) Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {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^^}}AttackData=[w:MW-Targeted-Attk-Vampiric-Touch,attkDice:11|12,dmgSMDice:14|15,dmgLdice:23|24]{{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=^^targetTouchAC^^}}{{Target SAC=}}{{Target PAC=}}{{Target BAC=}}{{Target ACextra=^^targetACextra^^}}{{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}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}{{desc6=**Note**: if the attacking token becomes unselected or targets a token that does not represent a character sheet, many Roll20 errors may appear. Targeted attacks use a Roll20 macro, which does not have and cannot have good error trapping.}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:MW-ToHit,attkDice:12|13]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:MW-ToHit-Mordenkainens-Sword,attkDice:11|12]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {name:'MW-ToHit-Punch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ punches with their fist ^^attktype^^}}{{subtitle=Melee Attack}}AttackData=[w:MW-ToHit-Punch,attkDice:10|11]{{Weapon Used=Fist}}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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Punch SM}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{DmgLlabel=Punch L}}{{Dmg L=[Roll](~^^mwSMdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}^^modstable^^ ^^AdvDice^^'},
+ {name:'MW-ToHit-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ wrestles with their arms ^^attktype^^}}{{subtitle=Melee Attack}}AttackData=[w:MW-ToHit-Wrestle,attkDice:10|11]{{Weapon Used=Hands and Arms}}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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^wrestleACpen^^]][Wrestle in Armour])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Wrestle SM}}{{Dmg S=[Roll](~^^mwLHdmgMacro^^)}}{{DmgLlabel=Wrestle L}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:MW-ToHit-Punch-Wrestle,attkDice:10|11]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^wrestleACpen^^]][Punch in Armour])))-([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:MW-ToHit-Rod-of-Cancellation,attkDice:11|12]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:MW-ToHit-Touch,attkDice:10|11]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {name:'MW-ToHit-Touch-spell',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}{{subtitle=Melee Attack}}AttackData=[w:MW-ToHit-Touch-spell,attkDice:10|11]{{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])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])))-([[^^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^^}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}^^modstable^^ ^^AdvDice^^'},
{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}}AttackData=[w:MW-ToHit-Vampiric-Touch,attkDice:2|3]{{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^^}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}^^AdvDice^^'},
- {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}}AttackData=[w:Mon-Attk,attkDice:3|4]{{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^^}}^^AdvDice^^'},
+ {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}}AttackData=[w:Mon-Attk,attkDice:3|4]{{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]) - ([[^^attkMod^^]][Combat Mod]) - ([[^^shotpenalty^^]][Called Shot 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^^}}^^modstable^^ ^^AdvDice^^'},
{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^^}}AttackData=[w:Mon-Attk-Leech-Throat,attkDice:0|1]{{subtitle=Monster Attack}}Specs=[Mon-Attk,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}}^^AdvDice^^'},
{name:'Mon-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^ ^^dmgtype^^}}AttackData=[w:Mon-DmgL,dmgLdice:1|2]{{subtitle=Monster Attack}}Specs=[Mon-DmgL,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^^}}^^AdvDice^^'},
{name:'Mon-DmgL-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ Has Been Swallowed}}AttackData=[w:Mon-DmgL-Leech-Throat,dmgLdice:0|1]{{subtitle=Monster Attack}}Specs=[Mon-DmgL,AttackMacro,1d20,Attack]{{Swallowed=**True!**}}{{Damage=[[([[^^monsterDmg^^]][^^attk^^ Dmg])]]}}^^AdvDice^^\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^^ ^^dmgtype^^}}AttackData=[w:Mon-DmgSM,dmgLdice:0|1]{{subtitle=Monster Attack}}Specs=[Mon-DmgSM,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^^}}^^AdvDice^^'},
- {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^^}}AttackData=[w:Mon-Targeted-Attk,attkdice:3|4,dmgSMdice:9|10,dmgLdice:13|14]{{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}}^^AdvDice^^'},
+ {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^^}}AttackData=[w:Mon-Targeted-Attk,attkdice:3|4,dmgSMdice:9|10,dmgLdice:13|14]{{subtitle=Monster Attack}}Specs=[MonTargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^strAttkBonus^^]][Str/Bonus hit adj]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^attkMod^^]][Combat Mod]) - ([[^^shotpenalty^^]][Called Shot 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^^}}{{Target ACextra=^^targetACextra^^}}{{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}}^^modstable^^ ^^AdvDice^^'},
{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^^}}AttackData=[w:Mon-Targeted-Attk-Leech-Throat,attkdice:0|1]{{subtitle=Monster Attack}}Specs=[MonTargetedAttk,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}}^^AdvDice^^'},
{name:'RW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^ ^^dmgtype^^}}AttackData=[w:RW-DmgL,dmgLdice:2|3]{{Subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWDmgL,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+])) ]]}}^^AdvDice^^'},
{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}}AttackData=[w:RW-DmgL-Chromatic-Orb-Black]{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgL,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.}}'},
@@ -1077,19 +1097,19 @@ 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://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 area|^^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^^**}}AttackData=[w:RW-DmgSM-Grenade,dmgSMdice:1|2]{{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^^)}}^^AdvDice^^'},
{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://files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Burning oil \\amp#42; **Flasks Left: ^^ammoLeft^^**}}AttackData=[w:RW-DmgSM-Grenade,dmgSMdice:1|2]{{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^^)}}^^AdvDice^^'},
- {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^^}}AttackData=[w:RW-Targeted-Attk,attkdice:15|16,dmgSMdice:20|21,dmgLdice:28|29]{{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])+([[^^encumbrance^^]][Encumbrance])+([[^^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}}^^AdvDice^^'},
- {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}}AttackData=[w:RW-Targeted-Attk-Chromatic-Orb,attkdice:15|16]{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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])+([[^^encumbrance^^]][Encumbrance])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}Specs=[RW-Targeted-Attk,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.}}^^AdvDice^^\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}}AttackData=[w:RW-Targeted-Attk-Flask-of-Anesthetic-Gas,attkdice:15|16]{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,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])+([[^^encumbrance^^]][Encumbrance])+([[^^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}}^^AdvDice^^'},
- {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} }}AttackData=[w:RW-Targeted-Attk-Grenade,attkdice:15|16]{{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])+([[^^encumbrance^^]][Encumbrance])+([[^^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}}^^AdvDice^^'},
- {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}}AttackData=[w:RW-Targeted-Attk-Oil-Flask,attkdice:15|16]{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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])+([[^^encumbrance^^]][Encumbrance])+([[^^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}}^^AdvDice^^'},
- {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^^}}AttackData=[w:RW-Targeted-Attk-Spear-Cursed-Backbiter,attkdice:15|16,dmgSMdice:20|21,dmgLdice:28|29]{{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])+([[^^encumbrance^^]][Encumbrance])+([[^^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}}^^AdvDice^^'},
- {name:'RW-Targeted-Attk-Touch-spell',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^^}}AttackData=[w:RW-Targeted-Attk-Touch-spell,attkdice:15|16,dmgSMdice:20|21,dmgLdice:28|29]{{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])+([[^^encumbrance^^]][Encumbrance])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetTouchAC^^}}{{Target SAC=}}{{Target PAC=}}{{Target BAC=}}{{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}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}^^AdvDice^^'},
- {name:'RW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}AttackData=[w:RW-ToHit,attkdice:15|16]{{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]) - ([[^^encumbrance^^]][Encumbrance]) - ([[^^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^^}}^^AdvDice^^'},
- {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}}AttackData=[w:RW-ToHit-Chromatic-Orb,attkdice:9|10]{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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+]) - ([[^^encumbrance^^]][Encumbrance]) - ([[^^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.}}^^AdvDice^^\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}}AttackData=[w:RW-ToHit-Flask-of-Anesthetic-Gas,attkdice:16|17]{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}^^AdvDice^^'},
- {name:'RW-ToHit-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a grenade-like ^^weapon^^}}AttackData=[w:RW-ToHit-Grenade,attkdice:16|17]{{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])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}^^AdvDice^^'},
- {name:'RW-ToHit-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a prepared oil flask}}{{titlebox=transparent}}AttackData=[w:RW-ToHit-Oil-Flask,attkdice:16|17]{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Burning Oil Flask}}Specs=[RWtoHitOilFlask,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])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}^^AdvDice^^'},
- {name:'RW-ToHit-Touch-spell',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}AttackData=[w:RW-ToHit-Touch-spell,attkdice:15|16]{{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]) - ([[^^encumbrance^^]][Encumbrance]) - ([[^^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^^}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}^^AdvDice^^'},
+ {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^^}}AttackData=[w:RW-Targeted-Attk,attkdice:15|16,dmgSMdice:20|21,dmgLdice:28|29]{{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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}{{Target ACextra=^^targetACextra^^}}{{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}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:RW-Targeted-Attk-Chromatic-Orb,attkdice:15|16]{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}Specs=[RW-Targeted-Attk,AttackMacro,1d20,Attack]{{Target AC=^^ACvsNoModsMissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{Target ACextra=^^targetACextra^^}}{{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.}}^^modstable^^ ^^AdvDice^^\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}}AttackData=[w:RW-Targeted-Attk-Flask-of-Anesthetic-Gas,attkdice:15|16]{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}{{Target ACextra=^^targetACextra^^}}{{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}}^^modstable^^ ^^AdvDice^^'},
+ {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} }}AttackData=[w:RW-Targeted-Attk-Grenade,attkdice:15|16]{{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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}{{Target ACextra=^^targetACextra^^}}{{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}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:RW-Targeted-Attk-Oil-Flask,attkdice:15|16]{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}{{Target ACextra=^^targetACextra^^}}{{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}}^^modstable^^ ^^AdvDice^^'},
+ {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^^}}AttackData=[w:RW-Targeted-Attk-Spear-Cursed-Backbiter,attkdice:15|16,dmgSMdice:20|21,dmgLdice:28|29]{{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+])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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}]]}}{{Target ACextra=@{^^cname^^|monsterarmor}@{^^cname^^|armortype} }}{{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}}^^AdvDice^^'},
+ {name:'RW-Targeted-Attk-Touch-spell',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^^}}AttackData=[w:RW-Targeted-Attk-Touch-spell,attkdice:15|16,dmgSMdice:20|21,dmgLdice:28|29]{{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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetTouchAC^^}}{{Target SAC=}}{{Target PAC=}}{{Target BAC=}}{{Target ACextra=^^targetACextra^^}}{{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}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}^^modstable^^ ^^AdvDice^^'},
+ {name:'RW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}AttackData=[w:RW-ToHit,attkdice:15|16]{{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+]) - ([[^^attkMod^^]][Combat Mod]) - ([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty]) - ([[^^encumbrance^^]][Encumbrance]) - ([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {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}}AttackData=[w:RW-ToHit-Chromatic-Orb,attkdice:9|10]{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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+]) - ([[^^attkMod^^]][Combat Mod]) - ([[^^weapStyleAdj^^]][Style+]) - ([[^^encumbrance^^]][Encumbrance]) - ([[^^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.}}^^modstable^^ ^^AdvDice^^\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}}AttackData=[w:RW-ToHit-Flask-of-Anesthetic-Gas,attkdice:16|17]{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {name:'RW-ToHit-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a grenade-like ^^weapon^^}}AttackData=[w:RW-ToHit-Grenade,attkdice:16|17]{{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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {name:'RW-ToHit-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a prepared oil flask}}{{titlebox=transparent}}AttackData=[w:RW-ToHit-Oil-Flask,attkdice:16|17]{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Burning Oil Flask}}Specs=[RWtoHitOilFlask,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+])+([[^^attkMod^^]][Combat Mod])+([[^^shotPenalty^^]][Called Shot])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^encumbrance^^]][Encumbrance])+([[^^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^^}}^^modstable^^ ^^AdvDice^^'},
+ {name:'RW-ToHit-Touch-spell',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^ ^^attktype^^}}AttackData=[w:RW-ToHit-Touch-spell,attkdice:15|16]{{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+]) - ([[^^attkMod^^]][Combat Mod]) - ([[^^shotPenalty^^]][Called Shot]+[[^^twoWeapPenalty^^]][2-weap penalty]) - ([[^^encumbrance^^]][Encumbrance]) - ([[^^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^^}}{{desc1=At the DM\'s option, this spell may cast through any normal armour making the victim\'s base AC 10. Magical bonuses, dexterity, and other effects on AC may still count.}}^^modstable^^ ^^AdvDice^^'},
]},
Styles_DB: {bio:'Warrior Fighting Styles v1.02 23/11/2022
A database of possible Warrior Fighting Styles, as introduced in The Complete Fighter\'s Handbook. These can be extended to support new fighting styles using the associated Styles Database Help handout and programming a custom styles database.',
gmnotes:'Change Log: v1.02 30/11/2022 Initial release database v1.01 23/11/2022 Initial test database',
@@ -1106,30 +1126,30 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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 primary 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 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.}}'},
]},
- 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',
+ Race_DB_Races: {bio:'Race Database v1.13 19/07/2026
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: v1.13 19/07/2026 Added surprise and attack modifier data tags 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',
root:'Race-DB',
api:'attk,magic',
type:'class,race',
controlledby:'all',
avatar:'https://files.d20.io/images/310558295/yV9eKgBGF5kOUgeJ6C_kfg/max.png?1666462585',
- version:1.12,
- db:[{name:'Aquatic-Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Aquatic Elf}}{{subtitle=Race}}Specs=[Aquatic Elf,HumanoidRace,0H,Elf]{{Alignment=Any (Usually NG)}}{{Languages=Often *Aquatic Elvish, kuo-toa, sahuagin, dolphin, merman, abovesea common, undersea common*}}{{Height=4ft to 5ft}}{{Weight=Males 87 to 109lbs, Females 77 to 99lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:8, Int:7, Chr:8}}{{Attribute Adj.=Dex:+1, Int:-1}}{{Section1=**Powers**}}{{Secret Doors=Detect secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 360ft.}}{{Underwater living=Can breathe underwater using their gills, and move as if on land.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when using a short or long sword, but not with bows}}{{Section5=**Special Disadvantages**}}{{Water Dweller=Cannot be out of water for more than 4 hours}}RaceData=[w:Aquatic Elf, align:any, weaps:any, ac:any, thmod:longsword=+1|shortsword=+1, attr:str=8|con=7|dex=6|int=8|chr=8]{{desc=Although not as frequently encountered as other elf subraces, aquatic elves (also known as sea elves) are actually as common as their landbound brethren. They patrol the deeps of oceans and large inland waters, holding court beneath the waves. Often they are only seen when they frolic with dolphins in kelp beds.\nAquatic elves have gill slits much like fish, through which they process oxygen. They can also survive out of water for a short time by breathing. Their skin is typically silvergreen, matching the seaweed near their territory. Some possess a bluish tinge to their skin, although this is quite rare. Aquatic elves\' hair complements their skin and is also green or blue-green. The overall effect is one that makes them difficult to discern underwater, especially near kelp beds. Because of their coloring, they gain the typical elven ability to camouflage themselves in their natural environment. \nThese elves dislike sharks intensely. Because they fear the strange and terrible monsters that dwell in the sea, the aquatic elves and the dolphins have taken it upon themselves to keep at least some of it safe for those who travel across it. Thus, most seaside communities severely punish those who incur the wrath of sea elves. Only the most evil of people encourage the death of sea elves and dolphins.\nAlthough they may survive on land, aquatic elves prefer not to do so, for it causes them immense pain. They can walk on land for a number of days equal to their initial Constitution score. Every two days, all their ability scores decrease by –1 until the elves return to water. If a physical score (Strength, Dexterity, Constitution) reaches 0, the elf dies. In salt water, the sea elf\'s attributes return to normal within 15 minutes. In fresh water, an elf merely stops losing his or her scores; they do not revert to normal until the elf enters salt water.}}'},
+ version:1.13,
+ db:[{name:'Aquatic-Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Aquatic Elf}}{{subtitle=Race}}Specs=[Aquatic Elf,HumanoidRace,0H,Elf]{{Alignment=Any (Usually NG)}}{{Languages=Often *Aquatic Elvish, kuo-toa, sahuagin, dolphin, merman, abovesea common, undersea common*}}{{Height=4ft to 5ft}}{{Weight=Males 87 to 109lbs, Females 77 to 99lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:8, Int:7, Chr:8}}{{Attribute Adj.=Dex:+1, Int:-1}}{{Section1=**Powers**}}{{Secret Doors=Detect secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 360ft.}}{{Underwater living=Can breathe underwater using their gills, and move as if on land.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when using a short or long sword, but not with bows}}{{Section5=**Special Disadvantages**}}{{Water Dweller=Cannot be out of water for more than 4 hours}}RaceData=[w:Aquatic Elf, align:any, weaps:any, ac:any, thmod:longsword=+1|shortsword=+1, syou:Hiding in seaweed=5, attr:str=8|con=7|dex=6|int=8|chr=8]{{desc=Although not as frequently encountered as other elf subraces, aquatic elves (also known as sea elves) are actually as common as their landbound brethren. They patrol the deeps of oceans and large inland waters, holding court beneath the waves. Often they are only seen when they frolic with dolphins in kelp beds.\nAquatic elves have gill slits much like fish, through which they process oxygen. They can also survive out of water for a short time by breathing. Their skin is typically silvergreen, matching the seaweed near their territory. Some possess a bluish tinge to their skin, although this is quite rare. Aquatic elves\' hair complements their skin and is also green or blue-green. The overall effect is one that makes them difficult to discern underwater, especially near kelp beds. Because of their coloring, they gain the typical elven ability to camouflage themselves in their natural environment. \nThese elves dislike sharks intensely. Because they fear the strange and terrible monsters that dwell in the sea, the aquatic elves and the dolphins have taken it upon themselves to keep at least some of it safe for those who travel across it. Thus, most seaside communities severely punish those who incur the wrath of sea elves. Only the most evil of people encourage the death of sea elves and dolphins.\nAlthough they may survive on land, aquatic elves prefer not to do so, for it causes them immense pain. They can walk on land for a number of days equal to their initial Constitution score. Every two days, all their ability scores decrease by –1 until the elves return to water. If a physical score (Strength, Dexterity, Constitution) reaches 0, the elf dies. In salt water, the sea elf\'s attributes return to normal within 15 minutes. In fresh water, an elf merely stops losing his or her scores; they do not revert to normal until the elf enters salt water.}}'},
{name:'Deep-Dwarf',type:'humanoidkitrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Deep Dwarf}}{{subtitle=Race}}Specs=[Deep Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=LG, LN, Usually N)}}{{Languages=Often *Deep dwarf, duergar, drow, illithid, kua-toa, troll, troglodyte, svirfneblin, undercommon, sign language.*}}{{Height=4 to 4.5 ft}}{{Weight=120lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:13}}{{Max Attributes=Dex:16, Con:19, Cha:15}}{{Attribute Adj.=Con:+2, Chr:-2}}{{Section1=Powers}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 90ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Deep Dwarves}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Deep Dwarf, align:any, ac:any, svall+:1, attr:str=8:18|con=13:19|dex=1:16|chr=1:15]{{desc=Deep dwarves live far beneath the surface of the earth. They may always have lived there, or they may have gone deep underground to escape a dreadful cataclysm, marauding monsters, or perhaps were driven downward by mountain or hill dwarves.\nDeep dwarves are large boned, but leaner than other dwarves. Their skin varies from pale brown to light tan, and often carries a reddish tinge. Their eyes are large, but without the sheen of their surface cousins; in color, a washed-out blue. Hair color ranges from flame red to straw blond. The females wear their beards long, unlike other dwarf women (who are typically clean-shaven).\nDeep dwarves have little or no contact with the surface. It is too far for them to travel to the world above. They may be on friendly terms with hill and mountain dwarves, or they may harbor a grudge against them. They may avoid them because they consider them tainted by the influence of other races.\nFrequently neutral in alignment, deep dwarves may also be lawful good or lawful neutral. They are just as conservative as hill or mountain dwarves, and consider themselves to be the sole repositories of dwarven culture.}}'},
- {name:'Deep-Gnome',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Deep Gnome}}{{subtitle=Race}}{{Alignment=Any (Usually N)}}Specs=[Deep Gnome,HumanoidRace,0H,Humanoid]{{Languages=*Deep Gnome, Gnome Common, Underworld Common, Drow, Kuo-toan, earth elemental language*}}{{Height=Males [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins, Females [34+1d6](!\\amp#13;\\amp#47;r 34+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 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:6, Dex:6, Wis:4}}{{Maximum=Dex:19, Int:17, Chr:16}}{{Adjustment=Dex:+1, Wis:+1, Int:-1, Chr:-2}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, determine approximate depth and direction underground}}{{Inherrant Illusionist=All Deep Gnomes radiate *non-detection*. In addition, all have the innate ability to cast *blindness, blur,* and *change self* once per day.}}{{Section2=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Deep Gnomes have a base magic resistance of 20% and gain an extra 5% for every level beyond the 3rd.}}{{Saving Throws=+3 bonus to all saving throws except against poison (which is +2 instead).}}{{Freeze in place=Remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision.}}{{Surprise=Only surprised on a roll of 1 on 1d10; they surprise opponents 90% of the time.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Improving dodging=Harder to hit as they gain experience in dodging in combat, causing improving Dexterity AC bonus by 1 point per level beyond 3, max +8}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section3=**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:Deep Gnome, attr:str=6|con=8|int=7:19|Wis=3:17, mr:Innate%%all%%(20+(^((level-3),0)*5))%%0|Illusions%%all%%100%%0|Phantasms%%all%%100%%0|Hallucinations%%all%%100%%0, svpar+:3, svpoi+:2, svdea+:3, svrod+:3, svsta+:3, svwan+:3, svpet+:3, svpol+:3, svbre+:3, move:6, svspe+:3, ola:+5,rta:+10,msa:+5,hsa:+5,dna:+10,cwa:-15, +:1|kobold|goblin, -:4|gnoll|bugbear|ogre|troll|ogre-magi|oni|giant|titan, ns:6],[cl:PW,w:Blindness,lv:1,sp:2,pd:1],[cl:PW,w:Blur,lv:1,sp:2,pd:1],[cl:PW,w:Change Self,lv:1,sp:1,pd:1],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Depth Underground,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=To most surface dwellers the gnomes of this race are mysterious denizens of the Underdark about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes\' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.\nUnlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely selfreliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes.\nWhy do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Deep Gnomes than in\nany other subrace. The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with reverence approaching awe--so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and sceptre.\nDeep 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. Elite warriors (3rd-level and above) also often carry hollow darts with acid inside (+2d4 to damage) and *crystal caltrops* which, when stepped on, release a powerful sleep gas.}}'},
+ {name:'Deep-Gnome',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Deep Gnome}}{{subtitle=Race}}{{Alignment=Any (Usually N)}}Specs=[Deep Gnome,HumanoidRace,0H,Humanoid]{{Languages=*Deep Gnome, Gnome Common, Underworld Common, Drow, Kuo-toan, earth elemental language*}}{{Height=Males [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins, Females [34+1d6](!\\amp#13;\\amp#47;r 34+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 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:6, Dex:6, Wis:4}}{{Maximum=Dex:19, Int:17, Chr:16}}{{Adjustment=Dex:+1, Wis:+1, Int:-1, Chr:-2}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, determine approximate depth and direction underground}}{{Inherrant Illusionist=All Deep Gnomes radiate *non-detection*. In addition, all have the innate ability to cast *blindness, blur,* and *change self* once per day.}}{{Section2=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Deep Gnomes have a base magic resistance of 20% and gain an extra 5% for every level beyond the 3rd.}}{{Saving Throws=+3 bonus to all saving throws except against poison (which is +2 instead).}}{{Freeze in place=Remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision.}}{{Surprise=Only surprised on a roll of 1 on 1d10; they surprise opponents 90% of the time.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Improving dodging=Harder to hit as they gain experience in dodging in combat, causing improving Dexterity AC bonus by 1 point per level beyond 3, max +8}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section3=**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:Deep Gnome, attr:str=6|con=8|int=7:19|Wis=3:17, sme:Keen hearing=2, syou:Stealth=2, mr:Innate%%all%%(20+(^((level-3),0)*5))%%0|Illusions%%all%%100%%0|Phantasms%%all%%100%%0|Hallucinations%%all%%100%%0, svpar+:3, svpoi+:2, svdea+:3, svrod+:3, svsta+:3, svwan+:3, svpet+:3, svpol+:3, svbre+:3, move:6, svspe+:3, ola:+5,rta:+10,msa:+5,hsa:+5,dna:+10,cwa:-15, +:1|kobold|goblin, -:4|gnoll|bugbear|ogre|troll|ogre-magi|oni|giant|titan, ns:6],[cl:PW,w:Blindness,lv:1,sp:2,pd:1],[cl:PW,w:Blur,lv:1,sp:2,pd:1],[cl:PW,w:Change Self,lv:1,sp:1,pd:1],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Depth Underground,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=To most surface dwellers the gnomes of this race are mysterious denizens of the Underdark about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes\' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.\nUnlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely selfreliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes.\nWhy do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Deep Gnomes than in\nany other subrace. The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with reverence approaching awe--so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and sceptre.\nDeep 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. Elite warriors (3rd-level and above) also often carry hollow darts with acid inside (+2d4 to damage) and *crystal caltrops* which, when stepped on, release a powerful sleep gas.}}'},
{name:'Drow',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Drow}}{{subtitle=Race}}Specs=[Drow,HumanoidRace,0H,Elf]{{Alignment=Any Evil (Usually LE)}}{{Languages=Often *Drow Elvish, Elvish, duergar, svirfneblin, deep dwarf, illithid, undercommon, sign language, kuo-toa, bugbear, orcish*}}{{Height=Males 5ft to 6ft, Females 5.5ft to 6.5ft}}{{Weight=Males 83 to 110lbs, Females 98 to 125lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:8, Con:7, Int:9, Chr:6}}{{Max Attributes=Dex:20, Con:17, Int:19, Chr:16}}{{Attribute Adj.=Dex:+2, Int:+1, Con:-1, Chr:-2}}{{Section1=**Powers**}}{{Secret Doors=Detect secret doors \\amp concealed portals}}{{1st Level=*Dancing Lights, Faerie Fire, *and* Darkness* each 1/day}}{{4th Level=*Levitate, Know Alignment, and Detect Magic* each 1/day}}{{4th Level Priest=*Clairvoyance, Detect Lie, Suggestion,* and *Dispel Magic*}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 90ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells. 50% (+2% per level) resistance otherwise}}{{Saves=+2 vs. all magic}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf 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 elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Bright Light=Blinded by any light greater than torch or *Continual Light*, e.g. bright sunlight. –2 penalty to Dexterity \\amp Attack rolls. Opponents gain a +2 save against drow spells if they are within the light.}}RaceData=[w:Drow, align:any, weaps:any, ac:any, thmod:longsword=+1|shortsword=+1, svspe+:2, attr:str=8|con=7|dex=6|int=8|chr=8, ns:11],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:0,pd:-1],[cl:PW,w:dancing-lights,lv:1,sp:1,pd:1],[cl:PW,w:faerie-fire,lv:1,sp:4,pd:1],[cl:PW,w:mu-darkness,lv:1,sp:1,pd:1],[cl:PW,w:levitate,lv:4,sp:2,pd:1],[cl:PW,w:know-alignment,lv:4,sp:10,pd:1],[cl:PW,w:detect-magic,lv:4,sp:1,pd:1],[cl:PW,w:clairvoyance,lv:4,sp:3,pd:1],[cl:PW,w:detect-lie,lv:4,sp:7,pd:1],[cl:PW,w:suggestion,lv:4,sp:3,pd:1],[cl:PW,w:dispel-magic,lv:4,sp:3,pd:1]{{desc=The dark elves (also known as drow) are evil cousins of the other elves. Driven beneath the surface long ago by the light-loving elves, these sinister beings have made a home for themselves in what they call the Underdark, the niche they have brutally carved in the underground caverns. They have become the masters and mistresses of dark grottoes, and any intelligent creature shuns them. They hate the light, and they have extensively researched ways to travel while avoiding the sun, which is anathema to them. The drow have extensive tunnel networks, which may or may not canvass their world.\nDrow have an abiding hatred of all things aboveground, but nothing draws their wrath quite like the good elves. The drow take any chance they can to destroy other elves they encounter. Even the few evil elves aboveground are seen as enemies, and the drow do not hesitate to betray such a one when he or she has served a purpose.}}'},
- {name:'Duergar',type:'humanoidkitrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Duergar (Gray Dwarf)}}{{subtitle=Race}}Specs=[Duergar,HumanoidKitRace,0H,Dwarf]{{Alignment=Usually LE, tending to N}}{{Languages=Often *Duergar, deep dwarf, drow, illithid, kua-toa, troll, troglodyte, ghoul, undercommon, sign language*}}{{Height=4ft}}{{Weight=120lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Int:16, Chr:15}}{{Attribute Adj.=Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Self Enlarge=Can *Enlarge* but only themselves and their equipment (1/day)}}{{Self Invisibility=Can use *Invisibility* on themselves (1/day)}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 120ft}}{{Immunities=Paralysis, *illusion* and *phantasm* spells, magical/alchemical poisons}}{{Surprise=Stealthy: those at least 90ft ahead of the party gain a -2 penalty to the opponent\'s surprise rolls (unless door or screen opened). Duergar receive a +2 surprise bonus.}}{{Section5=**Special Disadvantages**}}{{Bright Light=*Bright* light negates surprise bonus, gives to-hit \\amp dexterity penalty of 2}}RaceData=[w:Duergar, align:LE|NE|NN|N, svatt:con, svpoi:3.5, svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, attr:str=8|con=11|dex=1:17|int=1:16|chr=1:15, ns:2],[cl:PW,w:Duergar Enlarge,sp:1,lv:1,pd:1],[cl:PW,w:Duergar Invisibility,sp:2,lv:1,pd:1]{{desc=Duergar, or gray dwarves, live deep underground, sometimes below the deep dwarves. They rarely venture above ground, finding it painful, except during heavily overcast days or at night. Bright light such as sunlight or a *continual light* spell does not cause them damage, but they are adversely affected. Their enhanced ability to gain surprise is negated. Dexterity is reduced by -2 and hit rolls are made at a -2 penalty. In situations where a duergar is in darkness but his opponents are in bright light, his Dexterity and surprise advantages are unaffected, but he suffers a -1 penalty to his attack rolls.\nOther dwarves distrust duergar and react to them at -3 penalty. They are not affected by the light of torches, lanterns, magic weapons, light or faerie fire. \nEmaciated, they possess pasty skins and white or dull gray beards. Men and women may be bald, and those who are not\nusually shave their heads.\nMost duergar are lawful evil with neutral tendencies. Other dwarves find their ways repulsive. Duergar war on other dwarf races, and sometimes even join forces with orcs and other evil races to raid dwarf strongholds.\nThey frequently compete with deep dwarves for living space and minerals. Usually the duergar are bested in such struggles. Consequently, numerous duergar strongholds are exceptionally poor, having been driven into areas rejected by others. In some cases, however, this may have been to their advantage and may have led them to the discovery of hidden subterranean wealth that they could secretly acquire.\nDuergar may at one time have lived with other dwarves before they were driven into the deep for their worship of evil gods. They may have been created by the evil gods to balance the races of lawful good dwarves. If that is the case, they will have a divine mission to eradicate or enslave all dwarves of good alignment.\nEven though their society is evil, they still retain many of the social structures of hill and mountain dwarves. They are clan based, but their crafts are usually inferior to those of other dwarves.}}'},
- {name:'Dwarf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dwarf}}{{subtitle=Race}}Specs=[Dwarf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually LG)}}{{Languages=Often *Dwarf, Common, Orc, Kobold, Goblin, Gnome*}}{{Height=4 to 4.5 ft}}{{Weight=150lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Chr:17}}{{Attribute Adj.=Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Dwarves.}}{{Magic Resistance=Dwarves are nonmagical, which gives a bonus to dwarves\' saving throws against magical wands, staves, rods, and spells, of +1 for every 3.5 points of Constitution score.}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section5=**Special Disadvantages**}}{{Item Failure=Magical items not specifically suited to the character\'s class have a 20% chance to malfunction when used.}}RaceData=[w:Dwarf, align:any, weaps:any, ac:any, move:6, attr:str=8|con=11|dex=1:17|chr=1:17, +:1|orc|half-orc|goblin|hobgoblin, -:4|ogre|troll|ogre-magi|oni|giant|titan, svatt:con,svpoi:3.5,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ola:+10,rta:+15,cwa:-10,rla:-5, ns:5],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Detect New Construction,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Shifting Walls,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Stonework Traps,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Depth Underground,lv:0,sp:0,pd:-1]{{desc=Dwarves are short, stocky fellows, easily identified by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.\nThough dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.\nDwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground.}}'},
- {name:'Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Elf}}{{subtitle=Race}}Specs=[Elf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll*}}{{Height=Males 4.5ft to 5.5ft, Females 4ft to 5ft}}{{Weight=Males 90 to 120lbs, Females 70 to 100lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:7, Int:8, Chr:8}}{{Attribute Adj.=Dex:+1, Con:-1}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf 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 elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Elf, align:any, weaps:any, ac:any, thmod:bow=+1|longsword=+1|shortsword=+1, attr:str=8|con=7|dex=6|int=8|chr=8, mr:Sleep%%spe%%90%%0|Charm%%spe%%90%%0, ppa:+5,ola:-5,msa:+5,hsa:+10,dna:+5, ns:1],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:0,pd:-1]{{desc=Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.\nWhile they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.}}'},
- {name:'Forest-Gnome',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Forest Gnome}}{{subtitle=Race}}{{Alignment=Any (Usually NG)}}Specs=[Forest Gnome,HumanoidRace,0H,Humanoid]{{Languages=*Forest Gnome, Gnome Common, Elf, Treant, forest mammal*}}{{Height=Males [22+2d6](!\\amp#13;\\amp#47;r 22+2d6 ins height)ins, Females [22+2d6](!\\amp#13;\\amp#47;r 22+2d6 ins height)ins}}{{Weight=Males [62+5d4](!\\amp#13;\\amp#47;r 62+5d4 lbs weight)lbs, Females [58+5d4](!\\amp#13;\\amp#47;r 58+5d4 lbs weight)lbs}}{{Life Expectancy=500 years}}{{Section=**Attributes**}}{{Minimum=Con:8, Dex:8, Wis:6}}{{Maximum=Str:17, Dex:19, Int:17}}{{Adjustment=Dex:+2, Str:-1, Wis:-1}}{{Section1=**Powers**}}{{Pass Without Trace=A Forest Gnome can pass through any kind of wooded terrain without leaving a sign of his or her passage}}{{Hide in Woods=Like the halfling, a Forest Gnome can make himself or herself virtually invisible in wooded surroundings}}{{Section3=**Special Advantages**}}{{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 bonus on all attack and damage when fighting *orcs, lizard men,* or *troglodytes,* or any creature which they have directly observed damaging woodlands}}{{Small size=-4 bonus to their Armor Class whenever they fight man-sized or larger creatures}}{{Section5=**Special Disadvantages**}}{{Infravision=***None***}}{{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:Forest Gnome, move:6, attr:str=3:17|con=8|Dex=8:19|int=3:17|Wis=6, +:1|orcs|lizardmen|troglodytes, -:4|M|L|H|G, svatt:con,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ola:+5,rta:+10,msa:+5,hsa:+5,dna:+10,cwa:-15, ns:2],[cl:PW,w:Pass Without Trace,lv:0,sp:0,pd:-1],[cl:PW,w:Hide in Woods,lv:0,sp:0,pd:-1]{{desc=The Forest Gnomes prefer a life in which no one knows who they are or where they live. They dwell in large swaths of woodland, and--unlike the other gnomish subraces - prefer to dwell in houses that are at least partially above ground. They are creatures of nature far more than any of their cousins, and to those rare folks who meet them (and pass through the walls of initial shyness) they can prove to be steadfast allies and delightful companions.\nHowever, this subrace has not totally abandoned the love of gemstones that is so inherent to all gnomes. The emerald is the favored gem of the Forest Gnomes, no doubt because it most accurately reflects the healthy colors of their verdant homelands. While these gnomes can make excellent gemsmiths and jewelers, their work tends to be reverent images of the flowers, leaves, butterflies, and birds that are such a key part of the Forest Gnome\'s environment.\nThey share the stocky physique of the Rock and Tinker Gnome and the bulbous nose which is so characteristic of the race in general. They are the only gnomes inclined to wear beards and hair very long, and an older male is likely to have a beard that extends to within a few inches of the ground, and hair that, when unbound, falls all the way to his waist. These beards are a source of great pride to the venerable males, and they often trim them to a fine point or curl them into hornlike spikes that extend to either side.\nShy and timid when it comes to relations with other intelligent races, Forest Gnomes are very determined caretakers of their wooded domains. They are viewed with friendship by the animals of the forest and have developed a limited language of signs and sounds (similar to the Rock Gnome\'s \'speech\' with burrowing mammals) that allows them to communicate with these creatures, though without a great deal of detail.\nForest Gnomes are also very adept at protecting and caring for the plant life of their woods. They gather the nuts, fruit, and other bounty of the woods for sustenance, taking meat only infrequently--and always with a reverent ceremony to the spirit of the animal slain by the gnomish hunter. They despise the use of traps, never employing snares, pitfalls, or such traps themselves. When they encounter such devices set by humans or others, the Forest Gnomes have been known to rig the traps so that they capture (with a snare) or injure (as with a deadfall or pit trap) the trapper when he or she comes along to check for game. Generally, the trapper receives the same effect that his or her trap would have inflicted upon an animal.\nAside from meat, Forest Gnomes eat their food raw, though with a great deal of ceremony and politeness. Even a nut or a berry is only consumed after the tree or bush that gave it life has been properly, albeit silently, thanked. Needless to say, meals among the Forest Gnomes are very long, quiet affairs.\nThe most hated enemies of the Forest Gnomes are orcs, with troglodytes and lizardmen close behind. These creatures will be ruthlessly attacked and ambushed whenever they are encountered. Despite their shyness, Forest Gnomes have made friends with elves and halflings, though they tend to distrust humans and dwarves, who in their experience all-too-often view trees only as so much firewood.}}'},
- {name:'Gnome',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gnome}}{{subtitle=Race}}Specs=[Gnome,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, dwarf, gnome, halfling, goblin, kobold,* and the simple common speech of burrowing mammals (*moles, badgers, weasels, shrews, ground squirrels,* etc.)}}{{Height=Males [38+d6](!\\amp#13;\\amp#47;r 38+1d6 ins height)ins, Females [36+d6](!\\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=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:6, Con:8, Int:6}}{{Attribute Adj.=Int:+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}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{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:Gnome, align:any, weaps:any, ac:any, move:6, attr:str=6|con=8|int=6, +:1|kobold|goblin, -:4|gnoll|bugbear|ogre|troll|ogre-magi|oni|giant|titan, svatt:con,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ola:+5,rta:+10,msa:+5,hsa:+5,dna:+10,cwa:-15, ns:4],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Flawed Stonework,lv:0,sp:0,pd:-1],[cl:PW,w:Determine-Depth-Underground,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair.\nGnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.\nTheir diminutive stature has made them suspicious of the larger races - humans and elves - although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins\' aversion to surface dwellers foolish.}}'},
+ {name:'Duergar',type:'humanoidkitrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Duergar (Gray Dwarf)}}{{subtitle=Race}}Specs=[Duergar,HumanoidKitRace,0H,Dwarf]{{Alignment=Usually LE, tending to N}}{{Languages=Often *Duergar, deep dwarf, drow, illithid, kua-toa, troll, troglodyte, ghoul, undercommon, sign language*}}{{Height=4ft}}{{Weight=120lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Int:16, Chr:15}}{{Attribute Adj.=Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Self Enlarge=Can *Enlarge* but only themselves and their equipment (1/day)}}{{Self Invisibility=Can use *Invisibility* on themselves (1/day)}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 120ft}}{{Immunities=Paralysis, *illusion* and *phantasm* spells, magical/alchemical poisons}}{{Surprise=Stealthy: those at least 90ft ahead of the party gain a -2 penalty to the opponent\'s surprise rolls (unless door or screen opened). Duergar receive a +2 surprise bonus.}}{{Section5=**Special Disadvantages**}}{{Bright Light=*Bright* light negates surprise bonus, gives to-hit \\amp dexterity penalty of 2}}RaceData=[w:Duergar, align:LE|NE|NN|N, syou:Stealth=2, sme:Awareness=2, svatt:con, svpoi:3.5, svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, attr:str=8|con=11|dex=1:17|int=1:16|chr=1:15, ns:2],[cl:PW,w:Duergar Enlarge,sp:1,lv:1,pd:1],[cl:PW,w:Duergar Invisibility,sp:2,lv:1,pd:1]{{desc=Duergar, or gray dwarves, live deep underground, sometimes below the deep dwarves. They rarely venture above ground, finding it painful, except during heavily overcast days or at night. Bright light such as sunlight or a *continual light* spell does not cause them damage, but they are adversely affected. Their enhanced ability to gain surprise is negated. Dexterity is reduced by -2 and hit rolls are made at a -2 penalty. In situations where a duergar is in darkness but his opponents are in bright light, his Dexterity and surprise advantages are unaffected, but he suffers a -1 penalty to his attack rolls.\nOther dwarves distrust duergar and react to them at -3 penalty. They are not affected by the light of torches, lanterns, magic weapons, light or faerie fire. \nEmaciated, they possess pasty skins and white or dull gray beards. Men and women may be bald, and those who are not\nusually shave their heads.\nMost duergar are lawful evil with neutral tendencies. Other dwarves find their ways repulsive. Duergar war on other dwarf races, and sometimes even join forces with orcs and other evil races to raid dwarf strongholds.\nThey frequently compete with deep dwarves for living space and minerals. Usually the duergar are bested in such struggles. Consequently, numerous duergar strongholds are exceptionally poor, having been driven into areas rejected by others. In some cases, however, this may have been to their advantage and may have led them to the discovery of hidden subterranean wealth that they could secretly acquire.\nDuergar may at one time have lived with other dwarves before they were driven into the deep for their worship of evil gods. They may have been created by the evil gods to balance the races of lawful good dwarves. If that is the case, they will have a divine mission to eradicate or enslave all dwarves of good alignment.\nEven though their society is evil, they still retain many of the social structures of hill and mountain dwarves. They are clan based, but their crafts are usually inferior to those of other dwarves.}}'},
+ {name:'Dwarf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dwarf}}{{subtitle=Race}}Specs=[Dwarf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually LG)}}{{Languages=Often *Dwarf, Common, Orc, Kobold, Goblin, Gnome*}}{{Height=4 to 4.5 ft}}{{Weight=150lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Chr:17}}{{Attribute Adj.=Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Dwarves.}}{{Magic Resistance=Dwarves are nonmagical, which gives a bonus to dwarves\' saving throws against magical wands, staves, rods, and spells, of +1 for every 3.5 points of Constitution score.}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section5=**Special Disadvantages**}}{{Item Failure=Magical items not specifically suited to the character\'s class have a 20% chance to malfunction when used.}}RaceData=[w:Dwarf, align:any, weaps:any, ac:any, move:6, attr:str=8|con=11|dex=1:17|chr=1:17, attk:melee vs Orc Half-orc Goblin or Hobgoblin?=1, svatt:con,svpoi:3.5,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ola:+10,rta:+15,cwa:-10,rla:-5, ns:5],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Detect New Construction,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Shifting Walls,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Stonework Traps,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Depth Underground,lv:0,sp:0,pd:-1]{{desc=Dwarves are short, stocky fellows, easily identified by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.\nThough dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.\nDwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground.}}'},
+ {name:'Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Elf}}{{subtitle=Race}}Specs=[Elf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll*}}{{Height=Males 4.5ft to 5.5ft, Females 4ft to 5ft}}{{Weight=Males 90 to 120lbs, Females 70 to 100lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:7, Int:8, Chr:8}}{{Attribute Adj.=Dex:+1, Con:-1}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf 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 elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Elf, align:any, weaps:any, ac:any, syou:Not metal armour? Alone or with Elves & Halflings?=4, thmod:bow=+1|longsword=+1|shortsword=+1, attr:str=8|con=7|dex=6|int=8|chr=8, mr:Sleep%%spe%%90%%0|Charm%%spe%%90%%0, ppa:+5,ola:-5,msa:+5,hsa:+10,dna:+5, ns:1],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:0,pd:-1]{{desc=Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.\nWhile they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.}}'},
+ {name:'Forest-Gnome',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Forest Gnome}}{{subtitle=Race}}{{Alignment=Any (Usually NG)}}Specs=[Forest Gnome,HumanoidRace,0H,Humanoid]{{Languages=*Forest Gnome, Gnome Common, Elf, Treant, forest mammal*}}{{Height=Males [22+2d6](!\\amp#13;\\amp#47;r 22+2d6 ins height)ins, Females [22+2d6](!\\amp#13;\\amp#47;r 22+2d6 ins height)ins}}{{Weight=Males [62+5d4](!\\amp#13;\\amp#47;r 62+5d4 lbs weight)lbs, Females [58+5d4](!\\amp#13;\\amp#47;r 58+5d4 lbs weight)lbs}}{{Life Expectancy=500 years}}{{Section=**Attributes**}}{{Minimum=Con:8, Dex:8, Wis:6}}{{Maximum=Str:17, Dex:19, Int:17}}{{Adjustment=Dex:+2, Str:-1, Wis:-1}}{{Section1=**Powers**}}{{Pass Without Trace=A Forest Gnome can pass through any kind of wooded terrain without leaving a sign of his or her passage}}{{Hide in Woods=Like the halfling, a Forest Gnome can make himself or herself virtually invisible in wooded surroundings}}{{Section3=**Special Advantages**}}{{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 bonus on all attack and damage when fighting *orcs, lizard men,* or *troglodytes,* or any creature which they have directly observed damaging woodlands}}{{Small size=-4 bonus to their Armor Class whenever they fight man-sized or larger creatures}}{{Section5=**Special Disadvantages**}}{{Infravision=***None***}}{{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:Forest Gnome, move:6, attr:str=3:17|con=8|Dex=8:19|int=3:17|Wis=6, attk:melee vs Orcs Lizardmen or Troglodytes?=1|melee vs those damaging forest?=1, -:4|M|L|H|G, svatt:con,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ola:+5,rta:+10,msa:+5,hsa:+5,dna:+10,cwa:-15, ns:2],[cl:PW,w:Pass Without Trace,lv:0,sp:0,pd:-1],[cl:PW,w:Hide in Woods,lv:0,sp:0,pd:-1]{{desc=The Forest Gnomes prefer a life in which no one knows who they are or where they live. They dwell in large swaths of woodland, and--unlike the other gnomish subraces - prefer to dwell in houses that are at least partially above ground. They are creatures of nature far more than any of their cousins, and to those rare folks who meet them (and pass through the walls of initial shyness) they can prove to be steadfast allies and delightful companions.\nHowever, this subrace has not totally abandoned the love of gemstones that is so inherent to all gnomes. The emerald is the favored gem of the Forest Gnomes, no doubt because it most accurately reflects the healthy colors of their verdant homelands. While these gnomes can make excellent gemsmiths and jewelers, their work tends to be reverent images of the flowers, leaves, butterflies, and birds that are such a key part of the Forest Gnome\'s environment.\nThey share the stocky physique of the Rock and Tinker Gnome and the bulbous nose which is so characteristic of the race in general. They are the only gnomes inclined to wear beards and hair very long, and an older male is likely to have a beard that extends to within a few inches of the ground, and hair that, when unbound, falls all the way to his waist. These beards are a source of great pride to the venerable males, and they often trim them to a fine point or curl them into hornlike spikes that extend to either side.\nShy and timid when it comes to relations with other intelligent races, Forest Gnomes are very determined caretakers of their wooded domains. They are viewed with friendship by the animals of the forest and have developed a limited language of signs and sounds (similar to the Rock Gnome\'s \'speech\' with burrowing mammals) that allows them to communicate with these creatures, though without a great deal of detail.\nForest Gnomes are also very adept at protecting and caring for the plant life of their woods. They gather the nuts, fruit, and other bounty of the woods for sustenance, taking meat only infrequently--and always with a reverent ceremony to the spirit of the animal slain by the gnomish hunter. They despise the use of traps, never employing snares, pitfalls, or such traps themselves. When they encounter such devices set by humans or others, the Forest Gnomes have been known to rig the traps so that they capture (with a snare) or injure (as with a deadfall or pit trap) the trapper when he or she comes along to check for game. Generally, the trapper receives the same effect that his or her trap would have inflicted upon an animal.\nAside from meat, Forest Gnomes eat their food raw, though with a great deal of ceremony and politeness. Even a nut or a berry is only consumed after the tree or bush that gave it life has been properly, albeit silently, thanked. Needless to say, meals among the Forest Gnomes are very long, quiet affairs.\nThe most hated enemies of the Forest Gnomes are orcs, with troglodytes and lizardmen close behind. These creatures will be ruthlessly attacked and ambushed whenever they are encountered. Despite their shyness, Forest Gnomes have made friends with elves and halflings, though they tend to distrust humans and dwarves, who in their experience all-too-often view trees only as so much firewood.}}'},
+ {name:'Gnome',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gnome}}{{subtitle=Race}}Specs=[Gnome,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, dwarf, gnome, halfling, goblin, kobold,* and the simple common speech of burrowing mammals (*moles, badgers, weasels, shrews, ground squirrels,* etc.)}}{{Height=Males [38+d6](!\\amp#13;\\amp#47;r 38+1d6 ins height)ins, Females [36+d6](!\\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=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:6, Con:8, Int:6}}{{Attribute Adj.=Int:+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}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{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:Gnome, align:any, weaps:any, ac:any, move:6, attr:str=6|con=8|int=6, attk:melee vs Kobold or Goblin?=1, svatt:con,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ola:+5,rta:+10,msa:+5,hsa:+5,dna:+10,cwa:-15, ns:4],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Flawed Stonework,lv:0,sp:0,pd:-1],[cl:PW,w:Determine-Depth-Underground,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair.\nGnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.\nTheir diminutive stature has made them suspicious of the larger races - humans and elves - although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins\' aversion to surface dwellers foolish.}}'},
{name:'Gray-Dwarf',type:'humanoidkitrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gray Dwarf (Duergar)}}{{subtitle=Race}}Specs=[Gray Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Usually LE, tending to N}}{{Languages=Often *Duergar, deep dwarf, drow, illithid, kua-toa, troll, troglodyte, ghoul, undercommon, sign language*}}{{Height=4ft}}{{Weight=120lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Int:16, Chr:15}}{{Attribute Adj.=Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Self Enlarge=Can *Enlarge* but only themselves and their equipment (1/day)}}{{Self Invisibility=Can use *Invisibility* on themselves (1/day)}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 120ft}}{{Immunities=Paralysis, *illusion* and *phantasm* spells, magical/alchemical poisons}}{{Surprise=Stealthy: those at least 90ft ahead of the party gain a -2 penalty to the opponent\'s surprise rolls (unless door or screen opened). Duergar receive a +2 surprise bonus.}}{{Section5=**Special Disadvantages**}}{{Bright Light=*Bright* light negates surprise bonus, gives to-hit \\amp dexterity penalty of 2}}RaceData=[w:Gray Dwarf, align:LE|NE|NN|N, svatt:con, svpoi:3.5, svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, attr:str=8|con=11|dex=1:17|int=1:16|chr=1:15, ns:2],[cl:PW,w:Duergar Enlarge,sp:1,lv:1,pd:1],[cl:PW,w:Duergar Invisibility,sp:2,lv:1,pd:1]{{desc=Duergar, or gray dwarves, live deep underground, sometimes below the deep dwarves. They rarely venture above ground, finding it painful, except during heavily overcast days or at night. Bright light such as sunlight or a *continual light* spell does not cause them damage, but they are adversely affected. Their enhanced ability to gain surprise is negated. Dexterity is\nreduced by -2 and hit rolls are made at a -2 penalty. In situations where a duergar is in darkness but his opponents are in bright light, his Dexterity and surprise advantages are unaffected, but he suffers a -1 penalty to his attack rolls.\nOther dwarves distrust duergar and react to them at -3 penalty. They are not affected by the light of torches, lanterns, magic weapons, light or faerie fire. \nEmaciated, they possess pasty skins and white or dull gray beards. Men and women may be bald, and those who are not\nusually shave their heads.\nMost duergar are lawful evil with neutral tendencies. Other dwarves find their ways repulsive. Duergar war on other dwarf races, and sometimes even join forces with orcs and other evil races to raid dwarf strongholds.\nThey frequently compete with deep dwarves for living space and minerals. Usually the duergar are bested in such struggles. Consequently, numerous duergar strongholds are exceptionally poor, having been driven into areas rejected by others. In some cases, however, this may have been to their advantage and may have led them to the discovery of hidden subterranean wealth that they could secretly acquire.\nDuergar may at one time have lived with other dwarves before they were driven into the deep for their worship of evil gods. They may have been created by the evil gods to balance the races of lawful good dwarves. If that is the case, they will have a divine mission to eradicate or enslave all dwarves of good alignment.\nEven though their society is evil, they still retain many of the social structures of hill and mountain dwarves. They are clan based, but their crafts are usually inferior to those of other dwarves.}}'},
{name:'Grey-Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Grey Elf}}{{subtitle=Race}}{{Alignment=Any (Usually LG)}}Specs=[Grey Elf,HumanoidRace,0H,Elf]{{Languages=*Grey Elvish*, and all other languages requiring speech or gestures due to so much time in libraries}}{{Height=Males [60+1d12](!\\amp#13;\\amp#47;r 60+1d12 ins height)ins, Females [55+1d12](!\\amp#13;\\amp#47;r 55+1d12 ins height)ins}}{{Weight=Males [85+3d10](!\\amp#13;\\amp#47;r 85+3d10 lbs weight)lbs, Females [75+3d10](!\\amp#13;\\amp#47;r 75+3d10 lbs weight)lbs}}{{Life Expectancy=In excess of 1,200 years}}{{Section=**Attributes**}}{{Minimum=Con:5, Dex:7, Int:8, Chr:8}}{{Maximum=Str:17, Con:16, Dex:19, Int:20}}{{Adjustment=Int:+2, Dex:+1, Con:-2, Str:-1}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section2=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf 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 elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Access to knowledge=Unlimited access to their own libraries and sages. Any information the grey elf council determines to be good for the elf race may be furnished to grey elf PCs for a cheaper price than they would find elsewhere.}}{{Section3=**Special Disadvantages**}}{{Haughtiness=Because of their haughtiness and arrogance, grey elves receive a -3 on all reaction adjustments when dealing with non-elves. With other elves (not grey), grey elves suffer a -1 on reaction adjustments.}}RaceData=[w:Grey Elf, attr:str=1:17|con=5:16|dex=7:19|int=8:20|Chr=8]{{desc=Grey elves are at once the most noble and most reclusive of the elves. They have withdrawn from the world after making their mark, which was to ensure that the world was well on the path to goodness. The grey elves view themselves as the protectors of good in the world, but they will stir from their mountains and meadows to protect the "lesser" races only when they are faced with great evil.\nGrey elves act much like human knights—supercilious and condescending, full of their own importance. They think nothing of speaking their minds, provided that this remains within the bounds of elven decorum. They are often haughty, disdaining contact with most others, including all other elves save grey elves.\nWhen arming themselves for battle, they don shimmering suits of plate or chain mail, protecting the head with winged helmets. Their weapons, created by master elf crafters, shine brightly under any light. Mounted warriors ride griffons or hippogriffs into battle, swooping down upon their enemies with dreadful perfection.\nOf all elves, grey elves rely the most on their intelligence. While other elves are by no means stupid, grey elves trust less in physical prowess than they do the mind. Their line breeds more mages and mage combinations than any other, and some of the most esteemed of their subrace are scholars.\nTheir entire existence is based on developing and discovering new knowledge, and they therefore spend less time on the pleasurable pursuits that occupy other elves\' lives.\nTheir mages are without peer in the elven world. Even mages of greater power from other races speak of the knowledge of the grey elves with no small measure of fascination.}}'},
{name:'Gully-Dwarf',type:'humanoidkitrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gully Dwarf}}{{subtitle=Race}}Specs=[Gully Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Any (Usually CN)}}{{Languages=Often *Gully dwarf, common, gnome, orc, goblin*}}{{Height=4ft}}{{Weight=100lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:6, Dex:6, Con:8}}{{Max Attributes=Con:16, Int:12, Wis:14, Cha:12}}{{Attribute Adj.=Str:+1, Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Grovelling=If attacked, they grovel (see the power), whine, run away, or do whatever it takes to avoid injury.}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Hill Dwarves}}{{Section5=**Special Disadvantages**}}{{Stupidity=Intelligence checks may be requested to see if Gully Dwarves could actually come up with ideas}}{{Magic Failure=Magic Items fail 40% of the time}}RaceData=[w:Gully Dwarf, align:any, weaps:any, ac:any, attr:str=6|con=8:16|dex=6|int=1:12|wis=1:14|chr=1:12 ns:1],[cl:PW,w:Gully Dwarf Grovel,sp:0,lv:0,pd:-1]{{desc=Gully dwarves are the most degenerate of all the dwarf races. Lacking any racial pride, they make virtues of cowardice, filth, witlessness, and dirty tricks. They live in abandoned strongholds, human villages, or in old mines and caves, in sewers, refuse dumps, or the slums of larger towns and cities. Elves will not tolerate their depravity.\nAn average gully dwarf is more slender than hill or mountain dwarves and has thin fingers. It is a status symbol for a gully dwarf to have a large pot belly for it displays his skill as a scavenger.\nSkin ranges in color from olive brown to light yellow, reminiscent of old parchment. It is often hard to determine a gully dwarf\'s skin color, however, because of the thick layers of dirt, scar tissue, boils, and scabs covering his skin.\nTheir beards and hair range from a dirty blond to a dull, indeterminate color. Female gully dwarves have hairy cheeks, but no beards. The eyes of both sexes are dull and lifeless, varying in color from watery blue through green to hazel.\nGullys are renowned for being stupid and obnoxious. A player character gully dwarf is an exception to the rule, being superior to others of his kind by virtue of his ability to think. However, players should not abuse this ability and allow their characters to concoct clever plans and schemes. Intelligence checks may be requested to see if the character could actually come up with such ideas. \nThey have high opinions of themselves and take themselves very seriously. They consider other dwarves to be "uppity" and "stuck up warts." Gully dwarves will lie, steal, bully, and cheat each other and every other race they encounter. If attacked, they grovel (see the power), whine, run away, or do whatever it takes to avoid injury. If combat cannot be avoided they will fight halfheartedly, usually with their eyes closed.\nBecause gully dwarves live in places that even orcs consider unattractive, they have few racial enemies. Scavenging most of their equipment from the junk heaps of other races, their "wealth" does not tempt others. Carrion crawlers have been known to turn up their tentacles rather than eat a gully dwarf.\nWhere do they come from? Other dwarves claim they are a cruel jest played by the gods on a mischievous stronghold of dwarves. Narvil believes that they are outcasts from a stronghold who later bred and infested the world. Perhaps they are the result of cross breeding between dwarves and gnomes, or dwarves and goblins. They may even have been the result of a vile experiment by an evil wizard. No one knows for sure, least of all the gullys themselves.\nThey are always treated with contempt, although they may be employed to perform menial tasks. Enclaves of gully dwarves could exist in most strongholds where they would be little better than slaves.\nGully dwarves are often of chaotic neutral alignment, but this diverse people may be of any alignment.}}'},
- {name:'Hairfoot-Halfling',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hairfoot Halfling}}{{subtitle=Race}}Specs=[Hairfoot Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin, orc,* and any one human language}}{{Height=Males [32+2d8](!\\amp#13;\\amp#47;r 32+2d8 ins height)ins, Females [30+2d8](!\\amp#13;\\amp#47;r 30+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=100 to 140 years}}{{Section=**Attributes**}}{{Minimum=Con:10, Dex:8, Int:6, Chr:7}}{{Maximum=Str:17, Dex:19}}{{Adjustment=Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Human Reactions=Hairfeet are very good at getting along with humans; this translates into a +2 bonus to all their Reaction Rolls involving human NPCs.}}{{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}}{{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:Hairfoot Halfling, align:any, weaps:any, ac:any, move:6, attr:str=3:7|con=10|dex=8:19|int=6|chr=7, 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]{{desc=This most common of halflings is found throughout lands that have been settled by humans. They live much as humans do but prefer rural settings and villages to towns and cities. Their crafts tend toward the ordinary and practical--farmers, millers, innkeepers, weavers, brewers, tailors, bakers, and merchants are common in Hairfoot society. They rarely wear shoes (only in bad weather and bitter cold) and can be easily distinguished by the thick patches of hair growing atop each foot.\nHairfeet are only moderately industrious, but they tend to make up in talent for what they lack in drive. A Hairfoot farmer may tend a small plot in the morning, for example, and spend the afternoon lying in the shade--yet his or her irrigation ditch will be so cleverly aligned that his or her field yields a crop equal to that of a much larger humantended farm. A Hairfoot-woven tunic will have a finer weave and be less scratchy than a similar human product, thus fetching a considerably higher price.}}'},
+ {name:'Hairfoot-Halfling',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hairfoot Halfling}}{{subtitle=Race}}Specs=[Hairfoot Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin, orc,* and any one human language}}{{Height=Males [32+2d8](!\\amp#13;\\amp#47;r 32+2d8 ins height)ins, Females [30+2d8](!\\amp#13;\\amp#47;r 30+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=100 to 140 years}}{{Section=**Attributes**}}{{Minimum=Con:10, Dex:8, Int:6, Chr:7}}{{Maximum=Str:17, Dex:19}}{{Adjustment=Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Human Reactions=Hairfeet are very good at getting along with humans; this translates into a +2 bonus to all their Reaction Rolls involving human NPCs.}}{{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}}{{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:Hairfoot Halfling, align:any, weaps:any, ac:any, syou:Not metal armour? Alone or with Elves & Halflings?=4, move:6, attr:str=3:7|con=10|dex=8:19|int=6|chr=7, 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]{{desc=This most common of halflings is found throughout lands that have been settled by humans. They live much as humans do but prefer rural settings and villages to towns and cities. Their crafts tend toward the ordinary and practical--farmers, millers, innkeepers, weavers, brewers, tailors, bakers, and merchants are common in Hairfoot society. They rarely wear shoes (only in bad weather and bitter cold) and can be easily distinguished by the thick patches of hair growing atop each foot.\nHairfeet are only moderately industrious, but they tend to make up in talent for what they lack in drive. A Hairfoot farmer may tend a small plot in the morning, for example, and spend the afternoon lying in the shade--yet his or her irrigation ditch will be so cleverly aligned that his or her field yields a crop equal to that of a much larger humantended farm. A Hairfoot-woven tunic will have a finer weave and be less scratchy than a similar human product, thus fetching a considerably higher price.}}'},
{name:'Half-Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Half-Elf}}{{subtitle=Race}}Specs=[Half-Elf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll*}}{{Height=Males [60+2d6](!\\amp#13;\\amp#47;r 60+2d6 ins height)ins, Females [58+2d6](!\\amp#13;\\amp#47;r 58+2d6 ins height)ins}}{{Weight=Males [110+3d12](!\\amp#13;\\amp#47;r 110+3d12 lbs weight)lbs, Females [85+3d12](!\\amp#13;\\amp#47;r 85+3d12 lbs weight)lbs}}{{Life Expectancy=160 years average}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:6, Int:4}}{{Attribute Adj.=None}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Magic Resistance=30% Resistance to *Sleep* and all *Charm*-related spells.}}{{Infravision=*Infravision* to 60ft.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Half-Elf, align:any, weaps:any, ac:any, thmod:bow=0, attr:|con=6|dex=6|int=4, mr:Sleep%%spe%%30%%0|Charm%%spe%%30%%0, ppa:+10,hsa:+5, ns:1],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:10,pd:-1]{{desc=Half-elves are the most common mixed-race beings. The relationship between elf, human, and half-elf is defined as follows: 1) Anyone with both elven and human ancestors is either a human or a half-elf (elves have only elven ancestors). 2) If there are more human ancestors than elven, the person is human; if there are equal numbers or more elves, the person is half-elven.\nHalf-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf.\nIn general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors.\nHalf-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to halfelves ranges from intrigued fascination to outright bigotry. In some of the less-civilized nations, half-elves are viewed with suspicion and superstition.}}'},
{name:'Half-Orc',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Half-Orc}}{{subtitle=Race}}Specs=[Half-Orc,HumanoidRace,0H,Humanoid]{{Alignment=Any}}{{Languages=Often *Common, Orc, Dwarf, Goblin, Ogre*}}{{Section=**Attributes**}}{{Min Attributes=Str:6, Con:8}}{{Max Attributes=Dex:17, Int:17, Wis:14, Chr:12}}{{Attribute Adj.=Str:+1, Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Half-Orc, align:any, weaps:any, ac:any]{{desc=Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. They can be multi-classed in any two classes, but not three. Half-orcs can be of any alignment.}}'},
- {name:'Halfling',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Halfling}}{{subtitle=Race}}Specs=[Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin,* and *orc*}}{{Height=Males [32+2d8](!\\amp#13;\\amp#47;r 32+2d8 ins height)ins, Females [30+2d8](!\\amp#13;\\amp#47;r 30+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=100 to 150 years}}{{Section=**Attributes**}}{{Minimum=Str:7, Con:7, Dex:10, Int:6}}{{Maximum=Wis:17}}{{Adjustment=Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Expert Miners=Stouts can detect slopes, and approximate direction underground}}{{Section3=**Special Advantages**}}{{Infravision=Any halfling character has a 15% chance to have normal infravision (this means he is pure Stout), out to 60ft; failing that chance, there is a 25% chance that he has limited infravision (mixed Stout/Tallfellow or Stout/Hairfeets lineage), effective out to 30 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}}{{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**}}{{Section6=None}}RaceData=[w:Halfling, align:any, weaps:any, ac:any, move:6, attr:str=7|con=7|dex=10|int=6|wis=1:17, 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:4],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.\nElves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better.\nThere are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the most common type, but for player characters, any of the three is acceptable.}}'},
+ {name:'Halfling',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Halfling}}{{subtitle=Race}}Specs=[Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin,* and *orc*}}{{Height=Males [32+2d8](!\\amp#13;\\amp#47;r 32+2d8 ins height)ins, Females [30+2d8](!\\amp#13;\\amp#47;r 30+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=100 to 150 years}}{{Section=**Attributes**}}{{Minimum=Str:7, Con:7, Dex:10, Int:6}}{{Maximum=Wis:17}}{{Adjustment=Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Expert Miners=Stouts can detect slopes, and approximate direction underground}}{{Section3=**Special Advantages**}}{{Infravision=Any halfling character has a 15% chance to have normal infravision (this means he is pure Stout), out to 60ft; failing that chance, there is a 25% chance that he has limited infravision (mixed Stout/Tallfellow or Stout/Hairfeets lineage), effective out to 30 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}}{{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**}}{{Section6=None}}RaceData=[w:Halfling, align:any, weaps:any, ac:any, move:6, syou:Quiet movement and hiding=5, attr:str=7|con=7|dex=10|int=6|wis=1:17, 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:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.\nElves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better.\nThere are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the most common type, but for player characters, any of the three is acceptable.}}'},
{name:'High-Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=High Elf}}{{subtitle=Race}}{{Alignment=Any (Usually NG)}}Specs=[High Elf,HumanoidRace,0H,Elf]{{Languages=*High Elvish, other forms of Elvish, dwarvish, gnomish, halfling,\ncommon, orcish, hobgoblin,* and *goblin.*}}{{Height=Males [55+1d10](!\\amp#13;\\amp#47;r 55+1d10 ins height)ins, Females [50+1d10](!\\amp#13;\\amp#47;r 50+1d10 ins height)ins}}{{Weight=Males [90+3d10](!\\amp#13;\\amp#47;r 90+3d10 lbs weight)lbs, Females [70+3d10](!\\amp#13;\\amp#47;r 70+3d10 lbs weight)lbs}}{{Life Expectancy=In excess of 1,200 years}}{{Section=**Attributes**}}{{Minimum=Con:7, Dex:6, Int:8, Chr:8}}{{Maximum=Con:17, Dex:19}}{{Adjustment=Dex:+1, Con:-1}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf 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 elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:High Elf, attr:con=7:17|dex=6:19|int=8|Chr=8]{{desc=The most commonly seen of all elves, the high elves are also the most open and friendly. They have no compunction about traveling in the world outside their lands, and they do so much more often than other elves. Since they have the most contact with the non-elven world and since their subrace is more adventurous than other elves, most elf PCs are high elves.\nWhile at first they may seem aloof and arrogant, a glimmer of true self can be learned with a little effort. High elves know the value of friendship and alliance with the other good races of the world. However, they are not always easily befriended.\nTheir preferred weapon is the bow, but they are also adept with long and short swords. In battle, they wear their gleaming elven chain mail beneath cloaks "woven of the essence of the woods," which allows them to move silently through forests, strike quickly, and then retreat. Although they may befriend giant eagles and occasionally use them for transport, they rarely use mounts because horses and the like are too unwieldy in the forest. Only on the long-distance journeys or on the plains will high elves use mounts.}}'},
{name:'Hill-Dwarf',type:'humanoidkitrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hill Dwarf}}{{subtitle=Race}}Specs=[Hill Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Any (Usually LG)}}{{Languages=Often *Hill Dwarf, Common, Orc, Kobold, Goblin, Gnome*}}{{Height=4ft avg}}{{Weight=150lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Cha:17}}{{Attribute Adj.=Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Hill Dwarves}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Hill Dwarf, align:any, weaps:any, ac:any, attr:str=8|con=11|dex=1:17|chr=1:17]{{desc=Hill dwarves live in areas of rolling hills. Their strongholds are primarily located underground, though they frequently have outposts on the surface.\nHe is stocky and muscular. His skin is a deep tan or light brown in color and he has ruddy cheeks and bright eyes. His hair could be black, gray, or brown. He favors dark, somber, earth-toned clothes, and wears little jewelry.\nHill dwarves are the most common dwarves. They have adapted well to life above and below ground. They claim that they have always lived in the hills, but they may have migrated there either by traveling above ground, or via underground passages. If by surface travel, they are probably descended from mountain dwarves.\nThe alignment of the hill dwarves is usually lawful good, but there is no reason they cannot be of another alignment. So long as the majority of remain lawful good, strongholds of chaotic, neutral, or evil dwarves will not unbalance a campaign and will give it more flavor and variety.}}'},
{name:'Human',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Human}}{{subtitle=Race}}Specs=[Human,HumanoidRace,0H,Humanoid]{{Alignment=Any}}{{Languages=Often *common*}}{{Height=Males [60+2d10](!\\amp#13;\\amp#47;r 60+2d10 ins height)ins, Females [58+2d10](!\\amp#13;\\amp#47;r 58+2d10 ins height)ins}}{{Weight=Males [140+6d10](!\\amp#13;\\amp#47;r 140+6d10 lbs weight)lbs, Females [100+6d10](!\\amp#13;\\amp#47;r 100+6d10 lbs weight)lbs}}{{Life Expectancy=95 years}}{{Section=**Attributes**}}{{Minimum=None}}{{Maximum=None}}{{Adjustment=None}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=None}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Human, align:any, weaps:any, ac:any]{{desc=Although humans are treated as a single race in the AD\\ampD game, they come in all the varieties we know on Earth. A human PC can have whatever racial characteristics the DM allows.\nHumans have only one special ability: They can be of any character class and rise to any level in any class. Other PC races have limited choices in these areas.\nHumans are also more social and tolerant than most other races, accepting the company of elves, dwarves, and the like with noticeably less complaint.\nBecause of these abilities and tendencies, humans have become significant powers within the world and often rule empires that other races (because of their racial tendencies) would find difficult to manage.}}'},
@@ -1139,7 +1159,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Sundered-Dwarf',type:'humanoidkitrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sundered Dwarf}}{{subtitle=Race}}Specs=[Sundered Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Any Lawful (Usually LN)}}{{Languages=Often *elf, goblin, orc, gnome, kobold, halfling, hobgoblin*}}{{Height=4.5 to 5ft}}{{Weight=155lbs}}{{Life Expectancy=250 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Int:16, Chr:16}}{{Attribute Adj.=Str:+1, Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Even though claustrophobic, can still detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 30ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Sundered Dwarves}}{{Section5=**Special Disadvantages**}}{{Claustrophobic=Save vs. death to overcome fear of the underground to enter dungeons, caves, and tombs. Underground, attack at penalty of 2 (increasing)}}RaceData=[w:Sundered Dwarf, align:any, weaps:any, ac:any, attr:str=8|con=11|dex=1:17|int=1:16|chr=1:16]{{desc=Unlike most dwarves, sundered dwarves live on the surface. Once hill or mountain dwarves, they were cut off from their kin and traditional ways of life. Where deep dwarves went downward, sundered dwarves were forced onto the surface.\nThey may have been driven there by volcanoes or earthquakes that shattered their subterranean homes, or perhaps by orcs or dragons. Finding no safe haven underground, they were forced above. Some may even have chosen to abandon their homes and give up the subterranean life.\nOver the centuries sundered dwarves adapted as best they could, but abandoning their natural habitat has taken its toll. They have lost much of their racial pride, and tend to be a miserable and dirty people. They have developed an irrational phobia of dark places, yet are uncomfortable under the open sky, in rain, and with most surface conditions.\nSundered dwarves are claustrophobic. A sundered dwarf must roll a successful saving throw vs. death in order to overcome his fear of the underground before he can enter dungeons, caves, and tombs. If the check fails, he may not enter. Once underground he must make a saving throw each day. If he fails, he will want to leave the underground by the most direct route. \nUnderground, a sundered dwarf attacks with a -2 penalty to his rolls. Should he fail his claustrophobic saving throw, the penalty increases by -1 for each additional day he stays underground. If he fails to reach open air, he may attempt further saving throws each day to overcome his claustrophobia. These saving throws are made at the same penalty as the dwarf\'s current attack roll penalty.\nSundered dwarves may be found living among other races. They may make up the majority of the inhabitants in a ghetto, or small groups of them may be found living or adventuring with other races.\nAlthough their traditional homes are gone, sundered dwarves continue to follow the crafts, especially mining and smithing. They will work for humans or elves.\nA typical sundered dwarf is slightly taller than a mountain dwarf, but he is of slimmer build. His skin is usually lighter than a hill dwarf\'s, more pink than brown. His hair is dark with tinges of blue. Stronger than other dwarves, they gain a +1 bonus to Strength in character generation.\nSundered dwarves are usually lawful neutral in alignment. Their society retains its traditional lawful organization, but is more concerned with maintaining its laws than ensuring that all citizens share in its benefits.}}'},
{name:'Svirfneblin',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Svirfneblin\n(Deep Gnome)}}{{subtitle=Race}}Specs=[Svirfneblin,HumanoidRace,0H,Deep Gnome]{{Alignment=Any (Usually N)}}{{Languages=*Deep Gnome, Gnome Common, Underworld Common, Drow, Kuo-toan, earth elemental language*}}{{Height=Males [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins, Females [34+1d6](!\\amp#13;\\amp#47;r 34+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 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:6, Dex:6, Wis:4}}{{Maximum=Dex:19, Int:17, Chr:16}}{{Adjustment=Dex:+1, Wis:+1, Int:-1, Chr:-2}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, determine approximate depth and direction underground}}{{Inherrant Illusionist=All Svirfneblin radiate *non-detection*. In addition, all have the innate ability to cast *blindness, blur,* and *change self* once per day.}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Svirfneblin have a base magic resistance of 20% and gain an extra 5% for every level beyond the 3rd.}}{{Saving Throws=+3 bonus to all saving throws except against poison (which is +2 instead).}}{{Freeze in place=Remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision.}}{{Surprise=Only surprised on a roll of 1 on 1d10; they surprise opponents 90% of the time.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Improving dodging=Harder to hit as they gain experience in dodging in combat, causing improving Dexterity AC bonus by 1 point per level beyond 3, max +8}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{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:Rock Gnome, attr:str=6|con=8|int=7:19|Wis=3:17]{{desc=To most surface dwellers the gnomes of this race are mysterious denizens of the Underdark about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes\' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.\nUnlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely selfreliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes.\nWhy do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Svirfneblin than in\nany other subrace. The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with reverence approaching awe--so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and sceptre.\nSvirfneblin 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. Elite warriors (3rd-level and above) also often carry hollow darts with acid inside (+2d4 to damage) and *crystal caltrops* which, when stepped on, release a powerful sleep gas.}}'},
{name:'Sylvan-Elf',type:'humanoidrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sylvan Elf}}{{subtitle=Race}}Specs=[Sylvan Elf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually N)}}{{Languages=*Sylvan Elvish, High Elvish, centaur, pixie, dryad, treant,* and other woodland creatures. Wood elves only rarely learn *common*}}{{Height=Males [60+1d12](!\\amp#13;\\amp#47;r 60+1d12 ins height)ins, Females [55+1d12](!\\amp#13;\\amp#47;r 55+1d12 ins height)ins}}{{Weight=Males [95+3d12](!\\amp#13;\\amp#47;r 95+3d12 lbs weight)lbs, Females [80+3d12](!\\amp#13;\\amp#47;r 80+3d12 lbs weight)lbs}}{{Life Expectancy=In excess of 1,200 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:7, Dex:6, Int:8, Chr:7}}{{Maximum=Str:19, Con:17, Dex:19, Chr:17}}{{Adjustment=Str:+1, Dex:+1, Con:-1, Chr:-1}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf 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 elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Befriend=Natural Woodland Creatures. Can automatically shift its reaction by two categories. This is *not* a form of *Charm*}}{{Section5=**Special Disadvantages**}}{{Secret doors=No special abilities with secret doors. They have no experience with this sort of door and do not gain the typical bonus for finding them.}}RaceData=[w:Sylvan Elf, attr:str=6:19,con=7:17|dex=6:19|int=8|Chr=7:17, ppa:+5,ola:-5,msa:+5,hsa:+10,dna:+5]{{desc=Although wood elves (as sylvan elves are often called) are descended from the same stock as the other elves, they are far more primitive than their kin. Their lives are geared toward the simple matter of survival in the woodlands, rather than enjoyment. Yet sylvan elves find that this life, more than anything else, gives them their greatest pleasure. Not for them the sophistication of art and delicate music. They prefer a simpler life. Their music is that of wind through leaves, the howl of wolves, and the cries of birds. Their art—in the form of tattoos—is inspired by the everchanging cycle of seasons.\nWood elves, by their very nature, seem more prone to violence than their civilized cousins. Their muscles are larger, their complexions more florid.\nSylvan elves are an independent folk and do not lightly brook intruders into their forests. Anyone, even another elf, who even draws near to a wood elf encampment (within three miles) will have a constant, unseen escort of at least two wood elves (possibly more) until the intruder leaves the area. Unless the camp is directly threatened, the wood elves will leave the intruder strictly alone. Twenty-five percent of the time wood elves will allow trespassers to know that they are being watched.\nIf those encroaching the encampment draw too near and evince hostile intent, the wood elves have no compunctions about utterly destroying them. Wood elves are extraordinarily reclusive—even more so than grey elves. They have no wish to let others expose them or their lifestyle to the harsh scrutiny of the civilized world. Therefore, they may even destroy those who bear the wood elves no particular ill will. They feel this is the only way to ensure their lives and privacy.\nAbove all, wood elves never try to leave their forests. They withdrew into the woods to escape the outer world, and whenever they leave they rediscover why they withdrew in the first place. Wood elves take a dim view of those who try to forcibly remove them. In general, wood elves are unfriendly and unhelpful. Any wood elf PC who is friendly to people he or she has just met (within the past five years or so) should be docked experience points for bad role-playing!\nFinally, wood elves have an aversion to most settings that are not of the woods. They hate the sea (although they can travel on lakes) and will not willingly board a seagoing ship. They hate the underground and become claustrophobic beneath the soil. These elves are even worse in the cities and lands of other races, including those of other elves. Sylvan elves regard cities as a perversion. They cannot deal with technology and civilization, for it was civilization that drove the wood elves into their isolation.}}'},
- {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, move:6, 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:'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, move:6, syou:In wooded terrain?=2, 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 v1.04 22/09/2025
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.',
@@ -1367,22 +1387,23 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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 v2.09 26/01/2026
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: v2.09 26/01/2026 Added more creatures v2.08 10/10/2025 Added DMG Treasure Table types to relevant definitions 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',
+ Race_DB_Creatures_A_E:{bio:'Creatures Database v2.10 16/05/2026
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: v2.10 16/05/2026 Added multi-AC, Called Shot and situational attack data tags v2.09 26/01/2026 Added more creatures v2.08 10/10/2025 Added DMG Treasure Table types to relevant definitions 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:2.09,
+ version:2.10,
db:[{name:'Aarakocra',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Aarakocra}}RaceData=[w:Aarakocra, align:NG, ac:none, cattr:int=8:10|mov=6|fly=36C|ac=7|hd=1+2r4|thac0=19|size=M|tr=D|attk1=1d3:2 x Talon:0:S|attk2=1d3:Beak:0:P|attk3=2d4:2 x Javelin Dive:0:P:+4, spattk:No aerial missile attack disadvantages. Dive from 200ft to gain +4 to-hit with 2 javelins., ns:1],[cl:WP,prime:Fletched Javelin,offhand:Fletched Javelin,items:Fletched Javelin:6]{{subtitle=Creature}}Specs=[Aarakocra,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=7 is natural AC. Do not wear armour}}{{Alignment=Neutral Good}}{{Move=6, FL36(C)}}{{Hit Dice=1+2HD}}{{THAC0=19}}{{Section1=**Attacks:** Prefers to throw its fletched javelins, but can attack with talons. Only if desperate will it fight on land and attack with its beak due to its fragile bones}}{{Languages=*Aarakocra, giant eagle,* and 10% speak *common*}}{{Size=M, 20ft wingspan}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Aerial attacks=Does not suffer from aerial missile attack penalties}}{{Section6=**Special Disadvantages**}}{{Fragile bones=If attacked on the ground can easily suffer broken bones}}{{Section9=**Description**}}{{desc8=a race of intelligent bird-men that live on the peaks of the highest mountains, spending their days soaring on the thermal winds in peace and solitude.\nAarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place for flying. Though the wing-hands cannot grasp during flight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The wing muscles anchor in a bony chest plate that provides the aarakocra with extra protection. The powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands, also with three human-sized fingers and an opposable thumb. The hand bones, like the rest of an aarakocra\'s skeleton, are hollow and fragile.\nAarakocra faces resemble crosses between parrots and eagles. They have gray-black beaks, and black eyes set frontally in their heads that provide keen binocular vision. Plumage color varies from tribe to tribe, but generally males are red, orange, and yellow while females are brown and gray.}}{{desc9=**Combat:** In aerial combat, an aarakocra fights with either talons or the heavy fletched javelins that he clutches in his lower hands. An aarakocra typically carries a half dozen javelins strapped to his chest in individual sheaths. The javelins, which can be used for throwing or stabbing, inflict 2d4 points of damage. Owing to the aarakocra\'s remarkable skill at throwing javelins in the air, it incurs none of the attack penalties for aerial missile fire. An aarakocra will always save its last javelin for stabbing purposes rather than throwing it. Its favorite attack is to dive at a victim while clutching a javelin in each hand, then pull out of the dive just as it reaches its target, and strike with a blood-curdling shriek. This attack gains a +4 bonus to the attack roll and causes double damage, but an aarakocra must dive at least 200 feet to execute it properly.}}'},
{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}}{{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}}'},
{name:'African-Elephant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Elephant}{{}}RaceData=[w:African Elephant]{{}}Specs=[African Elephant,CreatureRace,0H,Elephant]{{}}'},
- {name:'Air-Elemental',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Air Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=FL36 (A)}}{{Hit Dice=8, 12, or 16}}{{THAC0=13, 9, or 5}}{{Attack=1 x 2d10 (+1 bonus to hit, +4 to damage if in aerial combat)}}{{Languages=They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm}}{{Size=L to H [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Whirlwind=1 turn to form and dissipate, lasts for 1 round, and kills or does damage to those in its area of effect}}{{Aerial Combat=Gains +1 to hit and +4 damage bonuses when in aerial combat}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Air Elemental, cattr:int=5:7|ac=2|mov=36|fly=36(A)|size=L|hd=8|thac0=13|attk1=2d10:Air Punch:0:B,spattk:Whirlwind power,spdef:+2 weapon or better to hit, ns:2],[cl:PW,w:Whirlwind,sp:100,lv:0,pd:-1],[cl:PW,w:AE-Aerial-Combat,sp:0,lv:0,pd:-1]{{Section9=**Description**}}{{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. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm.}}{{desc1=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.\nThe most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone. It takes one\nfull turn to form and dissipate this cone. See the power description - suffice to say this whirlwind lasts for one melee round and, if it reaches full height, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.}}'},
+ {name:'Air-Elemental',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Air Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=FL36 (A)}}{{Hit Dice=8, 12, or 16}}{{THAC0=13, 9, or 5}}{{Attack=1 x 2d10 (+1 bonus to hit, +4 to damage if in aerial combat)}}{{Languages=They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm}}{{Size=L to H [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Whirlwind=1 turn to form and dissipate, lasts for 1 round, and kills or does damage to those in its area of effect}}{{Aerial Combat=Gains +1 to hit and +4 damage bonuses when in aerial combat}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Air Elemental, cattr:int=5:7|ac=2|shots=::|mov=36|fly=36(A)|size=L|hd=8|thac0=13|attk1=2d10:Air Punch:0:B|attk2=4+2d10:Air Punh when flying:0:B:+1,spattk:Whirlwind power,spdef:+2 weapon or better to hit, ns:2],[cl:PW,w:Whirlwind,sp:100,lv:0,pd:-1],[cl:PW,w:AE-Aerial-Combat,sp:0,lv:0,pd:-1]{{Section9=**Description**}}{{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. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm.}}{{desc1=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.\nThe most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone. It takes one\nfull turn to form and dissipate this cone. See the power description - suffice to say this whirlwind lasts for one melee round and, if it reaches full height, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.}}'},
{name:'Amphisbaena',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Amphisbaena, cattr:mov=12|ac=3|hd=6r2|thac0=15|size=M| attk1=1d3:Bite1:0:P|attk2=1d3:Bite2:0:P|dmgmsg=If successfully hit victim must save vs. poison or immediately **die**! Remember immune to *cold* attacks, spattk:Poisonous - victim must save vs. poison or immediately **die**, spdef:Immune to *cold* attacks]{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Amphisbaena}}{{AC=3}}{{Move=12}}{{Hit Dice=6}}{{THAC0=15}}{{Attacks=2 Bites, one from each head, with an immediately fatal poison}}{{Size=M, 13ft long}}{{Section5=**Poison:** Victim must save vs. poison or immediately **die**\n**Immunity:** Immune to all forms of cold attacks}}{{desc=**Amphisbaena:** These monsters have heads at both ends, and both heads are armed with poisonous fangs. The creature travels by grasping one of its necks and rolling like a hoop. It can attack with both heads, each head attacking a separate target. Victims failing to make a saving throw vs. poison when bitten die instantly. Amphisbaena are immune to cold-based attacks.}}'},
{name:'Animal-Skeleton',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Animal }}RaceData=[w:Animal Skeleton, cattr:mov=6|ac=8|hd=1-1r4|thac0=20|attk1=1d4:Bite:0:S]{{subtitle=Creature}}%{Race-DB-Creatures|Skeleton}{{AC=8}}Specs=[Skeleton,CreatureRace,0H,Skeleton]{{Move=6}}{{Hit Dice=1-1}}{{THAC0=20}}{{Attack=1d4 bite}}{{Size=S to M 3-5ft tall}}{{desc9=**Combat:** Animal skeletons almost always bite for 1-4 points of damage, unless they would obviously inflict less (i.e., skeletal rats should inflict only 1-2 points, etc.). Skeletons need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles.}}'},
+ {name:'Ankheg',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Ankheg,CreatureRace,0H,Creature]{{}}RaceData=[w:Ankheg, align:N, cattr:int=0|mov=12|burrow=6|ac=2|shots=Body:-1:-4:2:90/Underside:-1:-4:4:10|size=L|tr=(C)|hd=8r2|thac0=13|attk1=3d6+1d4:Crush+Acid:0:B|dmgmsg=On a successful crush press \\lbrak;Digesting\\rbrak;\\lpar;!rounds --target single|^^tid^^|@{target|Select Target|token_id}|Ankheg-Digestion|99|0|Being slowly digested|chemical-bolt\\rpar; to ensure the victim continues to be digested at 1d4 per round,ns:1],[cl:PW,w:Ankheg Acid Jet,pd:1]{{title=Ankheg}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Non-intelligent (0)}}{{AC=Shell AC2, underside AC4}}{{Alignment=Neutral}}{{Move=12, Burrow at 6}}{{Hit Dice=Adult 8HD}}{{THAC0=Adult 13}}{{Attack=Crush for 3d6 with 1d4 extra as acid damage. If desperate, spits jet of acid 30ft for 8d4 (save vs. poison to halve)}}{{Size=L to H, 10ft to 20ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Acid Jet=Once every 6 hours the Ankheg can spit a jet of acid, doing 8d4 damage to any creature hit (save vs. poison to halve.}}{{Section4=**Special Advantages**}}{{Sensitive Antennae=Two sensitive antennae that can detect movement of man-sized creatures up to 300 feet away.}}{{Section6=**Special Disadvantages**}}{{Underbelly=Soft Underbelly has an AC4}}{{Section9=**Description**}}{{desc8=A burrowing monster usually found in forests or choice agricultural land. Because of its fondness for fresh meat, the ankheg is a threat to any creature unfortunate enough to encounter it. The ankheg resembles an enormous many-legged worm. Its six legs end in sharp hooks suitable for burrowing and grasping, and its powerful mandibles are capable of snapping a small tree in half with a single bite. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. The ankheg has glistening black eyes, a small mouth lined with tiny rows of chitinous teeth, and two sensitive antennae that can detect movement of man-sized creatures up to 300 feet away.}}{{desc9=**Combat:** The ankheg\'s preferred attack method is to lie 5 to 10 feet below the surface of the ground until its antennae detect the approach of a victim. It then burrows up beneath the victim and attempts to grab him in its mandibles, crushing and grinding for 3d6 points of damage per round while secreting acidic digestive enzymes to cause an additional 1d4 points of damage per round until the victim is dissolved.\nIf desperate, the Ankheg will spit acid to 30ft doing 8d4 damage (save vs poison to halve) but this takes 6 hours to recharge.}}'},
{name:'Aquatic-Ogre-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Chief}{{}}RaceData=[w:Merrow Chief]{{}}Specs=[Merrow Chief,CreatureRace,0H,Merrow Chief]{{}}'},
{name:'Aquatic-Ogre-Female',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Female}{{}}RaceData=[w:Merrow Female]{{}}Specs=[Merrow Female,CreatureRace,0H,Merrow Female]{{}}'},
{name:'Aquatic-Ogre-Merrow',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow}{{}}RaceData=[w:Merrow]{{}}Specs=[Merrow,CreatureRace,0H,Merrow]{{}}'},
@@ -1390,10 +1411,11 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Arcane',type:'servicecreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Arcane}}RaceData=[w:Arcane, align:LN, ac:arcane-mail,cattr:int=17:18|str=2d6|dex=10+1d8|con=3d6|wis=15:18|chr=10:14|mov=12|ac=5|hd=10r2|hp=|thac0=11|size=L|tr=R|gp=((180+6d20)*50), spdef:*Invisibility* and *Dimension Door* each three times a day,ns:=-1],[cl:AC,%:80],[cl:AC,%:20,items:Arcane Mail],[cl:MI,items:random(rod):(^(0;(2d4-5)))|random(staff):(^(0;(2d4-5)))|random(wand):(^(0;(2d4-5)))|random(ring):1+(^(0;(1d8-5)))|random(mu-scroll):2+(^(0;(1d8-5)))|random(protection-scroll):2+(^(0;(1d8-5)))|random(potion):3+(^(0;(1d8-5)))|random(miscellaneous):2+(^(0;(1d8-5)))],[cl:WP,prime:Longsword],[cl:PW,w:MU-Invisibility,pd:3,sp:2],[cl:PW,w:MU-Dimension-Door,pd:3,sp:1]{{subtitle=Creature}}Specs=[Arcane,ServiceCreature,2H,Wizards-Emporium]{{Section=**Attributes**}}{{Intelligence=Genius (17 or 18)}}{{AC=5 is natural AC, but a few may wear a type of mail AC3}}{{Alignment=Lawful Neutral}}{{Move=12}}{{Hit Dice=10HD}}{{THAC0=11}}{{Section1=**Attacks:**Avoid combat where at all possible, but can use weapons that do 1d8 damage}}{{Languages=Any and all, and have a form of racial telepathy}}{{Size=L, 12ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Invisibility=Three times a day}}{{Dimension Door=Three times a day}}{{Section4=**Special Advantages**}}{{Magic Item Use=Arcane can use any magical item, regardless of any restrictions use of the item may normally have}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The arcane are a race of merchants, found wherever there is potential trade in magical items. They appear as tall, lanky, blue giants with elongated faces and thin fingers; each finger having one more joint than is common in most humanoid life. The arcane dress in robes, although there are individuals who are found in heavier armor, a combination of chain links with patches of plate (AC 3).\nArcane have a form of racial telepathy, such that an injury to one arcane is immediately known by all other arcane. The arcane do not seek vengeance against the one who hurt or killed their fellow. They react negatively to such individuals, and dealing with the arcane will be next to impossible until that\nindividual makes restitution.}}{{desc9=**Combat:** For creatures of their size, the arcane are noticeably weak and non-combative. They can defend themselves when called upon, but prefer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dangerous (like most human cities), the arcane hires a group of adventurers as his entourage. However, an arcane feels no concern about abandoning his entourage in chancy situations.}}'},
- {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:'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|shots=::|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:'Aurumvorax',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Aurumvorax,CreatureRace,0H,Creature]{{}}RaceData=[w:Aurumvorax, align:N, syou:Charge attack=3, attk:Mum defending cubs?=2, cattr:int=1|mov=9|burrow=3|ac=0|size=S|hd=12|thac0=9|attk1=2d4:Bite:0:P|attk2=2d4:Leg Rake:0:S|attkmsg=After lock on bite does automatic 8hp per round$$Leg rake only after successful bite lock-on. Defender gets no dexterity AC bonus$$|dmgmsg=On a successful bite locks on for 8hp per round and rakes with 2d4 legs, spattk:Successful bite loccks-on for automati 8hp per round and leg rakes with no defender dex A bonus, spdef=Immune to poison gasses and small normal fires. Half damage from Blunt weapons and magical fire]{{title=Aurumvorax}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=0}}{{Alignment=Neutral}}{{Move=9, Burrow at 3}}{{Hit Dice=Adult 12HD}}{{THAC0=Adult 9}}{{Attack=Bite for 2d4 damage initially and lock-on, doing automatic 8hp per round and do 2d4 leg rake attacks (no defender dexterity AC bonus) for 2d4hp each}}{{Size=S, adult 3ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Blunt Weapons=Only takes half damage from blunt weapons}}{{Immunities=**Fire:** Immune to small, normal fire, and takes half damage from magial fire\n**Poison & Gas:** Totally immune to all poisons and gasses}}{{Density=Weighs over 500lbs despite its size}}{{Viciousness=Its speed, power, and sheer viciousness makes it one of the most dangerous species yet known.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Despite being only the size of a large badger, the aurumvorax, or "golden gorger," is an incredibly dangerous creature. The animal is covered with coarse golden hair and has small silver eyes with golden pupils. It has eight powerful legs that end in 3-inch-long copper claws. The aurumvorax\'s shoulders are massively muscled while its heavy jaw is full of coppery teeth.}}{{desc9=**Combat:** Charges any creature that enters its territory, causing a -3 to opponents\' surprise rolls if attacking from its den. A female of the species receives a +2 bonus to attack rolls when guarding her young.\nThe creature bites at its prey until it hits, clamping its massive jaws onto the victim and doing 2-8 hit points of damage. After it hits, the aurumvorax locks its jaws and hangs on, doing an additional 8 points of damage per round until either the aurumvorax or its enemy is dead. Only death will cause the aurumvorax to relax its grip.\nOnce its jaws lock, the golden gorger also rakes its victim with 2-8 of its legs, causing 2-8 hit points of damage per additional hit. An opponent who is held by an aurumvorax receives no dexterity adjustment to Armor Class.\nDue to its incredibly dense hide and bones, the aurumvorax takes only half damage from blunt weapons.\nIt is immune to the effects of small, normal fires and takes only half damage from magical fires. Neither poison nor gasses have any effect on the sturdy creature.}}'},
{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:'Banshee',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Banshee}}RaceData=[w:Banshee, align:E, ac:none, weaps:none, cattr:int=15:16|mov=15|ac=0|hd=7r2|thac0=13|size=M|tr=(D)|attk1=1d8:Touch:0:B, u:+5, mr:Innate%%all%%50%%0|Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%all%%100%%0|Electricity%%all%%100%%0, spattk:*Fear* on sight. Keening and wailing one per night., spdef:+1 or better weapons to hit. 50% magic resistance. Immune to *charm, sleep* and *hold* spells and cold and electricity attacks, ns:1],[cl:PW,w:Banshee Keen,pd:1,sp:0],[cl:PW,w:Banshee Fear,pd:-1,sp:0]{{subtitle=Creature}}Specs=[Banshee,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Exeptional (15-16)}}{{AC=0 is natural AC. cannot wear armour}}{{Alignment=Neutral Good}}{{Move=6, FL36(C)}}{{Hit Dice=1+2HD}}{{THAC0=19}}{{Section1=**Attacks:** Touch does 1d8, sight instills *fear*, hearing their wailing kills (save vs. Death magic)}}{{Languages=*Elvish, common* and many other languages}}{{Size=M, 5ft to 6ft}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Fear=The mere sight of one causes *fear*, unless a successful saving throw vs. spell is rolled. Those who fail must flee in terror for 10 rounds and are 50% likely to drop any items they were carrying in their hands.}}{{Wail=Any creature within 30 feet of a groaning spirit when she keens must roll a saving throw vs. death magic. Those who fail die immediately, their faces contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night.}}{{Section4=**Special Advantages**}}{{Aerial attacks=Does not suffer from aerial missile attack penalties}}{{Section6=**Special Disadvantages**}}{{Section 7=None}}{{Section9=**Description**}}{{desc8=The spirit of an evil female elf -- a very rare thing indeed. Banshee hate the living, finding their presence painful, and seek to harm whomever they meet. \nBanshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain -- hence their name.}}{{desc9=**Combat:** As well as *Fear* and Wailing, the touch of a groaning spirit causes 1d8 points of damage.\nBanshees are noncorporeal and invulnerable to weapons of less than +1 enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to charm, sleep, and hold spells and to cold- and electricity-based attacks.}}'},
+ {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|shots=::|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:'Banshee',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Banshee}}RaceData=[w:Banshee, align:E, ac:none, weaps:none, cattr:int=15:16|mov=15|ac=0|shots=::|hd=7r2|thac0=13|size=M|tr=(D)|attk1=1d8:Touch:0:B, u:+5, mr:Innate%%all%%50%%0|Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%all%%100%%0|Electricity%%all%%100%%0, spattk:*Fear* on sight. Keening and wailing one per night., spdef:+1 or better weapons to hit. 50% magic resistance. Immune to *charm, sleep* and *hold* spells and cold and electricity attacks, ns:1],[cl:PW,w:Banshee Keen,pd:1,sp:0],[cl:PW,w:Banshee Fear,pd:-1,sp:0]{{subtitle=Creature}}Specs=[Banshee,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Exeptional (15-16)}}{{AC=0 is natural AC. cannot wear armour}}{{Alignment=Neutral Good}}{{Move=6, FL36(C)}}{{Hit Dice=1+2HD}}{{THAC0=19}}{{Section1=**Attacks:** Touch does 1d8, sight instills *fear*, hearing their wailing kills (save vs. Death magic)}}{{Languages=*Elvish, common* and many other languages}}{{Size=M, 5ft to 6ft}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Fear=The mere sight of one causes *fear*, unless a successful saving throw vs. spell is rolled. Those who fail must flee in terror for 10 rounds and are 50% likely to drop any items they were carrying in their hands.}}{{Wail=Any creature within 30 feet of a groaning spirit when she keens must roll a saving throw vs. death magic. Those who fail die immediately, their faces contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night.}}{{Section4=**Special Advantages**}}{{Aerial attacks=Does not suffer from aerial missile attack penalties}}{{Section6=**Special Disadvantages**}}{{Section 7=None}}{{Section9=**Description**}}{{desc8=The spirit of an evil female elf -- a very rare thing indeed. Banshee hate the living, finding their presence painful, and seek to harm whomever they meet. \nBanshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain -- hence their name.}}{{desc9=**Combat:** As well as *Fear* and Wailing, the touch of a groaning spirit causes 1d8 points of damage.\nBanshees are noncorporeal and invulnerable to weapons of less than +1 enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to charm, sleep, and hold spells and to cold- and electricity-based attacks.}}'},
{name:'Basilisk-Dracolisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Dracolisk}{{}}Specs=[Dracolisk,CreatureRace,0H,Dracolisk]{{}}RaceData=[w:Dracolisk]{{}}'},
{name:'Basilisk-Greater',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Greater-Basilisk}{{}}Specs=[Greater-Basilisk,CreatureRace,0H,Greater-Basilisk]{{}}RaceData=[w:Greater Basilisk]{{}}'},
{name:'Basilisk-Lesser',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Lesser-Basilisk}{{}}Specs=[Lesser Basilisk,CreatureRace,0H,Lesser-Basilisk]{{}}RaceData=[W:Lesser Basilisk]{{}}'},
@@ -1407,8 +1429,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Beetle-Rhinocerous',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Rhinocerous Beetle,CreatureRace,0H,Rhinocerous-Beetle]{{}}RaceData=[w:Rhinocerous Beetle]{{}}%{Race-DB-Creatures|Rhinocerous-Beetle}{{}}'},
{name:'Beetle-Stag',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Stag Beetle,CreatureRace,0H,Stag-Beetle]{{}}RaceData=[w:Stag Beetle]{{}}%{Race-DB-Creatures|Stag-Beetle}{{}}'},
{name:'Beetle-Water',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Water Beetle,CreatureRace,0H,Water-Beetle]{{}}RaceData=[w:Water Beetle]{{}}%{Race-DB-Creatures|Water-Beetle}{{}}'},
- {name:'Behir',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Behir,CreatureRace,0H,Creature]{{}}RaceData=[w:Behir, align:NE, cattr:int=5:7|mov=15|ac=4|size=G|hd=12r2|thac0=9|attk1=2d4:Bite:0:P|attk2=1d4+1:Loop \\amp Crush:0:B|attk3=2d4:Talon x 1d6:0:S|attkmsg=If a Critical Hit opponent is \\lbrak;Swallowed\\rbrak;(!rounds --target single¦^^tid^^¦^^targetid^^¦Swallowed by Behir¦6¦-1¦Swallowed by a Behir and loosing ^^targetHPfield^^/6 HP per round¦death-zone) whole and loose 1/6 of its original HP per round until dead$$A successful loop and crush will mean next round get crush and 6 talon attacks$$,ns:1],[cl:PW,w:Behir Lightning Bolt,pd:-1],[cl:AC,items:Behir Horns:2|Behir Talons:6|Behir heart:1|Behir scales:1],[cl:MI,%:90],[cl:MI,%:6,items:random(gem):10d4],[cl:MI,%:3,items:random(treasure):1d8],[cl:MI,%:1,items:random(treasure):1d8|random(miscellaneous):1]{{title=Behir}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=4}}{{Alignment=Neutral Evil}}{{Move=15}}{{Hit Dice=12}}{{THAC0=9}}{{Attack=Bite for 2d4, loop and crush for 1d4+1 per round, 1d6 x talons for 2d4 each. Critical bite means Behir swallows a man-size opponent whole. A successful loop and crush attack means 6 talon attacks each round thereafter}}{{Size=G, 40ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Lightning Bolt=A behir can discharge a 20-foot long stroke of electrical energy once every 10 rounds. This *lightning bolt* will cause 24 points of damage unless a saving throw vs. breath weapon is made. In the latter case, the target takes only half damage.}}{{Section4=**Special Advantages**}}{{Swallowing Opponent=On a critical hit (natural roll of 20) the behir swallows man-sized prey whole (see *Combat* below).}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=A snake-like reptilian monster whose dozen legs allow it to move with considerable speed and climb at fully half its normal movement rate. It can fold its limbs close to its long, narrow body and slither in snake-fashion if it desires. The head looks more crocodilian than snake-like, but has no difficulty in opening its mouth wide enough to swallow prey whole, the way a snake does.\nBehir have band-like scales of great hardness. Their color ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous enough but are actually used for preening the creature\'s scales and not for fighting.}}{{desc9=**Combat:** A behir will attack its prey by first biting and then looping its body around the victim and squeezing. If the latter attack succeeds, the victim is subject to six talon attacks next round.\nA behir can discharge a 20-foot long stroke of electrical energy once every 10 rounds. This lightning bolt will cause 24 points of damage unless a saving throw vs. breath weapon is made. In the latter case, the target takes only half damage.\nOn a natural attack roll of 20 the behir swallows man-sized prey whole. Any creature swallowed will lose 1/6 of its starting Hit Points each round until it dies at the end of the sixth round. The behir will digest its meal in 12 turns, and at that time the victim is totally gone and cannot be raised from the dead. Note, however, that a creature swallowed can try to cut its way out of the behir\'s stomach. The inner armor class of the behir is 7, but each round the creature is in the behir it subtracts 1 from the damage each of its attacks does. This subtraction is cumulative, so on the second melee round there is a -2, on the third a -3, and so on.}}'},
- {name:'Beholder-45-49HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Beholder}}{{subtitle=Creature}}Specs=[Beholder,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Exceptional (15 to 16)}}{{AC=0/2/7 [Body=0 Stalks=2 Eyes=7}}{{Alignment=Lawful Evil}}{{Move=FL 3(B)}}{{Hit Points=45 to 49HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}{{THAC0=11}}{{Attack=Bite 2d8}}{{Languages=*Beholder* and other Lawful Evil languages}}{{Size=M, 4-6ft diameter}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Magic Use:** Each of the eyes deploy a specific magical power. The central large eye delivers the *Anti-Magic Ray*, and the small eyes the other powers in the order shown in the Powers menu}}{{Section4=**Special Advantages**}}{{Section5=**Magic Resistance:** The central large eye casts an *anti-magic ray* with range 140yds over a 90 degree angle. Use the Power to see the area of effect.}}{{Regeneration=Destroyed eye stalks regrow within 1 week}}{{Section6=**Special Disadvantages**}}{{Section7=**Targeted Attacks:** If the body is destroyed (2/3rds of total HP) the Beholder dies. If the central eye is destroyed (1/3rd HP) the Anti-Magic ray is disabled. Destroying each eye stalk (1d8+4HP each) stops individual powers}}{{Section8=**Open to Bribery:** If confronted with a particular party there is a 50% chance they will listen to negotiations (bribery) before raining death upon their foes.}}RaceData=[w:Beholder 45-49HP, align:LE, cattr:int=15:16|fly=3(B)|ac=0 \\lbrak;body=0 eye stalks=2 eyes=7\\rbrak;|size=M|hd=9|hp=45:49|thac0=11|attk1=2d8:Bite:0:P|tr=(IST),spdef:AC body=0 eye stalks=2 eyes=7. HP body=2/3rds central eye=1/3rd eye stalks \\lbrak;4+1d8\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 4+1d8 eye stalk HP\\rpar;HP,spattk:Magic use - each eye separate power (see powers),ns:11],[cl:PW,w:Charm-Person,sp:1,pd:-1],[cl:PW,w:Charm-Monster,sp:4,pd:-1],[cl:PW,w:Sleep,sp:1,pd:-1],[cl:PW,w:Telekinesis,sp:5,pd:-1],[cl:PW,w:Flesh-to-Stone,sp:6,pd:-1],[cl:PW,w:Disintegrate,sp:6,pd:-1],[cl:PW,w:Wand-of-Fear,sp:4,pd:-1],[cl:PW,w:Slow,sp:3,pd:-1],[cl:PW,w:Cause-Serious-Wounds,sp:7,pd:-1],[cl:PW,w:Death-Spell,sp:6,pd:-1],[cl:PW,w:Beholder-Anti-Magic-Ray,sp:0,pd:-1]{{Section9=**Description**}}{{desc=The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries.\nThe globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills.}}{{desc1=**Combat:** The beholder has different Armor Classes for different parts of their body. When attacking a beholder, determine the location of the attack **before** striking. Each of the beholder\'s eyes, including the central one has a different function. See Powers for the list, and take the order there as eyes 1 to 10, with ccentral eye being Anti-Magic Ray.\n**Number of Eyes in use:** A beholder may activate the magical powers of its eyes\' at will. Generally, a beholder can use 1d4 smaller eyes if attackers are within a 90 degree angle in front, 1d6 if attacked from within a 180 degree angle, 1d8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes.}}'},
+ {name:'Behir',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Behir,CreatureRace,0H,Creature]{{}}RaceData=[w:Behir, align:NE, cattr:int=5:7|mov=15|ac=4|shots=Swallowed:-1:-4:7:0|size=G|hd=12r2|thac0=9|attk1=2d4:Bite:0:P|attk2=1d4+1:Loop \\amp Crush:0:B|attk3=2d4:Talon x 1d6:0:S|attkmsg=If a Critical Hit opponent is \\lbrak;Swallowed\\rbrak;(!rounds --target single¦^^tid^^¦^^targetid^^¦Swallowed by Behir¦6¦-1¦Swallowed by a Behir and loosing ^^targetHPfield^^/6 HP per round¦death-zone) whole and loose 1/6 of its original HP per round until dead$$A successful loop and crush will mean next round get crush and 6 talon attacks$$,ns:1],[cl:PW,w:Behir Lightning Bolt,pd:-1],[cl:AC,items:Behir Horns:2|Behir Talons:6|Behir heart:1|Behir scales:1],[cl:MI,%:90],[cl:MI,%:6,items:random(gem):10d4],[cl:MI,%:3,items:random(treasure):1d8],[cl:MI,%:1,items:random(treasure):1d8|random(miscellaneous):1]{{title=Behir}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=4}}{{Alignment=Neutral Evil}}{{Move=15}}{{Hit Dice=12}}{{THAC0=9}}{{Attack=Bite for 2d4, loop and crush for 1d4+1 per round, 1d6 x talons for 2d4 each. Critical bite means Behir swallows a man-size opponent whole. A successful loop and crush attack means 6 talon attacks each round thereafter}}{{Size=G, 40ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Lightning Bolt=A behir can discharge a 20-foot long stroke of electrical energy once every 10 rounds. This *lightning bolt* will cause 24 points of damage unless a saving throw vs. breath weapon is made. In the latter case, the target takes only half damage.}}{{Section4=**Special Advantages**}}{{Swallowing Opponent=On a critical hit (natural roll of 20) the behir swallows man-sized prey whole (see *Combat* below).}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=A snake-like reptilian monster whose dozen legs allow it to move with considerable speed and climb at fully half its normal movement rate. It can fold its limbs close to its long, narrow body and slither in snake-fashion if it desires. The head looks more crocodilian than snake-like, but has no difficulty in opening its mouth wide enough to swallow prey whole, the way a snake does.\nBehir have band-like scales of great hardness. Their color ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous enough but are actually used for preening the creature\'s scales and not for fighting.}}{{desc9=**Combat:** A behir will attack its prey by first biting and then looping its body around the victim and squeezing. If the latter attack succeeds, the victim is subject to six talon attacks next round.\nA behir can discharge a 20-foot long stroke of electrical energy once every 10 rounds. This lightning bolt will cause 24 points of damage unless a saving throw vs. breath weapon is made. In the latter case, the target takes only half damage.\nOn a natural attack roll of 20 the behir swallows man-sized prey whole. Any creature swallowed will lose 1/6 of its starting Hit Points each round until it dies at the end of the sixth round. The behir will digest its meal in 12 turns, and at that time the victim is totally gone and cannot be raised from the dead. Note, however, that a creature swallowed can try to cut its way out of the behir\'s stomach. The inner armor class of the behir is 7, but each round the creature is in the behir it subtracts 1 from the damage each of its attacks does. This subtraction is cumulative, so on the second melee round there is a -2, on the third a -3, and so on.}}'},
+ {name:'Beholder-45-49HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Beholder}}{{subtitle=Creature}}Specs=[Beholder,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Exceptional (15 to 16)}}{{AC=0/2/7 [Body=0 Stalks=2 Eyes=7}}{{Alignment=Lawful Evil}}{{Move=FL 3(B)}}{{Hit Points=45 to 49HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}{{THAC0=11}}{{Attack=Bite 2d8}}{{Languages=*Beholder* and other Lawful Evil languages}}{{Size=M, 4-6ft diameter}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Magic Use:** Each of the eyes deploy a specific magical power. The central large eye delivers the *Anti-Magic Ray*, and the small eyes the other powers in the order shown in the Powers menu}}{{Section4=**Special Advantages**}}{{Section5=**Magic Resistance:** The central large eye casts an *anti-magic ray* with range 140yds over a 90 degree angle. Use the Power to see the area of effect.}}{{Regeneration=Destroyed eye stalks regrow within 1 week}}{{Section6=**Special Disadvantages**}}{{Section7=**Targeted Attacks:** If the body is destroyed (2/3rds of total HP) the Beholder dies. If the central eye is destroyed (1/3rd HP) the Anti-Magic ray is disabled. Destroying each eye stalk (1d8+4HP each) stops individual powers}}{{Section8=**Open to Bribery:** If confronted with a particular party there is a 50% chance they will listen to negotiations (bribery) before raining death upon their foes.}}RaceData=[w:Beholder 45-49HP, align:LE, cattr:int=15:16|fly=3(B)|ac=0 \\lbrak;body=0 eye stalks=2 eyes=7\\rbrak;|shots=Body:-1:-4:0:75/Central Eye:-1:-4:7:10/Eye-stalk:-1:-4:2:10/Small Eye:-1:-4:7:5|size=M|hd=9|hp=45:49|thac0=11|attk1=2d8:Bite:0:P|tr=(IST),spdef:AC body=0 eye stalks=2 eyes=7. HP body=2/3rds central eye=1/3rd eye stalks \\lbrak;4+1d8\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 4+1d8 eye stalk HP\\rpar;HP,spattk:Magic use - each eye separate power (see powers),ns:11],[cl:PW,w:Charm-Person,sp:1,pd:-1],[cl:PW,w:Charm-Monster,sp:4,pd:-1],[cl:PW,w:Sleep,sp:1,pd:-1],[cl:PW,w:Telekinesis,sp:5,pd:-1],[cl:PW,w:Flesh-to-Stone,sp:6,pd:-1],[cl:PW,w:Disintegrate,sp:6,pd:-1],[cl:PW,w:Wand-of-Fear,sp:4,pd:-1],[cl:PW,w:Slow,sp:3,pd:-1],[cl:PW,w:Cause-Serious-Wounds,sp:7,pd:-1],[cl:PW,w:Death-Spell,sp:6,pd:-1],[cl:PW,w:Beholder-Anti-Magic-Ray,sp:0,pd:-1]{{Section9=**Description**}}{{desc=The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries.\nThe globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills.}}{{desc1=**Combat:** The beholder has different Armor Classes for different parts of their body. When attacking a beholder, determine the location of the attack **before** striking. Each of the beholder\'s eyes, including the central one has a different function. See Powers for the list, and take the order there as eyes 1 to 10, with ccentral eye being Anti-Magic Ray.\n**Number of Eyes in use:** A beholder may activate the magical powers of its eyes\' at will. Generally, a beholder can use 1d4 smaller eyes if attackers are within a 90 degree angle in front, 1d6 if attacked from within a 180 degree angle, 1d8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes.}}'},
{name:'Beholder-50-59HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= 50 to 59HP}}RaceData=[w:Beholder 50-59HP, cattr:hd=11|hp=50:59|thac0=9]{{subtitle=Creature}}%{Race-DB-Creatures|Beholder-45-49HP}{{Hit Points=50 to 59HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}Specs=[Beholder,CreatureRace,0H,Beholder-45-49HP]{{}}'},
{name:'Beholder-60-69HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= 60 to 69HP}}RaceData=[w:Beholder 60-69HP, cattr:hd=13|hp=60:69|thac0=7]{{subtitle=Creature}}%{Race-DB-Creatures|Beholder-45-49HP}{{Hit Points=60 to 69HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}Specs=[Beholder,CreatureRace,0H,Beholder-45-49HP]{{}}'},
{name:'Beholder-70-75HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= 70 to 75HP}}RaceData=[w:Beholder 70-75HP, cattr:hd=15|hp=70:75|thac0=5]{{subtitle=Creature}}%{Race-DB-Creatures|Beholder-45-49HP}{{Hit Points=45 to 49HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}Specs=[Beholder,CreatureRace,0H,Beholder-45-49HP]{{}}'},
@@ -1417,36 +1439,36 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Beholderkin-Eye-of-the-Deep-11HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Eye of the Deep,CreatureRace,0H,Eye-of-the-Deep-11HD]{{}}RaceData=[w:Eye of the Deep]{{}}%{Race-DB|Eye of the Deep-11HD}{{}}'},
{name:'Beholderkin-Eye-of-the-Deep-12HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Eye of the Deep,CreatureRace,0H,Eye-of-the-Deep-12HD]{{}}RaceData=[w:Eye of the Deep]{{}}%{Race-DB|Eye of the Deep-12HD}{{}}'},
{name:'Birdcharmer',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Birdcharmer Snake, cattr:mov=9|hd=3+2r3|thac0=17|size=M| attk1=1:Bite:0:P|attk2=1d3: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}¦Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage.\nRemember the birdcharmer charm can work on Animal intelligence \\lpar;1\\rpar; creatures, spattk:Once coiled victim takes crushing damage each round. Birdcharmer charm power vs. animal intelligence creatures, ns:1],[cl:PW,w:Birdcharmer Charm,sp:10,pd:-1]{{}}Specs=[Constrictor Snake,CreatureRace,0H,Constrictor Snake]{{}}%{Race-DB-Creatures|Constrictor-Snake}{{title=Birdcharmer Constrictor Snake}}{{Attacks=Bite and attempt to charm, coil \\amp constrict}}{{Charm=Can sway \\amp charm creatures of animal intelligence(1)}}{{desc=**Birdcharmer:** Some constrictor snakes are known as birdcharmers; these innately magical snakes 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.}}'},
- {name:'Black-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Black Bear}}{{subtitle=Creature}}Specs=[Black Bear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attack=2 x Claw 1d3, 1 x Bite 1d6}}{{Languages=None}}{{Size=M, 6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d4 additional damage}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Black Bear, align:N, cattr:int=2:4|mov=12|ac=7|size=M|hd=3+3r3|thac0=17|ch=18|attk1=1d3:Claw1:0:S|attk2=1d3:Claw2:0:S|attk3=1d6:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d4\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d4 Hug damage\\rpar;,spattk:Hug if roll a critical hit of 18 or better]{{Section9=**Description**}}{{desc=A rather common omnivorous mammal, bears tend to avoid humans unless provoked. Exceptions to this rule can be a most unfortunate occurrence. Bears are, in general, large and powerful animals which are found throughout the world\'s temperate and cooler climates. With dense fur protecting them from the elements and powerful claws protecting them from other animals, bears are the true rulers of the animal kingdom in the areas where they live.\nThe so-called black bear actually ranges in color from black to light brown. It is smaller than the brown bear and the most widespread species by far.}}{{desc1=**Combat:** Although black bears are usually not aggressive, they are able fighters when pressed. If a black bear scores a paw hit with an 18 or better it also hugs for 2-8 (2d4) points of additional damage.}}'},
+ {name:'Black-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Black Bear}}{{subtitle=Creature}}Specs=[Black Bear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attack=2 x Claw 1d3, 1 x Bite 1d6}}{{Languages=None}}{{Size=M, 6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d4 additional damage}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Black Bear, align:N, cattr:int=2:4|mov=12|ac=7|shots=::|size=M|hd=3+3r3|thac0=17|ch=18|attk1=1d3:Claw1:0:S|attk2=1d3:Claw2:0:S|attk3=1d6:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d4\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d4 Hug damage\\rpar;,spattk:Hug if roll a critical hit of 18 or better]{{Section9=**Description**}}{{desc=A rather common omnivorous mammal, bears tend to avoid humans unless provoked. Exceptions to this rule can be a most unfortunate occurrence. Bears are, in general, large and powerful animals which are found throughout the world\'s temperate and cooler climates. With dense fur protecting them from the elements and powerful claws protecting them from other animals, bears are the true rulers of the animal kingdom in the areas where they live.\nThe so-called black bear actually ranges in color from black to light brown. It is smaller than the brown bear and the most widespread species by far.}}{{desc1=**Combat:** Although black bears are usually not aggressive, they are able fighters when pressed. If a black bear scores a paw hit with an 18 or better it also hugs for 2-8 (2d4) points of additional damage.}}'},
{name:'Black-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Black-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Black Dragon, cattr:int=8:10|mov=12|fly=30C|swim=12|ac=5-??1|hd=(12+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-3)*5)|cl=mu:black-dragon|lv=4+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=3d6:Bite:0:P|attk3=2d6: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}*7\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*14\\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 acid. Has innate *water breathing* so is amphibious, ns:=11],[cl:PW,w:Black-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:4,w:PW-Black-Dragon-Darkness,pd:3,sp:1],[cl:PW,w:PW-Corrupt-Water,age:6,pd:1,sp:1],[cl:PW,w:PR-Plant-Growth,age:8,pd:1,sp:1],[cl:PW,w:PR-Summon-Insects,age:10,pd:1,sp:1],[cl:PW,w:PW-Charm-Reptiles,age:12,pd:3,sp:1]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Black}}{{Intelligence=Average (8-10)}}{{AC=Varies with age, adult black dragon is AC -1}}{{Move=12, FL 30(C), Sw 12}}{{Hit Dice=Varies with age, adult black dragon is 14 HD}}{{THAC0=Varies with age, adult black dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult black dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 3d6, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Black Dragon* and *Evil Dragon Common*, and 10% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A blast of acid, 5ft wide extending 60ft from the dragon. Damage varies by age from 2d4+1 to 24d4+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard spells cast at a level from 5 to 16 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Juvenile* dragons can cast *darkness* x 3 per day for 10ft radius per age category, *Adults* gain *Corrupt Water* once a day, *Old* dragons gains *Plant Growth* once a day, *Venerable* gain *Summon Insects* x 1 per day, and *Great Wyrms* gain *Charm Reptiles* x 3 per day}}{{desc8=**Black Dragons:** Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent.\nAt birth, a black dragon\'s scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes.\nBlack dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults\' lives are in jeopardy they will abandon their young to save themselves.\nThey lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept.}}{{desc9=**Combat:** Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog.}}'},
- {name:'Black-Pudding',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Pudding}}{{prefix=Black}}RaceData=[w:Black Pudding, align:N, cattr:int=0|mov=6|ac=6|size=M|hd=10|thac0=11|attk1=3d8:Bites:0:P|dmgmsg=Disolves a 2-inch thickness of wood equal to its diameter in one round. Chain mail dissolves in one round; plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round, spattk:Disolves a 2-inch thickness of wood equal to its diameter in one round. Chain mail dissolves in one round; plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round]{{subtitle=Creature}}Specs=[Black Pudding,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=6}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=10 HD}}{{THAC0=11}}{{Attack=Multiple bites with acid juices doing 3d8 damage}}{{Size=S to L, depending on HP: \\lt30% 3-4ft (S), 31-50% 5ft (M), 51-70% 6ft (M), 71-90% 7ft (L), \\gt91% 8ft (L)}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Immunity:** Acid, Cold, and poison have no effect.\n**Dividing:** *Lightning Bolts* and weapon blows divide the pudding into smaller puddings each able to attack with no penalty}}{{Section6=**Acid:** A successful attack disolves a 2-inch thickness of wood equal to its diameter in one round. Chain mail dissolves in one round, plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round}}{{Section7=**Special Disadvantages**}}{{Section8=If a pudding is split up so it becomes less than 3 feet wide, it becomes thinner but retains its 3-foot diameter.}}{{Section9=**Description**}}{{desc7=Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.\nPuddings reproduce by fission. They are adapted to live in a wide variety of climates.\nBecause puddings do not use all of their mouth openings (which cover their exposed surfaces), the smallest pudding does the same damage as the largest.}}{{desc9=**Combat:** Black pudding acid is highly corrosive, inflicting 3-24 points of damage per round to organic matter and dissolving a 2-inch thickness of wood equal to its diameter in one round. Black puddings also dissolve metal. Chain mail dissolves in one round, plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round (thus plate mail +3 takes two rounds to dissolve for being plate mail, plus three rounds for having a +3 magical bonus, for a total of five rounds).}}'},
- {name:'Black-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Rat}}RaceData=[w:Black Rat, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=1-6r6|hp=1:2|thac0=20|size=T|attk1=1:Bite:0:P|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 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:5% chance of carrying disease. On successful hit target save vs. poison or catch disease]{{subtitle=Creature}}Specs=[Black Rat,CreatureRace,0H,Creature]{{title=Black }}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15, Climb 3}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage \\amp 5% chance of save vs. poison or disease}}{{Size=T, 8ins long}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Possible disease:** There is a 5% chance that the rat carries disease of some type. If diseased, suffering a bite requires a save vs. poison or contract the diease}}{{Area Effects To Hit=}}{{Section6=**Special Disadvantages**}}{{Fear of Fire=Unless driven by hunger or magic, will avoid fire}}{{Section9=**Description**}}{{desc8=Rats are long-tailed rodents 5-12 inches long. They are aggressive, omnivorous, and adaptable, and they often carry diseases. The black rat is about 8 inches long, with a tail at least that long, a lean body, pointed nose, and long ears. The "black" rat is dark gray with brownish patches, and a gray or white belly. It is a good climber (climb 3) and jumper, but cannot swim. If rats infest a building, black rats inhabit the upper floors, and brown rats occupy the lower floor and the cellars.}}{{desc9=**Combat:** Rats normally flee anything bigger than themselves, but a trapped rat will do anything to survive and a pack of starving rats will attack anything in order to feed. Rats attack with their sharp front teeth and often carry diseases, so that a rat bite has a 5% chance of infecting its victim with a serious disease unless the victim makes a successful saving throw vs. poison. Normal rats fear fire, but brave it when very hungry.}}'},
- {name:'Blink-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Blink Dog}}{{subtitle=Creature}}Specs=[Blink Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=5}}{{Alignment=Lawful Good}}{{Move=12}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=Bite 1d6}}{{Languages=Blink Dog}}{{Size=M, 4ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Teleport:** A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or offhand) front flank, 3 = unshielded (or primary hand) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack. Innate ability, never into objects}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Blink Dog, align:LG, cattr:int=8:10|mov=12|ac=5|size=M|hd=4r3|thac0=17|tr=(C)|attk1=1d6:Bite:0:P|attkmsg=Teleport on \\lbrak;7 on d12\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d12cs\\gt7 teleports on 7 or better\\rpar; to 1=front 2=shield/offhand 3=prime hand 4-12 rear on \\lbrak;1d12\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d12\\rpar; just before next attack (no retreating attack),spattk:Teleport just before attack, 75% to behind opponent]{{Section9=**Description**}}{{desc=Blink dogs are yellowish brown canines which are stockier and more muscular than other wild dogs. They are intelligent and employ a limited form of teleportation when they hunt.\nA blink dog attack is well organized. They will blink to and fro without any obvious pattern, using their powers to position themselves for an attack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack.\nBlinking is an innate power and the animal will never appear inside a space occupied by a solid object. If seriously threatened, the entire pack will blink out and not return. Blink dogs are intelligent, and communicate in a complex language of barks, yaps, whines, and growls.}}'},
+ {name:'Black-Pudding',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Pudding}}{{prefix=Black}}RaceData=[w:Black Pudding, align:N, cattr:int=0|mov=6|ac=6|shots=::|size=M|hd=10|thac0=11|attk1=3d8:Bites:0:P|dmgmsg=Disolves a 2-inch thickness of wood equal to its diameter in one round. Chain mail dissolves in one round; plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round, spattk:Disolves a 2-inch thickness of wood equal to its diameter in one round. Chain mail dissolves in one round; plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round]{{subtitle=Creature}}Specs=[Black Pudding,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=6}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=10 HD}}{{THAC0=11}}{{Attack=Multiple bites with acid juices doing 3d8 damage}}{{Size=S to L, depending on HP: \\lt30% 3-4ft (S), 31-50% 5ft (M), 51-70% 6ft (M), 71-90% 7ft (L), \\gt91% 8ft (L)}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Immunity:** Acid, Cold, and poison have no effect.\n**Dividing:** *Lightning Bolts* and weapon blows divide the pudding into smaller puddings each able to attack with no penalty}}{{Section6=**Acid:** A successful attack disolves a 2-inch thickness of wood equal to its diameter in one round. Chain mail dissolves in one round, plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round}}{{Section7=**Special Disadvantages**}}{{Section8=If a pudding is split up so it becomes less than 3 feet wide, it becomes thinner but retains its 3-foot diameter.}}{{Section9=**Description**}}{{desc7=Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.\nPuddings reproduce by fission. They are adapted to live in a wide variety of climates.\nBecause puddings do not use all of their mouth openings (which cover their exposed surfaces), the smallest pudding does the same damage as the largest.}}{{desc9=**Combat:** Black pudding acid is highly corrosive, inflicting 3-24 points of damage per round to organic matter and dissolving a 2-inch thickness of wood equal to its diameter in one round. Black puddings also dissolve metal. Chain mail dissolves in one round, plate mail in two; each magical "plus" increases the time it takes to dissolve the metal by one round (thus plate mail +3 takes two rounds to dissolve for being plate mail, plus three rounds for having a +3 magical bonus, for a total of five rounds).}}'},
+ {name:'Black-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Rat}}RaceData=[w:Black Rat, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|shots=::|hd=1-6r6|hp=1:2|thac0=20|size=T|attk1=1:Bite:0:P|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 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:5% chance of carrying disease. On successful hit target save vs. poison or catch disease]{{subtitle=Creature}}Specs=[Black Rat,CreatureRace,0H,Creature]{{prefix=Black }}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15, Climb 3}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage \\amp 5% chance of save vs. poison or disease}}{{Size=T, 8ins long}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Possible disease:** There is a 5% chance that the rat carries disease of some type. If diseased, suffering a bite requires a save vs. poison or contract the disease}}{{Area Effects To Hit=}}{{Section6=**Special Disadvantages**}}{{Fear of Fire=Unless driven by hunger or magic, will avoid fire}}{{Section9=**Description**}}{{desc8=Rats are long-tailed rodents 5-12 inches long. They are aggressive, omnivorous, and adaptable, and they often carry diseases. The black rat is about 8 inches long, with a tail at least that long, a lean body, pointed nose, and long ears. The "black" rat is dark gray with brownish patches, and a gray or white belly. It is a good climber (climb 3) and jumper, but cannot swim. If rats infest a building, black rats inhabit the upper floors, and brown rats occupy the lower floor and the cellars.}}{{desc9=**Combat:** Rats normally flee anything bigger than themselves, but a trapped rat will do anything to survive and a pack of starving rats will attack anything in order to feed. Rats attack with their sharp front teeth and often carry diseases, so that a rat bite has a 5% chance of infecting its victim with a serious disease unless the victim makes a successful saving throw vs. poison. Normal rats fear fire, but brave it when very hungry.}}'},
+ {name:'Blink-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Blink Dog}}{{subtitle=Creature}}Specs=[Blink Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=5}}{{Alignment=Lawful Good}}{{Move=12}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=Bite 1d6}}{{Languages=Blink Dog}}{{Size=M, 4ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Teleport:** A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or offhand) front flank, 3 = unshielded (or primary hand) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack. Innate ability, never into objects}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Blink Dog, align:LG, cattr:int=8:10|mov=12|ac=5|shots=::|size=M|hd=4r3|thac0=17|tr=(C)|attk1=1d6:Bite:0:P|attkmsg=Teleport on \\lbrak;7 on d12\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d12cs\\gt7 teleports on 7 or better\\rpar; to 1=front 2=shield/offhand 3=prime hand 4-12 rear on \\lbrak;1d12\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d12\\rpar; just before next attack (no retreating attack),spattk:Teleport just before attack, 75% to behind opponent]{{Section9=**Description**}}{{desc=Blink dogs are yellowish brown canines which are stockier and more muscular than other wild dogs. They are intelligent and employ a limited form of teleportation when they hunt.\nA blink dog attack is well organized. They will blink to and fro without any obvious pattern, using their powers to position themselves for an attack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack.\nBlinking is an innate power and the animal will never appear inside a space occupied by a solid object. If seriously threatened, the entire pack will blink out and not return. Blink dogs are intelligent, and communicate in a complex language of barks, yaps, whines, and growls.}}'},
{name:'Blue-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Blue-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Blue Dragon, cattr:int=11:12|mov=9|fly=30C|burrow=4|ac=4-??1|hd=(14+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-1)*5)|cl=mu:blue-dragon/pr:blue-dragon|lv=6+??1/6+??1|thac0=7-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=3d8: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 electricity from birth, ns:=11],[cl:PW,w:Blue-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:3,w:PR-Create-Water,pd:3,sp:1],[cl:PW,age:3,w:PR-Destroy-Water,pd:3,sp:1],[cl:PW,w:PW-Sound-Imitation,age:4,pd:-1,sp:1],[cl:PW,w:PR-Dust-Devil,age:6,pd:1,sp:1],[cl:PW,w:MU-Ventriloquism,age:8,pd:1,sp:1],[cl:PW,w:MU-Hallucinatory-Terrain,age:10,pd:1,sp:1],[cl:PR,lv:1,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Blue}}{{Intelligence=Very intelligent (11-12)}}{{AC=Varies with age, adult blue dragon is AC -2}}{{Move=9, FL 30(C), Burrow 4}}{{Hit Dice=Varies with age, adult blue dragon is 16 HD}}{{THAC0=Varies with age, adult blue dragon is 5}}{{Section1=**Attacks:** Damage bonus varies with age, adult blue dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 3d8, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Blue Dragon* and *Evil Dragon Common*, and 12% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A bolt of electricity, 5ft wide extending 100ft from the dragon. Damage varies by age from 2d8+1 to 24d8+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 10 to 18 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can cast *create or destroy water* x 3 per day, *Juveniles* can do *Sound Imitation* at will, *Adult* dragons gain *Dust Devil* once a day, *Old* dragons gain *Ventriloquism* x 1 per day, and *Venerable* gain *Hallucinatory Terrain* x 1 per day}}{{desc8=**Blue Dragons:** Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies.\nThe size of a blue dragon\'s scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon\'s stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed.\nBlue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat.\nBlue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles-only an occasional rock outcropping or dune-to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant.\nBlue dragons\' enemies are men, who kill the dragons for their skin and treasure, and brass dragons, which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away.\nBlue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems - especially sapphires.}}{{desc9=**Combat:** Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly.}}'},
{name:'Boalisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Boalisk, cattr:mov=12|hd=5+1r3|thac0=17|size=L| attk1=1d3:Bite:0:P|attk2=1+1d6:Constrict:0:B|attkmsg=A single creature meeing gaze e.g. surprised or attacking without -4 penalty must save vs. petrification or \\lbrak;suffer rot\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦\\token_id}¦Boalisk Rot¦1¦1¦Suffering from a rotting disease. Oh... it\'ll be alright...?¦radioactive\\rpar;. Can do as a 3rd attack$$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}¦Boalisk 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. Gaze attack causes rotting disease]{{}}Specs=[Constrictor Snake,CreatureRace,0H,Constrictor Snake]{{}}%{Race-DB-Creatures|Constrictor-Snake}{{title=Boalisk}}{{Move=12}}{{Hit Dice=5+1}}{{Attacks=Bite, attempt to coil \\amp constrict, and *Gaze* inflicts rotting disease}}{{Size=L, 25ft long}}{{Life Expectancy=Unknown}}{{Section5=**Constriction:** Suffering damage every round. Constricted humanoid creatures can escape the coils of normal constrictors with a successful open doors roll (at a -1 penalty).\n**Gaze Attack:** Any creature meeting its gaze (failing a saving throw vs. petrification) is infected with a magical rotting disease, identical to that inflicted by a mummy. Characters refusing to look at the boalisk automatically avoid its gaze but suffer a -4 penalty to their AC. Surprised victims always meet its gaze and gain no saving throw. The boalisk can use its gaze on a single victim each round in addition to normal biting and constriction attacks.}}'},
- {name:'Boar',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Boar}}RaceData=[w:Boar, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=3+3r4|thac0=17|size=M|attk1=3d4:Bite:0:P]{{subtitle=Creature}}Specs=[Boar,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=3+3 HD}}{{THAC0=17}}{{Attacks=Bite for 3d4. Resilient in battle, meaning will continue to fight down to -7 HP}}{{Size=M}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Resilient in battle* meaning the Boar will continue to fight down to -7 HP}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild boar continue to attack until they are reduced to -7 hit points. The giant boar is often called an alothere.}}'},
+ {name:'Boar',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Boar}}RaceData=[w:Boar, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|shots=::|hd=3+3r4|thac0=17|size=M|attk1=3d4:Bite:0:P]{{subtitle=Creature}}Specs=[Boar,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=3+3 HD}}{{THAC0=17}}{{Attacks=Bite for 3d4. Resilient in battle, meaning will continue to fight down to -7 HP}}{{Size=M}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Resilient in battle* meaning the Boar will continue to fight down to -7 HP}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild boar continue to attack until they are reduced to -7 hit points. The giant boar is often called an alothere.}}'},
{name:'Bombardier-Beetle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Bombardier Beetle,CreatureRace,0H,Fire-Beetle]{{}}RaceData=[w:Bombardier Beetle, cattr:mov=9|size=S|hd=2+2r3|thac0=19|attk1=2d6:Mandibles:0:P|attkmsg=Remember 50% chance of turning and emmiting acidic vapour,ns:=1],[cl:PW,w:Bombardier Acidic Burst,pd:2,sp:0],[cl:MI,items:Bombardier Chemicals:2]{{}}%{Race-DB-Creatures|Fire-Beetle}{{prefix=Bombardier}}{{Move=9}}{{Hit Dice=2+2}}{{THAC0=19}}{{Attack=Mandibles do 2d6 piercing damage}}{{Size=S, 4ft long}}{{Section3=50% chance of acidic vapor attack, 8ft sphere doing 3d4 damage \\amp possible sound stun}}{{desc7=The bombardier beetle is usually found above ground in wooded areas. It primarily feeds on offal and carrion, gathering huge heaps of the stuff in which to lay its eggs.\nThe bombardier action of this beetle is caused by the explosive mixture of two substances that are produced internally and combined in a third organ. If a bombardier is killed before it has the opportunity to fire off both blasts, it is possible to cut the creature open and retrieve the chemicals. These chemicals can then be combined to produce a small explosive, or fire a projectile, with the proper equipment.\nThe chemicals are also of value to alchemists, who can use them in various preparations. They are worth 50 gp per dose.}}{{desc9=**Combat:** If it is attacked or disturbed, there is a 50% chance each round that it will turn its rear toward its attacker and fire off an 8-foot, spherical cloud of reeking, reddish, acidic vapor from its abdomen. This cloud causes 3d4 points of damage per round to any creature within range. Furthermore, the sound caused by the release of the vapor has a 20% chance of stunning any creature with a sense of hearing within a 15-foot radius, and a like chance for deafening any creature that was not stunned. Stunning lasts for 2d4 rounds, plus an additional 2d4 rounds of deafness afterwards. Deafening lasts 2d6 rounds. The giant bombardier can fire its vapor cloud every third round, but no more than twice in eight hours.}}'},
{name:'Boring-Beetle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Boring Beetle,CreatureRace,0H,Fire-Beetle]{{}}RaceData=[w:Boring Beetle, cattr:int:1|mov=6|ac=3|size=L|hd=5r3|thac0=15|attk1=4d4:Mandibles:0:P,ns:=0]{{}}%{Race-DB-Creatures|Fire-Beetle}{{prefix=Boring}}{{AC=3}}{{Move=6}}{{Hit Dice=5}}{{THAC0=15}}{{Attack=Mandibles do 5d4 piercing damage}}{{Size=L, 9ft long}}{{desc7=Boring beetles feed on rotting wood and similar organic material, so they are usually found individually inside huge trees or massed in underground tunnel complexes.\nIndividually, these creatures are not much more intelligent than other giant beetles, but it is rumored that nests of them can develop a communal intelligence with a level of consciousness and reasoning that approximates the human brain. This does not mean that each beetle has the intelligence of a human, but rather that, collectively, the entire nest has attained that level. In these cases, the beetles are likely to collect treasure and magical items from their victims.\nIn tunnel complexes, boring beetles grow molds, slimes, and fungi for food, beginning their cultures on various forms of decaying vegetable and animal matter and wastes.\nOne frequent fungi grown is the shrieker, which serves a dual role. Not only is the shrieker a tasty treat for the boring beetle, but it also functions as an alarm when visitors have entered the fungi farm. Boring beetles are quick to react to these alarms, dispatching the invaders, sometimes eating them, but in any case gaining fresh organic matter on which to raise shrieker and other saprophytic plants.}}{{desc9=**Combat:** The large mandibles of the boring beetle have a powerful bite and will inflict up to 20 points on damage to the victim.}}'},
{name:'Brass-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Brass-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Brass Dragon, cattr:int=13:14|mov=12|fly=30C|burrow=6|ac=1-??1|hd=(12+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-2)*5)|cl=mu:brass-dragon/pr:brass-dragon|lv=5+??1/5+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=4d4:Bite:0:P|attk3=2d6: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}*7\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*14\\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 fire and heat from birth, ns:=11],[cl:PW,w:Brass-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:3,w:PR-Create-Water,pd:3,sp:1],[cl:PW,age:3,w:PR-Destroy-Water,pd:3,sp:1],[cl:PW,w:PR-Dust-Devil,age:4,pd:1,sp:1],[cl:PW,w:MU-Suggestion,age:6,pd:1,sp:1],[cl:PW,w:PR-Control-Temperature-10ft-Radius,age:7,pd:3,sp:1],[cl:PW,w:PR-Control-Winds,age:8,pd:1,sp:1],[cl:PW,w:PW-Summon-Djinni,age:12,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Brass}}{{Intelligence=Highly intelligent (13-14)}}{{AC=Varies with age, adult brass dragon is AC -2}}{{Move=12, FL 30(C), Burrow 6}}{{Hit Dice=Varies with age, adult brass dragon is 14 HD}}{{THAC0=Varies with age, adult brass dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult brass dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 4d4, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Brass Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 12% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A brass dragon has two breath weapons: a cone of sleep gas 70\' long, 5\' wide at the dragon\'s mouth, and 20\' wide at its end; or a cloud of blistering desert heat 50\' long, 40\' wide, and 20\' high. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon for half or fall asleep (as per *sleep* spell). Damage from the heat breath weapon varies by age from 2d4+1 to 24d4+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 10 to 17 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can cast *create or destroy water* x 3 per day, *Juveniles* can do *Dust Devil* x1 per day, *Adult* dragons gain *Suggestion* once a day, *Mature Adults* can do *Control Temperature 10ft Radius* x3 per day, *Old* dragons *Control Winds* x 1 per day, and a *Great Wyrm* can *Summon a Djinni* x 1 per day}}{{desc8=**Brass Dragons:** Brass dragons are great talkers, but not particularly good conversationalists. They are egotistical and often boorish. They oftern have useful information, but will divulge it only after drifting off the subject many times and after hints that a gift would be appreciated.\nAt birth, a brass dragon\'s scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until they reach a warm burnished appearance.\nBrass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably facing east where the sun can warm the rocks, and their territories always contain several spots where they can bask and trap unwary travelers into conversation.\nBrass dragons are very social. They usually are on good terms with neighboring brass dragons and sphinxes. Brass dragons are dedicated parents. If their young are attacked they will try to slay the enemy, using their heat breath weapons and taking full advantage of their own immunity. Because they share the same habitat, blue dragons are brass dragons\' worst enemies. Brass dragons usually get the worst of a one-on-one confrontation, mostly because of the longer reach of the blue dragon\'s breath weapon. Because of this, brass dragons usually try to evade blue dragons until they can rally their neighbors for a mass attack.}}{{desc9=**Combat:** Brass dragons would rather talk than fight. If an intelligent creature tries to take its leave of a brass dragon without talking to it at length, the dragon might have a fit of pique and try to force a conversation with suggestion or by giving the a dose of sleep gas. If the victim falls asleep it will awaken to find itself pinned under the dragon or buried to the neck in the sand until the dragon\'s thirst for small talk is slaked. Before melee, brass dragons create a cloud of dust with dust devil or control winds, then charge or snatch. Brass dragons often use control temperature to create heat to discomfort their opponents. When faced with real danger, younger brass dragons will fly out of sight, then hide by burrowing. Older dragons spurn this ploy.}}'},
{name:'Bronze-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Bronze-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Bronze Dragon, cattr:int=15:16|mov=9|fly=30C|swim=12|ac=2-??1|hd=(14+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-1)*5)|cl=mu:bronze-dragon/pr:bronze-dragon|lv=7+??1/7+??1|thac0=8-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=4d6: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}*10\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*20\\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 electricity from birth, ns:=11],[cl:PW,w:Bronze-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:MU-Water-Breathing,pd:-1,sp:1],[cl:PW,age:3,w:PR-Create-Food-and-Water,pd:3,sp:1],[cl:PW,w:MU-Polymorph-Self,age:3,pd:3,sp:1],[cl:PW,w:MU-Wall-of-Fog,age:4,pd:1,sp:1],[cl:PW,w:MU-ESP,age:6,pd:3,sp:1],[cl:PW,w:PW-Bronze-Dragon-Airy-Water,age:7,pd:3,sp:1],[cl:PW,w:PR-Weather-Summoning,age:8,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:],[cl:PR,lv:3,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Bronze}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult bronze dragon is AC -4}}{{Move=9, FL 30(C), Swim 12}}{{Hit Dice=Varies with age, adult bronze dragon is 16 HD}}{{THAC0=Varies with age, adult bronze dragon is 6}}{{Section1=**Attacks:** Damage bonus varies with age, adult bronze dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 4d6, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Bronze Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 16% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A bronze dragon has two breath weapons: a stroke of lightning 100\' long and 5\' side or a cloud of repulsion gas 20\' long, 30\' wide, and 30\' high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes. Creature caught in the lightning take damage, save vs. breath weapon for half. Damage from the lightning breath weapon varies by age from 2d8+1 to 24d8+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 11 to 19 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can *create food and water* and *polymorph self* x 3 per day, *Juveniles* can do *Wall of Fog* x1 per day, *Adult* dragons gain *ESP* x3 a day, *Mature Adults* can do *Air Water* x3 per day in a [[10*@{selected|age|max}]]ft radius, and *Old* dragons can *Summon Weather* x 1 per day}}{{desc8=**Bronze Dragons:** Bronze dragons are inquisitive and fond of humans and demi-humans. They enjoy polymorphing into small, friendly animals so they can unobtrusively observe humans and demi-humans, especially adventurers. Bronze dragons thrive on simple challenges such as riddles and harmless contests. They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good.\nAt birth, a bronze dragon\'s scales are yellow tinged with green, showing only a hint of bronze. As the dragon approached adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the dragon ages. Dragons from the very old stage on develop a blue-black tint to the edges of their scales, similar to a patina on ancient bronze armor or statues.\nBronze dragons like to be near deep fresh or salt water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are accessible only from the water, but their lairs are always dry--they do not lay eggs, sleep, or store treasure under water.\nBronze dragons are fond of sea mammals, especially dolphins and whales. These animals provide the dragons with a wealth of information on shipwrecks, which the dragons love to plunder, and detail the haunts of large sharks. Bronze dragons detest pirates, disabling or destroying their ships.}}{{desc9=**Combat:** Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with repulsion. When confronted with intelligent opponents bronze dragons use their ESP ability to learn their opponents\' intentions. When attacking they blind their opponents with wall of fog, then charge. Or, if they are flying they will snatch opponents. When fighting under water, they use airy water to maintain the effectiveness of their breath weapons, and to keep away purely aquatic opponents. Against boats or ship they summon a storm or use their tail slap to smash the vessels\' hulls. If the dragon is inclined to be lenient, seafaring opponents might merely find themselves becalmed, fog bound, or with broken masts.}}'},
- {name:'Broom-of-Animated-Attack',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Broom of Animated Attack}}RaceData=[w:Broom of Animated Attack, align:N, weaps:none, ac:none, cattr:int=0|mov=12|ac=7|hd=4|hp=18|thac0=17|size=M|attk1=1d3:Handle End x 2:0:B|attk2=0:Broom End x 2:0:S|attkmsg=$$Instead of doing damage the broom end blinds for 1 round on a successful hit|dmgmsg=$$Blinds victim for 1 round]{{subtitle=Creature}}Specs=[Broom of Animated Attack,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=4 HD}}{{Hit Points=18HP}}{{THAC0=17}}{{Attacks=2 x bludgeoning with handle for 1d3 each, 2 x slashes with broom which blinds if hits}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Broom animates if commanded to act like a *Broom of Flying*}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=If 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. The broom is Armor Class 7 and takes 18 hit points to destroy.}}'},
- {name:'Brown-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Brown }}{{name=Bear}}{{subtitle=Creature}}Specs=[Brown Bear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+5}}{{THAC0=15}}{{Attack=2 x Claw 1d6, 1 x Bite 1d8}}{{Languages=None}}{{Size=L, 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d6 additional damage}}{{Section6=**Fortitude:** Continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}RaceData=[w:Brown Bear, cattr:int=2:4|mov=12|ac=6|size=L|hd=5+5r3|thac0=15|ch=18|attk1=1d6:Claw1:0:S|attk2=1d6:Claw2:0:S|attk3=1d8:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d6 Hug damage\\rpar;. Continue to fight for 4 rounds to -8HP,spattk:Hug if roll a critical hit of 18 or better \\amp continue to fight to -8HP]{{Section9=**Description**}}{{desc=The brown bear, of which the infamous grizzly is the most well known variety, is a bear of very aggressive disposition. Brown bears are more carnivorous than their smaller cousins, the black bears. The grizzly in particular will often bring down large game such as deer and elk.\nBrown bears are aggressive hunters. If a brown bear scores a paw hit with a roll of 18 or better it will also hug for 2-12 (2d6) points of additional damage. Brown bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}'},
+ {name:'Broom-of-Animated-Attack',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Broom of Animated Attack}}RaceData=[w:Broom of Animated Attack, align:N, weaps:none, ac:none, cattr:int=0|mov=12|ac=7|shots=::|hd=4|hp=18|thac0=17|size=M|attk1=1d3:Handle End x 2:0:B|attk2=0:Broom End x 2:0:S|attkmsg=$$Instead of doing damage the broom end blinds for 1 round on a successful hit|dmgmsg=$$Blinds victim for 1 round]{{subtitle=Creature}}Specs=[Broom of Animated Attack,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=4 HD}}{{Hit Points=18HP}}{{THAC0=17}}{{Attacks=2 x bludgeoning with handle for 1d3 each, 2 x slashes with broom which blinds if hits}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Broom animates if commanded to act like a *Broom of Flying*}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=If 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. The broom is Armor Class 7 and takes 18 hit points to destroy.}}'},
+ {name:'Brown-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Brown }}{{name=Bear}}{{subtitle=Creature}}Specs=[Brown Bear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+5}}{{THAC0=15}}{{Attack=2 x Claw 1d6, 1 x Bite 1d8}}{{Languages=None}}{{Size=L, 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d6 additional damage}}{{Section6=**Fortitude:** Continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}RaceData=[w:Brown Bear, cattr:int=2:4|mov=12|ac=6|shots=::|size=L|hd=5+5r3|thac0=15|ch=18|attk1=1d6:Claw1:0:S|attk2=1d6:Claw2:0:S|attk3=1d8:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d6 Hug damage\\rpar;. Continue to fight for 4 rounds to -8HP,spattk:Hug if roll a critical hit of 18 or better \\amp continue to fight to -8HP]{{Section9=**Description**}}{{desc=The brown bear, of which the infamous grizzly is the most well known variety, is a bear of very aggressive disposition. Brown bears are more carnivorous than their smaller cousins, the black bears. The grizzly in particular will often bring down large game such as deer and elk.\nBrown bears are aggressive hunters. If a brown bear scores a paw hit with a roll of 18 or better it will also hug for 2-12 (2d6) points of additional damage. Brown bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}'},
{name:'Brown-Pudding',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Brown Pudding, cattr:ac=5|hd=11|thac0=9|attk1=5d4:Bites:0:P|dmgmsg=Cannot affect metals but dissolves leather and wood in a single round, spattk:annot affect metals but dissolves leather and wood in a single round]{{}}Specs=[Brown Pudding,CreatureRace,0H,Black Pudding]{{}}%{Race-DB-Creatures|Black-Pudding}{{prefix=Brown}}{{AC=5}}{{Hit Dice=11 HD}}{{Attack=Multiple bites with acid juices doing 5d4 damage}}{{Section6=**Acid:** Brown Puddings cannot affect metals but dissolve leather and wood in a single round}}{{desc9=**Combat:** Brown Puddings dwell principally in marsh areas. It has a tough skin but its attack is less dangerous than other types of puddings. Brown puddings cannot affect metals but dissolve leather and wood in a single round, regardless of magical pluses.}}'},
- {name:'Brown-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Brown Rat, cattr:swim=3]{{}}Specs=[Brown Rat,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{title=Brown }}{{Move=15, Swim 3}}{{desc8=Rats are long-tailed rodents 5-12 inches long. They are aggressive, omnivorous, and adaptable, and they often carry diseases. The brown rat, also known as the sewer rat or the wharf rat, is 5-10 inches long, and its tail is shorter than the black rat\'s. Its eyes and ears are also smaller, but it has a larger, fatter body. Brown rats may be gray, white, black, or piebald in color. They cannot climb, but are excellent swimmers (swim 3) and burrowers.If rats infest a building, black rats inhabit the upper floors, and brown rats occupy the lower floor and the cellars.}}'},
- {name:'Brownie',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Brownie}}{{subtitle=Creature}}Specs=[Brownie,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13 to 14)}}{{AC=3}}{{Alignment=Lawful Good}}{{Move=12}}{{Hit Dice=1/2}}{{THAC0=20}}{{Attack=Weapon 1d2}}{{Languages=*Brownie, elvish, pixie, sprite,* and *halfling,* as well as *common*}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Spells:** *protection from evil, ventriloquism, dancing lights, continual light, mirror image (3 images), confusion,* and and *dimension door* each once per day}}{{Section4=**Special Advantages**}}{{Section5=**Blend into Surroundings:** They are superb at blending into\ntheir surroundings and can become all but invisible when they choose}}{{Section6=**Not Surprised:** Since their senses are so keen, it is impossible to surprise brownies.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}RaceData=[w:Brownie, align:LG, cattr:int=13:14|str=3:12|dex=15:18|con=6:12|wis=13:14|chr=10:18|mov=12|ac=3|size=T|hd=1-4r5|thac0=20|tr=OPQ|attk1=1d2:Weapon:0:S,spattk:Spell-casting powers,spdef:Can blend into surroundings to become almost undetectable. Cannot be surprised,ns:1],[cl:PW,w:Protection From Evil,sp:1,pd:1],[cl:PW,w:Ventriloquism,sp:1,pd:1],[cl:PW,w:Dancing Lights,sp:1,pd:1],[cl:PW,w:Continual Light,sp:2,pd:1],[cl:PW,w:Mirror Image,sp:2,pd:1],[cl:PW,w:confusion,sp:4,pd:1],[cl:PW,w:Dimension Door,sp:1,pd:1],[cl:MI,%:80],[cl:MI,%:20,items:random:1d2]{{Section9=**Description**}}{{desc8=Brownies are small, benign humanoids who may be very distantly related to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food. Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly colored garments are made from wool or linen with gold ornamentation. They normally carry leather pouches and tools for repairing leather, wood, and metal.}}{{desc9=**Combat:** Brownies prefer not to engage in combat, and only do so if threatened. Angry brownies rarely meet their foes in hand to hand combat, relying instead on magic. Since their senses are so keen, it is impossible to surprise brownies. They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3.\nBrownies use spells to harass and drive away enemies. They can use the following spells, once per day: *protection from evil, ventriloquism, dancing lights, continual light, mirror image* (3 images), *confusion,* and *dimension door*. If cornered and unable to employ any spells, brownies attack with tiny short swords (doing 1-2HP).}}'},
- {name:'Buffalo',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Buffalo}}RaceData=[w:Buffalo, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=5r4|thac0=15|size=L|attk1=1d8:2 x Horns:0:P|attk2=3d6:Charge Horns:2:P|attk3=1d4:Charge Trample:2:B|attkmsg=Charge must be from a distance of at least 40ft. Also a 25% chance of a herd of buffalo *Stampeding* with each creature in their path taking 2d4 x 1d6 trampling damage]{{subtitle=Creature}}Specs=[Buffalo,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=5 HD}}{{THAC0=15}}{{Attacks=Gore with horns for 2 x 1d8. Charge from at least 40ft for 3d8HP impale with horns and 1d4HP trampling. Herd might stampede 25% of the time}}{{Size=L (5ft at shoulder)}}{{Life Expectancy=10 to 20 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair. Buffalo have sharp horns.}}{{desc9=**Combat:** Buffalo defend themselves with their horns, usually attacking if approached too closely (6\' or less); if charging from a distance of at least 40\', a buffalo does 3-18 hp of impaling damage plus 1-4 hp of trampling damage.}}'},
- {name:'Bugbear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Bugbear}}{{subtitle=Creature}}Specs=[Bugbear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=10 (can wear simple armour)}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=3d8+1}}{{THAC0=17}}{{Attack=2d4 or by weapon}}{{Languages=a foul sounding mixture of gestures, grunts, and snarls which leads many to underestimate the intelligence of these creatures. In addition, most bugbears can speak the language of goblins and hobgoblins.}}{{Size=L, 7 feet}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=60 feet}}{{Ambush=Imposes a -3 on others\' surprise rolls.}}{{Strong=+2 on damage}}{{Weapons and Armour=Can use any weapons, and armour up to AC5. Add using menus as per PC/NPCs}}RaceData=[w:Bugbear, align:CE, ac:shield|leather|padded|studded-leather|ring-mail|studded-leather|brigandine|scale-mail|hide|chain-mail|ring|cloak|magic-item, cattr:int=5:10|mov=9|size=L|dmg=+2|hd=3+1|thac0=17|tr=JKLM(B)|attk1=2d4:Claw:4:S,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1]{{Section9=**Description**}}{{desc8=Bugbears are giant, hairy cousins of goblins who frequent the same areas as their smaller relatives. Their hides range from light yellow to yellow brown and their thick coarse hair varies in color from brown to brick red. Though vaguely humanoid in appearance, bugbears seem to contain the blood of some large carnivore. Their eyes recall those of some savage bestial animal, being greenish white with red pupils, while their ears are wedge shaped, rising from the top of their heads. A bugbear\'s mouth is full of long sharp fangs.\nBugbears have a nose much like that of a bear with the same fine sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery hide and long sharp nails also look something like those of a bear, but are far more\ndexterous.\nThe typical bugbear\'s sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends somewhat into the infrared, giving them infravision out to 60 feet}}{{desc9=**Combat:** Whenever possible, bugbears prefer to ambush their foes. They impose a -3 on others\' surprise rolls.\nIf a party looks dangerous, bugbear scouts will not hesitate to fetch reinforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears before closing with their foes. If they think they are outnumbered or overmatched, bugbears will retreat, preferring to live to fight another day.}}'},
+ {name:'Brown-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Brown Rat, cattr:swim=3]{{}}Specs=[Brown Rat,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{prefix=Brown}}{{Move=15, Swim 3}}{{desc8=Rats are long-tailed rodents 5-12 inches long. They are aggressive, omnivorous, and adaptable, and they often carry diseases. The brown rat, also known as the sewer rat or the wharf rat, is 5-10 inches long, and its tail is shorter than the black rat\'s. Its eyes and ears are also smaller, but it has a larger, fatter body. Brown rats may be gray, white, black, or piebald in color. They cannot climb, but are excellent swimmers (swim 3) and burrowers.If rats infest a building, black rats inhabit the upper floors, and brown rats occupy the lower floor and the cellars.}}'},
+ {name:'Brownie',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Brownie}}{{subtitle=Creature}}Specs=[Brownie,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13 to 14)}}{{AC=3}}{{Alignment=Lawful Good}}{{Move=12}}{{Hit Dice=1/2}}{{THAC0=20}}{{Attack=Weapon 1d2}}{{Languages=*Brownie, elvish, pixie, sprite,* and *halfling,* as well as *common*}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Spells:** *protection from evil, ventriloquism, dancing lights, continual light, mirror image (3 images), confusion,* and and *dimension door* each once per day}}{{Section4=**Special Advantages**}}{{Section5=**Blend into Surroundings:** They are superb at blending into\ntheir surroundings and can become all but invisible when they choose}}{{Section6=**Not Surprised:** Since their senses are so keen, it is impossible to surprise brownies.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}RaceData=[w:Brownie, align:LG, sme:Impossible to surprise=10, cattr:int=13:14|str=3:12|dex=15:18|con=6:12|wis=13:14|chr=10:18|mov=12|ac=3|shots=::|size=T|hd=1-4r5|thac0=20|tr=OPQ|attk1=1d2:Weapon:0:S,spattk:Spell-casting powers,spdef:Can blend into surroundings to become almost undetectable. Cannot be surprised,ns:1],[cl:PW,w:Protection From Evil,sp:1,pd:1],[cl:PW,w:Ventriloquism,sp:1,pd:1],[cl:PW,w:Dancing Lights,sp:1,pd:1],[cl:PW,w:Continual Light,sp:2,pd:1],[cl:PW,w:Mirror Image,sp:2,pd:1],[cl:PW,w:confusion,sp:4,pd:1],[cl:PW,w:Dimension Door,sp:1,pd:1],[cl:MI,%:80],[cl:MI,%:20,items:random:1d2]{{Section9=**Description**}}{{desc8=Brownies are small, benign humanoids who may be very distantly related to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food. Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly colored garments are made from wool or linen with gold ornamentation. They normally carry leather pouches and tools for repairing leather, wood, and metal.}}{{desc9=**Combat:** Brownies prefer not to engage in combat, and only do so if threatened. Angry brownies rarely meet their foes in hand to hand combat, relying instead on magic. Since their senses are so keen, it is impossible to surprise brownies. They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3.\nBrownies use spells to harass and drive away enemies. They can use the following spells, once per day: *protection from evil, ventriloquism, dancing lights, continual light, mirror image* (3 images), *confusion,* and *dimension door*. If cornered and unable to employ any spells, brownies attack with tiny short swords (doing 1-2HP).}}'},
+ {name:'Buffalo',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Buffalo}}RaceData=[w:Buffalo, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|shots=::|hd=5r4|thac0=15|size=L|attk1=1d8:2 x Horns:0:P|attk2=3d6:Charge Horns:2:P|attk3=1d4:Charge Trample:2:B|attkmsg=Charge must be from a distance of at least 40ft. Also a 25% chance of a herd of buffalo *Stampeding* with each creature in their path taking 2d4 x 1d6 trampling damage]{{subtitle=Creature}}Specs=[Buffalo,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=5 HD}}{{THAC0=15}}{{Attacks=Gore with horns for 2 x 1d8. Charge from at least 40ft for 3d8HP impale with horns and 1d4HP trampling. Herd might stampede 25% of the time}}{{Size=L (5ft at shoulder)}}{{Life Expectancy=10 to 20 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair. Buffalo have sharp horns.}}{{desc9=**Combat:** Buffalo defend themselves with their horns, usually attacking if approached too closely (6\' or less); if charging from a distance of at least 40\', a buffalo does 3-18 hp of impaling damage plus 1-4 hp of trampling damage.}}'},
+ {name:'Bugbear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Bugbear}}{{subtitle=Creature}}Specs=[Bugbear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=10 (can wear simple armour)}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=3d8+1}}{{THAC0=17}}{{Attack=2d4 or by weapon}}{{Languages=a foul sounding mixture of gestures, grunts, and snarls which leads many to underestimate the intelligence of these creatures. In addition, most bugbears can speak the language of goblins and hobgoblins.}}{{Size=L, 7 feet}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=60 feet}}{{Ambush=Imposes a -3 on others\' surprise rolls.}}{{Strong=+2 on damage}}{{Weapons and Armour=Can use any weapons, and armour up to AC5. Add using menus as per PC/NPCs}}RaceData=[w:Bugbear, align:CE, ac:shield|leather|padded|studded-leather|ring-mail|studded-leather|brigandine|scale-mail|hide|chain-mail|ring|cloak|magic-item, syou:Ambushing?=3, attk:melee vs Gnome?=-4, cattr:int=5:10|mov=9|size=L|dmg=+2|hd=3+1|thac0=17|tr=JKLM(B)|attk1=2d4:Claw:4:S,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1]{{Section9=**Description**}}{{desc8=Bugbears are giant, hairy cousins of goblins who frequent the same areas as their smaller relatives. Their hides range from light yellow to yellow brown and their thick coarse hair varies in color from brown to brick red. Though vaguely humanoid in appearance, bugbears seem to contain the blood of some large carnivore. Their eyes recall those of some savage bestial animal, being greenish white with red pupils, while their ears are wedge shaped, rising from the top of their heads. A bugbear\'s mouth is full of long sharp fangs.\nBugbears have a nose much like that of a bear with the same fine sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery hide and long sharp nails also look something like those of a bear, but are far more\ndexterous.\nThe typical bugbear\'s sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends somewhat into the infrared, giving them infravision out to 60 feet}}{{desc9=**Combat:** Whenever possible, bugbears prefer to ambush their foes. They impose a -3 on others\' surprise rolls.\nIf a party looks dangerous, bugbear scouts will not hesitate to fetch reinforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears before closing with their foes. If they think they are outnumbered or overmatched, bugbears will retreat, preferring to live to fight another day.}}'},
{name:'Bugbear-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Bugbear Chieftain, ac:any|!plate, cattr:int=8:10|dmg=+4|hp=28:30|thac0=16,ns:1],[cl:MI,%:10,items:random:1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Bugbear}{{Intelligence=Average (8-10)}}Specs=[Bugbear Chieftain,CreatureRace,0H,Bugbear]{{AC=10 (can wear simple armour up to AC3)}}{{Hit Points=28 to 30HP}}{{THAC0=16}}{{Strong=+4 on damage}}{{Weapons and Armour=Can use any weapons, and armour up to AC3. Add using menus as per PC/NPCs}}{{desc=**Chieftain:** If 24 or more bugbears are encountered, they will have a chief in addition to their leaders. Chiefs have between 28 and 30 hit points, an Armor Class of 3, and attack as 4 Hit Die monsters. Chiefs are so strong that they gain a +4 bonus to all damage caused in melee. Each chief will also have a sub-chief who is identical to the leaders described above.}}'},
{name:'Bugbear-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Bugbear Leader, ac:any|!plate, cattr:int=8:10|dmg=+3|hp=22:25|thac0=16,ns:1],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}%{Race-DB-Creatures|Bugbear}{{Intelligence=Average (8-10)}}Specs=[Bugbear Leader,CreatureRace,0H,Bugbear]{{AC=10 (can wear simple armour up to AC4)}}{{Hit Points=22 to 25HP}}{{THAC0=16}}{{Strong=+3 on damage}}{{Weapons and Armour=Can use any weapons, and armour up to AC4. Add using menus as per PC/NPCs}}{{desc=**Leader:** If a lair is uncovered and 12 or more bugbears are encountered they will have a leader. These individuals have between 22 and 25 hit points, an Armor Class of 4, and attack as 4 Hit Die monsters. Their great strength gives them a +3 to all damage inflicted in melee combat.}}'},
{name:'Bugbear-ac5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC5}}RaceData=[w:Bugbear ac5, align:CE, ac:ring|cloak|magic-item, cattr:int=5:10|mov=9|ac=5|dmg=+2|hd=3+1|thac0=17|attk1=2d4:Claw:4:S,ns:1]{{subtitle=Creature}}%{Race-DB-Creatures|Bugbear}{{AC=5}}Specs=[Bugbear,CreatureRace,0H,Bugbear]{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=3d8+1}}'},
- {name:'Bull',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bull}}RaceData=[w:Bull, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=4r4|thac0=17|size=L|attk1=1d6:Horn1:0:P|attk2=1d6:Horn2:0:P|attkmsg=Bulls are 75% likely to attack if the herd is threatened and not allowed to flee. Also a 25% chance of a herd of cattle *Stampeding* with each creature in their path taking 2d4 x 1d4 trampling damage]{{subtitle=Creature}}Specs=[Bull,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=4 HD}}{{THAC0=17}}{{Attacks=75% likely to attack if threatened. Gore with horns for 2 x 1d6. Herd might stampede 25% of the time}}{{Size=M}}{{Life Expectancy=20 to 30 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair. Bulls have sharp horns.}}{{desc9=**Combat:** Though normally passive, herd animals can be dangerous when angered or frightened. Cattle generally flee from danger, but a bull will attack 75% of the time if threatened. A bull defending his herd will gore with its horns for 2 x 1d6HP.\nIf frightened by intruders, there is a 25% that the entire herd will stampede. If a herd stampedes, roll 2d4 for each creature in the path of the stampede who does not take cover (such as by hiding in a tree or behind a rock pile or wall). This is the number of herd animals trampling the exposed creature. Trampling causes 1-4 hp of damage per trampling animal}}'},
- {name:'Bullywug',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Bullywug}}RaceData=[w:Bullywug, align:CE, cattr:str=8:13|dex=3d6|con=3d6|int=5:7|wis=3:10|chr=3:5|mov=3|swim=15(9)|ac=6|size=S|hd=1r3|thac0=19|tr=JKMQ(5J5K5M5Q)attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attk3=1+1d4:Bite:1;P|attkmsg=When ***Hop*** 30ft forward \\amp 15ft up: +1 on attack roll \\amp x2 damage with Piercing weapons,spattk:When ***Hop*** 30ft forward \\amp 15ft up: +1 on attack roll \\amp x2 damage with Piercing weapons. **Ambush** (-2 penalty to opponent\'s surprise rolls),ns:1],[cl:MI,%:90,items:],[cl:MI,%:10,items:random:1]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=6 (better with armour)}}{{Alignment=Chaotic Evil}}{{Move=3, Sw 15 (9 in armour)}}{{Hit Dice=1}}{{Hit Points=}}{{THAC0=19}}{{Attack=2 x Claw 1d2, 1 x Bite 1d4+1, or by weapon}}{{Languages=*Bullywug*, and the more intelligent ones can speak a limited form of *common*}}{{Size=S to M, 4-6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hop Attack:** Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon.}}{{Section6=**Ambush:** Hopping combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent\'s surprise rolls).}}{{Strength=}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Bullywug,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=The bullywugs are a race of bipedal, frog-like amphibians. They inhabit swamps, marshes, meres, or other dank places.\nBullywugs are covered with smooth, mottled olive green hide that is reasonably tough, giving them a natural AC of 6. They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all bullywugs use weapons, armor, and shields if they\nare available.}}{{desc9=**Combat:** Bullywugs always attack in groups, trying to use their numbers to surround their enemies. Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent\'s surprise rolls).}}'},
+ {name:'Bull',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bull}}RaceData=[w:Bull, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|shots=::|hd=4r4|thac0=17|size=L|attk1=1d6:Horn1:0:P|attk2=1d6:Horn2:0:P|attkmsg=Bulls are 75% likely to attack if the herd is threatened and not allowed to flee. Also a 25% chance of a herd of cattle *Stampeding* with each creature in their path taking 2d4 x 1d4 trampling damage]{{subtitle=Creature}}Specs=[Bull,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=4 HD}}{{THAC0=17}}{{Attacks=75% likely to attack if threatened. Gore with horns for 2 x 1d6. Herd might stampede 25% of the time}}{{Size=M}}{{Life Expectancy=20 to 30 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair. Bulls have sharp horns.}}{{desc9=**Combat:** Though normally passive, herd animals can be dangerous when angered or frightened. Cattle generally flee from danger, but a bull will attack 75% of the time if threatened. A bull defending his herd will gore with its horns for 2 x 1d6HP.\nIf frightened by intruders, there is a 25% that the entire herd will stampede. If a herd stampedes, roll 2d4 for each creature in the path of the stampede who does not take cover (such as by hiding in a tree or behind a rock pile or wall). This is the number of herd animals trampling the exposed creature. Trampling causes 1-4 hp of damage per trampling animal}}'},
+ {name:'Bullywug',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Bullywug}}RaceData=[w:Bullywug, align:CE, syou:Ambushing?=2, attk:Hop attack=1, cattr:str=8:13|dex=3d6|con=3d6|int=5:7|wis=3:10|chr=3:5|mov=3|swim=15(9)|ac=6|size=S|hd=1r3|thac0=19|tr=JKMQ(5J5K5M5Q)attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attk3=1+1d4:Bite:1;P|attkmsg=When ***Hop*** 30ft forward \\amp 15ft up: +1 on attack roll \\amp x2 damage with Piercing weapons,spattk:When ***Hop*** 30ft forward \\amp 15ft up: +1 on attack roll \\amp x2 damage with Piercing weapons. **Ambush** (-2 penalty to opponent\'s surprise rolls),ns:1],[cl:MI,%:90,items:],[cl:MI,%:10,items:random:1]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=6 (better with armour)}}{{Alignment=Chaotic Evil}}{{Move=3, Sw 15 (9 in armour)}}{{Hit Dice=1}}{{Hit Points=}}{{THAC0=19}}{{Attack=2 x Claw 1d2, 1 x Bite 1d4+1, or by weapon}}{{Languages=*Bullywug*, and the more intelligent ones can speak a limited form of *common*}}{{Size=S to M, 4-6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hop Attack:** Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon.}}{{Section6=**Ambush:** Hopping combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent\'s surprise rolls).}}{{Strength=}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Bullywug,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=The bullywugs are a race of bipedal, frog-like amphibians. They inhabit swamps, marshes, meres, or other dank places.\nBullywugs are covered with smooth, mottled olive green hide that is reasonably tough, giving them a natural AC of 6. They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all bullywugs use weapons, armor, and shields if they\nare available.}}{{desc9=**Combat:** Bullywugs always attack in groups, trying to use their numbers to surround their enemies. Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent\'s surprise rolls).}}'},
{name:'Bullywug-Advanced',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Advanced-Bullywug}{{}}RaceData=[w:Advanced Bullwug]{{}}Specs=[Advanced Bullywug,CreatureRace,0H,Advanced-Bullywug]{{}}'},
{name:'Bullywug-Advanced-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Advanced-Bullywug-Shaman}{{}}RaceData=[w:Advanced Bullwug Shaman]{{}}Specs=[Advanced Bullywug Shaman,CreatureRace,0H,Advanced-Bullywug-Shaman]{{}}'},
{name:'Bullywug-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Bullywug Chieftain, cattr:int=8:10|hd=3r6|hp:20:24|dmg=+1|size:M,ns:1],[cl:MI,%:10,items:random:1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Intelligence=Average (8 to 10)}}{{Hit Dice=3}}{{Hit Points=20+ HP}}{{Size=M, 6ft tall}}{{Strength=Strength gives a bonus of +2 on damage}}Specs=[Bullywug Chief,CreatureRace,0H,Bullywug]{{desc=**Bullywug Chieftain:** Communities of 60 or more bullywugs have a chieftain (3 HD, 20+ hp, +2 to damage)}}'},
{name:'Bullywug-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader/Sub-leader}}RaceData=[w:Bullywug Leader, cattr:hp=8|size=M,ns:1],[cl:MI,%:5,items:random:1d3]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Size=M, 5-6ft tall}}{{Hit Points=8HP}}Specs=[Bullywug Leader,CreatureRace,0H,Bullywug]{{desc=**Bullywug Leader:** The leader of a bullywug community is a large individual with 8 hit points. Communities of 30 or more bullywugs have five subleaders (8 hp each)}}'},
{name:'Bullywug-Sub-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief/Leader}}RaceData=[w:Bullywug Sub-Chief, cattr:hd=2r6|dmg=+1|size:M,ns:1],[cl:MI,%:5,items:random:1d3]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Hit Dice=2}}{{Hit Points=12+ HP}}{{Size=M, 5-6ft tall}}{{Strength=Strength gives a bonus of +1 on damage}}Specs=[Bullywug Sub-Chief,CreatureRace,0H,Bullywug]{{desc=**Bullywug Sub-Chief:** Communities of 30 or more bullywugs have a powerful leader (2 HD, 12+ hp, +1 to damage). Communities of 60 or more bullywugs have five subchieftains (2 HD, 12+ hp, +1 to damage).}}'},
- {name:'Carrion-Crawler',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Carrion Crawler}}{{subtitle=Creature}}Specs=[Carrion Crawler,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=7 (except head = 3)}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3d8+1}}{{THAC0=17}}{{Attack=8 paralysing tenticles \\amp 1d2 bite}}{{Languages=None}}{{Size=L, 9ft long,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Paralysation=On a hit with a tenticle, save to negate}}{{Section4=**Special Advantages**}}{{Keen senses=Rely on exceptional sight and smell}}RaceData=[w:Carrion Crawler, align:N, cattr:int=0|mov=12|size=L|hd=3+1|thac0=17|tr=(B)|attk1=0:Tenticle:0:B|attk2=1d2:Bite:1:P|dmgmsg=Save vs Paralysation or \\lbrakParalysed\\rbrak(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysation¦\\amp#91;\\lbrak;10\\amp#42;2d6\\rbrak;\\amp#93;¦-1¦Paralysed by a Carrion Crawler tenticle¦padlock) for 2d6 turns$$]{{Section9=**Description**}}{{desc=The carrion crawler is a scavenger of subterranean areas, feeding primarily upon carrion. When such food becomes scarce, however, it will attack and kill living creatures.\nThe crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard.\nThe monster\'s head, which is covered with a tough hide that gives it Armor Class 3, sprouts eight slender, writhing tentacles. The body of the carrion crawler is not well protected and has an armor class of only 7.\nThe monster is accompanied by a rank, fetid odor which often gives warning of its approach.}}{{desc1=**Combat:** The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.\nWhen attacking, the monster lashes out with its 2\' long tentacles, each of which produces a sticky secretion that can paralyze its victims for 2-12 turns. A save versus paralyzation is allowed to escape these effects. They kill paralyzed creatures with their bite which inflicts 1-2 points of damage. The monster will always attack with all of its tentacles.\nCarrion crawlers are non-intelligent, and will continue to attack as long as any of their opponents are unparalyzed. Groups of crawlers attacking together will not fight in unison, but will each concentrate on paralyzing as many victims as they can. When seeking out prey, they rely primarily on their keen senses of sight and smell. Clever travelers have been known to fool an approaching carrion crawler with a sight and smell illusion, thus gaining time to make good their escape.}}'},
+ {name:'Carrion-Crawler',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Carrion Crawler}}{{subtitle=Creature}}Specs=[Carrion Crawler,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=7 (except head = 3)}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3d8+1}}{{THAC0=17}}{{Attack=8 paralysing tenticles \\amp 1d2 bite}}{{Languages=None}}{{Size=L, 9ft long,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Paralysation=On a hit with a tenticle, save to negate}}{{Section4=**Special Advantages**}}{{Keen senses=Rely on exceptional sight and smell}}RaceData=[w:Carrion Crawler, align:N, cattr:int=0|mov=12|size=L|hd=3+1|ac=7 \\lbrak;body=AC7 head=AC3\\rbrak;|shots=body:0:0:7:80/head:-1:-4:3:15/tentacle:-1:-4:3:5|thac0=17|tr=(B)|attk1=0:Tenticle:0:B|attk2=1d2:Bite:1:P|dmgmsg=Save vs Paralysation or \\lbrakParalysed\\rbrak(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysation¦\\amp#91;\\lbrak;10\\amp#42;2d6\\rbrak;\\amp#93;¦-1¦Paralysed by a Carrion Crawler tenticle¦padlock) for 2d6 turns$$]{{Section9=**Description**}}{{desc=The carrion crawler is a scavenger of subterranean areas, feeding primarily upon carrion. When such food becomes scarce, however, it will attack and kill living creatures.\nThe crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard.\nThe monster\'s head, which is covered with a tough hide that gives it Armor Class 3, sprouts eight slender, writhing tentacles. The body of the carrion crawler is not well protected and has an armor class of only 7.\nThe monster is accompanied by a rank, fetid odor which often gives warning of its approach.}}{{desc1=**Combat:** The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.\nWhen attacking, the monster lashes out with its 2\' long tentacles, each of which produces a sticky secretion that can paralyze its victims for 2-12 turns. A save versus paralyzation is allowed to escape these effects. They kill paralyzed creatures with their bite which inflicts 1-2 points of damage. The monster will always attack with all of its tentacles.\nCarrion crawlers are non-intelligent, and will continue to attack as long as any of their opponents are unparalyzed. Groups of crawlers attacking together will not fight in unison, but will each concentrate on paralyzing as many victims as they can. When seeking out prey, they rely primarily on their keen senses of sight and smell. Clever travelers have been known to fool an approaching carrion crawler with a sight and smell illusion, thus gaining time to make good their escape.}}'},
{name:'Cave-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Cave }}RaceData=[w:Cave Bear, cattr:size=H|hd=6+6r3|thac0=17|attk1=1d8:Claw1:0:S|attk2=1d8:Bite:0:S|attk3=1d12:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d8\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d8 Hug damage\\rpar;. Continue to fight for 4 rounds to -8HP,spattk:Hug if roll a critical hit of 18 or better \\amp continue to fight to -8HP]{{subtitle=Creature}}%{Race-DB-Creatures|Brown-Bear}{{Hit Dice=6+6}}{{THAC0=13}}Specs=[Cave Bear,CreatureRace,0H,Brown-Bear]{{Attack=2 x Claw 1d8, 1 x Bite 1d12}}{{Size=H, 12ft tall}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d8 additional damage}}{{desc=Cave bears are quite aggressive, willing to attack well-armed parties without provocation. If a cave bear scores a paw hit with an 18 or better it also hugs for 2-16 (2d8) points of additional damage. Cave bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}'},
{name:'Centaur',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Centaur}}RaceData=[w:Centaur, align:N|NN|NG|CG, ac:magicitem|ring|cloak, cattr:int=5:10|str=10:18|dex=3d6|con=3d6|wis=5:15|chr=3:18|mov=18|ac=5|hd=4r3|thac0=17|size=L|tr=MQ(DIT)|attk1=1d6:Hooves x 2:0:B, ns:1],[cl:WP,%:50,prime:Morningstar],[cl:WP,%:15,prime:composite-shortbow,items:sheaf-arrows:10*1d3],[cl:WP,%:10,prime:composite-longbow,items:flight-arrows:10*1d3],[cl:MI,%:70],[cl:MI,%:30,items:random:1d4]{{subtitle=Creature}}Specs=[Centaur,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=4 is natural AC. Do not wear armour, but may use a shield}}{{Alignment=Neutral or Chaotic Good}}{{Move=18}}{{Hit Dice=4HD}}{{THAC0=17}}{{Section1=**Attacks:** 2 x Hooves for 1d6 HP damage, and either using a large Club (equivalent of a morningstar) for 1d6 damage (50%), or a Composite long- or shortbow with flight or sheaf arrows (25%). The remaining 25% are leaders.}}{{Languages=Their own language and some among them (about 10%) can converse in the tongue of elves.}}{{Size=L, 8ft to 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Spell Casting=}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Centaurs are woodland beings who shun the company of men. They dwell in remote, secluded glades and pastures.\nThe appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being and the lower body of a large, powerful horse.\nCentaurs are sociable creatures, taking great pleasure in the society of others of their kind. Their overall organization is tribal, with a tribe divided into family groups living together in harmony. The size of the tribe varies, it range from 3-4 families to upwards of 20 families. Since males have the dangerous roles of hunter and protector, females outnumber males by two to one. The centaur mates for life, and the entire tribe participates in the education of the young.\nThe lair is located deep within a forest, and consists of a large, hidden glade and pasture with a good supply of running water. Depending upon the climate, the lair may contain huts or lean-tos to shelter the individual families. Centaurs are skilled in horticulture, and have been known to cultivate useful plants in the vicinity of their lair. In dangerous, monster infested areas, centaurs will sometimes plant a thick barrier of tough thorn bushes around their lair and even set traps and snares. In the open area, away from the trees, are hearths for cooking and warmth. If encountered in their lair, there will be 1-6 additional males, females equal to twice the number of males, and 5-30 young. The females (3 Hit Dice) and the young (1-3 Hit Dice) will fight only with their hooves, and only in a life or death situation.\nCentaurs survive through a mixture of hunting, foraging, fishing, agriculture and trade. Though they shun dealings with humans, centaurs have been known to trade with elves, especially for food and wine. The elves are paid from the group treasury, which comes from the booty of slain monsters. \nThe territory of a centaur tribe varies with its size and the nature of the area it inhabits. Centaurs are also not above sharing a territory with elves.\nCentaurs will take the treasure of their fallen foes, and are fully aware of its value. Most male centaurs have a small coin supply, while the tribe has a treasury which may well include some magical items. This treasure is used to buy food for the group, or to ransom (90% likely) captured or threatened members of the tribe.\nWhile basically neutral or chaotic good, centaurs have been known to become rowdy, boorish, and aggressive when under the influence of alcohol. They are also extremely protective of their females and young. Centaurs are basically pastoral, but will react with violence if their lifestyle and survival is threatened.}}{{desc9=**Combat:** A band of centaurs is always armed. Half of the centaurs will be wielding oaken clubs (the equivalent of morning stars), one quarter will carry composite bows and have 10-30 arrows (either flight or sheaf, depending on the current state of affairs in the area). The remainder of the band will be leaders. Centaurs make 3 attacks each round in melee: once with their weapons and twice with their hooves.\nThe attitude of a centaur toward a stranger in its territory will vary with the visitor. Humans and dwarves will usually be asked to leave in a polite manner, while halflings or gnomes will be tolerated, and elves will be welcomed. Monsters will be dealt with in a manner according to the threat they represent to the welfare and survival of the tribe. Were a giant or dragon to enter the territory, the centaurs would pull up stakes and relocate, while trolls and orcs and their like will be killed.}}'},
{name:'Centaur-Druid',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Centaur Druid, cattr:cl=pr:druid|lv=3, ns:1],[cl:MI,%:10,items:random:1d6]{{}}Specs=[Centaur Druid,CreatureRace,2H,Centaur-Leader]{{}}%{Race-DB-Creatures|Centaur-Leader}{{name=Druid}}{{Spell Casting=Each tribe will have a priest who is treated as a leader but has the spell abilities of a 3rd level druid.}}{{desc7=**Centaur Druid:** A band of centaurs is always armed, and the leaders carry shields. 25% of any band of Centaurs will be leaders (AC4; HD5) using medium shields and medium horse lances. Each tribe will have a priest who is treated as a leader but has the spell abilities of a 3rd level druid.}}'},
@@ -1454,22 +1476,23 @@ 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:'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|shots=::|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:'Clay-Golem',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Clay Golem,CreatureRace,0H,Creature]{{}}RaceData=[w:Clay Golem, cattr:int=0|mov=7|size=L|hd=11|hp=50|thac0=9|ac=7|attk1=3d10:Fist swipe:0:B|attkmsg=Remember only hit by blunt magical weapons. Fire and cold only slow for 2d6 rounds \\lpar;see Special Defenses\\rpar;. Electical attacks cure 1HP per dice of damage. All other spells ignored. *Move Earth / Earthquake / Disintegrate* see desription for effects, spattk:Strength 20 for lifting / throwing / breaking down doors only, spdef=*Haste* 1 per day. Need blunt magical weapon to hit. Fire & cold only \\lbrak;slow\\rbrak;\\lpar;!rounds ~~target @{selected|token_id}¦Slow¦2d6¦-1¦Slowed by fire or cold¦snail\\rpar; the golum for 2d6 rounds. *Disintegrate* only \\lbrak;slows\\rbrak;\\lpar;!rounds ~~target @{selected|token_id}¦Slow¦1d6¦-1¦Slowed by disintegrate¦snail\\rpar; for 1d6 rounds and do 1d12 damage. *Move earth* pushes it back 120ft and does 3d12 damage. *Earthquake* stops it moving and does 5d10 damage. Electical attacks cure 1HP per dice of damage. All other spells ignored., ns:1],[cl:PW,w:MU-Haste,pd:1,sp:3]{{title=Golem}} {{prefix=Clay}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Non-intelligent (0)}}{{AC=7 (cannot wear armour)}} {{Alignment=Neutral}}{{Move=7}}{{Hit Dice=11 (50HP)}}{{THAC0=9}}{{Attack=1 x fist swipe for 3d10 bludgeoning damage}}{{Languages=The golem can not speak, or make any noise.}}{{Size=L 7.5ft tall}}{{Life Expectancy=Until body destroyed}}{{Section2=**Powers**}}{{Section3=*Haste* once per day and only after at least one round of combat}}{{Section4=**Special Advantages**}}{{Magical Weapons=Requires magial weapons to hit.}}{{Resistances=Disintegration, fire and cold only *Slow* a Clay Golum}}{{Electrical Recharge=Electrical attacks *heal* 1HP per dice of damage}}{{Spell Immunity=All other spells have no effect on a Clay Golum}}{{Section6=**Special Disadvantages**}}{{Setion7=A 1% cumulative chance per round of combat, calculated independently for each fight, that it will break free of its master. If a clay golem does manage to break control, it becomes a berserker, attacking everything in sight until it is destroyed. Its first action is to haste itself, if it can. Unlike the flesh golem, there is no chance to regain control of a rampaging clay golem.}}{{Section9=**Description**}}{{desc8=stands about 18 inches taller than a normal man. It weighs around 600 pounds. The features are grossly distorted from the human norm. The chest is overly large, with arms attached by thick knots of muscle at the shoulder. Its arms hang down to its knees, and end in short stubby fingers. It has no neck, and a large head with broad flat features. Its legs are short and bowed, with wide flat feet. A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It smells faintly of clay.}}{{desc9=**Combat:** A *move earth* spell will drive the golem back 120 feet and inflict 3-36 (3d12) points of damage upon it. A *disintegrate* spell merely slows the golem for 1-6 rounds and causes 1-12 points of damage. An earthquake spell cast directly at a clay golem will stop it from moving that turn and inflict 5-50 (5d10) points of damage. After it has engaged in at least one round of combat, the clay golem can *haste* itself for 3 rounds. It can only do this once per day. Damage done by the golem can only be cured by a heal spell from a priest of 17th level or greater.}}'},
{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|tr=EQ(5E5Q)|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',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, attk:melee vs Dwarf or Gnome?=-4, 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|tr=EQ(5E5Q)|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|tr=,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}}'},
{name:'Cloud-Giant-Juvenile-2',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Juvenile 2,cattr:hd:14+1d4+1|tohit=+4|dmg=+10|tr=,ns:=1],[cl:WP,both:Cloud-Giant-Morningstar]{{}}Specs=[Cloud-Giant-Juvenile-2,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name= Juvenile-2}}'},
{name:'Cloud-Giant-Juvenile-3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Juvenile 3,cattr:hd:15+1d4+1|tohit=+4|dmg=+10|tr=,ns:=1],[cl:WP,both:Cloud-Giant-Morningstar],[cl:MI,%:90],[cl:MI,%:10,items:random:1]{{}}Specs=[Cloud-Giant-Juvenile-3,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name= Juvenile-3}}'},
{name:'Cloud-Giant-Priest',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Priest,cattr:cl=pr|lv=4,ns:-1],[cl:MI,%:20,items:random:1d4]{{}}Specs=[Cloud-Giant-Priest,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name=Priest}}{{Section3=}}{{Spell Casting=One in 20 cloud giants will be the equivalent of a 4th level priest. A cloud giant cannot have both priest and wizard abilities.}}'},
{name:'Cloud-Giant-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Wizard,cattr:cl=mu:wizard|lv=4,ns:=-1],[cl:MU,lv:1,w:random|random|random|random|random|random|random|random|random|random],[cl:MU,lv:2,w:random|random|random|random|random|random|random|random|random|random],[cl:MI,%:60],[cl:MI,%:35,items:random:1d4],[cl:MI,%:5,items:random:2d4]{{}}Specs=[Cloud-Giant-Wizard,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name=Wizard}}{{Section3=}}{{Spell Casting=One in 10 cloud giants will have spells equivalent to a 4th level wizard. A cloud giant cannot have both priest and wizard abilities.}}'},
- {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:'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, syou:undetected as mimic=4, cattr:int=8:10|mov=3|ac=7|shots=::|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:'Constrictor-Snake',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Constrictor Snake, cattr:mov=9|hd=3+2r3|thac0=17|size=M| attk1=1:Bite:0:P|attk2=1d3: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}¦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=Constrictor Snake}}{{Move=9}}{{Hit Dice=3+2}}{{THAC0=17}}{{Attacks=Bite and attempt to coil \\amp constrict}}{{Size=M 10-20ft long}}{{Life Expectancy=Various}}{{Section5=**Constriction:** Suffering damage every round. Constricted humanoid creatures can escape the coils of normal constrictors with a successful open doors roll (at a -1 penalty).}}{{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.\nCommon constrictor species include anacondas, boas, and reticulate pythons, all of which can reach lengths of 30 feet. Their skin is valuable, with an unblemished skin selling for as much as 100 gp.}}{{desc9=**Combat:** Constrictors of all sizes hide in the branches of trees, waiting patiently until they can slowly lower themselves or suddenly drop onto their unsuspecting victims. Once they strike, the victim is constricted automatically, suffering damage every round. Constricted humanoid creatures can escape the coils of normal constrictors with a successful open doors roll (at a -1 penalty). Anyone who attempts to free a captive by hacking at the constrictor has a 20% chance of striking the victim instead (roll normal damage\nand apply it to the victim). Area spells like fireball will likewise affect both combatants, but target-specific spells like charm monster and magic missile are more precise.}}'},
{name:'Copper-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Copper-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Copper Dragon, cattr:int=13:14|chr=10:18|mov=9|fly=30C|Jump=3|ac=3-??1|hd=(13+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-3)*5)|cl=mu:copper-dragon/pr:copper-dragon|lv=6+??1/6+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=5d4:Bite:0:P|attk3=2d6: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}*10\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*20\\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 acid from birth, ns:=11],[cl:PW,w:Copper-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:MU-Spider-Climb,pd:-1,sp:1],[cl:PW,age:3,w:PR-Neutralize-Poison,pd:3,sp:1],[cl:PW,w:MU-Stone-Shape,age:4,pd:2,sp:1],[cl:PW,w:MU-Forget,age:6,pd:1,sp:1],[cl:PW,w:MU-Transmute-Rock-to-Mud,age:7,pd:1,sp:1],[cl:PW,w:MU-Move-Earth,age:8,pd:1,sp:1],[cl:PW,w:MU-Wall-of-Stone,age:12,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Copper}}{{Intelligence=Highly intelligent (13-14)}}{{AC=Varies with age, adult copper dragon is AC -3}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult copper dragon is 15 HD}}{{THAC0=Varies with age, adult copper dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult copper dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 5d4, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Copper Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 14% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A copper dragon\'s breath is either a cloud of *slow* gas 30\' long, 20\' wide, and 20\' high or a spurt of *acid* 70\' long and 5\' wide. Creatures caught in the gas must save vs. breath weapon or be *slowed* for three minutes per age level of the dragon. Creatures caught in the *acid* take damage, save vs. breath weapon for half. Damage from the acid breath weapon varies by age from 2d6+1 to 24d6+12. }}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 10 to 18 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=All copper dragons can use *spider climb* on stone surfaces only. *Young* dragons can *neutralize poison* x 3 per day, *Juveniles* can do *Stone Shape* x2 per day, *Adult* dragons gain *Forget* x1 a day, *Mature Adults* can *Transmute Rock to Mud* x1 per day, *Old* dragons can *Move Earth* x 1 per day, and *Great Wyrms* can cast *Wall of Stone* once per day}}{{desc8=**Copper Dragons:** Incorrigible pranksters, joke tellers, and riddlers. They are prideful and are not good losers, although they are reasonable good winner. They are particularly selfish, and greedy for their alignment, and have an almost neutral outlook where wealth is concerned.\nAt birth, a copper dragon\'s scales have a ruddy brown color with a copper tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by the time the dragon becomes a young adult. Beginning at the venerable stage, the dragons\' scales pick up a green tint.\nCopper dragons like dry, rocky uplands and mountains. They lair in narrow caves and often conceal the entrances using move earth and stone shape. Within the lair, they construct twisting mazes with open tops. These allow the dragon to fly or jump over intruders struggling through the maze.\nCopper dragons appreciate wit, and will usually leave good or neutral creatures alone if they can relate a joke, humorous story, or riddle the dragon has not heard before. They quickly get annoyed with creatures who don\'t laugh at their joked or do not accept the dragon\'s tricks and antics with good humor.\nBecause they often inhabit hills in sight of red dragons\' lairs conflicts between the two subspecies often occur. Copper dragons usually run for cover until they can equal the odds.}}{{desc9=**Combat:** Copper dragons like to taunt and annoy their opponents, hoping they will give up or become angry and act foolishly. Early in an encounter, a copper dragon will jump from one side of an opponent to another, landing on inaccessible or vertical stone surfaces. If there are no such places around a dragon\'s lair, the dragon will create them ahead of time using *stone shape, move earth,* and *wall of stone.*\nAn angry copper dragon will mire its opponents using *rock to mud,* and will force victims who escape the mud into it with kicks. Once opponents are trapped in the mud, the dragon will crush them with a *wall of stone* or snatch them and carry them aloft. When fighting airborne opponents, a dragon will draw its enemies into narrow, stony gorges where it can use its *spider climb* ability in an attempt to maneuver the enemy into colliding with the walls.}}'},
{name:'Courser-Stone-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Courser Stone Horse, cattr:mov=24,hp=18,ac=3]{{}}Specs=[Courser Stone Horse,CreatureRace,0H,Medium-War-Horse]{{}}%{Race-DB-Creatures|Medium-War-Horse}{{name=(Courser Stone)}}{{desc7=**Courser Stone Horse:** Summoned by a *Stone Horse* magic item. This stone horse travels at the same movement rate as a light horse (movement rate 24) and attacks as if it were a medium warhorse (three attacks for 1d6/1d6/1d3). It is Armor Class 3 and has 18 hit points. It saves versus all applicable attack forms as if it were "Metal, hard." It can carry 1,000 pounds tirelessly and never needs to rest or feed.}}{{desc8=**Medium 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. *War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}{{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.}}'},
- {name:'Cyclops',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Cyclops}}RaceData=[w:Cyclops, align:CE, ac:none, cattr:int=5:7|mov=15|ac=2|hd=13r2|thac0=7|maa=-2|size=H|tr=C|attk1=6d6:Fist:1:B,spattk:Hurl boulders,ns:1],[cl:WP,items:CY-Rock:2d4],[cl:MI,%:90,items:],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}Specs=[Cyclops,CreatureRace,2H,Creature]{{Intelligence=Low (5-7)}}{{AC=2 from naturally tough skin.}}{{Alignment=Chaotic Evil}}{{Move=15}}{{Hit Dice=13 HD}}{{THAC0=7}}{{Section1=**Attacks**}}{{Fists=6d6 damage if hit}}{{Rocks=Throw rocks 3 to 150 yards doing 4d10 damage}}{{Size=H, 20ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=**Cyclops:** are single-eyed giants, larger versions of their slightly more common cousins Cyclopskin, and are usually found in the extreme wilds or on isolated islands, where they scratch out a meager existence by shepherding their flocks of giant sheep. A single large, red eye dominates the center of its forehead. Shaggy black or dull, deep blue hair falls in a tangled mass about its head and shoulders, its skin tone varies from ruddy brown to muddy yellow, and its voice is rough and sharp. They commonly dress in ragged animal hides and sandals. They smell of equal parts dirt and dung.}}{{desc9=**Combat:** Cyclops fight with fist punches and thrown rocks, and do not use weapons, armour or shields, for their tough hide gives them ample protection from most attacks. Cyclops do not bother with strategy or tactics in combat. Since the single eye of the cyclops gives them poor depth perception, they suffer a -2 penalty to all missile attack rolls, but not to damage.}}'},
- {name:'Cyclopskin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Cyclopskin}}RaceData=[w:Cyclopskin, align:CE, ac:none, cattr:int=5:10|mov=12|ac=3|hd=5r2|thac0=15|mma=-2|dmg=+4|size=L|tr=C, ns:1],[cl:WP,%:50,prime:Club,items:Spear|Sling|Bullet:10+2d6],[cl:WP,%:50,prime:Bardiche,items:Spear|Sling|Bullet:10+2d6],[cl:MI,%:90,items:],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}Specs=[Cyclopskin,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to average (5-10)}}{{AC=3 from naturally tough skin.}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=5 HD}}{{THAC0=15}}{{Languages=*Cyclops* and *Giant Common*}}{{Size=L, 7.5ft tall, around 350 pounds}}{{Life Expectancy=Maybe about 200 years}}{{Section1=**Attacks:** +4 damage with any weapon due to strength.}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=**Cyclopskin:** are single-eyed giants, a diminutive relative of true giants, that live alone or in small bands. A single large, red eye dominates the center of its forehead. Shaggy black or dull, deep blue hair falls in a tangled mass about its head and shoulders, its skin tone varies from ruddy brown to muddy yellow, and its voice is rough and sharp. Cyclopskin commonly dress in ragged animal hides and sandals. They smell of equal parts dirt and dung.}}{{desc9=**Combat:** Cyclopskin are armed with either a club or a bardiche. Each will also carry a heavy hurling spear (1d6 damage) and a sling of great size (1d6 damage). They never wear armor or use shields, for their tough hide gives them ample protection from most attacks. Cyclopskin do not bother with strategy or tactics in combat. If their opponents are out of reach, they use slings or hurl heavy spears. They can not throw boulders like their larger cousins. Since the single eye of the cyclopskin gives them poor depth perception, they suffer a -2 penalty to all missile attack rolls, but not to damage. If the opponents are close, the cyclopskin rush in to fight with their clubs or bardiches.}}'},
- {name:'Death-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Death Dog}}{{subtitle=Creature}}Specs=[Death Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2 to 4)}}{{AC=7}}{{Alignment=Neutral Evil}}{{Move=12}}{{Hit Dice=2+1}}{{THAC0=19}}{{Attack=2 x Bite 1d10 (one per independent head)}}{{Languages=None}}{{Size=M, 6ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Rot=Save vs. poison if bitten or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a cure disease spell can save them.}}{{Knock Prone=On a critical hit (set to \\gt=19) knock opponent prone}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Death Dog, align:NE, cattr:int=2:4|mov=12|ac=7|size=M|hd=2+1r4|thac0=19|ch:19|attk1=1d10:Bite:0:P|attk2=1d10:Bite:0:P|dmgmsg=Save vs. Poison or contract \\lbrak;rotting disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who becomes diseased?¦token_id}¦Death Dog rot_You dont feel well..._\\vbar99¦0¦You really don\'t feel well...¦skull\\rpar; which kills in 4d6 days. Knock opponent prone if critical hit,spattk:Rotting disease inflicted by bite. Knock opponent prone on critical hit]{{Section9=**Description**}}{{desc=Death dogs are large two-headed hounds which are distinguished by their penetrating double bark. Death dogs hunt in large packs.\nEach head is independent, and a bite does 1-10 points of damage. Victims must save vs. poison or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a *cure disease* spell can save them. A natural roll of 19 or 20 on their attack die means that a man-sized opponent is knocked prone and attacks at a -4 until able to rise to its feet again. There is an 85% chance that death dogs will attack humans on sight.}}'},
- {name:'Death-Kiss',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Death Kiss,CreatureRace,0H,Creature]{{}}RaceData=[w:Death Kiss, align:NE, cattr:int=8:14|fly=9B|ac=4 \\lbrak;Body=4 Eye=8 Tentacle=2 Tentacle-mouth=4\\rbrak;|size=H|hd=1d8+76|tr=IST|thac0=11|attkmsg=A successful hit by a tentacle automatically starts *draining blood* at 2HP per round,ns:1],[cl:WP,prime:Death Kiss Tentacle],[cl:PW,w:Death Kiss Healing,pd:(10+1d20),sp:0],[cl:AC,items:Death Kiss Eye:6|Death Kiss Tentale:10],[cl:MI,items:Levitation Organ|Bloodeye]{{title=Death Kiss}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Avg to High (8 to 14)}}{{AC=Body 4, Central Eye 8, Tentacle Stalk 2, Tentacle Mouth 4}}{{Alignment=Neutral Evil}}{{Move=FL9 (B)}}{{Hit Dice=1d8+78HP}}{{THAC0=11}}{{Attack=10 x Tentacle bites 1d8, then drain 2HP/round. Body ram for 1d8HP (last resort)}}{{Size=H, 6ft to 12ft diameter}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Healing=1 hit point of ingested blood becomes 1 charge of energy. Spending one charge enables a bleeder to heal 1 hit point of damage to each of its 10 tentacles, its central body, and its eye (12 hit points in all) every other round in addition to other activity.}}{{Section4=**Special Advantages**}}{{Drains blood=Successful tentacle strikes attach and drain blood at 2HP/round. 1HP = 1 energy charge for healing}}{{Store energy=Each tentacle stores up to 24 charges, the body stores up to 50 charges}}{{Energy blast=Severed tentacles are 70% likely to discharge stored charges, when severed, into anything touching it; each charge doing 1HP of electrical damage}}{{Section6=**Special Disadvantages**}}{{Energy for moving=It expends one energy charge from ingested blood every two turns in moving, and thus is almost constantly hunting prey.}}{{Section9=**Description**}}{{desc7=The Death Kiss, or "bleeder," is a fearsome predator found in caverns or ruins. Its spherical body resembles that of the dreaded beholder, but the "eyestalks" of this creature are bloodsucking tentacles, its "eyes" are hook-toothed orifices. They favor a diet of humans and horses, but will attack anything that has blood. An older name for these creatures is *eye of terror*.\nThe central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles largely retract into the body when not needed, resembling eyestalks, but can lash out to a full 20-foot stretch with blinding speed.}}{{desc8=A tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a victim at that time are incapable of further activity. A death kiss can retract a draining tentacle, but voluntarily does so only when its central body is at 5 hit points or less; it willfully detaches once the victim has been drained to 0 hit points.}}{{desc9=**Combat:** The tentacles may act separately or in concert, attacking a single creature or an entire adventuring company each doing d8 points of damage, then drains 2HP of blood per round, beginning the round after it hits.\nA hit on a tentacle-mouth inflicts no damage, but stuns the tentacle, causing it to writhe helplessly for d4 rounds. If its central eye is destroyed, a bleeder locates beings within 10 feet by smell and sensing vibrations, but it is otherwise unaffected.\nTentacles must be struck with edged weapons to injure them. They can be torn free from the victim by a successful *bend bars/lift gates* roll doing 1d6HP damage to the victim as barbed teeth are violently torn free. Damaged tentacles (not destroyed) instantly and automatically drains enough blood from the victim to restore it to 6HP after up to 2 non-killing hits per round. This healing effect does not respond to damage suffered by the central body or other tentacles.}}'},
+ {name:'Cyclops',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Cyclops}}RaceData=[w:Cyclops, align:CE, ac:none, attk:melee vs Dwarf or Gnome?=-4, cattr:int=5:7|mov=15|ac=2|hd=13r2|thac0=7|maa=-2|size=H|tr=C|attk1=6d6:Fist:1:B,spattk:Hurl boulders,ns:1],[cl:WP,items:CY-Rock:2d4],[cl:MI,%:90,items:],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}Specs=[Cyclops,CreatureRace,2H,Creature]{{Intelligence=Low (5-7)}}{{AC=2 from naturally tough skin.}}{{Alignment=Chaotic Evil}}{{Move=15}}{{Hit Dice=13 HD}}{{THAC0=7}}{{Section1=**Attacks**}}{{Fists=6d6 damage if hit}}{{Rocks=Throw rocks 3 to 150 yards doing 4d10 damage}}{{Size=H, 20ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=**Cyclops:** are single-eyed giants, larger versions of their slightly more common cousins Cyclopskin, and are usually found in the extreme wilds or on isolated islands, where they scratch out a meager existence by shepherding their flocks of giant sheep. A single large, red eye dominates the center of its forehead. Shaggy black or dull, deep blue hair falls in a tangled mass about its head and shoulders, its skin tone varies from ruddy brown to muddy yellow, and its voice is rough and sharp. They commonly dress in ragged animal hides and sandals. They smell of equal parts dirt and dung.}}{{desc9=**Combat:** Cyclops fight with fist punches and thrown rocks, and do not use weapons, armour or shields, for their tough hide gives them ample protection from most attacks. Cyclops do not bother with strategy or tactics in combat. Since the single eye of the cyclops gives them poor depth perception, they suffer a -2 penalty to all missile attack rolls, but not to damage.}}'},
+ {name:'Cyclopskin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Cyclopskin}}RaceData=[w:Cyclopskin, align:CE, ac:none, attk:melee vs Dwarf or Gnome?=-4, cattr:int=5:10|mov=12|ac=3|hd=5r2|thac0=15|mma=-2|dmg=+4|size=L|tr=C, ns:1],[cl:WP,%:50,prime:Club,items:Spear|Sling|Bullet:10+2d6],[cl:WP,%:50,prime:Bardiche,items:Spear|Sling|Bullet:10+2d6],[cl:MI,%:90,items:],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}Specs=[Cyclopskin,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to average (5-10)}}{{AC=3 from naturally tough skin.}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=5 HD}}{{THAC0=15}}{{Languages=*Cyclops* and *Giant Common*}}{{Size=L, 7.5ft tall, around 350 pounds}}{{Life Expectancy=Maybe about 200 years}}{{Section1=**Attacks:** +4 damage with any weapon due to strength.}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=**Cyclopskin:** are single-eyed giants, a diminutive relative of true giants, that live alone or in small bands. A single large, red eye dominates the center of its forehead. Shaggy black or dull, deep blue hair falls in a tangled mass about its head and shoulders, its skin tone varies from ruddy brown to muddy yellow, and its voice is rough and sharp. Cyclopskin commonly dress in ragged animal hides and sandals. They smell of equal parts dirt and dung.}}{{desc9=**Combat:** Cyclopskin are armed with either a club or a bardiche. Each will also carry a heavy hurling spear (1d6 damage) and a sling of great size (1d6 damage). They never wear armor or use shields, for their tough hide gives them ample protection from most attacks. Cyclopskin do not bother with strategy or tactics in combat. If their opponents are out of reach, they use slings or hurl heavy spears. They can not throw boulders like their larger cousins. Since the single eye of the cyclopskin gives them poor depth perception, they suffer a -2 penalty to all missile attack rolls, but not to damage. If the opponents are close, the cyclopskin rush in to fight with their clubs or bardiches.}}'},
+ {name:'Death-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Death Dog}}{{subtitle=Creature}}Specs=[Death Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2 to 4)}}{{AC=7}}{{Alignment=Neutral Evil}}{{Move=12}}{{Hit Dice=2+1}}{{THAC0=19}}{{Attack=2 x Bite 1d10 (one per independent head)}}{{Languages=None}}{{Size=M, 6ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Rot=Save vs. poison if bitten or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a cure disease spell can save them.}}{{Knock Prone=On a critical hit (set to \\gt=19) knock opponent prone}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Death Dog, align:NE, cattr:int=2:4|mov=12|ac=7|shots=::|size=M|hd=2+1r4|thac0=19|ch:19|attk1=1d10:Bite:0:P|attk2=1d10:Bite:0:P|dmgmsg=Save vs. Poison or contract \\lbrak;rotting disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who becomes diseased?¦token_id}¦Death Dog rot_You dont feel well..._\\vbar99¦0¦You really don\'t feel well...¦skull\\rpar; which kills in 4d6 days. Knock opponent prone if critical hit,spattk:Rotting disease inflicted by bite. Knock opponent prone on critical hit]{{Section9=**Description**}}{{desc=Death dogs are large two-headed hounds which are distinguished by their penetrating double bark. Death dogs hunt in large packs.\nEach head is independent, and a bite does 1-10 points of damage. Victims must save vs. poison or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a *cure disease* spell can save them. A natural roll of 19 or 20 on their attack die means that a man-sized opponent is knocked prone and attacks at a -4 until able to rise to its feet again. There is an 85% chance that death dogs will attack humans on sight.}}'},
+ {name:'Death-Kiss',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Death Kiss,CreatureRace,0H,Creature]{{}}RaceData=[w:Death Kiss, align:NE, cattr:int=8:14|fly=9B|ac=4 \\lbrak;Body=4 Eye=8 Tentacle=2 Tentacle-mouth=4\\rbrak;|shots=Body:-1:-4:4:75/Central Eye:-1:-4:8:10/Mouth-stalk:-1:-4:2:10/Mouth:-1:-4:4:5|size=H|hd=1d8+76|tr=IST|thac0=11|attkmsg=A successful hit by a tentacle automatically starts *draining blood* at 2HP per round,ns:1],[cl:WP,prime:Death Kiss Tentacle],[cl:PW,w:Death Kiss Healing,pd:(10+1d20),sp:0],[cl:AC,items:Death Kiss Eye:6|Death Kiss Tentale:10],[cl:MI,items:Levitation Organ|Bloodeye]{{title=Death Kiss}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Avg to High (8 to 14)}}{{AC=Body 4, Central Eye 8, Tentacle Stalk 2, Tentacle Mouth 4}}{{Alignment=Neutral Evil}}{{Move=FL9 (B)}}{{Hit Dice=1d8+78HP}}{{THAC0=11}}{{Attack=10 x Tentacle bites 1d8, then drain 2HP/round. Body ram for 1d8HP (last resort)}}{{Size=H, 6ft to 12ft diameter}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Healing=1 hit point of ingested blood becomes 1 charge of energy. Spending one charge enables a bleeder to heal 1 hit point of damage to each of its 10 tentacles, its central body, and its eye (12 hit points in all) every other round in addition to other activity.}}{{Section4=**Special Advantages**}}{{Drains blood=Successful tentacle strikes attach and drain blood at 2HP/round. 1HP = 1 energy charge for healing}}{{Store energy=Each tentacle stores up to 24 charges, the body stores up to 50 charges}}{{Energy blast=Severed tentacles are 70% likely to discharge stored charges, when severed, into anything touching it; each charge doing 1HP of electrical damage}}{{Section6=**Special Disadvantages**}}{{Energy for moving=It expends one energy charge from ingested blood every two turns in moving, and thus is almost constantly hunting prey.}}{{Section9=**Description**}}{{desc7=The Death Kiss, or "bleeder," is a fearsome predator found in caverns or ruins. Its spherical body resembles that of the dreaded beholder, but the "eyestalks" of this creature are bloodsucking tentacles, its "eyes" are hook-toothed orifices. They favor a diet of humans and horses, but will attack anything that has blood. An older name for these creatures is *eye of terror*.\nThe central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles largely retract into the body when not needed, resembling eyestalks, but can lash out to a full 20-foot stretch with blinding speed.}}{{desc8=A tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a victim at that time are incapable of further activity. A death kiss can retract a draining tentacle, but voluntarily does so only when its central body is at 5 hit points or less; it willfully detaches once the victim has been drained to 0 hit points.}}{{desc9=**Combat:** The tentacles may act separately or in concert, attacking a single creature or an entire adventuring company each doing d8 points of damage, then drains 2HP of blood per round, beginning the round after it hits.\nA hit on a tentacle-mouth inflicts no damage, but stuns the tentacle, causing it to writhe helplessly for d4 rounds. If its central eye is destroyed, a bleeder locates beings within 10 feet by smell and sensing vibrations, but it is otherwise unaffected.\nTentacles must be struck with edged weapons to injure them. They can be torn free from the victim by a successful *bend bars/lift gates* roll doing 1d6HP damage to the victim as barbed teeth are violently torn free. Damaged tentacles (not destroyed) instantly and automatically drains enough blood from the victim to restore it to 6HP after up to 2 non-killing hits per round. This healing effect does not respond to damage suffered by the central body or other tentacles.}}'},
{name:'Death-Kiss-Tentacle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Death Kiss Tentacle,CreatureRace,0H,Death Kiss]{{}}RaceData=[w:Death Kiss Tentacle, cattr:ac=2 \\lbrak;Tentacle=2 Tentacle-mouth=4\\rbrak;|size=M|hd=|hp=6|tr=]{{name=Tentacle}}{{AC=Tentacle Stalk 2, Tentacle Mouth 4}}{{Move=Once successfully attached stays with victim. If miss, reels in and fires again next round}}{{Hit Dice=}}{{THAC0=}}{{Attack=}}{{Size=20ft long}}{{Life Expectancy=}}{{Healing=Damaged tentacles (not destroyed) instantly and automatically drains enough blood from the victim to restore the tentacle to full health after up to 2 non-killing hits per round.}}{{Energy for moving=}}{{desc9=**Combat:** Alocate this "creature" as a mob of (initially) 10 tokens, each with 6HP (remember to use *Token Setup \\gt Manage Token Bars \\gt Clear Bar Links* to use as a mob), and use it to track HP and Energy points (using notes on the token). Have the players hit this as representing the tentacle as it has the right AC. *Note:* This tentacle token is just a target - the main body does all attacks and the healing power}}'},
{name:'Destrier-Stone-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Destrier Stone Horse, cattr:mov=18,hp=26,ac=1]{{}}Specs=[Destrier Stone Horse,CreatureRace,0H,Heavy-War-Horse]{{}}%{Race-DB-Creatures|Heavy-War-Horse}{{name=(Destrier Stone)}}{{desc7=**Destrier Stone Horse:** Summoned by a *Stone Horse* magic item. This stone horse travels at the same movement rate as a medium horse (movement rate 18) and attacks as if it were a heavy warhorse (three attacks for 1d8/1d8/1d3). It is Armor Class 1 and has 26 hit points. It saves versus all applicable attack forms as if it were "Metal, hard." It can carry 1,000 pounds tirelessly and never needs to rest or feed.}}{{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. *War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}{{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.}}'},
{name:'Djinni',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Djinni}}RaceData=[w:Djinni, align:CG, weaps:any, ac:none, cattr:int=8:14|wis=16:20|chr=3d6|mov=9|fly=24A|ac=4|hd=7+3r4|thac0=13|size=L|attk1=2d8:Punch:1:SPB,spdef:Airbourne creatures or attacks receive -1 penalty to attack and damage. Djinn get +4 bonus to saves vs gas attack and air-based spells,ns:10],[cl:PW,w:Djinni-Whirlwind,sp:100,pd:1],[cl:PW,w:Djinni-Create-Nutritious-Food,sp:10,pd:1],[cl:PW,w:Djinni-Create-Wine-or-Water,sp:10,pd:1],[cl:PW,w:Djinni-Create-Soft-Goods,sp:10,pd:1],[cl:PW,w:Djinni-Create-Wooden-Items,sp:10,pd:1],[cl:PW,w:Djinni-Create-Metal,sp:10,pd:1],[cl:PW,w:Djinni-Create-Illusion,sp:2,pd:1],[cl:PW,w:MU-Invisibility,sp:2,pd:1],[cl:PW,w:Gaseous-Form,sp:1,pd:1],[cl:PW,w:PR-Wind-Walk,sp:10,pd:1],[cl:MI,%:70],[cl:MI,%:10,items:random:1d4],[cl:MI,%:5,items:random:4d2]{{subtitle=Genie}}Specs=[Djinni,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average to Highly (8-14))}}{{AC=4}}{{Alignment=Chaotic Good}}{{Move=9 FL 24(A)}}{{Hit Dice=7+3 HD}}{{THAC0=13}}{{Attacks=1 x Punch for 2d8}}{{Size=L, 10.5ft tall}}{{Section2=**Powers**}}{{Whirlwind=Once per day, the genie can create a whirlwind, which the it can ride or even direct at will from a distance. A cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. It\'s base must touch water or a solid surface, or it will dissolve. It takes a full turn for it to form or dissolve. During that time, it has no effect. It lasts as long as the djinni concentrates on it.\nIf it strikes a non-aerial creature with fewer than 2 HD, save vs. breath weapon for each round of contact or be swept off its feet and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact.\nA djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions.}}{{Once per day=*create nutritious food* and *create wine or water* for 2d6 persons, *create soft goods* (up to 16cu.ft.), *create wooden items* (up to 9cu.ft.), *create metal* (up to 100lbs), *create illusion* as a 20th level wizard without concentarion, use *invisibility, gaseaous form* or *wind walk*}}{{Section4=**Special Advantages**}}{{Resistance=Airbourne creatures or attacks suffer a -1 penalty to attack \\amp damage rolls}}{{Saves=Djinn get a +4 bonus to saving throws vs. gas attacks and air-based spells}}{{Strong=Djinn are able to carry up to 600 pounds, on foot or flying, without tiring. They can carry double that for a short time: three turns if on foot, or one turn if flying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or fly before tiring. A fatigued djinni must rest for an hour before performing any additional strenuous activity.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The djinn (singular: djinni) are genies from the elemental plane of Air. Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite.}}'},
@@ -1478,8 +1501,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Dog-Onyx',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Onyx-Dog}{{}}RaceData=[w:Onyx Dog]{{}}Specs=[Onyx Dog,CreatureRace,0H,Onyx Dog]{{}}'},
{name:'Dog-War',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|War-Dog}{{}}RaceData=[w:War Dog]{{}}Specs=[War Dog,CreatureRace,0H,War Dog]{{}}'},
{name:'Dog-Wild',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Wild-Dog}{{}}RaceData=[w:Wild-Dog]{{}}Specs=[Wild Dog,CreatureRace,0H,Wild Dog]{{}}'},
- {name:'Doppleganger',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Doppleganger}}RaceData=[w:Doppleganger, align:N, ac:none, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0, cattr:cl=F:Creature|lv=10|int=11:12|mov=9|ac=5|hd=4r3|thac0=17|size=M|tr=(E)|attk1=1d12:Slam:0:B, spattk:Assume shape of any humanoid between 4ft and 8ft 90% accurately, spdef:Immune to *sleep* and *charm* spells, and rolls saving throws as a 10th level fighter]{{subtitle=Creature}}Specs=[Doppleganger,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Very intelligent (11-12)}}{{AC=5 is natural AC. Do not wear armour unless in likeness}}{{Alignment=Neutral}}{{Move=9}}{{Hit Dice=4HD}}{{THAC0=17}}{{Section1=**Attacks:** Has a *slam* attack with its limbs doing 1d12, or can use weapons that its victim can use (copy the victim\'s character sheet \\amp token and play it as the duplicate)}}{{Languages=Uses its limited ESP to access and speak whatever languages its victim speaks}}{{Size=M (can immitate creatures from 4ft to 8ft tall)}}{{Life Expectancy=Unknown, perhaps immortal constructs}}{{Section2=**Powers**}}{{Section3=Able to immitate other humanoid creatures, but this does not include the ability to wield the powers of the immitated creature}}{{Section4=**Special Advantages**}}{{Immunity=Immune to *sleep* and *charm* spells}}{{Saves=Saves as a 10th level fighter, even when immitating another creature}}{{Section6=**Special Disadvantages**}}{{Section7=Immitation is only 90% accurate, and cannot immitate powers or spell casting}}{{Section9=**Description**}}{{desc=The doppleganger is a master of mimicry that survives by taking the shapes of men, demihumans, and humanoids. Dopplegangers are bipedal and generally humanoid in appearance. Their bodies are covered with a thick, hairless gray hide, which gives them a natural AC of 5. They are, however, rarely seen in their true forms.}}{{hide7=Although this is rare, groups of dopplegangers can be found anywhere at any time, and in unexpected locations. Working as a unit, they select a group of victims, such as a family or a group of travelers. Basically lazy, dopplegangers find it easier to survive and live comfortably by taking humanoid, and especially human, shape. They prefer to take the form of someone comfortably provided for, and shun assuming the form of hardworking peasants.\nDopplegangers are found most often in their true forms in a dungeon or in the wilderness. Groups often set up a lair in an area well-suited to ambush and surprise, patrolling a regular territory. These bands make a good living by attacking weak humanoid monsters or travelers and stealing their food and treasure. If food and treasure are scarce, they hire out to a powerful wizard or thieves\' guild.\nA doppleganger who has been hired to replace a specific person will plan its attack with special care, learning as much about the victim and his environment as it can.\nThe dopplegangers\' weaknesses are greed and cowardice. They spend their lives in avid pursuit of gold and other wealth. If attacking a group of adventurers, for example, they often choose the richest-looking one to attack first. If they target a party of adventurers, the dopplegangers wait until the party is on the way out of the dungeon and heading back to town. Since they are cowardly, however, they prefer to take the easiest route toward riches. A doppleganger who chooses a rich adventurer avoids risks once the treasure is safely in hand, and retreats at the earliest opportunity, making some plausible excuse for separating from the human members of the group. They sometimes hire out as spies and assassins for money as well.}}{{desc9=**Combat:** This monster is able to assume the shape of any humanoid creature between four and eight feet high. The doppleganger chooses a victim, duplicates his form, and then attempts to kill the original and assume his place. The doppleganger is able to use ESP and can imitate its victim with 90% accuracy, even duplicating the victim\'s clothing and equipment. If unsuccessful in taking its victim\'s place, the doppleganger attacks, relying on the ensuing confusion to make it indistinguishable from its victim.}}{{hide8=Dopplegangers work in groups and act together to ensure that their attacks and infiltrations are successful. They are very intelligent and usually take the time to plan their attacks with care. If a group of the monsters spots some potential victims, the dopplegangers often trail their targets, waiting for a good chance to strike, choosing their time and opportunity with care. They may wait until nightfall, or until their victims are alone, or even follow them to an inn.}}'},
- {name:'Dracolisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Dracolisk}}{{subtitle=Creature}}Specs=[Dracolisk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5 to 10)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=9, Fl 15(E)}}{{Hit Dice=7+3}}{{THAC0=13}}{{Attack=2 x Claw 1d6, 1 x Bite 3d4}}{{Languages=None known}}{{Size=H, 15-20ft 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}}{{Section 4=**Acid Breath Weapon:** Can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.}}{{Section6=**Special Advantages**}}{{Section7=None}}{{Section8=**Special Disadvantages}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Dracolisk, align:N, cattr:int=1|mov=6|ac=4|size=M|hd=6+1r3|thac0=15|tr=CI|attk1=1d6:Claw:0:S|attk2=1d6:Claw:0:S|attk3=3d4:Bite:1:P|attkmsg=Gaze \\lbrak;Petrifies\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦cone¦feet¦0¦20¦20¦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. \\lbrak;Acid breath\\rbrak;\\lpar;!magic ~~cast-spell power¦`{selected¦token_id}\\rpar; 30ft range for 4d6HP damage 3/day,spattk:Petrification gaze attack \\amp acid breath weapon,ns:2],[cl:PW,w:Petrification-Gaze-Attack,sp:0,pd:-1],[cl:PW,w:Dracolisk-Breath,sp:0,pd:3]{{Section9=**Description**}}{{desc=The sages say that the dracolisk is the offspring of a rogue black dragon and a basilisk of the largest size. The result is a deep brown, dragon-like monster that moves with relative quickness on six legs. It can fly, but only for short periods - a turn or two at most.}}{{desc1=**Combat:** This horror can attack with its taloned forelegs and deliver vicious bites. In addition, it can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.\nThe eyes of a dracolisk can petrify any opponent within 20 feet if the monster\'s gaze is met. Because its hooded eyes have nictating membranes, the monster is only 10% likely to be affected by its own gaze. Opponents in melee with a dracolisk and seeking to avoid its gaze fight with a -4 penalty to their to attack rolls.}}'},
+ {name:'Doppleganger',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Doppleganger}}RaceData=[w:Doppleganger, align:N, ac:none, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0, cattr:cl=F:Creature|lv=10|int=11:12|mov=9|ac=5|hd=4r3|thac0=17|size=M|tr=(E)|attk1=1d12:Slam:0:B, spattk:Assume shape of any humanoid between 4ft and 8ft 90% accurately, spdef:Immune to *sleep* and *charm* spells, and rolls saving throws as a 10th level fighter]{{subtitle=Creature}}Specs=[Doppleganger,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Very intelligent (11-12)}}{{AC=5 is natural AC. Do not wear armour unless in likeness}}{{Alignment=Neutral}}{{Move=9}}{{Hit Dice=4HD}}{{THAC0=17}}{{Section1=**Attacks:** Has a *slam* attack with its limbs doing 1d12, or can use weapons that its victim can use (copy the victim\'s character sheet \\amp token and play it as the duplicate)}}{{Languages=Uses its limited ESP to access and speak whatever languages its victim speaks}}{{Size=M (can immitate creatures from 4ft to 8ft tall)}}{{Life Expectancy=Unknown, perhaps immortal constructs}}{{Section2=**Powers**}}{{Section3=Able to immitate other humanoid creatures, but this does not include the ability to wield the powers of the immitated creature}}{{Section4=**Special Advantages**}}{{Immunity=Immune to *sleep* and *charm* spells}}{{Saves=Saves as a 10th level fighter, even when immitating another creature}}{{Section6=**Special Disadvantages**}}{{Section7=Immitation is only 90% accurate, and cannot immitate powers or spell casting}}{{Section9=**Description**}}{{desc=The doppleganger is a master of mimicry that survives by taking the shapes of men, demihumans, and humanoids. Dopplegangers are bipedal and generally humanoid in appearance. Their bodies are covered with a thick, hairless gray hide, which gives them a natural AC of 5. They are, however, rarely seen in their true forms.}}{{hide7=Although this is rare, groups of dopplegangers can be found anywhere at any time, and in unexpected locations. Working as a unit, they select a group of victims, such as a family or a group of travelers. Basically lazy, dopplegangers find it easier to survive and live comfortably by taking humanoid, and especially human, shape. They prefer to take the form of someone comfortably provided for, and shun assuming the form of hardworking peasants.\nDopplegangers are found most often in their true forms in a dungeon or in the wilderness. Groups often set up a lair in an area well-suited to ambush and surprise, patrolling a regular territory. These bands make a good living by attacking weak humanoid monsters or travelers and stealing their food and treasure. If food and treasure are scarce, they hire out to a powerful wizard or thieves\' guild.\nA doppleganger who has been hired to replace a specific person will plan its attack with special care, learning as much about the victim and his environment as it can.\nThe dopplegangers\' weaknesses are greed and cowardice. They spend their lives in avid pursuit of gold and other wealth. If attacking a group of adventurers, for example, they often choose the richest-looking one to attack first. If they target a party of adventurers, the dopplegangers wait until the party is on the way out of the dungeon and heading back to town. Since they are cowardly, however, they prefer to take the easiest route toward riches. A doppleganger who chooses a rich adventurer avoids risks once the treasure is safely in hand, and retreats at the earliest opportunity, making some plausible excuse for separating from the human members of the group. They sometimes hire out as spies and assassins for money as well.}}{{desc9=**Combat:** This monster is able to assume the shape of any humanoid creature between four and eight feet high. The doppleganger chooses a victim, duplicates his form, and then attempts to kill the original and assume his place. The doppleganger is able to use ESP and can imitate its victim with 90% accuracy, even duplicating the victim\'s clothing and equipment. If unsuccessful in taking its victim\'s place, the doppleganger attacks, relying on the ensuing confusion to make it indistinguishable from its victim.}}{{hide8=Dopplegangers work in groups and act together to ensure that their attacks and infiltrations are successful. They are very intelligent and usually take the time to plan their attacks with care. If a group of the monsters spots some potential victims, the dopplegangers often trail their targets, waiting for a good chance to strike, choosing their time and opportunity with care. They may wait until nightfall, or until their victims are alone, or even follow them to an inn.}}'},
+ {name:'Dracolisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Dracolisk}}{{subtitle=Creature}}Specs=[Dracolisk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5 to 10)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=9, Fl 15(E)}}{{Hit Dice=7+3}}{{THAC0=13}}{{Attack=2 x Claw 1d6, 1 x Bite 3d4}}{{Languages=None known}}{{Size=H, 15-20ft 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}}{{Section 4=**Acid Breath Weapon:** Can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.}}{{Section6=**Special Advantages**}}{{Section7=None}}{{Section8=**Special Disadvantages}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Dracolisk, align:N, cattr:int=1|mov=6|ac=4|shots=::|size=M|hd=6+1r3|thac0=15|tr=CI|attk1=1d6:Claw:0:S|attk2=1d6:Claw:0:S|attk3=3d4:Bite:1:P|attkmsg=Gaze \\lbrak;Petrifies\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦cone¦feet¦0¦20¦20¦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. \\lbrak;Acid breath\\rbrak;\\lpar;!magic ~~cast-spell power¦`{selected¦token_id}\\rpar; 30ft range for 4d6HP damage 3/day,spattk:Petrification gaze attack \\amp acid breath weapon,ns:2],[cl:PW,w:Petrification-Gaze-Attack,sp:0,pd:-1],[cl:PW,w:Dracolisk-Breath,sp:0,pd:3]{{Section9=**Description**}}{{desc=The sages say that the dracolisk is the offspring of a rogue black dragon and a basilisk of the largest size. The result is a deep brown, dragon-like monster that moves with relative quickness on six legs. It can fly, but only for short periods - a turn or two at most.}}{{desc1=**Combat:** This horror can attack with its taloned forelegs and deliver vicious bites. In addition, it can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.\nThe eyes of a dracolisk can petrify any opponent within 20 feet if the monster\'s gaze is met. Because its hooded eyes have nictating membranes, the monster is only 10% likely to be affected by its own gaze. Opponents in melee with a dracolisk and seeking to avoid its gaze fight with a -4 penalty to their to attack rolls.}}'},
{name:'Draft-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Draft Horse, cattr:mov=12|attk1=1d3:Bite:0:P]{{}}Specs=[Draft Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Draft)}}{{Move=12}}{{Attacks=Bite for 1d3}}{{desc8=**Draft Horse:** Draft horses are large animals bred to haul very heavy loads, and are usually trained to be part of a dray team. Muscular but slow, these ponderous animals haul freight over long distances without complaint, and are frequently used by traders.}}{{desc9=**Combat:** Draft horses fight only if cornered. They can only bite once per round. Unless specially trained, horses can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time. Horses trained and accustomed to such things (usually warhorses) panic only 10% of the time.}}'},
{name:'Dragon-Black',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Black-Dragon}{{}}Specs=[Black-Dragon,DragonRace,2H,Black-Dragon]{{}}RaceData=[w:Black Dragon]{{}}'},
{name:'Dragon-Blue',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Blue-Dragon}{{}}Specs=[Blue-Dragon,DragonRace,2H,Blue-Dragon]{{}}RaceData=[w:Blue Dragon]{{}}'},
@@ -1494,51 +1517,51 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|tr=MQ(100M10Q)|mr=50|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).}}'},
- {name:'Ebony-Fly',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nEbony Fly}}RaceData=[w:Ebony Fly, align:N, weaps:none, ac:none, cattr:int=0|mov=0|fly=48C|ac=4|hd=4+4r5|thac0=20|size=L]{{subtitle=Figurine}}Specs=[Ebony Fly,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=4}}{{Alignment=Neutral}}{{Move=0, FL48(C) unencumbered, 36(C) carrying up to 210lbs, 24(C) carrying up to 350lbs}}{{Hit Dice=4+4 HD}}{{THAC0=N/A (no attacks)}}{{Attacks=None}}{{Size=L}}{{Section2=**Powers**}}{{Section3=Can carry loads and riders of up to 350lbs}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=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:'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|shots=::|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).}}'},
+ {name:'Ebony-Fly',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nEbony Fly}}RaceData=[w:Ebony Fly, align:N, weaps:none, ac:none, cattr:int=0|mov=0|fly=48C|ac=4|shots=::|hd=4+4r5|thac0=20|size=L]{{subtitle=Figurine}}Specs=[Ebony Fly,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=4}}{{Alignment=Neutral}}{{Move=0, FL48(C) unencumbered, 36(C) carrying up to 210lbs, 24(C) carrying up to 350lbs}}{{Hit Dice=4+4 HD}}{{THAC0=N/A (no attacks)}}{{Attacks=None}}{{Size=L}}{{Section2=**Powers**}}{{Section3=Can carry loads and riders of up to 350lbs}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=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:'Efreeti',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Efreeti}}RaceData=[w:Efreeti, align:N, weaps:any, ac:none, cattr:int=11:12|mov=9|fly=24B|ac=2|hd=10r4|thac0=11|size=L|attk1=3d8:Flame Attack:SPB,spdef:Immune to normal fire. Magical fire attacks get -1 penalty on attk \\amp dmg rolls,ns:9],[cl:PW,w:MU-Wish,sp:10,pd:3],[cl:PW,w:MU-Invisibility,sp:2,pd:1],[cl:PW,w:Gaseous Form,sp:1,pd:1],[cl:PW,w:MU-Detect-Magic,sp:1,pd:1],[cl:PW,w:MU-Enlarge,sp:1,pd:1],[cl:PW,w:MU-Polymorph-Self,sp:4,pd:1],[cl:PW,w:MU-Wall-of-Fire,sp:4,pd:1],[cl:PW,w:Improved-Phantasmal-Force,sp:2,pd:1],[cl:PW,w:MU-Pyrotechnics,sp:2,pd:-1],[cl:MI,%:100],[cl:MI,%:60,items:random:1d4],[cl:MI,%:40,items:random:4d2]{{subtitle=Creature}}Specs=[Efreeti,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=2}}{{Alignment=Neutral tending to Evil}}{{Move=9 FL 24(B)}}{{Hit Dice=10 HD}}{{THAC0=11}}{{Attacks=1 x Produce Flame for 3d8HP}}{{Size=L, 12ft tall}}{{Section2=**Powers**}}{{Section3=Once per day: grant up to three *wishes*; use *invisibility, gaseous form, detect magic, enlarge, polymorph self,* and *wall of fire*; create an *illusion* with both visual and audio components which will last without concentration until magically dispelled or touched. An efreeti can also produce flame or use *pyrotechnics* at will.}}{{Section4=**Special Advantages**}}{{Immunity=Immune to normal fire-based attacks, and even an\nattack with magical fire suffers a -1 penalty on all attack and damage rolls.}}{{Strong=Efreet can carry up to 750 pounds on foot or flying, without tiring. They can also carry double weight for a limited time: three turns on foot or one turn aloft. For each 150 pounds of weight under 1500, add one turn to either walking or flying time permitted. After tiring, the efreeti must rest for one hour.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. A properly summoned or captured efreeti can be forced to serve for a maximum of 1,001 days, or it can be made to fulfill three wishes. Efreet are not willing servants and seek to pervert the intent of their masters by adhering to the letter of their commands.\nThe efreet are said to be made of basalt, bronze, and solid flames. They are massive, solid creatures.}}'},
{name:'Elemental-Air',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Air-Elemental}{{}}Specs=[Air-Elemental,CreatureRace,0H,Air-Elemental]{{}}RaceData=[w:Air Elemental]{{}}'},
{name:'Elemental-Earth',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Earth-Elemental}{{}}Specs=[Earth Elemental,CreatureRace,0H,Earth-Elemental]{{}}RaceData=[w:Earth Elemental]{{}}'},
{name:'Elemental-Fire',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Fire-Elemental}{{}}Specs=[Fire Elemental,CreatureRace,0H,Fire-Elemental]{{}}RaceData=[w:Fire Elemental]{{}}'},
{name:'Elemental-Water',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Water-Elemental}{{}}Specs=[Water Elemental,CreatureRace,0H,Water-Elemental]{{}}RaceData=[w:Water Elemental]{{}}'},
- {name:'Elephant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elephant}}{{subtitle=Creature}}Specs=[Elephant,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2-4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=11}}{{THAC0=9}}{{Attack=2 x Tusks (2d8 each), Trunk constriction (2d6), 2 x Trample (2d6 each), up to 6 opponents, max 2 attacks per opponent}}{{Languages=Elephant}}{{Size=L, 11ft tall}}{{Life Expectancy=Long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Large Creatures=(larger than Ogre-sized) are not subject to trunk attacks}}{{Preserves Trunk=An elephant will never attempt to grasp anything that might harm its trunk}}{{Fire=Elephants greatly fear fire}}RaceData=[w:Elephant, align:N, cattr:int=2:4|mov=15|ac=6|size=L|hd=11r2|thac0=9|attk1=2d8:Tusks x 2:0:P|attk2=2d6:Trunk:0:B|attk3=2d6:Trample x 2:0:B]{{Section9=**Description**}}{{desc=Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant\'s most renowned feature is its trunk, which it uses as a grasping limb.}}{{desc1=**Combat:** An elephant can make up to five attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with each of its two tusks; constricting damage of 2-12 points with its trunk; and 2-12 points of trampling damage with each of its front feet. No single opponent can be subject to more than two of these attacks at any one time. However, the elephant can battle up to six man-sized opponents at one time.\nCreatures larger than ogre-sized are not subject to the elephant\'s trunk attack. Also, an elephant will never attempt to grasp anything that might harm its trunk -- like an object covered with sharp spikes. Elephants greatly fear fire.}}'},
+ {name:'Elephant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elephant}}{{subtitle=Creature}}Specs=[Elephant,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2-4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=11}}{{THAC0=9}}{{Attack=2 x Tusks (2d8 each), Trunk constriction (2d6), 2 x Trample (2d6 each), up to 6 opponents, max 2 attacks per opponent}}{{Languages=Elephant}}{{Size=L, 11ft tall}}{{Life Expectancy=Long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Large Creatures=(larger than Ogre-sized) are not subject to trunk attacks}}{{Preserves Trunk=An elephant will never attempt to grasp anything that might harm its trunk}}{{Fire=Elephants greatly fear fire}}RaceData=[w:Elephant, align:N, cattr:int=2:4|mov=15|ac=6|shots=::|size=L|hd=11r2|thac0=9|attk1=2d8:Tusks x 2:0:P|attk2=2d6:Trunk:0:B|attk3=2d6:Trample x 2:0:B]{{Section9=**Description**}}{{desc=Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant\'s most renowned feature is its trunk, which it uses as a grasping limb.}}{{desc1=**Combat:** An elephant can make up to five attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with each of its two tusks; constricting damage of 2-12 points with its trunk; and 2-12 points of trampling damage with each of its front feet. No single opponent can be subject to more than two of these attacks at any one time. However, the elephant can battle up to six man-sized opponents at one time.\nCreatures larger than ogre-sized are not subject to the elephant\'s trunk attack. Also, an elephant will never attempt to grasp anything that might harm its trunk -- like an object covered with sharp spikes. Elephants greatly fear fire.}}'},
{name:'Elephant-African',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Elephant}{{}}RaceData=[w:African Elephant]{{}}Specs=[African Elephant,CreatureRace,0H,Elephant]{{}}'},
{name:'Empyrean-Priest',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:RPGMdeault}{{}}Specs=[Empyrean,CreatureRace,2H,Titan-Priest]{{}}RaceData=[w:Empyrean Priest]{{}}%{Race-DB-Creatures|Titan-Priest}{{Title=Empyrean}}{{name=Priest}}'},
{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|tr=O(CY)|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.}}'},
+ {name:'Ettin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ettin}}RaceData=[w:Ettin, align:CE, ac:none, attk:melee vs Dwarf or Gnome?=-4, 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|tr=O(CY)|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.}}'},
{name:'Eye-of-The-Deep-11HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Eye of the Deep,CreatureRace,0H,Eye-of-the-Deep-10HD]{{}}RaceData=[w:Eye of the Deep, cattr:hd=11|thac0=9,ns:1]{{}}%{Race-DB|Eye-of-the-Deep-10HD}{{Hit Dice=11d8. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}{{Thac0=9}}'},
{name:'Eye-of-the-Deep-10HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Eye of the Deep,CreatureRace,0H,Beholder-45-49HP]{{}}RaceData=[w:Eye of the Deep, cattr:int=11:12|fly=|swim=6|ac=5 \\lbrak;body=5 eye stalks=5 eyes=5\\rbrak;|hd=10|hp=|attk1=2d4:Claw 1:0:P|attk2=2d4:law 2:0:P|attk3=1d6:Bite:0:P|tr=R,spdef:,spattk:Magic use - each eye separate power (see powers),ns:=1],[cl:PW,w:Cone of Blinding Light,sp:1,pd:-1],[cl:PW,w:Beholder-Create-Illusion,sp:1,pd:-1],[cl:PW,w:MU-Hold-Person,sp:3,pd:-1],[cl:PW,w:MU-Hold-Monster,sp:5,pd:-1]{{}}%{Race-DB|Beholder-45-49HP}{{title=Eye of the Deep}}{{Intelligence=Very (11 to 12)}}{{AC=5 everywhere}}{{Move=Swim 6}}{{Hit Points=}}{{Hit Dice=10d8. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}{{Attack=2 x Claws for 2d4 each, Bite 1d6, plus eye powers}}{{Size=S to M, 3-5ft diameter}}{{Section2=**Powers**}}{{Section3=**Magic Use:** Each of the eyes deploy a specific magical power. The central large eye delivers the *Cone of Blinding Light*. The two eyes on stalks together can cast *Create Illusion*, or separately *Hold Person* and *Hold Monster*}}{{Section5=}}{{Regeneration=Destroyed eye stalks regrow within 1 week}}{{Section7=**Targeted Attacks:** If the body is destroyed (2/3rds of total HP) the Beholder dies. If the central eye is destroyed (1/3rd HP) the Cone of Blinding Light is disabled. Destroying each eye stalk (1d8+4HP each) stops individual powers}}{{desc1=**Combat:** When attacking a beholder or beholderkin, determine the location of the attack **before** striking. Each of the beholder\'s eyes, including the central one has a different function. The central eye is *Cone of Blinding Light*, both small eyes together can cast *Create Illusion*, or separately *Hold Person* and *Hold Monster*.\n**Number of Eyes in use:** An *Eye of the Deep* beholderkin may activate the magical powers of its eyes\' at will. The central eye can be used only against attacks from the front, but the two small eyes at any time.}}'},
{name:'Eye-of-the-Deep-12HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Eye of the Deep,CreatureRace,0H,Eye-of-the-Deep-10HD]{{}}RaceData=[w:Eye of the Deep, cattr:hd=12|thac0=9,ns:1]{{}}%{Race-DB|Eye-of-the-Deep-10HD}{{Hit Dice=12d8. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}{{THAC0=9}}'},
- {name:'Fire-Beetle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Fire Beetle,CreatureRace,0H,Creature]{{}}RaceData=[w:Fire Beetle, align:N, cattr:int=0|mov=12|ac=4|size=S|hd=1+2r3|thac0=19|attk1=2d8:Mandibles:0:P,ns:1],[cl:MI,items:Fire Beetle Gland:3]{{prefix=Fire}}{{title=Beetle}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=4}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=1+2}}{{THAC0=19}}{{Attack=Mandibles do 2d8 piercing damage}}{{Size=S, 2 1/2ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=The smallest of the giant beetles, fire beetles are nevertheless capable of delivering serious damage with their powerful mandibles. They are found both above and below ground, and are primarily nocturnal. Fire beetles have two special glands above their eyes and one near the back of their abdomens. These glands produce a luminous red glow, and for this reason they are highly prized by miners and adventurers. This luminosity persists for ld6 days after the glands are removed from the beetle, and the light shed will illuminate a radius of 10 feet. \nThe light from these glands is "cold" -- it produces no heat. Many mages and alchemists are eager to discover the secret of this cold light, which could be not only safe, but economical, with no parts to heat up and burn out. In theory, they say, such a light source could last forever.}}{{hide8=Giant beetles are similar to their more ordinary counterparts, but thousands of times larger -- with chewing mandibles and hard wings that provide substantial armor protection. Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to fly, and in most cases, its six bristly legs do not enable it to move as fast as a fleeing man. The hard, chitinous shell of several varieties of these beetles are brightly colored, and sometimes have value to art collectors. While their shells protect beetles as well as plate mail armor, it is difficult to craft armor from them, and a skilled alchemist would need to be brought in on the job.\nAll beetles are basically unintelligent and always hungry. They will feed on virtually any form of organic material, including other sorts of beetles. They taste matter with their antennae, or feelers; if a substance tasted is organic, the beetle grasps it with its mandibles, crushes it, and eats it. Because of the thorough grinding of the mandibles, nothing eaten by giant beetles can be revived by anything short of a *wish*.\nBeetles do not hear or see well, and rely primarily on taste and feel.}}{{desc9=**Combat:** Despite its name, the fire beetle has no fire attacks, relying instead on its huge mandibles to inflict up to three times the damage of a dagger in a single attack.}}'},
+ {name:'Fire-Beetle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Fire Beetle,CreatureRace,0H,Creature]{{}}RaceData=[w:Fire Beetle, align:N, cattr:int=0|mov=12|ac=4|shots=::|size=S|hd=1+2r3|thac0=19|attk1=2d8:Mandibles:0:P,ns:1],[cl:MI,items:Fire Beetle Gland:3]{{prefix=Fire}}{{title=Beetle}}{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=4}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=1+2}}{{THAC0=19}}{{Attack=Mandibles do 2d8 piercing damage}}{{Size=S, 2 1/2ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=The smallest of the giant beetles, fire beetles are nevertheless capable of delivering serious damage with their powerful mandibles. They are found both above and below ground, and are primarily nocturnal. Fire beetles have two special glands above their eyes and one near the back of their abdomens. These glands produce a luminous red glow, and for this reason they are highly prized by miners and adventurers. This luminosity persists for ld6 days after the glands are removed from the beetle, and the light shed will illuminate a radius of 10 feet. \nThe light from these glands is "cold" -- it produces no heat. Many mages and alchemists are eager to discover the secret of this cold light, which could be not only safe, but economical, with no parts to heat up and burn out. In theory, they say, such a light source could last forever.}}{{hide8=Giant beetles are similar to their more ordinary counterparts, but thousands of times larger -- with chewing mandibles and hard wings that provide substantial armor protection. Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to fly, and in most cases, its six bristly legs do not enable it to move as fast as a fleeing man. The hard, chitinous shell of several varieties of these beetles are brightly colored, and sometimes have value to art collectors. While their shells protect beetles as well as plate mail armor, it is difficult to craft armor from them, and a skilled alchemist would need to be brought in on the job.\nAll beetles are basically unintelligent and always hungry. They will feed on virtually any form of organic material, including other sorts of beetles. They taste matter with their antennae, or feelers; if a substance tasted is organic, the beetle grasps it with its mandibles, crushes it, and eats it. Because of the thorough grinding of the mandibles, nothing eaten by giant beetles can be revived by anything short of a *wish*.\nBeetles do not hear or see well, and rely primarily on taste and feel.}}{{desc9=**Combat:** Despite its name, the fire beetle has no fire attacks, relying instead on its huge mandibles to inflict up to three times the damage of a dagger in a single attack.}}'},
{name:'Rhinocerous-Beetle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Rhinocerous Beetle,CreatureRace,0H,Fire-Beetle]{{}}RaceData=[w:Rhinocerous Beetle, cattr:mov=6|ac=2|size=L|hd=12r2|thac0=9|attk1=3d6:Mandibles:0:P|attk2=2d8:Horn:0:BP,ns:=1],[cl:MI,items:Rhino Beetle Carapace:1]{{}}%{Race-DB-Creatures|Fire Beetle}{{prefix=Rhinocerous}}{{AC=2}}{{Move=6}}{{Hit Dice=12}}{{THAC0=9}}{{Attack=Mandibles do 3d6 piercing damage, and the horn does 2d8 piering or bludgeoning damage}}{{Size=L, 12ft long}}{{desc7=This uncommon monster inhabits tropical and subtropical jungles. They roam the rain forests searching for fruits and vegetation, and crushing anything in their path. The horn of a giant rhinoceros beetle extends about 6 feet.\nThe shell of this jungle dweller is often brightly colored or iridescent. If retrieved in one piece, these shells are valuable to clerics of the Egyptian pantheon, who use them as giant scarabs to decorate temples and other areas of worship. It is a representation of this, the largest of all beetles, that serves as the holy symbol for clerics of Apshai, the Egyptian god whose sphere of influence is said to include all insects.}}{{desc9=**Combat:** The mandibles of this giant beetle inflict 3d6 points of damage on anyone unfortunate enough to be caught by them; the tremendous horn is capable of causing 2d8 points of damage by itself.}}'},
{name:'Stag-Beetle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Stag Beetle,CreatureRace,0H,Fire-Beetle]{{}}RaceData=[w:Stag Beetle, cattr:mov=6|ac=3|size=L|hd=7r3|thac0=13|attk1=4d4:Mandibles:0:P|attk2=1d10:Horn:0:BP|attk3=1d10:Horn:0:BP,ns:=0]{{}}%{Race-DB-Creatures|Fire Beetle}{{prefix=Stag}}{{AC=3}}{{Move=6}}{{Hit Dice=7}}{{THAC0=13}}{{Attack=Mandibles do 4d4 piercing damage, and each horn does 1d10 piering or bludgeoning damage}}{{Size=L, 10ft long}}{{desc7=These woodland beetles are very fond of grains and similar growing crops, and they sometimes become great nuisances when they raid cultivated lands.\nThe worst damage from a stag beetle raid is that done to crops; they will strip an entire farm in short order. Livestock suffers too, stampeding in fear and wreaking more havoc. The beetles may even devour livestock, if they are hungry enough.}}{{desc9=**Combat:** Like other beetles, they have poor sight and hearing, but they will fight if attacked or attack if they encounter organic material they consider food. The giant stag beetle\'s two horns are usually not less than 8 feet long; they inflict up to 10 points of damage each.}}'},
{name:'Water-Beetle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Water Beetle,CreatureRace,0H,Fire-Beetle]{{}}RaceData=[w:Water Beetle, cattr:mov=3|swim=9|ac=3|size=M|hd=4r3|thac0=17|attk1=3d6:Mandibles:0:P,ns:=0]{{}}%{Race-DB-Creatures|Fire-Beetle}{{prefix=Water}}{{AC=3}}{{Move=3, Swim 9}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=Mandibles do 3d6 piercing damage}}{{Size=M, 6ft long}}{{desc7=The giant water beetle is found only in fresh water no less than 30 feet deep.\nWater beetles sometimes inhabit navigable rivers and lakes, in which case they can cause considerable damage to shipping, often attacking and sinking craft to get at the tasty morsels inside.\nAlthough they are air breathers, water beetles manage to stay underwater for extended periods of time by catching and holding a bubble of air beneath their giant wings. They will carry the bubble underwater, where it can be placed in a cave or some other cavity capable of holding an air supply.}}{{desc9=**Combat:** Voracious eaters, these beetles prey upon virtually any form of animal, but will eat almost anything. Slow and ponderous on land, they move very quickly in water. Giant water beetles hunt food by scent and by feeling vibrations.}}'},
]},
- Race_DB_Creatures_F_J:{bio:'Creatures Database v2.11 18/04/2026
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: v2.11 18/04/2026 Added Gargoyle v2.10 10/10/2025 Added DMG Treasure Types v2.08 10/06/2025 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',
+ Race_DB_Creatures_F_J:{bio:'Creatures Database v2.12 23/05/2026
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: v2.12 23/05/2026 Added multi-AC, Called Shot and Situational Attack data tags v2.11 18/04/2026 Added Gargoyle v2.10 10/10/2025 Added DMG Treasure Types v2.08 10/06/2025 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:2.11,
- 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|tr=(E)|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,%:200],[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.}}'},
+ version:2.12,
+ 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|shots=::|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, attk:melee vs Dwarf or Gnome?=-4, cattr:int=5:10|mov=12|ac=-1|hd=15+1d4+1r1|thac0=5|tohit=+4|dmg=+10|size=H|tr=(E)|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,%:200],[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)}}'},
{name:'Fire-Giant-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Juvenile 3,cattr:hd:12+1d4+1|tohit=+1|dmg=+7]{{}}Specs=[Fire-Giant-Juvenile-3,CreatureRace,2H,Fire-Giant-Juvenile-3]{{}}%{Race-DB-Creatures|Fire-Giant-Juvenile-1}{{name= Juvenile-3}}'},
{name:'Fire-Giant-Juvenile-2',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Juvenile 2,cattr:hd:13+1d4+1|tohit=+2|dmg=+8]{{}}Specs=[Fire-Giant-Juvenile-2,CreatureRace,2H,Fire-Giant-Juvenile-3]{{}}%{Race-DB-Creatures|Fire-Giant-Juvenile-1}{{name= Juvenile-2}}'},
{name:'Fire-Giant-Juvenile-3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Juvenile 1,cattr:ac=5|hd:14+1d4+1|tohit=+3|dmg=+9,ns:=1],[cl:WP,both:Fire-Giant-Sword]{{}}Specs=[Fire-Giant-Juvenile-1,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= Juvenile-1}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Fire giants\' natural Armor Class is 5, when not wearing any armour. As a juvenile, they are still growing so can\'t have armour fitted.)}}'},
{name:'Fire-Giant-Shaman-L7',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Shaman L7,cattr:cl=pr:fire-giant-shaman|lv=7]{{}}Specs=[Fire-Giant-Shaman-L7,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= Shaman}}{{Section3=**Shaman:** This Fire Giant is a Shaman that can cast spells of a number of priest spheres of magic: *Elemental, Healing, Charm, Protection, Divination,* or *Combat*}}{{desc6=**Fire Giant Shaman:** There is a 20% chance that any band of fire giants will have a shaman (80%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the Elemental, Healing, Charm, Protection, Divination, or Combat spheres.}}'},
{name:'Fire-Giant-Witch-Doctor',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Witch Doctor,sps:any,cattr:cl=pr:fire-giant-shaman/mu:fire-giant-witch-doctor|lv=7/3,ns:1],[cl:MU,lv:1,w:random|random|random|Alarm|Charm-Person|Dancing-Lights|Grease|Hold-Portal|Magic Missile|Phantasmal-Force|Sleep|Spook],[cl:MU,lv:2,w:random|random|random|Flaming-Sphere|Glitterdust|Invisibility|Melfs-Acid-Arrow|Mirror-Image|Misdirection|Pyrotechnics|Ray-of-Enfeablement|Stinking-Cloud|Web],[cl:MI,%:90],[cl:MI,%:10,items:random:2d4]{{}}Specs=[Fire-Giant-Witch-Doctor,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= Witch Doctor}}{{Section3=**Witch Doctor:** This Fire Giant is a Witch Doctor that can cast spells of a number of wizard spells, and priest spheres of magic: *Elemental, Healing, Charm, Protection, Divination,* or *Combat*}}{{desc6=**Fire Giant Witch Doctor:** There is a 20% chance that any band of fire giants will have a shaman (80%) or witch doctor (20%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can detect or thwart intruders.}}'},
- {name:'Fire-Mephit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Imp - Fire Mephit}}{{subtitle=Creature}}RaceData=[w:Fire Mephit, align:LE|NE|CE, ac:none, weaps:none, cattr:int=8:10|mov=12|fly=24(B)|ac=5|size=M|hd=3+1|thac0=17|tr=2N|mr=0|attk1=1d3:Claw1:0:S|attk2=1d3:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1\\rbrak;\\rbrak;HP of heat damage, spattk:Claws do additional 1HP heat damage. 2 breath weapons: Flame Jet \\amp Flame Fan. Can cast as Power *Heat Metal* and *Magic Missile x 2* once a day, spdef:*Gate* in as Power another mephit 1/hour,ns:4],[cl:PW,w:Fire Mephit Flame Breath,sp:0,pd:3],[cl:PW,w:heat-metal,sp:5,pd:1],[cl:PW,w:magic-missile,sp:1,pd:1],[cl:PW,w:gate-mephit,sp:0,pd:24]{{Section=**Attributes**}}{{Intelligence=Average (8:10)}}{{AC=5}}{{Alignment=Any Evil}}{{Move=12, FL24(B)}}{{Hit Dice=3+2}}{{THAC0=17}}{{Attacks=2 x Claw for 1d3 and 1HP additional heat damage}}{{Languages=*Mephit*}}{{Size=M, 5ft tall}}{{Life Expectancy=Short!}}{{Section1=**Powers**}}{{Section2=Breath weapons: *Flame Jet* \\amp *Fan of Flame*. Spells as Powers: *Heat Metal*, *Magic Missile x 2* each 1/day. *Gate Mephit* 1/hour}}{{Section3=**Special Advantages**}}{{Section4=**Touching Skin:** Touching a Fire Mephit causes 1HP heat damage (no save)}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Imp-Fire-Mephit,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=**Fire Mephit:** The most mischievous of all mephits, these fiends play terrible pranks on other mephits (such as pushing lava mephits into water and watching them harden) and on their victims.\nFire Mephit breath weapons have two forms. The first is a flame jet 15 feet long and 1-foot wide. This jet automatically hits one target, of the mephit\'s choosing, for ld8+1 points of damage (half if saving throw is successful). The second form is a fan of flame covering a 120 arc directly in front of the mephit to a distance of 5 feet. Any creature in the arc suffers 4 points of damage, no saving throw allowed.}}{{desc8=Mephits are nasty little messengers created by powerful lower planes creatures. They are evil and malicious by nature and appear on the Prime Material Plane only to perform evil deeds. Six types of mephits are known: fire, ice, lava, mist, smoke, and steam. Each is created from the substance for which it is named.\nMephits appear as thin, 5-foot humanoids with wings. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff from which they were made. Mephits speak a common mephit tongue.}}{{desc9=**Combat:** In battle, mephits attack with either clawed hands or breath weapons. Damage is variable depending on the type of mephit encountered. All mephits have the ability to gate in other mephits; the type gated in and percentage chance for success varies with the mephit initiating the gating.}}'},
- {name:'Flesh-Golem',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Golem}}{{prefix=Flesh}}RaceData=[w:Flesh Golem, align:N, cattr:int=2:4|mov=8|ac=9|size=L|hd=9|thac0=11|attk1=2d8:Right Claw:0:B|attk2=2d8:Left Claw:0:B, spattk:Strength 19 for lifting / throwing / breaking down doors only, spdef:Only hit by magic weaps. Fire \\amp cold only \\lbrak;slow for 2d6 rounds\\rbrak;\\lpar;!rounds ~~target-nosave caster¦@{selected¦token_id}¦slow¦2d6¦-1¦Slowed by fire or cold¦snail\\rpar;. Electical attacks restore HP rather than damage. All other spells are ignored and have no effect],{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=9, natural skin}}{{Alignment=Neutral}}{{Move=8}}{{Hit Dice=9}}{{THAC0=11}}{{Attack=Fists for 2d8 each. Does not use weapons of any type even if commanded to.}}{{Languages=None. Can make a hoarse roar}}{{Size=L, 7.5ft tall}}{{Life Expectancy=Until destroyed}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength=Flesh golems have a strength of 19 for purposes of lifting, throwing or breaking down doors.}}{{Resistance=Fire and cold based spells merely slow them for 2-12 (2d6) rounds. Any electrical attack restores 1 hit point for each die of damage it would normally have done. All other spells are ignored by the creature.}}{{Invulnerability=Only hit by magical weapons}}{{Section6=**Special Disadvantages**}}{{Section7=Spirit is not bound strongly, resulting in a 1% cumulative chance per round of combat, calculated independently for each fight, that it will break free of its master.Master has a 10% chance per round of regaining control. Must be within 60 feet and the creature must be able to see and hear its master. Its creator just has to talk to it forcefully and persuasively, to convince it to obey.}}Specs=[Flesh Golem,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=The flesh golem stands a head and a half taller than most humans and weighs almost 350 pounds. It is made from a ghoulish collection of stolen human body parts, stitched together to form a single composite human body. Its skin is the sickly green or yellow of partially decayed flesh. A flesh golem smells faintly of freshly dug earth and dead flesh. No natural animal, such as a dog, will willingly track a flesh golem. It wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions, and no weapons. The golem can not speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts.}}{{desc9=**Combat:** The lesser golems are mindless in combat. They follow the orders of their master explicitly, and are incapable of any strategy or tactics. They are emotionless in combat, and cannot be easily provoked (unless they have broken control and gone berserk).}}'},
+ {name:'Fire-Mephit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Imp - Fire Mephit}}{{subtitle=Creature}}RaceData=[w:Fire Mephit, align:LE|NE|CE, ac:none, weaps:none, cattr:int=8:10|mov=12|fly=24(B)|ac=5|shots=::|size=M|hd=3+1|thac0=17|tr=2N|mr=0|attk1=1d3:Claw1:0:S|attk2=1d3:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1\\rbrak;\\rbrak;HP of heat damage, spattk:Claws do additional 1HP heat damage. 2 breath weapons: Flame Jet \\amp Flame Fan. Can cast as Power *Heat Metal* and *Magic Missile x 2* once a day, spdef:*Gate* in as Power another mephit 1/hour,ns:4],[cl:PW,w:Fire Mephit Flame Breath,sp:0,pd:3],[cl:PW,w:heat-metal,sp:5,pd:1],[cl:PW,w:magic-missile,sp:1,pd:1],[cl:PW,w:gate-mephit,sp:0,pd:24]{{Section=**Attributes**}}{{Intelligence=Average (8:10)}}{{AC=5}}{{Alignment=Any Evil}}{{Move=12, FL24(B)}}{{Hit Dice=3+2}}{{THAC0=17}}{{Attacks=2 x Claw for 1d3 and 1HP additional heat damage}}{{Languages=*Mephit*}}{{Size=M, 5ft tall}}{{Life Expectancy=Short!}}{{Section1=**Powers**}}{{Section2=Breath weapons: *Flame Jet* \\amp *Fan of Flame*. Spells as Powers: *Heat Metal*, *Magic Missile x 2* each 1/day. *Gate Mephit* 1/hour}}{{Section3=**Special Advantages**}}{{Section4=**Touching Skin:** Touching a Fire Mephit causes 1HP heat damage (no save)}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Imp-Fire-Mephit,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=**Fire Mephit:** The most mischievous of all mephits, these fiends play terrible pranks on other mephits (such as pushing lava mephits into water and watching them harden) and on their victims.\nFire Mephit breath weapons have two forms. The first is a flame jet 15 feet long and 1-foot wide. This jet automatically hits one target, of the mephit\'s choosing, for ld8+1 points of damage (half if saving throw is successful). The second form is a fan of flame covering a 120 arc directly in front of the mephit to a distance of 5 feet. Any creature in the arc suffers 4 points of damage, no saving throw allowed.}}{{desc8=Mephits are nasty little messengers created by powerful lower planes creatures. They are evil and malicious by nature and appear on the Prime Material Plane only to perform evil deeds. Six types of mephits are known: fire, ice, lava, mist, smoke, and steam. Each is created from the substance for which it is named.\nMephits appear as thin, 5-foot humanoids with wings. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff from which they were made. Mephits speak a common mephit tongue.}}{{desc9=**Combat:** In battle, mephits attack with either clawed hands or breath weapons. Damage is variable depending on the type of mephit encountered. All mephits have the ability to gate in other mephits; the type gated in and percentage chance for success varies with the mephit initiating the gating.}}'},
+ {name:'Flesh-Golem',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Golem}}Specs=[Flesh Golem,CreatureRace,0H,Creature]{{prefix=Flesh}}RaceData=[w:Flesh Golem, align:N, mr:Spells%%spe%%100%%0, cattr:int=2:4|mov=8|ac=9|size=L|hd=9|hp=40|thac0=11|attk1=2d8:Right Claw:0:B|attk2=2d8:Left Claw:0:B|attkmsg=Remember only hit by magical weapons. Fire and cold only slow for 2d6 rounds \\lpar;see Special Defenses\\rpar;. Electical attacks cure 1HP per dice of damage. All other spells ignored., spattk:Strength 19 for lifting / throwing / breaking down doors only, spdef:Only hit by magic weaps. Fire \\amp cold only \\lbrak;slow for 2d6 rounds\\rbrak;\\lpar;!rounds ~~target-nosave caster¦@{selected¦token_id}¦slow¦2d6¦-1¦Slowed by fire or cold¦snail\\rpar;. Electical attacks restore HP rather than damage. All other spells are ignored and have no effect],{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=9, natural skin}}{{Alignment=Neutral}}{{Move=8}}{{Hit Dice=9 (40HP)}}{{THAC0=11}}{{Attack=Fists for 2d8 each. Does not use weapons of any type even if commanded to.}}{{Languages=None. Can make a hoarse roar}}{{Size=L, 7.5ft tall}}{{Life Expectancy=Until destroyed}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength=Flesh golems have a strength of 19 for purposes of lifting, throwing or breaking down doors.}}{{Resistance=Fire and cold based spells merely slow them for 2-12 (2d6) rounds. Any electrical attack restores 1 hit point for each die of damage it would normally have done. All other spells are ignored by the creature.}}{{Invulnerability=Only hit by magical weapons}}{{Section6=**Special Disadvantages**}}{{Section7=Spirit is not bound strongly, resulting in a 1% cumulative chance per round of combat, calculated independently for each fight, that it will break free of its master.Master has a 10% chance per round of regaining control. Must be within 60 feet and the creature must be able to see and hear its master. Its creator just has to talk to it forcefully and persuasively, to convince it to obey.}}{{Section9=**Description**}}{{desc8=The flesh golem stands a head and a half taller than most humans and weighs almost 350 pounds. It is made from a ghoulish collection of stolen human body parts, stitched together to form a single composite human body. Its skin is the sickly green or yellow of partially decayed flesh. A flesh golem smells faintly of freshly dug earth and dead flesh. No natural animal, such as a dog, will willingly track a flesh golem. It wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions, and no weapons. The golem can not speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts.}}{{desc9=**Combat:** The lesser golems are mindless in combat. They follow the orders of their master explicitly, and are incapable of any strategy or tactics. They are emotionless in combat, and cannot be easily provoked (unless they have broken control and gone berserk).}}'},
{name:'Flind',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flind}}RaceData=[w:Flind, align:LE, weaps:club|flindbar, ac:leather|padded|studded|ring-mail|brigandine|scale-mail|hide|chain-mail, cattr:int=8:10|mov=12|ac=10|size=M|hd=2+3r3|thac0=17|tohit=+1|tr=(A)|attk1=1d6:Club:4:B, spattk:Favour the *Flindbar*: equip this as a weapon from the weapons database. A Flindbar can disarm an opponent if they fail a *save vs. wand*,ns:1],[cl:WP,prime:Flindbar,offhand:Dagger],[cl:MI,%:90],[cl:MI,%:10,items:random:1]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=10, up to AC5 with armour}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=2+3}}{{THAC0=17}}{{Attack=Club for 1d6 (75%), or *Flindbar* for 2 attacks/round for 1d4 (25%) - both can be equipped from the weapons database}}{{Languages=*Flind, Gnoll,* and many also speak *flind, troll, orc,* or *hobgoblin*}}{{Size=M, 6-7ft tall}}{{Life Expectancy=On average 35 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength=Due to their great strength, Flinds gain +1 on their attack rolls}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Flind,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=The flind is similar to a gnoll in body style, though it is a little shorter, and broader. They are more muscular than their cousins. Short, dirty, brown and red fur covers their body. Their foreheads do not slope back as far, and their ears are rounded, but still animal like. }}{{desc9=**Combat:** Flinds use clubs (75%) which inflict 1-6 points of damage and flindbars (25%) which do 1-4 points of damage. A flindbar is a pair of chain-linked iron bars which are spun at great speed. A flind with a flindbar can strike twice per round. Each successful hit requires the victim to save vs. wands or have his weapon entangled in the chain and torn from his grasp by the flindbar. Due to their great strength, flinds get a +1 on their attack rolls.\nFlinds are regarded with reverence and awe by gnolls. Flind leaders are 3+3 Hit Dice, at least 13 intelligence and 18 charisma to gnolls (15 to flinds), and always use flindbars.}}'},
{name:'Flind-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flind}}RaceData=[w:Flind Leader, cattr:int=13:14|ac=5|hd=3+3r3|thac0=17|attk1=1d4:Flindbar:3:B]{{subtitle=Creature}}Specs=[Flind Leader,CreatureRace,0H,Flind]{{}}%{Race-DB-Creatures|Flind}{{Intelligence=High (at least 13)}}{{AC=5 (preset - can be improved with magical armour if equipped)}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attack=Always use *Flindbar* for 2 attacks/round for 1d4 - equip from the weapons database}}Specs=[Flind Leader,CreatureRace,0H,Flind]{{desc=**Flind Leaders:** Flind leaders are 3+3 Hit Dice, at least 13 intelligence and 18 charisma to gnolls (15 to flinds), and always use flindbars.}}'},
{name:'Flind-ac5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flind}}RaceData=[w:Flind ac5, cattr:ac=5]{{subtitle=Creature}}Specs=[Flind ac5,CreatureRace,0H,Flind]{{}}%{Race-DB-Creatures|Flind}{{AC=5 (preset - can be improved with magical armour if equipped)}}'},
{name:'Fremlin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Fremlin, align:CN, cattr:int=8:10|fly=12 (B)|ac=6|size=T|hd=3+6r3|tr=X|mr=0|mw=+1|attkmsg=Only hit by magical weapons. No magic resistance, spdef:Only hit by magical weapons. No magic resistance],[cl:MI,items:random:1]{{}}Specs=[Fremlin,CreatureRace,0H,Gremlin]{{}}%{Race-DB-Creatures|Gremlin}{{title=Fremlin}}{{Intelligence=Average (8 to 10)}}{{AC=6}}{{Alignment=Chaotic Neutral}}{{Move=6, Fl 12(B)}}{{Size=T, 1ft tall}}{{Hit Dice=3+6}}{{Magic Resistance=No magic resistance}}{{desc8=Often mistaken for imps, fremlins are a type of gremlin, small winged goblinoids. There are many varieties of gremlins, and most are chaotic and mischievous. These friendly gremlins are quite harmless. They tend to be plump, whiny, and lazy, but otherwise look like small, slate colored gremlins. Their ears are very large and pointed, giving them a 65% chance to hear noise. A pair of bat-like wings enables them to fly or glide. Fremlins never wear clothing or ornamentation.}}{{desc9=**Combat:** Occasionally, fremlins become tolerable companions, if they take a liking to someone and are well fed and entertained. Even in this case, they never assist in combat and may in fact hinder it by giving away the location of hiding characters or making other such blunders.}}'},
- {name:'Freshwater-Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Freshwater Troll (Scrag)}}{{subtitle=Creature}}Specs=[Freshwater Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=3, Sw12}}{{Hit Dice=5+5}}{{THAC0=15}}{{Attacks=2 x Claw 1d4+1, 1 x Bite 3d4}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 8ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=Only in fresh water, 3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Freshwater Troll, align:CE, cattr:int=5:7|ac=3|mov=3|swim=12|hd=5+5r3|regen=3|thac0=15|size=L|dmg=+8|tr=4Q(C)|attk1=1+1d4:Claw:0:S|attk2=1+1d4:Claw:0:S|attk3=3d4:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage ***and*** in fresh water, spdef:Regenerate at 3HP per round *if* in fresh water,ns:1],[cl:PW,w:regenerate,sp:0,pd:-1],[cl:MI,%:80],[cl:MI,%:20,items:random:1d2]{{Section9=**Description**}}{{desc8=These gilled trolls, also called scrags or river trolls, are the most loathsome of all the trolls. River trolls, as their name implies, travel the waterways in search of victims. Their arms are thin and frail but their mouths are wide and lined with dozens of needle-sharp fangs. Their color ranges from blue-green to olive. Scrags have all of the abilities of normal trolls, but they only regenerate when immersed in fresh water. Scrags can survive out of water for one hour and often come ashore in search of prey. River trolls devour anything they catch, but prefer humanoids and have a fondness for dwarves.\nScrags are devious hunters and often carry a few baubles with them. They lay gems near the water\'s edge and wait for someone to spot them and reach down. Other traps include burying themselves in the sand, in shallow water, and waiting to be stepped on or tangling the rudders of small boats. River trolls occasionally nest beneath bridges or near ferry boats, demanding a toll in exchange for passage. The toll varies, but averages the equivalent of one cow per week, per troll. Livestock and children frequently disappear when river trolls are near.}}'},
+ {name:'Freshwater-Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Freshwater Troll (Scrag)}}{{subtitle=Creature}}Specs=[Freshwater Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=3, Sw12}}{{Hit Dice=5+5}}{{THAC0=15}}{{Attacks=2 x Claw 1d4+1, 1 x Bite 3d4}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 8ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=Only in fresh water, 3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Freshwater Troll, align:CE, attk:melee vs Dwarf or Gnome?=-4, cattr:int=5:7|ac=3|shots=::|mov=3|swim=12|hd=5+5r3|regen=3|thac0=15|size=L|dmg=+8|tr=4Q(C)|attk1=1+1d4:Claw:0:S|attk2=1+1d4:Claw:0:S|attk3=3d4:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage ***and*** in fresh water, spdef:Regenerate at 3HP per round *if* in fresh water,ns:1],[cl:PW,w:regenerate,sp:0,pd:-1],[cl:MI,%:80],[cl:MI,%:20,items:random:1d2]{{Section9=**Description**}}{{desc8=These gilled trolls, also called scrags or river trolls, are the most loathsome of all the trolls. River trolls, as their name implies, travel the waterways in search of victims. Their arms are thin and frail but their mouths are wide and lined with dozens of needle-sharp fangs. Their color ranges from blue-green to olive. Scrags have all of the abilities of normal trolls, but they only regenerate when immersed in fresh water. Scrags can survive out of water for one hour and often come ashore in search of prey. River trolls devour anything they catch, but prefer humanoids and have a fondness for dwarves.\nScrags are devious hunters and often carry a few baubles with them. They lay gems near the water\'s edge and wait for someone to spot them and reach down. Other traps include burying themselves in the sand, in shallow water, and waiting to be stepped on or tangling the rudders of small boats. River trolls occasionally nest beneath bridges or near ferry boats, demanding a toll in exchange for passage. The toll varies, but averages the equivalent of one cow per week, per troll. Livestock and children frequently disappear when river trolls are near.}}'},
{name:'Freshwater-Troll-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Freshwater Troll Shaman, cattr:int=7|cl=pr:scrag-shaman|lv=7,ns:1],[cl:MI,%:5,items:random:2d2]{{Intelligence=Low (7)}}%{Race-DB-Creatures|Freshwater-Troll}{{AC=3}}Specs=[Freshwater-Troll Shaman,CreatureRace,0H,Freshwater-Troll]{{name=Scrag Shaman Chieftain}}{{Priest Spells=Cast at 7th level: Charm, Divination, Elemental (Water), Sun (Darkness only), and 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 Scrag Shamen also get Elemental (water) spells. Leadership is only retained by combat, so fights for pack control are frequent. Often trolls rend each other limb from limb, but these battles are never fatal. Still, it is the custom of trolls to toss the loser\'s head a great distance from the fight scene, and frequently losers must sit and stew for a week until their new head grows in.\nThe pack chieftain\'s duties are few. She leads the trolls on nightly forages, loping along, sniffing the air for prey. If a scent is found, the trolls charge, racing to get there first, and letting out a great cry once prey is spotted. In return for being the hunt leader, the shaman gets her choice of mates in the pack. Females give birth to a single troll about once every five years.}}'},
- {name:'Frost-Giant-AC0',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Frost }}{{title=Giant}}{{name= AC0}}RaceData=[w:Frost Giant AC0, align:CE, ac:none, cattr:int=5:10|mov=12|ac=0|hd=14+1d4r1|thac0=5|tohit=+4|dmg=+9|size=H|tr=(E)|attk1=1d8:Fist:0:B|attkmsg=Remember immune to Cold, spdef:Immune to cold. Can catch rocks hurled at them 40% of the time, ns:1],[cl:WP,prime:Frost-Giant-Battle-Axe,items:FG-Rock:1d4+1],[cl:MI,%:80,items:random:1],[cl:MI,%:20,items:random:1d2]{{subtitle=Creature}}Specs=[Frost-Giant-AC0,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=0 - Warriors usually wear chain mail and metal helmets decorated with horns or feathers. Natural AC is 5}}{{Alignment=Chaotic Evil, often living in small groups}}{{Move=12 (15 without armour)}}{{Hit Dice=14HD +1d4}}{{THAC0=5}}{{Section1=**Attacks:** +4 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Frost Giant Battle Axe for 2d8 plus strength bonus of +9. Throw rocks 3 to 200 yards doing 2d10 damage}}{{Languages=*Frost Giant* and *Giant Common*}}{{Size=H, 21ft tall}}{{Life Expectancy=About 250 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Cold Immunity=Immune to all forms of cold}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Frost giants:** have a reputation for crudeness and stupidity. This reputation is deserved, but frost giants are crafty fighters.\nFrost giants have muscular, roughly human builds. The typical adult male is 21\' tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes.\nFrost giants carry their belongings in huge sacks. A typical frost giant\'s sack contains 2-5 (1d4+1) throwing rocks, the giant\'s wealth, and 3-12 (3d4) mundane items. Everything in a giant\'s bag is old, worn, dirty, and smelly, making the identification of any valuable items difficult.}}{{desc8=A frost giant\'s natural Armor Class is 5. Warriors usually wear chain mail and metal helmets decorated with horns or feathers (AC 0). They also wear skins and pelts, along with any jewelry they own.}}{{desc9=**Combat:** Frost giants will start combat at a distance, throwing rocks until they run out of ammunition, or the opponent closes. One of their favorite strategies is to ambush victims by hiding buried in the snow at the top of an icy or snowy slope where opponents will have difficulty reaching them.\nWarriors favor huge battle axes. A frost giant\'s oversized weapons do double normal (man-sized) damage to all opponents, plus the giant\'s strength bonus. Thus, a frost giant battle axe does 2-16 (2d8) +9 points of damage.\nAdult frost 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 40% of the time.}}'},
+ {name:'Frost-Giant-AC0',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Frost }}{{title=Giant}}{{name= AC0}}RaceData=[w:Frost Giant AC0, align:CE, ac:none, attk:melee vs Dwarf or Gnome?=-4, cattr:int=5:10|mov=12|ac=0|hd=14+1d4r1|thac0=5|tohit=+4|dmg=+9|size=H|tr=(E)|attk1=1d8:Fist:0:B|attkmsg=Remember immune to Cold, spdef:Immune to cold. Can catch rocks hurled at them 40% of the time, ns:1],[cl:WP,prime:Frost-Giant-Battle-Axe,items:FG-Rock:1d4+1],[cl:MI,%:80,items:random:1],[cl:MI,%:20,items:random:1d2]{{subtitle=Creature}}Specs=[Frost-Giant-AC0,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=0 - Warriors usually wear chain mail and metal helmets decorated with horns or feathers. Natural AC is 5}}{{Alignment=Chaotic Evil, often living in small groups}}{{Move=12 (15 without armour)}}{{Hit Dice=14HD +1d4}}{{THAC0=5}}{{Section1=**Attacks:** +4 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Frost Giant Battle Axe for 2d8 plus strength bonus of +9. Throw rocks 3 to 200 yards doing 2d10 damage}}{{Languages=*Frost Giant* and *Giant Common*}}{{Size=H, 21ft tall}}{{Life Expectancy=About 250 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Cold Immunity=Immune to all forms of cold}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Frost giants:** have a reputation for crudeness and stupidity. This reputation is deserved, but frost giants are crafty fighters.\nFrost giants have muscular, roughly human builds. The typical adult male is 21\' tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes.\nFrost giants carry their belongings in huge sacks. A typical frost giant\'s sack contains 2-5 (1d4+1) throwing rocks, the giant\'s wealth, and 3-12 (3d4) mundane items. Everything in a giant\'s bag is old, worn, dirty, and smelly, making the identification of any valuable items difficult.}}{{desc8=A frost giant\'s natural Armor Class is 5. Warriors usually wear chain mail and metal helmets decorated with horns or feathers (AC 0). They also wear skins and pelts, along with any jewelry they own.}}{{desc9=**Combat:** Frost giants will start combat at a distance, throwing rocks until they run out of ammunition, or the opponent closes. One of their favorite strategies is to ambush victims by hiding buried in the snow at the top of an icy or snowy slope where opponents will have difficulty reaching them.\nWarriors favor huge battle axes. A frost giant\'s oversized weapons do double normal (man-sized) damage to all opponents, plus the giant\'s strength bonus. Thus, a frost giant battle axe does 2-16 (2d8) +9 points of damage.\nAdult frost 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 40% of the time.}}'},
{name:'Frost-Giant-AC5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant AC5,cattr:ac=5|mov=15]{{}}Specs=[Frost-Giant-AC5,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= AC5}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Frost giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear chain mail and metal helmets decorated with horns or feathers (AC 0).}}'},
{name:'Frost-Giant-Jarl',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Jarl,cattr:ac=-2|hd=14+1d4r5, ns:=1],[cl:WP,prime:Frost-Giant-Battle-Axe+2,items:FG-Rock:1d4+1],[cl:MI,%:70,items:random:1],[cl:MI,%:20,items:random:1d2],[cl:MI,%:10,items:random:1d4]{{}}Specs=[Frost-Giant-Jarl,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Jarl}}{{desc6=**Frost Giant Jarl:** A chieftain who commands 20 or more giants is called a jarl. Jarls always will have better than normal armor and a weapon of +1 to +3 enchantment.}}'},
{name:'Frost-Giant-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Juvenile 1,cattr:ac=5|hd:13+1d4|thac0=7|tohit=+3|dmg=+8,ns:=1],[cl:WP,both:Frost-Giant-Battle-Axe]{{}}Specs=[Frost-Giant-Juvenile-1,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Juvenile-1}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Frost giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear chain mail and metal helmets decorated with horns or feathers (AC 0).}}'},
@@ -1549,16 +1572,17 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Frost-Giant-Shaman-L7',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Shaman L7,cattr:cl=pr:frost-giant-shaman|lv=7],[cl:MI,%:10,items:random:2d3]{{}}Specs=[Fire-Giant-Shaman-L7,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Shaman}}{{Section3=**Shaman:** This Frost Giant is a Shaman that can cast spells of a number of priest spheres of magic: *healing, charm, protection, divination*, or *weather*}}{{desc6=**Frost Giant Shaman:** There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the *healing, charm, protection, divination*, or *weather* spheres. Frost giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can bewilder and confound other giants. Favorite spells include: *unseen servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mirror image,* and *invisibility*.}}'},
{name:'Frost-Giant-Witch-Doctor-L3-7',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Witch Doctor,sps:any,cattr:cl=pr:frost-giant-shaman/mu:frost-giant-witch-doctor|lv=7/3,ns:1],[cl:MU,lv:1,w:random|random|random|Detect-Magic],[cl:MU,lv:2,w:random|ESP|Mirror-Image|random|random],[cl:MI,%:20,items:random:2d4]{{}}Specs=[Frost-Giant-Witch-Doctor,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Witch Doctor}}{{Section3=**Witch Doctor:** This Frost Giant is a Witch Doctor that can cast spells of a number of wizard spells, and priest spheres of magic:*healing, charm, protection, divination*, or *weather*}}{{desc6=**Frost Giant Witch Doctor:** There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the *healing, charm, protection, divination*, or *weather* spheres. Frost giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can bewilder and confound other giants. Favorite spells include: *unseen servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mirror image,* and *invisibility*.}}'},
{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:'Galtrit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Galtrit, cattr:int=8:10|ac=2|size=T|hd=1-6|hp=2|thac0=20|mr=0|mw=0|tr=Q|dmgmsg=Anesthetic in saliva prevents victims feeling the bite. Automatically sucks \\lbrak;1HP of blood/round\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Galtrit blood drain_Feeling drained¦100¦-10¦Seem to be getting weaker... not sure why...¦arrowed\\rpar; for a full turn, if undisturbed. For each 4HP blood loss victim loses 1 Constitution. 3 Con lost victim faints. See Specials. Hit by any weapon. No magic resistance, spattk:Only detected on 1 in 8 (Elves 1 in 6). If not detected gain +3 on To Hit. Once locked on galltrits suck 1HP of blood per round for a full turn if undisturbed. If challenged in any way the galltrits flee. This loss of blood reduces the victim\'s Constitution by 1 point for every 4 hit points of blood lost. If the victim loses 3 or more points of Constitution usually due to multiple galltrits they faint from the sudden blood loss. It takes two full turns to awaken and two weeks to regain the lost Constitution points, spdef:Nil]{{}}%{Race-DB-Creatures|Gremlin}{{title=Galtrit}}{{Intelligence=Average (8 to 10)}}{{AC=2}}{{Size=T, 6ins tall}}{{Alignment=Chaotic Evil}}{{Hit Dice=1-6 (2HP)}}{{Magic Resistance=No magic resistance}}{{Surprise=Detected only on 1 in 8 roll (Elves 1 in 6). If win surprise, gain +3 on attack roll}}Specs=[Galtrit,CreatureRace,0H,Gremlin]{{desc8=**Galtrit:** These nasty little stone-gray creatures live in areas of dung, carrion, or offal. Because of their small size and coloration, they are detected only on a 1 in 8 chance (1 in 6 for elves).}}{{desc9=**Combat:** They attack anything that disturbs them. Galltrit attempt to gain surprise and bite (with a +3 bonus to the attack roll if they have surprise) somewhere unobtrusive. An anesthetic in their saliva prevents their victims from feeling the bite, rather like a vampire bat.\nOnce locked on, galltrits suck 1 hit point of blood per round for a full turn, if undisturbed. If challenged in any way, the galltrits flee. This loss of blood reduces the victim\'s Constitution by 1 point for every 4 hit points of blood lost. If the victim loses 3 or more points of Constitution, usually due to multiple galltrits, he faints from the sudden blood loss. It takes two full turns to awaken and two weeks to regain the lost Constitution points.}}'},
- {name:'Gargoyle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gargoyle}}Specs=[Gargoyle,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Gargoyle,cattr:int=5:7|cac=5|mov=9|fly=15C|hd=4+4r3|thac0=15|attk1=1d3:Claw x2:0:S|attk2=1d6:Bite:0:P|attk3=1d4:Horn:1:P|size=M,spdef: +1 or better weapon to hit,mr:0,align:CE,race:Gargoyle]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=5}}{{Alignment=CE}}{{Move=9, Fly 15(C)}}{{Hit Dice=4+4 HD}}{{THAC0=15}}{{Attacks=2 x Claw for 1d3 each, Bite for 1d6, Horn for 1d4}}{{Size=M}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Attacks=Nil}}{{Special Defences=+1 or better weapons to hit}}{{Section6=**Special Disadvantages**}}{{Section7=Must be stood on the ground to use all 4 attacks in 1 round. If swooping attack, then ***either*** 2 x claw ***or*** 1 x horn only}}{{Section9=**Description**}}{{desc8=These monsters are ferocious predators of a magical nature, typically found amid ruins or dwelling in underground caverns. They have their own guttural language.\nGargoyles live in small groups with others of their kind, interested in little more than finding other creatures to hurt. Smaller animals are scarcely worth the trouble to these hideous monsters, who prefer to attack humans or other intelligent creatures.\nGargoyles often collect treasure from human victims. Individuals usually have a handful of gold pieces among them, with the bulk of their treasure hidden carefully at their lair, usually buried or under a large stone.\nGargoyles do not need to eat or drink, so they can stand motionless for as long as they wish almost anywhere. The damage they do to other creatures is not for sustenance, but only for their distorted sense of pleasure.\nBecause they are fairly intelligent and evil, they will sometimes serve an evil master of some sort. In this case, the gargoyles usually act as guards or messengers; besides some gold or a few gems, their unsavory payment is the enjoyment they get from attacking unwanted visitors.\nThe horn of the gargoyle is the more common active ingredient for a *potion of invulnerability* and can also be used in a *potion of flying*.}}{{desc9=**Combat:** Gargoyles attack anything they detect, regardless of whether it is good or evil, 90% of the time. They love best to torture prey to death when it is helpless.\nThese winged creatures are excellent fighters with four attacks per round. Their claw/claw/bite/horn combination can inflict up to 16 points of damage, while their naturally tough hide protects them from victim\'s attacks.\nGargoyles favor two types of attack: surprise and swooping. Counting on their appearance as sculptures of some sort, gargoyles sit motionless around the rooftop of a building, waiting for prey to approach. Alternatively, a gargoyle may pose in a fountain, or a pair of the horrid beasts sit on either side of a doorway. When the victim is close enough, the gargoyles suddenly strike out, attempting only to injure the victim rather than to kill it all at once. (To a gargoyle, inflicting a slow, painful death is best.) When on the move, gargoyles sometimes use a "swoop" attack, dropping down suddenly from the sky to make their attacks in an aerial ambush. In this case, they can make either two claw attacks or one horn attack. To make all four of their attacks, they must land.}}'},
- {name:'Gelatinous-Cube',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gelatinous Cube}}RaceData=[w:Gelatinous Cube, align:N, cattr:int=0|mov=6|ac=8|size=L|hd=4|thac0=17|attk1=2d8:Paralysing Strike:0:SPB|dmgmsg=On a successful hit press \\lbrak;save vs paralysis\\rbrak;\\lpar;!rounds --target-save single¦@{selected¦token_id}¦^^targetid^^¦paralysis¦10*5d4¦-10¦Paralysed by a Gelatinous Cube¦padlock¦svpar:+0\\rpar;, spattk:Victim must save vs paralysation or be paralysed for 5d4 rounds. Damage is then automatic from digestive acid. Cube is difficult to see so others get -3 on surprise roll, spdef:Immune to electrical / fear / holds / paralysation / polymorph and sleep-based attacks. Cold based attacks \\lbrak;slow \\rbrak;\\lpar;!rounds ~~target-nosave caster¦@{selected¦token_id}¦slow¦99¦0¦Slowed by cold¦snail\\rpar; to 50% until thaw and only inflict 1d4 points of damage,ns:1],[cl:MI,items:random:1d8]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=None (0)}}{{AC=8, natural skin}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=4r2}}{{THAC0=17}}{{Section1=**Attack**\nAn enveloping touch strike doing 2d8 acid damage and paralysing (anesthetized) unless a save is made}}{{Languages=Does not make sounds}}{{Size=L, 10ft cube}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Invulnerability:** Electricity, fear, holds, paralyzation, polymorph, and sleep-based attacks have no effect on this monster.\n**Resistance:** If a cube fails its saving throw against a cold-based attack, the cube will be slowed 50% and inflicts only 1-4 points of damage.\n**Digestive Acid:** The cube surrounds its anesthetised prey and secretes digestive fluids to absorb the food. All damage is caused by these digestive acids.\n**Surprise:** Because gelatinous cubes are difficult to see, others are -3 on their surprise roll.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Gelatinous Cube,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=So nearly transparent that they are difficult to see, these cubes travel down dungeon corridors, absorbing carrion and trash along the way. Their sides glisten, tending to leave a slimy trail, but gelatinous cubes cannot climb walls or cling to ceilings. Very large cubes grow tall to garner mosses and the like from ceilings.}}{{hide8=Possessing no intelligence, gelatinous cubes live only for eating. They prefer well- traveled dungeons where there is always food to scavenge. These creatures reproduce by budding, leaving clear, rubbery cubes in dark corners or on heaps of trash. Young are not protected and are sometimes reabsorbed by the parent. Treasure is sometimes swept up by a gelatinous cube as the creature travels along a cavern floor; any metals, gems, or jewelry are carried in the monster\'s body until they can be ejected as indigestible. Items found inside a cube include treasure types J, K, L, M, N, Q, as well as an occasional potion, dagger, or similar object.}}{{desc9=**Combat:** A gelatinous cube attacks by touching its victim with its anesthetizing slime. A victim who fails to save vs. paralyzation is paralyzed (anesthetized) for 5-20 (5d4) rounds. The cube then surrounds its prey and secretes digestive fluids to absorb the food.}}'},
+ {name:'Galltrit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Galltrit,CreatureRace,0H,Galtrit]{{}}RaceData=[w:Galltrit]{{}}%{Race-DB|Galtrit}{{}}'},
+ {name:'Galtrit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Galtrit, cattr:int=8:10|ac=2|size=T|hd=1-6|hp=2|thac0=20|mr=0|mw=0|tr=Q|dmgmsg=Anesthetic in saliva prevents victims feeling the bite. Automatically sucks \\lbrak;1HP of blood/round\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Galtrit blood drain_Feeling drained¦100¦-10¦Seem to be getting weaker... not sure why...¦arrowed\\rpar; for a full turn, if undisturbed. For each 4HP blood loss victim loses 1 Constitution. 3 Con lost victim faints. See Specials. Hit by any weapon. No magic resistance, spattk:Only detected on 1 in 8 (Elves 1 in 6). If not detected gain +3 on To Hit. Once locked on galltrits suck 1HP of blood per round for a full turn if undisturbed. If challenged in any way the galltrits flee. This loss of blood reduces the victim\'s Constitution by 1 point for every 4 hit points of blood lost. If the victim loses 3 or more points of Constitution usually due to multiple galltrits they faint from the sudden blood loss. It takes two full turns to awaken and two weeks to regain the lost Constitution points, spdef:Nil]{{}}%{Race-DB-Creatures|Gremlin}{{title=Galtrit}}{{Intelligence=Average (8 to 10)}}{{AC=2}}{{Size=T, 6ins tall}}{{Alignment=Chaotic Evil}}{{Hit Dice=1-6 (2HP)}}{{Magic Resistance=No magic resistance}}{{Surprise=Detected only on 1 in 8 roll (Elves 1 in 6). If win surprise, gain +3 on attack roll}}Specs=[Galtrit,CreatureRace,0H,Gremlin]{{desc8=**Galtrit:** These nasty little stone-gray creatures live in areas of dung, carrion, or offal. Because of their small size and coloration, they are detected only on a 1 in 8 chance (1 in 6 for elves).}}{{desc9=**Combat:** They attack anything that disturbs them. Galltrit attempt to gain surprise and bite (with a +3 bonus to the attack roll if they have surprise) somewhere unobtrusive. An anesthetic in their saliva prevents their victims from feeling the bite, rather like a vampire bat.\nOnce locked on, galltrits suck 1 hit point of blood per round for a full turn, if undisturbed. If challenged in any way, the galltrits flee. This loss of blood reduces the victim\'s Constitution by 1 point for every 4 hit points of blood lost. If the victim loses 3 or more points of Constitution, usually due to multiple galltrits, he faints from the sudden blood loss. It takes two full turns to awaken and two weeks to regain the lost Constitution points.}}'},
+ {name:'Gargoyle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gargoyle}}Specs=[Gargoyle,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Gargoyle,cattr:int=5:7|cac=5|shots=::|mov=9|fly=15C|hd=4+4r3|thac0=15|attk1=1d3:Claw x2:0:S|attk2=1d6:Bite:0:P|attk3=1d4:Horn:1:P|size=M,spdef: +1 or better weapon to hit,mr:0,syou:Not identified as gargoyle=2,align:CE,race:Gargoyle]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=5}}{{Alignment=CE}}{{Move=9, Fly 15(C)}}{{Hit Dice=4+4 HD}}{{THAC0=15}}{{Attacks=2 x Claw for 1d3 each, Bite for 1d6, Horn for 1d4}}{{Size=M}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Attacks=Nil}}{{Special Defences=+1 or better weapons to hit}}{{Section6=**Special Disadvantages**}}{{Section7=Must be stood on the ground to use all 4 attacks in 1 round. If swooping attack, then ***either*** 2 x claw ***or*** 1 x horn only}}{{Section9=**Description**}}{{desc8=These monsters are ferocious predators of a magical nature, typically found amid ruins or dwelling in underground caverns. They have their own guttural language.\nGargoyles live in small groups with others of their kind, interested in little more than finding other creatures to hurt. Smaller animals are scarcely worth the trouble to these hideous monsters, who prefer to attack humans or other intelligent creatures.\nGargoyles often collect treasure from human victims. Individuals usually have a handful of gold pieces among them, with the bulk of their treasure hidden carefully at their lair, usually buried or under a large stone.\nGargoyles do not need to eat or drink, so they can stand motionless for as long as they wish almost anywhere. The damage they do to other creatures is not for sustenance, but only for their distorted sense of pleasure.\nBecause they are fairly intelligent and evil, they will sometimes serve an evil master of some sort. In this case, the gargoyles usually act as guards or messengers; besides some gold or a few gems, their unsavory payment is the enjoyment they get from attacking unwanted visitors.\nThe horn of the gargoyle is the more common active ingredient for a *potion of invulnerability* and can also be used in a *potion of flying*.}}{{desc9=**Combat:** Gargoyles attack anything they detect, regardless of whether it is good or evil, 90% of the time. They love best to torture prey to death when it is helpless.\nThese winged creatures are excellent fighters with four attacks per round. Their claw/claw/bite/horn combination can inflict up to 16 points of damage, while their naturally tough hide protects them from victim\'s attacks.\nGargoyles favor two types of attack: surprise and swooping. Counting on their appearance as sculptures of some sort, gargoyles sit motionless around the rooftop of a building, waiting for prey to approach. Alternatively, a gargoyle may pose in a fountain, or a pair of the horrid beasts sit on either side of a doorway. When the victim is close enough, the gargoyles suddenly strike out, attempting only to injure the victim rather than to kill it all at once. (To a gargoyle, inflicting a slow, painful death is best.) When on the move, gargoyles sometimes use a "swoop" attack, dropping down suddenly from the sky to make their attacks in an aerial ambush. In this case, they can make either two claw attacks or one horn attack. To make all four of their attacks, they must land.}}'},
+ {name:'Gelatinous-Cube',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gelatinous Cube}}RaceData=[w:Gelatinous Cube, align:N, syou:Diffiult to see=3, cattr:int=0|mov=6|ac=8|shots=::|size=L|hd=4|thac0=17|attk1=2d8:Paralysing Strike:0:SPB|dmgmsg=On a successful hit press \\lbrak;save vs paralysis\\rbrak;\\lpar;!rounds --target-save single¦@{selected¦token_id}¦^^targetid^^¦paralysis¦10*5d4¦-10¦Paralysed by a Gelatinous Cube¦padlock¦svpar:+0\\rpar;, spattk:Victim must save vs paralysation or be paralysed for 5d4 rounds. Damage is then automatic from digestive acid. Cube is difficult to see so others get -3 on surprise roll, spdef:Immune to electrical / fear / holds / paralysation / polymorph and sleep-based attacks. Cold based attacks \\lbrak;slow \\rbrak;\\lpar;!rounds ~~target-nosave caster¦@{selected¦token_id}¦slow¦99¦0¦Slowed by cold¦snail\\rpar; to 50% until thaw and only inflict 1d4 points of damage,ns:1],[cl:MI,items:random:1d8]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=None (0)}}{{AC=8, natural skin}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=4r2}}{{THAC0=17}}{{Section1=**Attack**\nAn enveloping touch strike doing 2d8 acid damage and paralysing (anesthetized) unless a save is made}}{{Languages=Does not make sounds}}{{Size=L, 10ft cube}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Invulnerability:** Electricity, fear, holds, paralyzation, polymorph, and sleep-based attacks have no effect on this monster.\n**Resistance:** If a cube fails its saving throw against a cold-based attack, the cube will be slowed 50% and inflicts only 1-4 points of damage.\n**Digestive Acid:** The cube surrounds its anesthetised prey and secretes digestive fluids to absorb the food. All damage is caused by these digestive acids.\n**Surprise:** Because gelatinous cubes are difficult to see, others are -3 on their surprise roll.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Gelatinous Cube,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=So nearly transparent that they are difficult to see, these cubes travel down dungeon corridors, absorbing carrion and trash along the way. Their sides glisten, tending to leave a slimy trail, but gelatinous cubes cannot climb walls or cling to ceilings. Very large cubes grow tall to garner mosses and the like from ceilings.}}{{hide8=Possessing no intelligence, gelatinous cubes live only for eating. They prefer well- traveled dungeons where there is always food to scavenge. These creatures reproduce by budding, leaving clear, rubbery cubes in dark corners or on heaps of trash. Young are not protected and are sometimes reabsorbed by the parent. Treasure is sometimes swept up by a gelatinous cube as the creature travels along a cavern floor; any metals, gems, or jewelry are carried in the monster\'s body until they can be ejected as indigestible. Items found inside a cube include treasure types J, K, L, M, N, Q, as well as an occasional potion, dagger, or similar object.}}{{desc9=**Combat:** A gelatinous cube attacks by touching its victim with its anesthetizing slime. A victim who fails to save vs. paralyzation is paralyzed (anesthetized) for 5-20 (5d4) rounds. The cube then surrounds its prey and secretes digestive fluids to absorb the food.}}'},
{name:'Genie-Djinni',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Djinni}{{}}Specs=[Djinni,CreatureRace,0H,Djinni]{{}}RaceData=[w:Djinni]{{}}'},
{name:'Genie-Efreeti',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Efreeti}{{}}Specs=[Efreeti,CreatureRace,0H,Efreeti]{{}}RaceData=[w:Efreeti]{{}}'},
- {name:'Ghast',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ghast}}{{subtitle=Creature}}Specs=[Ghast,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=15}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=2 x Claw 1d4, 1 x Bite 1d8}}{{Languages=Ghasts cannot talk, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 5-6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Stench=They exude a carrion stench in a 10\' radius which causes retching and nausea unless a saving throw versus poison is made, causing them to attack at a penalty of -2.}}{{Paralysis=Their touch causes opponents to become rigid unless a saving throw versus paralyzation is successful (even Elves). This paralysis lasts for 5-10 (4+1d6) rounds or until negated by a priest.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Subject to all attack forms except *sleep* and *charm* spells}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Cold Iron=A susccessful attack with a cold iron weapon does double damage to a Ghast}}RaceData=[w:Ghast, align:CE, u:+2, cattr:int=11:12|mov=15|ac=4|size=M|hd=4r3|thac0=17|tr=QRST(B)|attk1=1d4:Claw 1:0:S|attk2=1d4:Claw 2:0:S|attk3=1d8:Bite:1:P|dmgmsg=On successful hit opponents (including elves) save vs. Paralysis or \\lbrak;Paralysed\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysis¦\\amp#91;\\lbrak;40+\\lpar;10\\amp#42;1d6\\amp#41;\\rbrak;\\amp#93;¦-10¦Paralysed by a Ghoul attack¦back-pain). Remember immune to Sleep \\amp Charm; effect of Ghast stink \\amp cold iron does double damage to a Ghast, ns:1],[cl:PW,w:Ghast Stench,sp:0,pd:-1]{{Section9=**Description**}}{{desc=These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10\' radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a\npenalty of -2.\nWorse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest\'s remove paralysis spell.\nGhasts, like ghouls, are undead class and thus sleep and charm spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring).}}'},
- {name:'Ghost-ethereal-plane',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ghost}}{{name on Etherial Plane}}{{subtitle=Creature}}Specs=[Ghost,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=8}}{{Alignment=Lawful Evil}}{{Move=9}}{{Hit Dice=10}}{{THAC0=11}}{{Attack=Touch ages a character by 1d4 x 10 years}}{{Languages=Those known at death, and can communicate with both the dead and living}}{{Size=M, 5 to 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=**Dreadful Appearance:** The mere sight of a Ghost causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws.}}{{Section4=**Magic Jar:** Any creatures within 60 yards of a ghost is subject to attack by magic jar. If the ghost fails to magic jar its chosen victim, it will then semi-materialize in order to attack by touch (in which case use a *Ghost-Material-Plane*).}}{{Section6=**Special Advantages**}}{{Aging attack=A successful touch from a Ghost ages the victim by 1d4 x 10 years}}{{Attack Immunity=Only hit by silver weapons (half-damage) and magically enchanted weapons of +1 or better (full-damage)}}{{Spell Immunity=Immune to *all spells* cast on the Material Plane. Only affected by spells cast on the Etherial plane}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}RaceData=[w:Ghost Ethereal Plane, align:LE, u:+1, cattr:int=13:14|mov=9|ac=8|size=M|hd=10r2|thac0=11|tr=(ES)|attk1=0:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;age by 1d4 x 10 years\\rbrak;\\lpar;!modattr ~~charid \\amp#64;{target¦Who\'s the Victim?¦character_id} ~~age\\vbar\\amp#91;\\lbrak;10\\amp#42;1d4\\rbrak;\\amp#93; ~~fb-header Ghost Aging Attack ~~fb-content _CHARNAME_ has aged by _TCUR0_ and is now _CUR0_ years old\\rpar;. Remember immune to Sleep Charm Hold \\amp Cold. Silver \\lpar;half-damage\\rpar; or +1 or better weapons to hit and those in 60yds suffer the *Ghost Fear* power, spattk:Drain 10 x 1d4 years of age if hit, spdef:Silver \\lpar;half-damage\\rpar; or +1 or better weapons to hit. Immune to spells cast on the material plane. Ghost Fear power ages and scares those within 60yds seeing Ghost, ns:2],[cl:PW,w:Ghost Fear,sp:0,pd:-1],[cl:PW,w:Magic Jar,sp:10,-1]{{Section9=**Description**}}{{desc=Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the living essences from the living.}}{{desc1=**Combat:** As ghosts are non-corporeal (ethereal), they are usually encountered only by creatures in a like state, although they can be seen by non-ethereal creatures. The mere sight of one causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws. Any creatures within 60 yards of a ghost is subject to attack by *magic jar*. If the ghost fails to *magic jar* its chosen victim, it will then semi-materialize in order to attack by touch (in which case the ghost is Armor Class 0). Any human or demi-human killed by a ghost is drained of its life essence and is forever dead.\nIf the ghost fails to become semi-material it can only be combatted by another in the Ethereal plane (in which case the ghost has an Armor Class of 8 - use *Ghost-etherial-plane* creature definition).\nGhosts can be turned by clerics after reaching 7th level and can be damaged by holy water while in their semi-material form.}}'},
+ {name:'Ghast',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ghast}}{{subtitle=Creature}}Specs=[Ghast,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=15}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=2 x Claw 1d4, 1 x Bite 1d8}}{{Languages=Ghasts cannot talk, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 5-6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Stench=They exude a carrion stench in a 10\' radius which causes retching and nausea unless a saving throw versus poison is made, causing them to attack at a penalty of -2.}}{{Paralysis=Their touch causes opponents to become rigid unless a saving throw versus paralyzation is successful (even Elves). This paralysis lasts for 5-10 (4+1d6) rounds or until negated by a priest.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Subject to all attack forms except *sleep* and *charm* spells}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Cold Iron=A susccessful attack with a cold iron weapon does double damage to a Ghast}}RaceData=[w:Ghast, align:CE, u:+2, cattr:int=11:12|mov=15|ac=4|shots=::|size=M|hd=4r3|thac0=17|tr=QRST(B)|attk1=1d4:Claw 1:0:S|attk2=1d4:Claw 2:0:S|attk3=1d8:Bite:1:P|dmgmsg=On successful hit opponents (including elves) save vs. Paralysis or \\lbrak;Paralysed\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysis¦\\amp#91;\\lbrak;40+\\lpar;10\\amp#42;1d6\\amp#41;\\rbrak;\\amp#93;¦-10¦Paralysed by a Ghoul attack¦back-pain). Remember immune to Sleep \\amp Charm; effect of Ghast stink \\amp cold iron does double damage to a Ghast, ns:1],[cl:PW,w:Ghast Stench,sp:0,pd:-1]{{Section9=**Description**}}{{desc=These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10\' radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a\npenalty of -2.\nWorse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest\'s remove paralysis spell.\nGhasts, like ghouls, are undead class and thus sleep and charm spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring).}}'},
+ {name:'Ghost-ethereal-plane',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ghost}}{{name on Etherial Plane}}{{subtitle=Creature}}Specs=[Ghost,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=8}}{{Alignment=Lawful Evil}}{{Move=9}}{{Hit Dice=10}}{{THAC0=11}}{{Attack=Touch ages a character by 1d4 x 10 years}}{{Languages=Those known at death, and can communicate with both the dead and living}}{{Size=M, 5 to 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=**Dreadful Appearance:** The mere sight of a Ghost causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws.}}{{Section4=**Magic Jar:** Any creatures within 60 yards of a ghost is subject to attack by magic jar. If the ghost fails to magic jar its chosen victim, it will then semi-materialize in order to attack by touch (in which case use a *Ghost-Material-Plane*).}}{{Section6=**Special Advantages**}}{{Aging attack=A successful touch from a Ghost ages the victim by 1d4 x 10 years}}{{Attack Immunity=Only hit by silver weapons (half-damage) and magically enchanted weapons of +1 or better (full-damage)}}{{Spell Immunity=Immune to *all spells* cast on the Material Plane. Only affected by spells cast on the Etherial plane}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}RaceData=[w:Ghost Ethereal Plane, align:LE, u:+1, cattr:int=13:14|mov=9|ac=8|shots=::|size=M|hd=10r2|thac0=11|tr=(ES)|attk1=0:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;age by 1d4 x 10 years\\rbrak;\\lpar;!modattr ~~charid \\amp#64;{target¦Who\'s the Victim?¦character_id} ~~age\\vbar\\amp#91;\\lbrak;10\\amp#42;1d4\\rbrak;\\amp#93; ~~fb-header Ghost Aging Attack ~~fb-content _CHARNAME_ has aged by _TCUR0_ and is now _CUR0_ years old\\rpar;. Remember immune to Sleep Charm Hold \\amp Cold. Silver \\lpar;half-damage\\rpar; or +1 or better weapons to hit and those in 60yds suffer the *Ghost Fear* power, spattk:Drain 10 x 1d4 years of age if hit, spdef:Silver \\lpar;half-damage\\rpar; or +1 or better weapons to hit. Immune to spells cast on the material plane. Ghost Fear power ages and scares those within 60yds seeing Ghost, ns:2],[cl:PW,w:Ghost Fear,sp:0,pd:-1],[cl:PW,w:Magic Jar,sp:10,-1]{{Section9=**Description**}}{{desc=Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the living essences from the living.}}{{desc1=**Combat:** As ghosts are non-corporeal (ethereal), they are usually encountered only by creatures in a like state, although they can be seen by non-ethereal creatures. The mere sight of one causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws. Any creatures within 60 yards of a ghost is subject to attack by *magic jar*. If the ghost fails to *magic jar* its chosen victim, it will then semi-materialize in order to attack by touch (in which case the ghost is Armor Class 0). Any human or demi-human killed by a ghost is drained of its life essence and is forever dead.\nIf the ghost fails to become semi-material it can only be combatted by another in the Ethereal plane (in which case the ghost has an Armor Class of 8 - use *Ghost-etherial-plane* creature definition).\nGhosts can be turned by clerics after reaching 7th level and can be damaged by holy water while in their semi-material form.}}'},
{name:'Ghost-material-plane',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= on Material Plane}}{{subtitle=Creature}}Specs=[Ghost,CreatureRace,0H,Ghost-ethereal-plane]{{AC=0}}RaceData=[w:Ghost Material Plane, cattr:ac=0]{{desc=}}%{Race-DB-Creatures|Ghost-etherial-plane}'},
- {name:'Ghoul',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ghoul}}{{subtitle=Creature}}Specs=[Ghoul,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=6}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=2 x Claw 1d3, 1 x Bite 1d6}}{{Languages=Ghouls cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 5-6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Paralysis=Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, **but excluding elves**) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Subject to all attack forms except *sleep* and *charm* spells}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}RaceData=[w:Ghoul, align:N, u:+1, cattr:int=5:7|mov=9|ac=6|size=M|hd=2r4|thac0=19|tr=T(B)|attk1=1d3:Claw 1:0:S|attk2=1d3:Claw 2:0:S|attk3=1d6:Bite:1:P|dmgmsg=On successful hit humans (including dwarves; gnomes; half-elves; and halflings **but excluding elves**) save vs. Paralysis or \\lbrak;Paralysed\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysis¦\\amp#91;\\lbrak;20+\\lpar;10\\amp#42;1d6\\amp#41;\\rbrak;\\amp#93;¦-10¦Paralysed by a Ghoul attack¦back-pain). Remember immune to Sleep \\amp Charm]{{Section9=**Description**}}{{desc=Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.\nGhouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.}}{{desc1=**Combat:** Ghouls attack by clawing with their filthy nails and biting with their fangs. Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear. These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level. The magic circle of protection from evil actually keeps ghouls completely at bay.}}'},
- {name:'Giant-Centipede',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Centipede}}{{prefix=Giant}}RaceData=[w:Giant Centipede, align:N, svall:-1, cattr:int=0|mov=15|size=T|hd=1|hp=2|thac0=20|attk1=0:Bite:0:P|dmgmsg=Click \\lbrak;Check for Paralysation\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysation¦\\amp#91;\\lbrak;60\\amp#42;2d6\\rbrak;\\amp#93;¦-1¦Paralysed by a Giant Centipede bite¦padlock¦svpar:+4) and then ask victim to save vs paralysis or be paralysed for 2d6 hours]{{subtitle=Creature}}Specs=[Giant Centipede,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=9}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=Only 2 HP}}{{THAC0=20}}{{Attack=1 bite which does no damage but can paralyse with the victim at a bonus of +4}}{{Languages=None}}{{Size=T, 1ft long}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Paralysation=On a successful bite, save to negate}}{{Section4=**Special Advantages**}}{{**Protective Colouration:** varies in color depending on the terrain it inhabits. Those that favor rocky areas are gray, those that live underground are black, while centipedes of the forest are brown or red.}}{{Section9=**Description**}}{{desc8=Giant centipedes are loathsome, crawling arthropods that arouse almost universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions. The giant centipede is so named because it is over 1-foot long. The body is plated with a chitinous shell and it moves with a slight undulating motion.\nDue to its small size, the giant centipede is less likely to resist attacks and receives a -1 penalty to all its saving throws. Although a single giant centipede rarely constitutes a serious threat to a man, these creatures frequently travel in groups.}}{{desc9=**Combat:** When hunting, centipedes use their natural coloration to remain unseen until they can drop on their prey from above or crawl out of hiding in pursuit of food. They attack by biting their foes and injecting a paralytic poison. When more than one centipede is encountered, the monsters will fight independently, even to the point of fighting among themselves over fallen victims.}}'},
+ {name:'Ghoul',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ghoul}}{{subtitle=Creature}}Specs=[Ghoul,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=6}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=2 x Claw 1d3, 1 x Bite 1d6}}{{Languages=Ghouls cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 5-6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Paralysis=Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, **but excluding elves**) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Subject to all attack forms except *sleep* and *charm* spells}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}RaceData=[w:Ghoul, align:N, u:+1, cattr:int=5:7|mov=9|ac=6|shots=::|size=M|hd=2r4|thac0=19|tr=T(B)|attk1=1d3:Claw 1:0:S|attk2=1d3:Claw 2:0:S|attk3=1d6:Bite:1:P|dmgmsg=On successful hit humans (including dwarves; gnomes; half-elves; and halflings **but excluding elves**) save vs. Paralysis or \\lbrak;Paralysed\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysis¦\\amp#91;\\lbrak;20+\\lpar;10\\amp#42;1d6\\amp#41;\\rbrak;\\amp#93;¦-10¦Paralysed by a Ghoul attack¦back-pain). Remember immune to Sleep \\amp Charm]{{Section9=**Description**}}{{desc=Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.\nGhouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.}}{{desc1=**Combat:** Ghouls attack by clawing with their filthy nails and biting with their fangs. Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear. These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level. The magic circle of protection from evil actually keeps ghouls completely at bay.}}'},
+ {name:'Giant-Centipede',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Centipede}}{{prefix=Giant}}RaceData=[w:Giant Centipede, align:N, svall:-1, cattr:int=0|mov=15|ac=9|shots=::|size=T|hd=1|hp=2|thac0=20|attk1=0:Bite:0:P|dmgmsg=Click \\lbrak;Check for Paralysation\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysation¦\\amp#91;\\lbrak;60\\amp#42;2d6\\rbrak;\\amp#93;¦-1¦Paralysed by a Giant Centipede bite¦padlock¦svpar:+4) and then ask victim to save vs paralysis or be paralysed for 2d6 hours]{{subtitle=Creature}}Specs=[Giant Centipede,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=9}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=Only 2 HP}}{{THAC0=20}}{{Attack=1 bite which does no damage but can paralyse with the victim at a bonus of +4}}{{Languages=None}}{{Size=T, 1ft long}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Paralysation=On a successful bite, save to negate}}{{Section4=**Special Advantages**}}{{**Protective Colouration:** varies in color depending on the terrain it inhabits. Those that favor rocky areas are gray, those that live underground are black, while centipedes of the forest are brown or red.}}{{Section9=**Description**}}{{desc8=Giant centipedes are loathsome, crawling arthropods that arouse almost universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions. The giant centipede is so named because it is over 1-foot long. The body is plated with a chitinous shell and it moves with a slight undulating motion.\nDue to its small size, the giant centipede is less likely to resist attacks and receives a -1 penalty to all its saving throws. Although a single giant centipede rarely constitutes a serious threat to a man, these creatures frequently travel in groups.}}{{desc9=**Combat:** When hunting, centipedes use their natural coloration to remain unseen until they can drop on their prey from above or crawl out of hiding in pursuit of food. They attack by biting their foes and injecting a paralytic poison. When more than one centipede is encountered, the monsters will fight independently, even to the point of fighting among themselves over fallen victims.}}'},
{name:'Giant-Cloud',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant]{{}}RaceData=[w:Cloud Giant]{{}}'},
{name:'Giant-Cloud-Castle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Castle-Giant}{{}}Specs=[Giant-Cloud-Castle,CreatureRace,2H,Cloud-Castle-Giant]{{}}RaceData=[w:Cloud Castle Giant]{{}}'},
{name:'Giant-Cloud-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant-Juvenile-1}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant-Juvenile-1]{{}}RaceData=[w:Cloud Giant Juvenile-1]{{}}'},
@@ -1591,18 +1615,18 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Giant-Hill-AC5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Hill-Giant-AC5}{{}}Specs=[Hill-Giant-AC5,CreatureRace,2H,Hill-Giant-AC3]{{}}RaceData=[w:Hill Giant AC5]{{}}'},
{name:'Giant-Hill-Juvenile',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Hill-Giant-Juvenile}{{}}Specs=[Hill-Giant-Juvenile,CreatureRace,2H,Hill-Giant-AC3]{{}}RaceData=[w:Hill Giant Juvenile]{{}}'},
{name:'Giant-Leech-1HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Giant Leech 1HD,cattr:hd=1|regen=1]{{}}%{Race-DB-Creatures|Giant-Leech-2HD}{{name= 1HD}}{{Hit Dice=1}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-2HD]{{Size=S, 4ft long}}'},
- {name:'Giant-Leech-2HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Leech}}{{name= 2HD}}{{subtitle=Creature}}RaceData=[w:Giant Leech 2HD, align:N, ac:none, weaps:none, cattr:int=0|mov=3|swim=3|ac=9|size=S|hd=2|regen=2|thac0=19|attk1=1d4:Bite:0:P|dmgmsg=A successful bite injects anesthetizing saliva then \\lbrak;sucks blood\\rbrak;\\lpar;!setattr --silent --charid \\amp#64;{target¦Who\'s the victim?¦character_id} ~~blood-drain¦`{selected¦conregen}\\amp#13;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Blood-Drain_Somethings wrong?_`{selected¦token_id}¦99¦0¦Definitely not feeling your best¦broken-heart\\rpar; for `{selected¦conregen}HP per round. Only \\lbrak;1% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt1 detect blood drain\\rpar; victim aware of attack if in the water. Not usually felt until weakness \\lpar;the loss of 50% of hit points\\rpar; makes victim aware something is amiss There is a \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 causes disease\\rpar; that the bite of one of these creatures \\lbrak;causes a disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Leech disease¦99¦0¦Getting weaker and feel could die in \\amp#91;\\lbrak;1d4+1\\rbrak;\\amp#93; weeks...¦radioactive\\rpar; that is fatal in 1d4+1 weeks unless cured, spattk:Bite drains blood for 1HP per HD of leech with 50% chance of causing fatal disease]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=9}}{{Alignment=Neutral}}{{Move=3, Sw 3}}{{Hit Dice=2}}{{HP=}}{{THAC0=19}}{{Attacks=Bite for 1d4 and automatic blood drain of 1HP per HD of Leech each round thereafter}}{{Languages=None}}{{Size=S, 3ft long}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Blood Drain Bite=Anesthetic saliva means victim only has 1% chance per round to notice until feel weak (50% HP drained)}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Giant Leech,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Giant leeches are horrid, slug-like creatures that dwell in wet, slimy areas and suck the blood of warm-blooded creatures. These disgusting parasites range from 2 to 5 feet long. Their slimy skin is mottled brown and tan with an occasional shade of gray. Two antennae protrude from atop the head.}}{{desc9=**Combat:** Leeches wait in the mud and slime for prey. The initial attack attaches the sucker mouth of the giant leech. On the next round, and on each round thereafter, it drains blood for 1 point of damage per Hit Die of the leech. There is only a 1% chance that the victim is aware of the attack if it occurs in the water. The leech has anesthetizing saliva, and its bite and blood drain are not usually felt until weakness (the loss of 50% of hit points) sets in and makes the victim aware that something is amiss.\nThey can be killed by attack or by salt sprinkled on their bodies. There is a 50% chance that the bite of one of these creatures causes a disease that is fatal in 1d4+1 weeks unless cured.}}'},
+ {name:'Giant-Leech-2HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Leech}}{{name= 2HD}}{{subtitle=Creature}}RaceData=[w:Giant Leech 2HD, align:N, ac:none, weaps:none, cattr:int=0|mov=3|swim=3|ac=9|shots=::|size=S|hd=2|regen=2|thac0=19|attk1=1d4:Bite:0:P|dmgmsg=A successful bite injects anesthetizing saliva then \\lbrak;sucks blood\\rbrak;\\lpar;!setattr --silent --charid \\amp#64;{target¦Who\'s the victim?¦character_id} ~~blood-drain¦`{selected¦conregen}\\amp#13;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Blood-Drain_Somethings wrong?_`{selected¦token_id}¦99¦0¦Definitely not feeling your best¦broken-heart\\rpar; for `{selected¦conregen}HP per round. Only \\lbrak;1% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt1 detect blood drain\\rpar; victim aware of attack if in the water. Not usually felt until weakness \\lpar;the loss of 50% of hit points\\rpar; makes victim aware something is amiss There is a \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 causes disease\\rpar; that the bite of one of these creatures \\lbrak;causes a disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Leech disease¦99¦0¦Getting weaker and feel could die in \\amp#91;\\lbrak;1d4+1\\rbrak;\\amp#93; weeks...¦radioactive\\rpar; that is fatal in 1d4+1 weeks unless cured, spattk:Bite drains blood for 1HP per HD of leech with 50% chance of causing fatal disease]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=9}}{{Alignment=Neutral}}{{Move=3, Sw 3}}{{Hit Dice=2}}{{HP=}}{{THAC0=19}}{{Attacks=Bite for 1d4 and automatic blood drain of 1HP per HD of Leech each round thereafter}}{{Languages=None}}{{Size=S, 3ft long}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Blood Drain Bite=Anesthetic saliva means victim only has 1% chance per round to notice until feel weak (50% HP drained)}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Giant Leech,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Giant leeches are horrid, slug-like creatures that dwell in wet, slimy areas and suck the blood of warm-blooded creatures. These disgusting parasites range from 2 to 5 feet long. Their slimy skin is mottled brown and tan with an occasional shade of gray. Two antennae protrude from atop the head.}}{{desc9=**Combat:** Leeches wait in the mud and slime for prey. The initial attack attaches the sucker mouth of the giant leech. On the next round, and on each round thereafter, it drains blood for 1 point of damage per Hit Die of the leech. There is only a 1% chance that the victim is aware of the attack if it occurs in the water. The leech has anesthetizing saliva, and its bite and blood drain are not usually felt until weakness (the loss of 50% of hit points) sets in and makes the victim aware that something is amiss.\nThey can be killed by attack or by salt sprinkled on their bodies. There is a 50% chance that the bite of one of these creatures causes a disease that is fatal in 1d4+1 weeks unless cured.}}'},
{name:'Giant-Leech-3HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Giant Leech 3HD,cattr:hd=3|regen=3|thac0=17]{{}}%{Race-DB-Creatures|Giant-Leech-2HD}{{name= 3HD}}{{Hit Dice=3}}{{THAC0=17}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-2HD]{{Size=M, 5ft long}}'},
{name:'Giant-Leech-4HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Giant Leech 4HD,cattr:hd=4|regen=4|thac0=17]{{}}%{Race-DB-Creatures|Giant-Leech-2HD}{{name= 4HD}}{{Hit Dice=4}}{{THAC0=17}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-2HD]{{Size=M, 6ft long}}'},
- {name:'Giant-Lynx',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Giant Lynx}}RaceData=[w:Giant Lynx, align:N, weaps:none, ac:none, cattr:int=11:12|mov=12|ac=6|hd=2+2r4|thac0=19|size=M|attk1=1d2:2 x Claw:0:S|attk2=1d2:Bite:1:P|attk3=1d3:Rear claw rake x 2:1:S|attkmsg=Only perform a *Rear claw rake* if both front claws successfully hit|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Giant Lynx,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11 to 12)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2+2 HD}}{{THAC0=19}}{{Attacks=ront claws x 2 for 1d2 each, bite for 1d2. If both front claws hit, can attempt a rear claw rake for 2d3 (1d3 per claw)}}{{Size=M}}{{Language=Can communicate well with others of its kind, which greatly increases its chances of survival}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Rear claw rake=If both front claws hit, can attempt rear claw rakes for 1d3 per rear claw}}{{Hide=When hiding, a giant lynx will avoid detection 90% of the time.}}{{Surprise=The lynx can leap up to 15 feet and imposes a -6 on the surprise rolls of its prey.}}{{Detect Traps=It has a 75% chance of detecting traps.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The giant lynx is distinguished by its tufted ears and cheeks, short bobbed tail, and dappled coloring. It has a compact muscular body, with heavy legs and unusually large paws. The giant lynx prefers cold coniferous and scrub forests. The cubs remain with\ntheir mother for 6 months.\nThe giant lynx has all the advantages of the great cats plus the added bonus of a high intelligence which makes it even more adaptable.}}{{desc9=**Combat:** The giant lynx is the most intelligent of the great cats and uses its wits in combat. The giant lynx almost never attacks men. The nocturnal lynx stalks or ambushes its prey, catching rodents, young deer, grouse, and other small game.}}'},
- {name:'Giant-Owl',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Owl, spattk:Infravision 120ft. Surprise bonus of 6. Cannot be surprised at night. Surprise 3 penalty during day, cattr:int=8:10|mov=3|fly=18E|ac=6|hd=4r4|thac0=17|size=M|attk1=2d4:Talon1:0:S|attk2=2d4:Talon2:0:S|attk3=1+1d4:Beak:0:P]{{}}Specs=[Giant Owl,CreatureRace,0H,Owl]{{}}%{Race-DB-Creatures|Owl}{{title=Giant }}{{Intelligence=Average (8 to 10)}}{{AC=6}}{{Move=3, FL 18(E)}}{{Hit Dice=4 HD}}{{THAC0=17}}{{Attacks=2 x Talons for 2d4 each, Beak for 1+1d4}}{{Size=M}}{{desc7=These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can fly in nearly perfect silence; opponents suffer a -6 on their surprise roll. Giant owls may be friendly toward humans, though they are naturally suspicious.\nParents will fight anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp.}}'},
+ {name:'Giant-Lynx',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Giant Lynx}}RaceData=[w:Giant Lynx, align:N, weaps:none, ac:none, cattr:int=11:12|mov=12|ac=6|shots=::|hd=2+2r4|thac0=19|size=M|attk1=1d2:2 x Claw:0:S|attk2=1d2:Bite:1:P|attk3=1d3:Rear claw rake x 2:1:S|attkmsg=Only perform a *Rear claw rake* if both front claws successfully hit|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Giant Lynx,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11 to 12)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2+2 HD}}{{THAC0=19}}{{Attacks=ront claws x 2 for 1d2 each, bite for 1d2. If both front claws hit, can attempt a rear claw rake for 2d3 (1d3 per claw)}}{{Size=M}}{{Language=Can communicate well with others of its kind, which greatly increases its chances of survival}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Rear claw rake=If both front claws hit, can attempt rear claw rakes for 1d3 per rear claw}}{{Hide=When hiding, a giant lynx will avoid detection 90% of the time.}}{{Surprise=The lynx can leap up to 15 feet and imposes a -6 on the surprise rolls of its prey.}}{{Detect Traps=It has a 75% chance of detecting traps.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The giant lynx is distinguished by its tufted ears and cheeks, short bobbed tail, and dappled coloring. It has a compact muscular body, with heavy legs and unusually large paws. The giant lynx prefers cold coniferous and scrub forests. The cubs remain with\ntheir mother for 6 months.\nThe giant lynx has all the advantages of the great cats plus the added bonus of a high intelligence which makes it even more adaptable.}}{{desc9=**Combat:** The giant lynx is the most intelligent of the great cats and uses its wits in combat. The giant lynx almost never attacks men. The nocturnal lynx stalks or ambushes its prey, catching rodents, young deer, grouse, and other small game.}}'},
+ {name:'Giant-Owl',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Owl, spattk:Infravision 120ft. Surprise bonus of 6. Cannot be surprised at night. Surprise 3 penalty during day, cattr:int=8:10|mov=3|fly=18E|ac=6|shots=::|hd=4r4|thac0=17|size=M|attk1=2d4:Talon1:0:S|attk2=2d4:Talon2:0:S|attk3=1+1d4:Beak:0:P]{{}}Specs=[Giant Owl,CreatureRace,0H,Owl]{{}}%{Race-DB-Creatures|Owl}{{title=Giant }}{{Intelligence=Average (8 to 10)}}{{AC=6}}{{Move=3, FL 18(E)}}{{Hit Dice=4 HD}}{{THAC0=17}}{{Attacks=2 x Talons for 2d4 each, Beak for 1+1d4}}{{Size=M}}{{desc7=These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can fly in nearly perfect silence; opponents suffer a -6 on their surprise roll. Giant owls may be friendly toward humans, though they are naturally suspicious.\nParents will fight anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp.}}'},
{name:'Giant-Poisonous-Snake',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Poisonous Snake, cattr:ac=5|hd=4+2r3|thac0=17|size=M| 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}¦Giant Snake Poison_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 **kills the victim** in one round. Save to negate when asked to do so, spattk:Giant Snake Poison **kills the victim** in 1 round. Save to negate]{{}}Specs=[Giant Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Giant Poisonous Snake}}{{AC=5}}{{Hit Dice=4+2}}{{THAC0=17}}{{Attacks=Bite with giant snake poison}}{{Size=M, 12ft long}}{{Section5=**Poison:** Giant Snake poison gains neither benefit or penalty to saving throws, and **kills the victim** in 1 round if don\'t save}}{{desc=**Giant poisonous snakes** cause death in one round if their victims fail a saving throw vs. poison. Some varieties inflict 3-18 points of damage even if the saving throw is made.}}'},
- {name:'Giant-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Rat, align:LE|NE|CE, cattr:int=2:4|mov=12|swim=6|hd=1-4r4|hp=1:4|thac0=20|size=T|tr=(C)|attk1=1d3:Bite:0:P]{{}}Specs=[Giant Rat,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{title=Giant }}{{Intelligence=Semi- (2 to 4)}}{{Alignment=Any Evil}}{{Move=12, Swim 6}}{{Hit Dice=½ HD}}{{Attacks=Bite for 1d3HP damage \\amp 5% chance of save vs. poison or disease}}{{Size=T, 2ft long}}{{desc8=These vile beasts plague underground areas such as crypts and dungeons. Their burrows honeycomb many graveyards, where they cheat ghouls of their prizes by tunneling to newly interred corpses. Giant rats are brown/black in color with white underbellies, and are related to the brown rat, with fatter bodies and shorter tails.}}'},
- {name:'Giant-Scorpion',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scorpion}}RaceData=[w:Giant Scorpion, align:N, ac:none, weaps:none, cattr:int=0|mov=15|ac=3|hd=5+5r2|thac0=15|size=M|tr=(D)|attk1=1d10:Claw1:0:S|attk2=1d10:Claw2:0:S|attk3=1d4:Sting:1:P|dmgmsg=If claw hits victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$If claw hits victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$On a successful hit with the stinger do damage and victim must save vs. poison or be poisoned with a Type F poison and **die** immediately. If save take **20HP** damage, spattk:Stinger does poison type F. If a claw hits victim is held. Stinger \\amp claw hits are then automatic]{{subtitle=Creature}}Specs=[Scorpion,CreatureRace,0H,Creature]{{title=Giant }}{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{Alignment=Neutral}}{{AC=3 from chitinous carapace}}{{Move=15}}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Section1=**Attacks:** 2 x claws for 1d10HP each. If either hit victim is held and subsequent attacks automatically hit. Sting for 1d4HP and poison type F}}{{Size=M, 5-6ft long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Poison Sting:** Poison type F, save vs. poison or immediately **die**}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Giant scorpions are vicious predators that live almost anywhere, including relatively cold places such as dungeons, though they favor deserts and warm lands. These creatures are giant versions of the normal 4-inch-long scorpion found in desert climes.\nThe giant scorpion has a green carapace and yellowish green legs and pincers. The segmented tail is black, with a vicious stinger on the end. There is a bitter smell associated with the scorpion, which probably comes from the venom. They make an unnerving scrabbling sound as they travel across dungeon floors.}}{{desc9=**Combat:** The giant scorpion is 95% likely to attack any creature that approaches. It can fight three opponents at once. If it manages to grab a victim in a pincer, it will automatically inflict 1-10 points of damage each round until it releases the victim. The victim has but one chance to escape. If makes a *bend bars/lift gates* roll, escapes the claw, this being the character\'s only action that round only once per combat. Sting requires successful attack against an untrapped victim, but autmatically hits a trapped character.\nNote that scorpions are not immune to their own poison. If a scorpion is reduced to 1 or 2 hit points, it will go into a stinging frenzy, stinging everything in sight, gaining two attempts to hit per round with only the tail.}}'},
- {name:'Giant-Sea-Horse',type:'seahorserace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Sea Horse\n}}RaceData=[w:Giant Sea Horse, query:How many hit dice?|2HD%%2%%19%%1d4|3HD%%3%%17%%1+1d4|4HD%%4%%17%%2d4, align:N|NN, weaps:none, ac:none, cattr:int=1|swim=21|ac=7|hd=(??1r5|thac0=??2|size=L|attk1=??3:Head Butt:0:B|attk2=0:Tail Grab:0:B|attkmsg=Can do *both* head butt *and* tail grab as an attack in one round and on two different targets in range or the same target|dmgmsg=$$A hit indicates a successful \\lbrak;tail grab\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦\\amp#64;{target¦Who got grabbed?¦token_id}¦Restrained¦99¦-1¦Grabbed by the tail grip of a Giant Sea Horse. Roll against *Open Doors* at -1 penalty to escape¦grab\\rpar;. Opponent must successfully roll an *Open Doors* check at a penalty of -1 to free themselves.]{{subtitle=Marine Creature}}Specs=[Giant Sea Horse,SeaHorseRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=naturally 7 and cannot wear standard barding}}{{Alignment=Neutral}}{{Move=Swim 21}}{{Hit Dice=2 to 4HD}}{{THAC0=Varies by HD, 19 to 17}}{{Attacks=Head butt 2HD:1d4, 3HD:1+1d4, 4HD:2d4 bludgeoning damage. Can also grab the same or a different opponent with their tail to restrain them (requiring an *Open Doors* roll at -1 to escape from)}}{{Size=Large}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=A sea horse attacks with a head butt, but a sea horse trained as a steed can use its long tail to constrict and restrain enemies. A captured opponent can free itself with a open doors roll made with a -1 penalty. The tail of a giant sea horse is so long it can attack the same opponent its head butts, or the one its rider is attacking. The constriction causes no damage, but the sea horse can still butt the helpless victim.}}'},
+ {name:'Giant-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Rat, align:LE|NE|CE, cattr:int=2:4|mov=12|swim=6|hd=1-4r4|hp=1:4|thac0=20|size=T|tr=(C)|attk1=1d3:Bite:0:P]{{}}Specs=[Giant Rat,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{prefix=Giant }}{{Intelligence=Semi- (2 to 4)}}{{Alignment=Any Evil}}{{Move=12, Swim 6}}{{Hit Dice=½ HD}}{{Attacks=Bite for 1d3HP damage \\amp 5% chance of save vs. poison or disease}}{{Size=T, 2ft long}}{{desc8=These vile beasts plague underground areas such as crypts and dungeons. Their burrows honeycomb many graveyards, where they cheat ghouls of their prizes by tunneling to newly interred corpses. Giant rats are brown/black in color with white underbellies, and are related to the brown rat, with fatter bodies and shorter tails.}}'},
+ {name:'Giant-Scorpion',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scorpion}}RaceData=[w:Giant Scorpion, align:N, ac:none, weaps:none, cattr:int=0|mov=15|ac=3|shots=::|hd=5+5r2|thac0=15|size=M|tr=(D)|attk1=1d10:Claw1:0:S|attk2=1d10:Claw2:0:S|attk3=1d4:Sting:1:P|dmgmsg=If claw hits victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$If claw hits victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$On a successful hit with the stinger do damage and victim must save vs. poison or be poisoned with a Type F poison and **die** immediately. If save take **20HP** damage, spattk:Stinger does poison type F. If a claw hits victim is held. Stinger \\amp claw hits are then automatic]{{subtitle=Creature}}Specs=[Scorpion,CreatureRace,0H,Creature]{{title=Giant }}{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{Alignment=Neutral}}{{AC=3 from chitinous carapace}}{{Move=15}}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Section1=**Attacks:** 2 x claws for 1d10HP each. If either hit victim is held and subsequent attacks automatically hit. Sting for 1d4HP and poison type F}}{{Size=M, 5-6ft long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Poison Sting:** Poison type F, save vs. poison or immediately **die**}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Giant scorpions are vicious predators that live almost anywhere, including relatively cold places such as dungeons, though they favor deserts and warm lands. These creatures are giant versions of the normal 4-inch-long scorpion found in desert climes.\nThe giant scorpion has a green carapace and yellowish green legs and pincers. The segmented tail is black, with a vicious stinger on the end. There is a bitter smell associated with the scorpion, which probably comes from the venom. They make an unnerving scrabbling sound as they travel across dungeon floors.}}{{desc9=**Combat:** The giant scorpion is 95% likely to attack any creature that approaches. It can fight three opponents at once. If it manages to grab a victim in a pincer, it will automatically inflict 1-10 points of damage each round until it releases the victim. The victim has but one chance to escape. If makes a *bend bars/lift gates* roll, escapes the claw, this being the character\'s only action that round only once per combat. Sting requires successful attack against an untrapped victim, but autmatically hits a trapped character.\nNote that scorpions are not immune to their own poison. If a scorpion is reduced to 1 or 2 hit points, it will go into a stinging frenzy, stinging everything in sight, gaining two attempts to hit per round with only the tail.}}'},
+ {name:'Giant-Sea-Horse',type:'seahorserace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Sea Horse\n}}RaceData=[w:Giant Sea Horse, query:How many hit dice?|2HD%%2%%19%%1d4|3HD%%3%%17%%1+1d4|4HD%%4%%17%%2d4, align:N|NN, weaps:none, ac:none, cattr:int=1|swim=21|ac=7|shots=::|hd=(??1r5|thac0=??2|size=L|attk1=??3:Head Butt:0:B|attk2=0:Tail Grab:0:B|attkmsg=Can do *both* head butt *and* tail grab as an attack in one round and on two different targets in range or the same target|dmgmsg=$$A hit indicates a successful \\lbrak;tail grab\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦\\amp#64;{target¦Who got grabbed?¦token_id}¦Restrained¦99¦-1¦Grabbed by the tail grip of a Giant Sea Horse. Roll against *Open Doors* at -1 penalty to escape¦grab\\rpar;. Opponent must successfully roll an *Open Doors* check at a penalty of -1 to free themselves.]{{subtitle=Marine Creature}}Specs=[Giant Sea Horse,SeaHorseRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=naturally 7 and cannot wear standard barding}}{{Alignment=Neutral}}{{Move=Swim 21}}{{Hit Dice=2 to 4HD}}{{THAC0=Varies by HD, 19 to 17}}{{Attacks=Head butt 2HD:1d4, 3HD:1+1d4, 4HD:2d4 bludgeoning damage. Can also grab the same or a different opponent with their tail to restrain them (requiring an *Open Doors* roll at -1 to escape from)}}{{Size=Large}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=A sea horse attacks with a head butt, but a sea horse trained as a steed can use its long tail to constrict and restrain enemies. A captured opponent can free itself with a open doors roll made with a -1 penalty. The tail of a giant sea horse is so long it can attack the same opponent its head butts, or the one its rider is attacking. The constriction causes no damage, but the sea horse can still butt the helpless victim.}}'},
{name:'Giant-Sea-Snake',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Sea Snake, cattr:mov=12|swim=12|ac=5|hd=10r2|thac0=11| size=G| attk1=1d6:Bite:0:P|attk2=3d6:Constrict:0:B|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}¦Giant Snake Poison_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 **kills the victim** in 1d4 rounds. Save to negate when asked to do so$$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 Sea Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage, spattk:Bite poisons and kills within 1d4 rounds. Constriction does 3d6 damage per round, spdef:-]{{}}Specs=[Giant Sea Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Giant Sea Snake}}{{Intelligence=Animal (1)}}{{AC=5}}{{Move=12}}{{Hit Dice=10}}{{THAC0=11}}{{Attacks=Bite for 1d6HP damage injecting fatal poison, and/or crush in constriction}}{{Size=G, 50+ft long}}{{Section5=**Poison:** is fatal in 1d4 rounds unless save vs. poison\n**Constrict:** for automatic damage each round}}{{desc9=**Combat:** Found only in tropical waters, the giant sea snake is the only type of snake that is both constricting and poisonous. Its constricting grasp on small ships can crush them in 10 rounds. Sea snakes attack ships only when they are hungry (20% chance). Their poisonous bite is deadly in 1-4 rounds. Sea snakes are fully capable of diving to great depths, and their nostrils (on the top of their snouts) have membranes that automatically seal them underwater.\nFrom time to time giant sea snakes gather in huge floating masses of hundreds or thousands of snakes, often 100 yards wide and 30 miles long. These may be mating rituals or they may be seasonal migrations; the actual reason is unknown.}}'},
{name:'Giant-Skeleton',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant-Skeleton, u:0, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Fire%%all%%100%%0|Fear%%spe%%100%%0, cattr:ac=4|hd=4+4r3|thac0=15|attk1=1d12:Bone bladed scimitar:5:S|attk2=1d12:Bone bladed spear:6:P|attkmsg=**Remember** *fireball** power one/hour. Immune to *sleep charm hold* and all mind-affecting spells. Immune to fire. Cold does half damage. Lightning full damage. Half damage from edged and piercing weapons. 1HP from all arrows quarrels \\amp missiles. Blunt weapons do full damage. Turned as *mummies*, spattk:fireball from tummy fire 1 per hour, spdef: immune to *sleep charm hold* and other mind-affecting spells. Immune to fire. Cold does half damage. Lightning full damage. Half damage from edged and piercing weapons. 1HP from all arrows quarrels \\amp missiles. Blunt weapons do full damage. Turned as *mummies*,ns:1],[cl:PW,w:Fireball,sp:3,clv:8,pd:24]{{}}Specs=[Giant Skeleton,CreatureRace,0H,Skeleton]{{}}%{Race-DB-Creatures|Skeleton}{{AC=4}}{{Hit Dice=4+4 HD}}{{THAC0=15}}{{Attack=1d12 and by weapon}}{{Size=L, 12ft tall}}{{Section3=**Fireball:** Once per hour (6 turns), a skeleton may reach into its chest and draw forth a sphere of fire from the flames that burn within its rib cage. This flaming sphere can be hurled as if it were a fireball that delivers 8d6 points of damage. Because these creatures are immune to harm from both magical and normal fires, they will freely use this attack in close quarters.}}{{Turning=Turned as *mummies*}}{{Spell Immunity=Immune to all *sleep, charm, hold* and other mind-affecting spells}}{{Other Immunities=Immune to fire. Cold does half damage. Lightning full damage}}{{Damage from S\\ampP=Half damage from edged and piercing weapons. 1HP from all arrows quarrels \\amp missiles. Blunt weapons do normal damage.}}{{Infravision=No need for light (no eyes) so can see normally in absolute darkness}}{{desc8=Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.\nGiant skeletons stand roughly 12 feet tall and look to be made from the bones of giants. In actuality, they are simply human skeletons that have been magically enlarged. A small, magical fire burns in the chest of each giant skeleton, a by-product of the magics that are used to make them. These flames begin just above the pelvis and reach upward to lick at the collar bones. Mysteriously, no burning or scorching occurs where the flames touch the bone.}}{{desc9=**Combat:** They are normally armed with long spears or scythes that end in keen bone blades. Rare individuals will be found carrying shields (and thus have an Armor Class of 3), but these are far from common. Each blow that lands inflicts 1d12 points of damage.}}'},
- {name:'Giant-Stag',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Giant Stag}}RaceData=[w:Giant Stag, align:N, weaps:none, ac:none, cattr:int=1|mov=24|ac=7|hd=5r4|thac0=16|size=L|attk1=1d4:2 x Hoof:0:B|attk2=4d4:Gore with Antlers:1:P|attkmsg=Attack either with hoofs or with antlers not both]{{subtitle=Creature}}Specs=[Giant Stag,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=5 HD}}{{THAC0=16}}{{Attacks=Either kick with front hoofs for 2 x 1d4, or charge and gore with antlers for 4d4}}{{Size=L}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild stags are the aggressive males of the deer herds. Normally docile and passive, they defend their herds against all but the most fearsome opponents.}}'},
+ {name:'Giant-Stag',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Giant Stag}}RaceData=[w:Giant Stag, align:N, weaps:none, ac:none, cattr:int=1|mov=24|ac=7|shots=::|hd=5r4|thac0=16|size=L|attk1=1d4:2 x Hoof:0:B|attk2=4d4:Gore with Antlers:1:P|attkmsg=Attack either with hoofs or with antlers not both]{{subtitle=Creature}}Specs=[Giant Stag,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=5 HD}}{{THAC0=16}}{{Attacks=Either kick with front hoofs for 2 x 1d4, or charge and gore with antlers for 4d4}}{{Size=L}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild stags are the aggressive males of the deer herds. Normally docile and passive, they defend their herds against all but the most fearsome opponents.}}'},
{name:'Giant-Stone',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant}{{}}Specs=[Giant-Stone,CreatureRace,2H,Stone-Giant]{{}}RaceData=[w:Stone Giant]{{}}'},
{name:'Giant-Stone-Elder',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Elder}{{}}Specs=[Giant-Stone-Elder,CreatureRace,2H,Stone-Giant-Elder]{{}}RaceData=[w:Stone Giant Elder]{{}}'},
{name:'Giant-Stone-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Juvenile-1}{{}}Specs=[Giant-Stone,CreatureRace,2H,Stone-Giant-Juvenile-1]{{}}RaceData=[w:Stone Giant Juvenile-1]{{}}'},
@@ -1610,16 +1634,16 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Giant-Stone-Juvenile-3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Juvenile-3}{{}}Specs=[Giant-Stone,CreatureRace,2H,Stone-Giant-Juvenile-3]{{}}RaceData=[w:Stone Giant Juvenile-3]{{}}'},
{name:'Giant-Stone-Mage',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Mage}{{}}Specs=[Giant-Stone-Mage,CreatureRace,2H,Stone-Giant-Mage]{{}}RaceData=[w:Stone Giant Mage]{{}}'},
{name:'Giant-Two-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ettin}{{}}Specs=[Two-Headed-Giant,CreatureRace,2H,Ettin]{{}}RaceData=[w:Two-Headed Giant]{{}}'},
- {name:'Giant-Two-Headed-Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Two Headed }}RaceData=[w:Giant Two Headed Troll, cattr:int=8:10|hd=10r2|regen=1|thac0=11|size=L|dmg=+6|tr=Q(D)|attk1=4+1d4:Claw:0:S|attk2=4+1d4:Claw:0:S|attk3=1d12:2 x Bite:1:P, spdef:Regenerate at 1HP per round, ns:5],[cl:WP,%:3,prime:Broadsword],[cl:WP,%:3,prime:Spear],[cl:WP,%:2,both:Two Handed Sword],[cl:WP,%:1,both:Great Axe],[cl:WP,%:91]{{subtitle=Creature}}%{Race-DB-Creatures|Troll}{{Intelligence=Average (8-10)}}{{Hit Dice=10}}Specs=[Giant Two Headed Troll,CreatureRace,0H,Troll]{{THAC0=11}}{{Attacks=2 x Claw 1d4+4, 2 x Bite 1d12}}{{Size=L 10ft tall}}{{Regeneration=3 rounds after 1st blood, regenerates at 1HP per round}}{{desc=These ferocious troll/ettin crossbreeds posses a mottled greenish brown skin tone, and their dress is usually moth-eaten rags or animal skins. Two-headed trolls use trollspeak as their language. Though part ettin, these monsters retain many of the abilities of trolls. They regenerate like trolls, but only 1 hit point a round, and severed limbs cannot reattach (their thicker limbs are not cleaved on a roll of 20). Two-headed trolls attack with two claws and two bites. Both bite attacks are against one opponent, but the claws may be directed against different foes. The troll can, though rarely, wield a weapon with a +6 damage bonus. Like ettins, two-headed trolls are surprised only on a 1. These creatures live in damp, underground caverns and can be found leading groups of their smaller troll cousins.}}{{desc9=}}'},
- {name:'Gnoll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gnoll}}RaceData=[w:Gnoll, align:CE, weaps:short-blade|long-blade|pole-arm|battle-axe|bow|morningstar, ac:leather|padded|studded|ring-mail|brigandine|scale-mail|hide|chain-mail, cattr:int=5:7|mov=9|ac=10|size=L|hd=2r3|thac0=19|tr=5QS(DLM)attk1=2d4:Weapon:3:P,ns:5],[cl:WP,%:5,prime:Shortsword],[cl:WP,%:5,prime:Longsword],[cl:WP,%:5,prime:Broadsword],[cl:WP,%:5,both:Awl Pike],[cl:WP,%:5,both:Bec de Corbin],[cl:WP,%5:,both:Fauchard],[cl:WP,%:5,both:Glaive],[cl:WP,%:5,both:Glaive-Guisarme],[cl:WP,%:5,both:Guisarme-Voulge],[cl:WP,%:5,both:Military Fork],[cl:WP,%:20,prime:Battleaxe],[cl:WP,%:5,both:Shortbow,items:Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Sheaf Arrows:10|Flight Arrows:10],[cl:WP,%:15,prime:Morningstar],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=10, up to AC5 with armour}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=Default weapon for 2d4, or by weapon (equip via menus)}}{{Languages=*Gnoll,* and many also speak *flind, troll, orc,* or *hobgoblin*}}{{Size=L, 7-8ft tall}}{{Life Expectancy=On average 35 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength=}}{{Section5=**Tactics:** Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics. When under the direction of flinds or a strong leader, they can be made to hold rank and fight as a unit. While they do not often lay traps, they will ambush or attempt to attack from a flank or rear position.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Gnoll,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane.}}{{desc9=**Combat:** Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics. When under the direction of flinds or a strong leader, they can be made to hold rank and fight as a unit. While they do not often lay traps, they will ambush or attempt to attack from a flank or rear position. Gnolls favor swords (15%), pole arms (35%) and battle axes (20%) in combat, but also use bows (15%), morningstars (15%).}}'},
+ {name:'Giant-Two-Headed-Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Giant Two Headed Troll,CreatureRace,0H,Troll]{{title=Giant Two Headed }}RaceData=[w:Giant Two Headed Troll, cattr:int=8:10|hd=10r2|regen=1|thac0=11|size=L|dmg=+6|tr=Q(D)|attk1=4+1d4:Claw:0:S|attk2=4+1d4:Claw:0:S|attk3=1d12:2 x Bite:1:P, spdef:Regenerate at 1HP per round, ns:5],[cl:WP,%:3,prime:Broadsword],[cl:WP,%:3,prime:Spear],[cl:WP,%:2,both:Two Handed Sword],[cl:WP,%:1,both:Great Axe],[cl:WP,%:91]{{subtitle=Creature}}%{Race-DB-Creatures|Troll}{{Intelligence=Average (8-10)}}{{Hit Dice=10}}{{THAC0=11}}{{Attacks=2 x Claw 1d4+4, 2 x Bite 1d12}}{{Size=L 10ft tall}}{{Regeneration=3 rounds after 1st blood, regenerates at 1HP per round}}{{desc=These ferocious troll/ettin crossbreeds posses a mottled greenish brown skin tone, and their dress is usually moth-eaten rags or animal skins. Two-headed trolls use trollspeak as their language. Though part ettin, these monsters retain many of the abilities of trolls. They regenerate like trolls, but only 1 hit point a round, and severed limbs cannot reattach (their thicker limbs are not cleaved on a roll of 20). Two-headed trolls attack with two claws and two bites. Both bite attacks are against one opponent, but the claws may be directed against different foes. The troll can, though rarely, wield a weapon with a +6 damage bonus. Like ettins, two-headed trolls are surprised only on a 1. These creatures live in damp, underground caverns and can be found leading groups of their smaller troll cousins.}}{{desc9=}}'},
+ {name:'Gnoll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gnoll}}RaceData=[w:Gnoll, align:CE, weaps:short-blade|long-blade|pole-arm|battle-axe|bow|morningstar, ac:leather|padded|studded|ring-mail|brigandine|scale-mail|hide|chain-mail, attk:melee vs Gnome?=-4, cattr:int=5:7|mov=9|ac=10|size=L|hd=2r3|thac0=19|tr=5QS(DLM)attk1=2d4:Weapon:3:P,ns:5],[cl:WP,%:5,prime:Shortsword],[cl:WP,%:5,prime:Longsword],[cl:WP,%:5,prime:Broadsword],[cl:WP,%:5,both:Awl Pike],[cl:WP,%:5,both:Bec de Corbin],[cl:WP,%5:,both:Fauchard],[cl:WP,%:5,both:Glaive],[cl:WP,%:5,both:Glaive-Guisarme],[cl:WP,%:5,both:Guisarme-Voulge],[cl:WP,%:5,both:Military Fork],[cl:WP,%:20,prime:Battleaxe],[cl:WP,%:5,both:Shortbow,items:Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Sheaf Arrows:10|Flight Arrows:10],[cl:WP,%:15,prime:Morningstar],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=10, up to AC5 with armour}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=Default weapon for 2d4, or by weapon (equip via menus)}}{{Languages=*Gnoll,* and many also speak *flind, troll, orc,* or *hobgoblin*}}{{Size=L, 7-8ft tall}}{{Life Expectancy=On average 35 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength=}}{{Section5=**Tactics:** Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics. When under the direction of flinds or a strong leader, they can be made to hold rank and fight as a unit. While they do not often lay traps, they will ambush or attempt to attack from a flank or rear position.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Gnoll,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane.}}{{desc9=**Combat:** Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics. When under the direction of flinds or a strong leader, they can be made to hold rank and fight as a unit. While they do not often lay traps, they will ambush or attempt to attack from a flank or rear position. Gnolls favor swords (15%), pole arms (35%) and battle axes (20%) in combat, but also use bows (15%), morningstars (15%).}}'},
{name:'Gnoll-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Gnoll Chieftain, ac:splint-mail|banded-mail|bronze-plate-mail|plate-mail, cattr:hd=4r3|ac=3|thac0=17|dmg=+3,ns:1],[cl:MI,%:10,items:random:1d6]{{subtitle=Creature}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=4}}{{THAC0=17}}{{AC=3 (preset - can be improved with magical armour if equipped))}}{{Strength=Due to their great strength, Gnoll Chieftains gain +3 on damage that they do}}Specs=[Gnoll Chieftain,CreatureRace,0H,Gnoll]{{desc=**Gnoll Chieftain:** If 100 or more are encountered there will also be a chieftain who has 4 Hit Dice, an Armor Class of 3, and who receives a +3 on his damage rolls due to his great strength. Further, each chieftain will be protected by 2-12 (2d6) elite warrior guards of 3 Hit Dice (AC 4, +2 damage).}}'},
{name:'Gnoll-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Gnoll Leader, cattr:hd=3r3|thac0=17,ns:1],[cl:MI,%:5,items:random:1d4]{{subtitle=Creature}}Specs=[Gnoll Leader,CreatureRace,0H,Gnoll]{{}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=3}}{{THAC0=17}}{{desc=**Gnoll Leader:** A gnoll lair will contain between 20 and 200 adult males. For every 20 gnolls, there will be a 3 Hit Die leader.}}'},
{name:'Gnoll-Warrior-Guard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Warrior Guard}}RaceData=[w:Gnoll Warrior Guard, cattr:hd=3r3|thac0=17|dmg=+2]{{subtitle=Creature}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=3}}{{THAC0=17}}{{AC=4 (preset)}}{{Strength=Due to their great strength, Gnoll Warrior Guards gain +2 on damage that they do}}Specs=[Gnoll Leader,CreatureRace,0H,Gnoll]{{desc=**Gnoll Leader:** A gnoll lair will contain between 20 and 200 adult males. For every 20 gnolls, there will be a 3 Hit Die leader.}}'},
{name:'Gnoll-ac5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC5}}RaceData=[w:Gnoll ac5, cattr:hd=2r3|thac0=19|ac=5]{{subtitle=Creature}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=2}}{{THAC0=19}}Specs=[Gnoll,CreatureRace,0H,Gnoll]{{AC=5 (preset)}}'},
- {name:'Goat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Goat}}RaceData=[w:Goat, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=1+2r6|thac0=19|size=M|attk1=1d3:Butt with Horns:0:B|attk2=1d3+1d2:Charge attk:2:B|attkmsg=$$Charge attack is at +2 to hit - add this in manually]{{subtitle=Creature}}Specs=[Goat,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1+2 HD}}{{THAC0=19}}{{Attacks=Butt with horns for 1d3, charge at +2 to hit and an additional 1d2 damage}}{{Size=M}}{{Life Expectancy=15 to 18 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc9=**Combat:** When a goat charges, it gains a +2 attack bonus and does an additional 1-2 points damage.}}'},
- {name:'Goat-of-Terror',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Terror}}RaceData=[w:Goat of Terror, align:N, weaps:none, ac:none, cattr:int=0|mov=36|ac=2|hd=6|hp=48|thac0=20|size=M,ns:1],[cl:PW,w:Goat Terror,sp:0,pd:-1]{{subtitle=Figurine}}Specs=[Goat of Terror,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=2}}{{Alignment=Neutral}}{{Move=36}}{{Hit Dice=6HD, starts as 48HP}}{{THAC0=N/A - no attacks as a creature}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Radiates *Terror* in a 30ft radius when ridden vs an opponent}}{{Section4=**Special Advantages**}}{{Section5=Rider can employ the goat\'s horns as weapons}}{{Section6=**Special Disadvantages**}}{{Attacks=No attacks}}{{Uses=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=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.}}'},
- {name:'Goat-of-Travail',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Travail}}RaceData=[w:Goat of Travail, align:N, weaps:none, ac:none, cattr:int=0|mov=24|ac=0|hd=16|hp=96|thac0=5|size=L|attk1=2+2d4:Hooves x 2:0:B|attk2=2d4:Bite:1:P|attk3=2d6:Horns x 2:2:P,attkmsg:Cannot use hooves if charging$$Cannot use bite if charging$$If charging horns do additional damage - see damage message,dmgmsg:Cannot use hooves if charging$$Cannot use bite if charging$$If charging horns do additional +6 hp damage each]{{subtitle=Figurine}}Specs=[Goat of Travail,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=0}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=16HD, starts as 96HP}}{{THAC0=5}}{{Attacks=2 x Hooves for 2d4+2 Bludgeoning damage each, 1 x Bite for 2d4 Piercing damage, 2 x Horns for 2d6 each of Piercing damage - can *Charge* for +6 extra Horn damage, but can\'t then do Hoof or Bite attack}}{{Size=L larger than a bull!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=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.}}'},
- {name:'Goat-of-Travelling',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Travelling}}RaceData=[w:Goat of Travelling, align:N, weaps:none, ac:none, cattr:int=0|mov=48|ac=6|hd=4|hp=24|thac0=17|size=M|attk1=1d8:Horn1:0:PB|attk2=1d8:Horn2:0:PB]{{subtitle=Figurine}}Specs=[Goat of Travelling,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=6}}{{Alignment=Neutral}}{{Move=48 bearing 280lbs or less reduced by 1 for every additional 14lbs of weight carried}}{{Hit Dice=4HD, starts as 24HP}}{{THAC0=17}}{{Attacks=2 x Horns for 1d8 each of Piercing or Bludgeoning damage (depending on type of horn)}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Can carry loads and riders of 280lbs or more}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=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\nDice 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.}}'},
+ {name:'Goat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Goat}}RaceData=[w:Goat, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=1+2r6|thac0=19|size=M|attk1=1d3:Butt with Horns:0:B|attk2=1d3+1d2:Charge attk:2:B:+2|attkmsg=$$Charge attack is at +2 to hit]{{subtitle=Creature}}Specs=[Goat,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1+2 HD}}{{THAC0=19}}{{Attacks=Butt with horns for 1d3, charge at +2 to hit and an additional 1d2 damage}}{{Size=M}}{{Life Expectancy=15 to 18 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc9=**Combat:** When a goat charges, it gains a +2 attack bonus and does an additional 1-2 points damage.}}'},
+ {name:'Goat-of-Terror',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Terror}}RaceData=[w:Goat of Terror, align:N, weaps:none, ac:none, cattr:int=0|mov=36|ac=2|shots=::|hd=6|hp=48|thac0=20|size=M,ns:1],[cl:PW,w:Goat Terror,sp:0,pd:-1]{{subtitle=Figurine}}Specs=[Goat of Terror,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=2}}{{Alignment=Neutral}}{{Move=36}}{{Hit Dice=6HD, starts as 48HP}}{{THAC0=N/A - no attacks as a creature}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Radiates *Terror* in a 30ft radius when ridden vs an opponent}}{{Section4=**Special Advantages**}}{{Section5=Rider can employ the goat\'s horns as weapons}}{{Section6=**Special Disadvantages**}}{{Attacks=No attacks}}{{Uses=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=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.}}'},
+ {name:'Goat-of-Travail',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Travail}}RaceData=[w:Goat of Travail, align:N, weaps:none, ac:none, cattr:int=0|mov=24|ac=0|shots=::|hd=16|hp=96|thac0=5|size=L|attk1=2+2d4:Hooves x 2:0:B|attk2=2d4:Bite:1:P|attk3=2d6:Horns x 2:2:P,attkmsg:Cannot use hooves if charging$$Cannot use bite if charging$$If charging horns do additional damage - see damage message,dmgmsg:Cannot use hooves if charging$$Cannot use bite if charging$$If charging horns do additional +6 hp damage each]{{subtitle=Figurine}}Specs=[Goat of Travail,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=0}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=16HD, starts as 96HP}}{{THAC0=5}}{{Attacks=2 x Hooves for 2d4+2 Bludgeoning damage each, 1 x Bite for 2d4 Piercing damage, 2 x Horns for 2d6 each of Piercing damage - can *Charge* for +6 extra Horn damage, but can\'t then do Hoof or Bite attack}}{{Size=L larger than a bull!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=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.}}'},
+ {name:'Goat-of-Travelling',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Travelling}}RaceData=[w:Goat of Travelling, align:N, weaps:none, ac:none, cattr:int=0|mov=48|ac=6|shots=::|hd=4|hp=24|thac0=17|size=M|attk1=1d8:Horn1:0:PB|attk2=1d8:Horn2:0:PB]{{subtitle=Figurine}}Specs=[Goat of Travelling,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=6}}{{Alignment=Neutral}}{{Move=48 bearing 280lbs or less reduced by 1 for every additional 14lbs of weight carried}}{{Hit Dice=4HD, starts as 24HP}}{{THAC0=17}}{{Attacks=2 x Horns for 1d8 each of Piercing or Bludgeoning damage (depending on type of horn)}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Can carry loads and riders of 280lbs or more}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=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\nDice 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.}}'},
{name:'Goblin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Goblin}}{{subtitle=Creature}}Specs=[Goblin,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=10 (can wear simple armour up to AC6)}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=1-1}}{{THAC0=20}}{{Attack=1d6 and by weapon}}{{Languages=Harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues.}}{{Size=S 4ft tall}}{{Life Expectancy=50 years or so}}{{Section2=**Powers**}}{{Section3=None}}{{Priest Spells=}}{{Section4=**Special Advantages**}}{{Infravision=60 foot, but suffer -1 to attacks in bright sunlight}}RaceData=[w:Goblin, align:LE, cattr:int=5:10|mov=6|size=S|hd=1-1r4|thac0=20|tr=K(C)|attk1=1d6:Simple weapon:3:S|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,%:95],[cl:MI,%:5,items:random:1d3]{{Section9=**Description**}}{{desc8=These small, evil humanoids would be merely pests, if not for their great numbers. Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors.}}{{desc9=**Combat:** Goblins hate bright sunlight, and fight with a -1 on their attack rolls when in it. This unusual sensitivity to light, however, serves the goblins well underground, giving them infravision out to 60 feet. They can use any sort of weapon, preferring those that take little training, like spears and maces. They are known to carry short swords as a second weapon. They are usually armored in leather, although the leaders may have chain or even plate mail.\nGoblin strategies and tactics are simple and crude. They are cowardly and will usually avoid a face-to-face fight. More often than not, they will attempt to arrange an ambush of their foes.}}'},
{name:'Goblin-Assistant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader\'s Assistant}}RaceData=[w:Goblin Assistant, cattr:hd=1r4|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Assistant,CreatureRace,0H,Goblin]{{Hit Dice=1}}{{desc=**Leader\'s Assistant:** For every 40 goblins there will be a leader and his 4 assistants, each having 1 Hit Die (7 hit points).}}'},
{name:'Goblin-Bodyguard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Bodyguard}}RaceData=[w:Goblin Bodyguard, cattr:hd=2r4|thac0=19|ac=4|attk1=1d8:Battle Axe:7:S|attk2=1d6:Shortsword:3:S]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Bodyguard,CreatureRace,0H,Goblin]{{Hit Dice=2}}{{THAC0=19}}{{Attack=1d6/1d8 and by weapon}}{{desc=**Chief\'s Bodyguard:** The tribe has a single goblin chief and 2-8 (2d4) bodyguards each of 2 Hit Dice, Armor Class 4, and armed with two weapons.}}'},
@@ -1629,24 +1653,29 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Goblin-Sub-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief}}RaceData=[w:Goblin Sub-Chief, cattr:hd=1+1r4|thac0=19|ac=5|attk1=1d8:Battle Axe:7:S,ns:1],[cl:MI,%:5,items:random:1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Sub-Chief,CreatureRace,0H,Goblin]{{Hit Dice=1+1}}{{THAC0=19}}{{Attack=1d8 and by weapon}}{{desc=**Sub-Chief:** For every 200 goblins there will be a sub-chief and 2-8 (2d4) bodyguards, each of which has 1+1 Hit Dice (8 hit points), is Armor Class 5, and armed with a battle axe.}}'},
{name:'Goblin-ac6',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC6}}RaceData=[w:Goblin ac6, cattr:ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin,CreatureRace,0H,Goblin]{{}}'},
{name:'Gold-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gold-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Gold Dragon, cattr:int=17:18|mov=12|fly=40C|Jump=3|swim=12|ac=0-??1|hd=(16+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1+2)*5)|cl=mu:gold-dragon/pr:gold-dragon|lv=8+??1/8+??1|thac0=5-??2|dmg=??1|size=G|attk1=1d10:Claw x 2 or Claw+Kick:0:S|attk2=6d6:Bite:0:P|attk3=2d10: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}*12\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*24\\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 fire \\amp gas from birth, ns:=11],[cl:PW,w:Gold-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:MU-Water-Breathing,pd:-1,sp:1],[cl:PW,age:1,w:MU-Polymorph-Self,pd:3,sp:1],[cl:PW,age:3,w:PR-Bless,pd:3,sp:1],[cl:PW,w:PR-Detect-Lie,age:4,pd:3,sp:1],[cl:PW,w:PR-Animal-Summoning-1,age:6,pd:1,sp:1],[cl:PW,w:PR-Animal-Summoning-II,age:7,pd:1,sp:1],[cl:PW,w:PW-Luck-Bonus,age:7,pd:1,sp:1],[cl:PW,w:PR-Quest,age:8,pd:1,sp:1],[cl:PW,w:PW-Detect-Gems-Kind+Number,age:8,pd:3,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:],[cl:PR,lv:3,w:],[cl:PR,lv:4,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Gold}}{{Intelligence=Genius (17-18)}}{{AC=Varies with age, adult gold dragon is AC -6}}{{Move=12, FL 40(C) (winged form) FL 6(E) (wingless form), Swim 12 (winged) 15 (wingless), Jump 3}}{{Hit Dice=Varies with age, adult gold dragon is 18 HD}}{{THAC0=Varies with age, adult gold dragon is 3}}{{Section1=**Attacks:** Damage bonus varies with age, adult gold dragon is +6. 2 x Claws for 1d10 HP each, possibly with 1 or 2 kicks for 1d10 each, bite for 6d6, and tail slap for 2d10 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Gold Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 18% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A gold dragon has two breath weapons: a cone of fire 90\' long, 5\' wide at the dragon\'s mouth, and 30\' wide at the end or a cloud of potent chlorine gas 50\' long, 40\' wide and 30\' high. Creatures caught in either effect are entitled to a save versus breath weapon for half damage. Damage from the acid breath weapon varies by age from 2d12+1 to 24d12+12. }}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 12 to 20 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=All gold dragons can use *water breathing* at will, and can *polymorph self* 3 times a day. *Young* dragons can *bless* x 3 per day, *Juveniles* can *detect lie* x3 per day, *Adult* dragons gain *animal summoning I* x1 a day, *Mature Adults* can do *animal summoning II* x1 per day, and *luck bonus* once a day. *Old* dragons can cast *quest* x 1 per day, and *detect gems* once per day within 30ft radius.\nThe *luck bonus* power is used to aid *good* adventurers: see the description of the power by *viewing* it}}{{desc8=**Gold Dragons:** Gold dragons are wise, judicious, and benevolent. They often embark on self-appointed quests to promote goodness, and are not easily distracted from them. They hate injustice and foul play. A gold dragon frequently assumes human or animal guise and usually will be encountered disguised.\nAt birth, a gold dragon\'s scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales grow completely golden.\nGold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have loyal guards: either animals appropriate to the terrain, or storm or good cloud giants. The giants usually serve as guards through a mutual defensive agreement.}}{{desc9=**Combat:** Gold dragons usually parley before combat. When conversing with intelligent creatures they use *detect lie* and *detect gems* spells to gain the upper hand. In combat, they quickly use *bless* and *luck bonus*. Older dragons use *luck bonus* at the start of each day if the duration is a day or more. They make heavy use of spells in combat.}}'},
- {name:'Gorgon',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Gorgon}}{{subtitle=Creature}}Specs=[Gorgon,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=2}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8}}{{THAC0=13}}{{Attack=2d6 gore with horns, and breath weapon}}{{Languages=None}}{{Size=L, 8ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Breath Weapon=4 times per day, cone 20ft at end, up to 60ft long, save vs. petrification}}{{Section4=**Special Advantages**}}{{Keen senses=Sense of smell is acute and are 75% likely to track their victim successfully.}}RaceData=[w:Gorgon, align:N, cattr:int=1|mov=12|size=L|hd=8|thac0=13|tr=(E)|attk1=2d6:Gore with horns:0:P, ns:1],[cl:PW,w:Gorgon Breath,sp:0,pd:4]{{Section9=**Description**}}{{desc=Gorgons are fierce, bull-like beasts who make their lairs in dreary caverns or the fastness of a wilderness. They are aggressive by nature and usually attack any creature or person they encounter.\nMonstrous black bulls, gorgons have hides of thick metal scales. Their breath is a noxious vapor that billows forth in great puffs from their wide, bull nostrils. Gorgons walk on two hooves, when necessary, but usually assume a four-hoofed stance. Despite their great size, they can move through even heavy forests with incredible speed, for they simply trample bushes and splinter smaller trees. Gorgons speak no languages but let out a roar of anger whenever they encounter other beings.}}{{desc1=**Combat:** Four times per day gorgons can make a breath weapon attack (their preferred means of attack). Their breath shoots forth in a truncated cone, five feet wide at the base and 20 feet wide at its end, with a maximum range of 60 feet. Any creature caught in this cone must roll a saving throw vs. petrification. Those who fail are turned to stone immediately! The awareness of gorgons extends into the Astral and Ethereal planes, as do the effects of their breath weapon.\nIf necessary (i.e., their breath weapon fails) gorgons will engage in melee, charging forward to deliver a vicious head butt or horn gore. Gorgons fight with unrestricted ferocity, slashing and trampling all who challenge them until they themselves are slain.\nTheir sense of smell is acute and once they get on the trail gorgons are 75% likely to track their victim successfully. Once their victim is in sight, gorgons let out a scream of rage and then charge. Unless somehow evaded, a gorgon will pursue tirelessly, for days if necessary, until the prey either drops from exhaustion or is caught in the gorgon\'s deadly breath.}}'},
- {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|tr=(H)|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:'Golem-Clay',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Clay Golem,CreatureRace,0H,Clay-Golem]{{}}RaceData=[w:Clay Golem]{{}}%{Race-DB|Clay-Golem}{{}}'},
+ {name:'Golem-Flesh',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Flesh Golem,CreatureRace,0H,Flesh-Golem]{{}}RaceData=[w:Flesh Golem]{{}}%{Race-DB|Flesh-Golem}{{}}'},
+ {name:'Golem-Iron-with-Fists',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Iron Golem,CreatureRace,0H,Iron-Golem-with-Fists]{{}}RaceData=[w:Iron Golem]{{}}%{Race-DB|Iron-Golem-with-Fists}{{}}'},
+ {name:'Golem-Iron-with-Sword',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Iron Golem,CreatureRace,0H,Iron-Golem-with-Sword]{{}}RaceData=[w:Iron Golem]{{}}%{Race-DB|Iron-Golem-with-Sword}{{}}'},
+ {name:'Golem-Stone',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Stone Golem,CreatureRace,0H,Stone-Golem]{{}}RaceData=[w:Stone Golem]{{}}%{Race-DB|Stone-Golem}{{}}'},
+ {name:'Gorgon',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Gorgon}}{{subtitle=Creature}}Specs=[Gorgon,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=2}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8}}{{THAC0=13}}{{Attack=2d6 gore with horns, and breath weapon}}{{Languages=None}}{{Size=L, 8ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Breath Weapon=4 times per day, cone 20ft at end, up to 60ft long, save vs. petrification}}{{Section4=**Special Advantages**}}{{Keen senses=Sense of smell is acute and are 75% likely to track their victim successfully.}}RaceData=[w:Gorgon, align:N, cattr:int=1|mov=12|size=L|hd=8|ac=2|shots=::|thac0=13|tr=(E)|attk1=2d6:Gore with horns:0:P, ns:1],[cl:PW,w:Gorgon Breath,sp:0,pd:4]{{Section9=**Description**}}{{desc=Gorgons are fierce, bull-like beasts who make their lairs in dreary caverns or the fastness of a wilderness. They are aggressive by nature and usually attack any creature or person they encounter.\nMonstrous black bulls, gorgons have hides of thick metal scales. Their breath is a noxious vapor that billows forth in great puffs from their wide, bull nostrils. Gorgons walk on two hooves, when necessary, but usually assume a four-hoofed stance. Despite their great size, they can move through even heavy forests with incredible speed, for they simply trample bushes and splinter smaller trees. Gorgons speak no languages but let out a roar of anger whenever they encounter other beings.}}{{desc1=**Combat:** Four times per day gorgons can make a breath weapon attack (their preferred means of attack). Their breath shoots forth in a truncated cone, five feet wide at the base and 20 feet wide at its end, with a maximum range of 60 feet. Any creature caught in this cone must roll a saving throw vs. petrification. Those who fail are turned to stone immediately! The awareness of gorgons extends into the Astral and Ethereal planes, as do the effects of their breath weapon.\nIf necessary (i.e., their breath weapon fails) gorgons will engage in melee, charging forward to deliver a vicious head butt or horn gore. Gorgons fight with unrestricted ferocity, slashing and trampling all who challenge them until they themselves are slain.\nTheir sense of smell is acute and once they get on the trail gorgons are 75% likely to track their victim successfully. Once their victim is in sight, gorgons let out a scream of rage and then charge. Unless somehow evaded, a gorgon will pursue tirelessly, for days if necessary, until the prey either drops from exhaustion or is caught in the gorgon\'s deadly breath.}}'},
+ {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|shots=::|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|shots=::|size=L|hd=10r2|thac0=11|tr=(H)|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:'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|shots=::|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|tr=(H)|attk1=|attk2=,ns:1]{{}}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|tr=W,ns:1],[cl:MI,%:60],[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}}'},
- {name:'Grell-Soldier',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Grell Soldier,cattr:attk1=1d6:Tip Spear Slash:0:S|attk2=2d6:TipSpear Impale:0:P|attk3=1d6:Beak vs paralysed:0:P,ns:1],[cl:WP,prime:Lightning Lance:(26+1d10)]{{}}Specs=[Grell Soldier,CreatureRace,2H,Grell Worker]{{}}%{Race-DB-Creatures|Grell-Worker}{{prefix=Soldier}}{{Section1=**Attack**\n10 tip-spear tentacles at either 1d6 slash or 2d6 impale (pierce) attack. Beak for 1d6 (only if victim paralysed and captured).\nOr *lightning lance* with up to 36 charges, doing 3d6 (save vs spell halves damage).\n\n**Languages**\nA weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telepathy with other grell. Other creatures cannot learn the grell language}}'},
- {name:'Grell-Worker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Grell}}{{prefix=Worker}}RaceData=[w:Grell Worker, align:NE, cattr:int=8:10|fly=12D|ac=5|size=M|hd=5|thac0=15|tr=U|attk1=1d4:Tenticle x 10:0:SPB|attk2=1d6:Beak:0:P|dmgmsg=On a successful hit press \\lbrak;save vs paralysis\\rbrak;\\lpar;!rounds --target-save single¦@{selected¦token_id}¦\\at;{target¦Select Target¦token_id}¦paralysis¦5d4¦-1¦Paralysed by a Grell tentacle¦padlock¦svpar:+4\\rpar;, spattk:Tentacles cause paralysis when successfully hit (save at +4 bonus). Automatic hit paralysed victim. With 2 gripping tentacles can lift victim to beak]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=5, natural skin}}{{Alignment=Neutral Evil}}{{Move=Flying (Levitation) 12(D)}}{{Hit Dice=5}}{{THAC0=15}}{{Section1=**Attack**\n10 tentacles at 1d4 each. Beak for 1d6 (only if victim paralysed and captured)\n\n**Languages**\nA weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telepathy with other grell. Other creatures cannot learn the grell language}}{{Size=M, 4ft diameter}}{{Life Expectancy=30 to 40 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Immunity:** Immune to electrical attacks.\n**Paralysation:** For each hit, the victim must save vs. paralysis, with a +4 bonus, or be paralyzed for 5d4 rounds.\n**Gripping:** With two tentacles gripping the prey, the grell can lift it up toward the ceiling and devour the prey when desired}}{{Section6=**Special Disadvantages**}}{{Section7=Any hit against a tentacle (AC 4) renders it unusable, but subtracts no hit points from the grell\'s total. Tentacles regenerate in 1-2 days}}Specs=[Grell Worker,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc7=The grell is a fearsome carnivore that looks like a giant brain with a vicious beak and 10 dangling tentacles, each 6 feet long. Some grell are rogues, while others live in family units. The "civilized" grell is a hive or colony creature, much like an ant or a bee, but far more intelligent, arrogant, and dangerous.}}{{desc8=Workers and soldiers are the common grell that form the bulk of a hive or raiding party. Occasionally, a grell will become separated from its fellows; these become rogues. Rogues carry no weapons, collect no treasure, and avoid sunlight.}}\n{{desc9=**Combat:** The grell\'s most common strategy is to use its natural levitation ability to hide in the upper reaches of large chambers. It can then drop silently on a victim, who suffers a -3 penalty to surprise rolls when attacked in this way.\nA worker grell attacks with all 10 tentacles; each one that hits grips the opponent (the grip can be broken with a successful bend bars/lift gates roll). Grell use strategy and tactics in their battles, and can attack more than one opponent each round. They are intelligent enough to allocate their tentacle attacks in an advantageous way. They use their beaks only against paralyzed prey.}}'},
- {name:'Gremlin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gremlin}}RaceData=[w:Gremlin, align:CE, cattr:int=11:12|mov=6|fly=18 (B)|ac=4|size=T|hd=4r3|thac0=17|tr=QX|attk1=1d4:Bite:0:P|mr=25|mw=+1|attkmsg=Only hit by magical weapons. 25% magic resistance, spdef:Only hit by magical weapons. 25% magic resistance]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Very (11 or 12)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=6, Fl 18(B)}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=Bite for 1d4}}{{Languages=*Gremlin*. May also understand other languages, but never known to speak them}}{{Size=T, 18ins tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=}}{{Magic Resistance=25% magic resistance}}{{Magical Weapons To Hit=Magically enchanted weapons are required to hit Gremlins}}{{Section6=**Special Disadvantages**}}{{Section7=**Avoid Melee:** Gremlins are worthless in real combat; at every opportunity they flee rather than fight face-to-face. In melee, gremlins have only their weak bite for attacks (1d4 points of damage). They can fly quite well (MC B), but they usually stay close to the ground or well over their opponents\' heads, where they are difficult to reach.}}Specs=[Gremlin,CreatureRace,0H,Creature]{{Section8=**Description**}}{{desc8=Often mistaken for imps, gremlins are small, winged goblinoids. There are many varieties of gremlins, and most are chaotic and mischievous. Their skin color ranges from brown to black to gray, frequently in a mottled blend. Their ears are very large and pointed, giving them a 65% chance to hear noise. A pair of bat-like wings enables them to fly or glide. Gremlins never wear clothing or ornamentation.}}{{desc9=**Combat:** What gremlins like to do best is cause trouble. The angrier their victims are, the happier the gremlins. Their favorite tactic is to set up a trap to humiliate opponents and maybe even cause them to damage a valued possession or hurt a loved one. If the opponent gets hurt as well, that\'s just fine. For example, the gremlin may set a trip wire across a doorway that pulls down a fragile vase onto the victim\'s head. A building infested by a gremlin pack can be reduced to shambles in a single night.}}'},
+ {name:'Grell-Soldier',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Grell Soldier,cattr:shots=Body:-1:-4:5:90/Tentacle:-1:-4:4:10/Disarm:-1:-4:0:0|attk1=1d6:Tip Spear Slash:0:S|attk2=2d6:TipSpear Impale:0:P|attk3=1d6:Beak vs paralysed:0:P,ns:1],[cl:WP,prime:Lightning Lance:(26+1d10)]{{}}Specs=[Grell Soldier,CreatureRace,2H,Grell Worker]{{}}%{Race-DB-Creatures|Grell-Worker}{{prefix=Soldier}}{{Section1=**Attack**\n10 tip-spear tentacles at either 1d6 slash or 2d6 impale (pierce) attack. Beak for 1d6 (only if victim paralysed and captured).\nOr *lightning lance* with up to 36 charges, doing 3d6 (save vs spell halves damage).\n\n**Languages**\nA weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telepathy with other grell. Other creatures cannot learn the grell language}}'},
+ {name:'Grell-Worker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Grell}}{{prefix=Worker}}RaceData=[w:Grell Worker, align:NE, syou:Hiding in upper reaches=3, cattr:int=8:10|fly=12D|ac=5|shots=Body:-1:-4:5:90/Tentacle:-1:-4:4:10|size=M|hd=5|thac0=15|tr=U|attk1=1d4:Tenticle x 10:0:SPB|attk2=1d6:Beak:0:P|dmgmsg=On a successful hit press \\lbrak;save vs paralysis\\rbrak;\\lpar;!rounds --target-save single¦@{selected¦token_id}¦\\at;{target¦Select Target¦token_id}¦paralysis¦5d4¦-1¦Paralysed by a Grell tentacle¦padlock¦svpar:+4\\rpar;, spattk:Tentacles cause paralysis when successfully hit (save at +4 bonus). Automatic hit paralysed victim. With 2 gripping tentacles can lift victim to beak]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=5, natural skin}}{{Alignment=Neutral Evil}}{{Move=Flying (Levitation) 12(D)}}{{Hit Dice=5}}{{THAC0=15}}{{Section1=**Attack**\n10 tentacles at 1d4 each. Beak for 1d6 (only if victim paralysed and captured)\n\n**Languages**\nA weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telepathy with other grell. Other creatures cannot learn the grell language}}{{Size=M, 4ft diameter}}{{Life Expectancy=30 to 40 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Immunity:** Immune to electrical attacks.\n**Paralysation:** For each hit, the victim must save vs. paralysis, with a +4 bonus, or be paralyzed for 5d4 rounds.\n**Gripping:** With two tentacles gripping the prey, the grell can lift it up toward the ceiling and devour the prey when desired}}{{Section6=**Special Disadvantages**}}{{Section7=Any hit against a tentacle (AC 4) renders it unusable, but subtracts no hit points from the grell\'s total. Tentacles regenerate in 1-2 days}}Specs=[Grell Worker,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc7=The grell is a fearsome carnivore that looks like a giant brain with a vicious beak and 10 dangling tentacles, each 6 feet long. Some grell are rogues, while others live in family units. The "civilized" grell is a hive or colony creature, much like an ant or a bee, but far more intelligent, arrogant, and dangerous.}}{{desc8=Workers and soldiers are the common grell that form the bulk of a hive or raiding party. Occasionally, a grell will become separated from its fellows; these become rogues. Rogues carry no weapons, collect no treasure, and avoid sunlight.}}\n{{desc9=**Combat:** The grell\'s most common strategy is to use its natural levitation ability to hide in the upper reaches of large chambers. It can then drop silently on a victim, who suffers a -3 penalty to surprise rolls when attacked in this way.\nA worker grell attacks with all 10 tentacles; each one that hits grips the opponent (the grip can be broken with a successful bend bars/lift gates roll). Grell use strategy and tactics in their battles, and can attack more than one opponent each round. They are intelligent enough to allocate their tentacle attacks in an advantageous way. They use their beaks only against paralyzed prey.}}'},
+ {name:'Gremlin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gremlin}}RaceData=[w:Gremlin, align:CE, cattr:int=11:12|mov=6|fly=18 (B)|ac=4|shots=::|size=T|hd=4r3|thac0=17|tr=QX|attk1=1d4:Bite:0:P|mr=25|mw=+1|attkmsg=Only hit by magical weapons. 25% magic resistance, spdef:Only hit by magical weapons. 25% magic resistance]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Very (11 or 12)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=6, Fl 18(B)}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=Bite for 1d4}}{{Languages=*Gremlin*. May also understand other languages, but never known to speak them}}{{Size=T, 18ins tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=}}{{Magic Resistance=25% magic resistance}}{{Magical Weapons To Hit=Magically enchanted weapons are required to hit Gremlins}}{{Section6=**Special Disadvantages**}}{{Section7=**Avoid Melee:** Gremlins are worthless in real combat; at every opportunity they flee rather than fight face-to-face. In melee, gremlins have only their weak bite for attacks (1d4 points of damage). They can fly quite well (MC B), but they usually stay close to the ground or well over their opponents\' heads, where they are difficult to reach.}}Specs=[Gremlin,CreatureRace,0H,Creature]{{Section8=**Description**}}{{desc8=Often mistaken for imps, gremlins are small, winged goblinoids. There are many varieties of gremlins, and most are chaotic and mischievous. Their skin color ranges from brown to black to gray, frequently in a mottled blend. Their ears are very large and pointed, giving them a 65% chance to hear noise. A pair of bat-like wings enables them to fly or glide. Gremlins never wear clothing or ornamentation.}}{{desc9=**Combat:** What gremlins like to do best is cause trouble. The angrier their victims are, the happier the gremlins. Their favorite tactic is to set up a trap to humiliate opponents and maybe even cause them to damage a valued possession or hurt a loved one. If the opponent gets hurt as well, that\'s just fine. For example, the gremlin may set a trip wire across a doorway that pulls down a fragile vase onto the victim\'s head. A building infested by a gremlin pack can be reduced to shambles in a single night.}}'},
{name:'Gremlin-Fremlin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Fremlin}{{subtitle=Creature}}RaceData=[w:Fremlin]{{}}Specs=[Fremlin,CreatureRace,0H,Fremlin]{{}}'},
{name:'Gremlin-Galtrit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Galtrit}{{}}RaceData=[w:Galtrit]{{}}Specs=[Galtrit,CreatureRace,0H,Galtrit]{{}}'},
{name:'Gremlin-Mite',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mite}{{}}Specs=[Mite,CreatureRace,0H,Mite]{{}}RaceData=[w:Mite]{{}}'},
{name:'Gremlin-Mite-Female',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mite-Female}{{}}RaceData=[w:Mite Female]{{}}Specs=[Mite Female,CreatureRace,0H,Mite-Female]{{}}'},
{name:'Gremlin-Mite-King',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mite-King}{{}}RaceData=[w:Mite King]{{}}%{Race-DB-Creatures|Mite-King}{{}}Specs=[Mite King,CreatureRace,0H,Mite-King]{{}}'},
{name:'Gremlin-Snyad',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB_Creatures|Snyad}{{}}RaceData=[w:Snyad]{{}}Specs=[Snyad,CreatureRace,0H,Snyad]{{}}'},
- {name:'Grick',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Grick}}RaceData=[w:Grick, align:N, cattr:int=3:4|mov=3|ac=6|size=M|hd=6|thac0=14|attk1=1d6+2:Tenticle x 1:0:S|attk2=2d4+2:Beak:0:P|attkmsg=Beak only gets an attack if a tentacle sucessfully hits, spattk:In stony environments gains a +3 benefit on surprise,ns:1],[cl:MI,items:random:1d5-1]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Semi (3 to 4)}}{{AC=6, natural skin}}{{Alignment=Neutral}}{{Move=3. Generally stays in one rocky place and attacks using surprise. Only moves if prey dries up.}}{{Hit Dice=6}}{{THAC0=14}}{{Section1=**Attack**\n4 tentacles at 1d6+2, but only 1 tentacle attack roll is made per round. Beak for 2d4+2 only if victim is successfully hit by a tentacle.}}{{Size=M}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Any hit against a tentacle (AC 4) renders it unusable, but subtracts no hit points from the grell\'s total. Tentacles regenerate in 1-2 days}}Specs=[Grick,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=This creature was first introduced in 3e so this 2e version is a custom adaptation.\nThe wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.}}{{hide8=Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures’ victims.\nGricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.}}{{desc9=**Combat:** Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.}}'},
+ {name:'Grick',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Grick}}RaceData=[w:Grick, align:N, cattr:int=3:4|mov=3|ac=6|shots=Body:-1:-4:6:85/Tentacle:-1:-4:6:15|size=M|hd=6|thac0=14|attk1=1d6+2:Tenticle x 1:0:S|attk2=2d4+2:Beak:0:P|attkmsg=Beak only gets an attack if a tentacle sucessfully hits, spattk:In stony environments gains a +3 benefit on surprise,ns:1],[cl:MI,items:random:1d5-1]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Semi (3 to 4)}}{{AC=6, natural skin}}{{Alignment=Neutral}}{{Move=3. Generally stays in one rocky place and attacks using surprise. Only moves if prey dries up.}}{{Hit Dice=6}}{{THAC0=14}}{{Section1=**Attack**\n4 tentacles at 1d6+2, but only 1 tentacle attack roll is made per round. Beak for 2d4+2 only if victim is successfully hit by a tentacle.}}{{Size=M}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Any hit against a tentacle (AC 4) renders it unusable, but subtracts no hit points from the grell\'s total. Tentacles regenerate in 1-2 days}}Specs=[Grick,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=This creature was first introduced in 3e so this 2e version is a custom adaptation.\nThe wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.}}{{hide8=Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures’ victims.\nGricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.}}{{desc9=**Combat:** Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.}}'},
{name:'Grick-Alpha',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Grick Alpha,cattr:attk1=2d8+2:Tentacle:0:S|attk2=1d8+4:Beak:0:P|attk3=1d6+2:Tail:0:B,ns:1]{{}}Specs=[Grick Alpha,CreatureRace,2H,Grick]{{}}%{Race-DB-Creatures|Grick}{{name=Alpha}}{{Section1=**Attack**\n4 tentacles at 2d8+2, but only 1 tentacle attack roll is made per round. Beak for 1d8+4 only if victim is successfully hit by a tentacle. In addition, gains a tail attack each round for 1d6+2.}}'},
{name:'Half-Ogre',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Half-Ogre}}{{subtitle=Creature}}Specs=[Half-Ogre,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- to High (3-14)}}{{AC=5 (preset)}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=2+6}}{{HP=}}{{THAC0=17}}{{Attacks=By weapon, usually equipped with either a half-ogre sword or war spear}}{{Languages=Half-ogres speak *common* (more clearly and unimpeded than ogres), *ogrish, orcish, troll,* and one other, usually human, language.}}{{Size=L 9-10ft tall}}{{Life Expectancy=About 110 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Great Mass=grants +2 damage}}{{Priest Spells=}}{{Infravision=60 feet}}{{Section5=**Leaders:** Half-ogres in combat are often found with full-blooded ogres. If so, the half-ogre will most likely be leading the ogre party. The ogres fight more wisely when led by a half-ogre that concentrates assaults on characters it recognizes as spellcasters, and teaming up against skilled fighters. Ambushes are better-planned and more carefully baited.}}RaceData=[w:Half Ogre, align:CE, cattr:int=3:14|mov=12|ac=5|hd=2+6r2|thac0=17|size=L|dmg=+2|tr=M(QBS)|attk1=2+1d10:Sword:10:S|attk2=2+2d4:Spear:8:P|attkmsg=Better to use equipped half-ogre weapons, spattk:Strength gives bonuses to damage. Equipped half-ogre weapons better than innate attacks,ns:1],[cl:MI,%:90,items:random:1],[cl:MI,%:10,items:random:1d2]{{Section9=**Description**}}{{desc8=When adventuring companies journey into the wilderness they often run into ogres; big, ugly humanoids. Occasionally, an ogre party will include one or two individuals that are a little shorter, but significantly smarter, wielding a weapon with more skill than might have been expected. They have a better understanding of their opponents, and they grunt commands that anticipate the adventurers\' moves. In\nthis way half-breeds, the issue of ogres and humans, earn the respect of their kind.\nHalf-ogres range from 7 to 8 feet in height and weigh from 315 to 425 pounds. Skin and hair color are variable, but tend toward brown, gray, black, dull yellow (skin only), or any of the above with a slight gray-green tint. Teeth and nails are always orange. Most half-ogres have human-like eyes, though about one in five have the white pupils common to ogres. Their odor is noticeable, but it is not as overpowering as that of a full-blooded ogre. The half-ogre traditionally wears heavy skins and furs, bringing his Armor Class up to that of his ogre brethren, but rare individuals have the ability to make a shirt of chain-mail, for an AC of 3.}}{{desc9=**Combat:** Half-ogres of any sort suffer -2 penalties to their attack rolls against dwarves and -4 against gnomes, since those smaller races are so skilled at battling bigger folk.\nTo earn command privileges, particularly when ogre leaders are present, a half-ogre must show himself quick to battle and fierce in combat. Half-ogres\' usual weapon of choice is a huge sword and shield, or a war spear capable of causing 2d4 points of damage. A half-ogre inflicts an additional 2 points of damage, due to his mass.}}'},
{name:'Half-Ogre-Kader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Kader}}RaceData=[w:Half-Ogre Kader, cattr:hd=6r2|thac0=15,ns:1],[cl:MI,%:10,items:random:1d4]{{}}%{Race-DB-Creatures|Half-Ogre}{{}}Specs=[Half-Ogre Kader,CreatureRace,0H,Half-Ogre]{{Hit Dice=6}}{{THAC0=15}}{{desc=**Half-Ogre Kader:** For every 10 half-ogres in an encounter, there is a kader with 6 Hit Dice.}}'},
@@ -1655,28 +1684,28 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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}}Specs=[Harpy,CreatureRace,0H,Creature]{{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|tr=R(C)|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}}{{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, mr:Fire%%all%%100%%0, ac:none, weaps:none, cattr:int=5:7|mov=12|ac=4|hd=4r3|thac0=17|size=M|tr=(C)|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-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, mr:Fire%%all%%100%%0, ac:none, weaps:none, syou:Stealth=5, cattr:int=5:7|mov=12|ac=4|shots=::|hd=4r3|thac0=17|size=M|tr=(C)|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}}'},
{name:'Hell-Hound-6HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hell Hound 6HD, cattr:hd=6r3|thac0=15]{{}}Specs=[Hell-Hound-6HD,CreatureRace,0H,Hell-Hound-4HD]%{Race-DB-Creatures|Hell-Hound-4HD}{{}}{{name=6HD}}{{Hit Dice=6HD}}{{THAC0=15}}'},
{name:'Hell-Hound-7HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hell Hound 7HD, cattr:hd=7r3|thac0=13]{{}}Specs=[Hell-Hound-7HD,CreatureRace,0H,Hell-Hound-4HD]%{Race-DB-Creatures|Hell-Hound-4HD}{{}}{{name=7HD}}{{Hit Dice=7HD}}{{THAC0=13}}'},
{name:'Heway-Snake',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Heway Snake, cattr:int=5:7|mov=12|swim=6|ac=7|hd=1+3r4|thac0=19| size=M| attk1=1d3:Bite:0:P|attkmsg=Leave poison in near-by water. Creatures drinking water are \\lbrak;poisoned\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Heway Poison_Not quite right¦\\amp#91;\\lbrak;3d6\\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 inflicts damage and paralyses in 3d6 minutes. Successful save just does less damage. **Remember** hypnotic stare power., spattk:Heway poisons near-by water which poisons creatures that drink it, spdef:Hypnotic stare power, ns:1],[cl:PW,w:Hypnosis,sp:1,pd:-1]{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Heway Snake}}{{Intelligence=Low (5-7)}}{{AC=7}}{{Move=12, Sw 6}}{{Hit Dice=1+3}}{{THAC0=19}}{{Attacks=Bite for 1d3HP damage. Poisoned water near-by}}{{Size=M 12ft long}}{{Section5=**Poison:** Heways poison a near-by water source with a poison which does damage and paralyses\n**Hypnosis:** Powerful hypnosis can charm creatures which are then taken back to the Heway\'s lair and are willingly consumed}}{{desc9=**Combat:** These intelligent snakes have slimy, poisonous skins that they use to foul wells and oases. After swimming in a body of water for several hours and releasing its poison, it slinks off to wait for its prey to arrive. A creature drinking water poisoned by a heway must make a successful saving throw vs. poison at +2 or suffer 30 points damage within 3d6 minutes and be paralyzed for 1d6 hours. Creatures that make their saving throws suffer 15 points of damage. Even animals that survive the initial effects are often\ndoomed to die of dehydration.\nMany humans and animals attack heways on sight, but it can defend itself with its hypnotic stare, which has a powerful effect; any creature failing a saving throw vs. paralyzation will follow the heway to its lair and allow itself to be devoured. The heway sometimes uses this stare simply to immobilize a menacing creature. It then leaves the area while the hypnotized creature remains stationary for 1d6 turns.\nHeway are innate cowards and avoid contact with other animals. It is a weak fighter, its bite is not venomous, and its jaws are weak. Its preferred food is small animal carrion. Simply touching heway skin has no effect; the poison must be ingested.}}'},
{name:'Hill-Giant-AC0',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hill Giant AC0,cattr:ac=0]{{}}Specs=[Hill-Giant-AC0,CreatureRace,2H,Hill-Giant-AC3]{{}}%{Race-DB-Creatures|Hill-Giant-AC3}{{name= AC0}}{{AC=Wearing very rare Hill Giant metal armour, so AC0}}{{desc8=Hill giants\' natural Armor Class is 5. Most wear crudely-sewn animal hides, which are the equivalent of leather armor, giving them AC3. Only a few (5%) of the giants fashion metal armor from the armor of men they have defeated. These giants have an Armor Class of 0.}}'},
- {name:'Hill-Giant-AC3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Hill }}{{title=Giant}}RaceData=[w:Hill Giant AC3, align:CE, ac:none, cattr:int=5:7|mov=12|ac=3|hd=12+1d2|thac0=9|tohit=+3|dmg=+7|size=H|tr=(D)|attk1=1d6:Fist:0:B, spdef:Can catch rocks hurled at them 30% of the time, ns:1],[cl:WP,prime:Hill-Giant-Club,items:HG-Rock:2d4],[cl:MI,%:90,items:random:1],[cl:MI,%:10,items:random:1d6]{{subtitle=Creature}}Specs=[Hill-Giant-AC3,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3 from crude leather armour. Natural AC is 5}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=12+2 HD}}{{THAC0=9}}{{Section1=**Attacks:** +3 on ToHit rolls from strength. 1 x Fist for 1d6 HP damage, or using a Hill Giant Club for 2d6 plus strength bonus of +7. Throw rocks 3 to 200 yards doing 2d8 damage}}{{Languages=*Hill Giant* and *Giant Common*}}{{Size=H, 16ft tall}}{{Life Expectancy=About 200 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Hill giants:** are selfish, cunning brutes who survive through hunting and by terrorizing and raiding nearby communities. Despite their low intelligence, they are capable fighters. \nHill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black.\nLike other races of giants, hill giants carry their belongings with them in huge hide sacks. A typical hill giant\'s bag will contain 2-8 (2d4) throwing rocks, the giant\'s wealth, and 1-8 additional common items.}}{{desc8=Hill giants\' Armor Class is 3 when they wear crudely-sewn animal hides, which are the equivalent of leather armor. Nearly all hill giants wear these hides, which are a symbol of esteem in some hill giant communities -- the more hides a giant has, the more large kills to his credit.}}{{desc9=**Combat:** Hill giants prefer to fight their opponents from high rocky outcroppings where they can pelt their targets with rocks and boulders while limiting the risks posed to themselves.\nHill giants\' favorite weapons are oversized clubs which do 2-12 +7 points of damage (double the damage of a man-sized club plus their strength bonus). They hurl rocks for 2-16 (2d8) points of damage. Their targets for such attacks must be between 3 and 200 yards away from the giant. They can catch rocks or other similar missiles 30% of the time.}}'},
+ {name:'Hill-Giant-AC3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Hill }}{{title=Giant}}RaceData=[w:Hill Giant AC3, align:CE, attk:melee vs Dwarf or Gnome?=-4, ac:none, cattr:int=5:7|mov=12|ac=3|hd=12+1d2|thac0=9|tohit=+3|dmg=+7|size=H|tr=(D)|attk1=1d6:Fist:0:B, spdef:Can catch rocks hurled at them 30% of the time, ns:1],[cl:WP,prime:Hill-Giant-Club,items:HG-Rock:2d4],[cl:MI,%:90,items:random:1],[cl:MI,%:10,items:random:1d6]{{subtitle=Creature}}Specs=[Hill-Giant-AC3,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3 from crude leather armour. Natural AC is 5}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=12+2 HD}}{{THAC0=9}}{{Section1=**Attacks:** +3 on ToHit rolls from strength. 1 x Fist for 1d6 HP damage, or using a Hill Giant Club for 2d6 plus strength bonus of +7. Throw rocks 3 to 200 yards doing 2d8 damage}}{{Languages=*Hill Giant* and *Giant Common*}}{{Size=H, 16ft tall}}{{Life Expectancy=About 200 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Hill giants:** are selfish, cunning brutes who survive through hunting and by terrorizing and raiding nearby communities. Despite their low intelligence, they are capable fighters. \nHill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black.\nLike other races of giants, hill giants carry their belongings with them in huge hide sacks. A typical hill giant\'s bag will contain 2-8 (2d4) throwing rocks, the giant\'s wealth, and 1-8 additional common items.}}{{desc8=Hill giants\' Armor Class is 3 when they wear crudely-sewn animal hides, which are the equivalent of leather armor. Nearly all hill giants wear these hides, which are a symbol of esteem in some hill giant communities -- the more hides a giant has, the more large kills to his credit.}}{{desc9=**Combat:** Hill giants prefer to fight their opponents from high rocky outcroppings where they can pelt their targets with rocks and boulders while limiting the risks posed to themselves.\nHill giants\' favorite weapons are oversized clubs which do 2-12 +7 points of damage (double the damage of a man-sized club plus their strength bonus). They hurl rocks for 2-16 (2d8) points of damage. Their targets for such attacks must be between 3 and 200 yards away from the giant. They can catch rocks or other similar missiles 30% of the time.}}'},
{name:'Hill-Giant-AC5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hill Giant AC5,cattr:ac=5|mov=15]{{}}Specs=[Hill-Giant-AC5,CreatureRace,2H,Hill-Giant-AC3]{{}}%{Race-DB-Creatures|Hill-Giant-AC3}{{name= AC5}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Hill giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear crudely-sewn animal hides, which are the equivalent of leather armor.}}'},
{name:'Hill-Giant-Juvenile',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hill Giant Juvenile,cattr:ac=5|hd=4+1r5|tohit=+2|dmg=+2|attk1=1d10,Fist,0,B,ns:=1],[cl:WP,prime:Ogre-Club+0]{{}}Specs=[Hill-Giant-Juvenile,CreatureRace,2H,Hill-Giant-AC3]{{}}%{Race-DB-Creatures|Hill-Giant-AC3}{{name= Juvenile}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Hill giants\' natural Armor Class is 5, when not wearing any armour. Juveniles have not yet made their kills to source the leather for armour}}{{desc9=**Combat:** Hill giants prefer to fight their opponents from high rocky outcroppings where they can pelt their targets with rocks and boulders while limiting the risks posed to themselves.\nJuvenile hill giants have hit dice, damage, and attack rolls equal to that of an ogre. Their primary weapon is an Ogre Club (doing 2d8+2 damage) and they do not hurl rocks yet.}}'},
- {name:'Hippocampus',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hippocampus\n}}RaceData=[w:Hippocampus, align:CG, weaps:none, ac:barding, cattr:int=8:10|swim=24|ac=5|hd=4r4|thac0=17|size=H|attk1=1d4:Bite:0:P|attk2=1d2:Head butt:0:B|attkmsg=Can only do *either* bite *or* head-butt as an attack in one round|dmgmsg=$$Head butt can do the damage above and possibly *stun* the opponent. At the GMs discretion save vs. paralysation or \\lbrak;be stunned\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦\\amp#64;{target¦Who got head-butted?¦token_id}¦Stunned¦\\lbrak;\\amp#91;1d3\\amp#93;\\rbrak;¦-1¦Stunned by a head-butt from a hippocampus¦back-pain\\rpar; for 1d3 rounds]{{subtitle=Marine Creature}}Specs=[Hippocampus,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=naturally 5. Can wear certain types of barding (GM decision)}}{{Alignment=Chaotic Good}}{{Move=Swim 24}}{{Hit Dice=4HD}}{{THAC0=17}}{{Attacks=Bite for 1d4 piercing damage *or* Head-butt for 1d2 bludgeoning damage and possibly stun the opponent (interpretation of Monsterous Manual...)}}{{Size=H - 18ft long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=The hippocampus is the most prized of the marine steeds, a creature that combines features of a horse and a fish.\nThe hippocampus has the head, forelegs, and torso of a horse. The equine section is covered with short hair. The mane is made of long, flexible fins. The front hooves are replaced by webbed fins that fold up as the leg moves forward, then fan out as the leg strokes back. Past the rib cage the body becomes fish-like. The tail tapers 14 feet into a wide horizontal fin. A dorsal fin is located on the rump. Coloration is that of seawater. Typical colors include ivory, pale green, pale blue, aqua, deep blue, and deep green.\nHippocampi are the prized steeds of the sea. They can be found in deep waters anywhere, in freshwater lakes and oceans. They are able to breathe fresh and salt water with equal ease. They can also breathe air but require frequent gulps of water to keep from drying out. They are unable to\nmove out of water.\nDespite their radically different environments, horses and hippocampi are very similar. They have approximately the same sizes, life spans, and personalities, although hippocampi are blessed with much higher intelligence.\nHippocampi may be "domesticated" by water-breathing humanoids, especially tritons. In truth, the intelligent hippocampi cooperate with the humanoids. The hippocampi provide their services as steeds and allies while the humanoids provide protection. The benevolent hippocampi may assist surface dwellers who are visiting the aquatic world, whether voluntarily or by accident. Many a shipwrecked sailor has been saved from drowning by a passing hippocampus. Hippocampi are good judges of character; they will not assist an evil being or anyone who acts in a hostile manner toward them. Sometimes a hippocampus\'s offer of a ride can be more trouble than it is worth. Young hippocampi often forget that most surface dwellers breathe air, not water.\nHippocampi do not accumulate treasure. Most spurn even ornamental gifts such as collars or leg bands. They simply have no use for these gewgaws. They do appreciate delicacies, however, in the forms of tasty foods not available in the water.}}{{desc9=**Combat:** Hippocampi are usually peaceful creatures. They do not attack unless cornered or if another hippocampus or an ally is threatened. They are fast enough to out-swim most anything that would want to attack them.\nThe hippocampus attacks with a strong bite. It suddenly extends its head, chomps down with a crushing bite, and then releases. Hippocampi do not hold onto their opponents. Hippocampi also butt their heads against targets. Such attacks may stun an opponent or break his bones.\nTheir firm, powerfully muscled bodies provide a strong protection against attack. The blood coagulates quickly on exposure to water, thus minimizing blood loss that could both debilitate the hippocampus and attract sharks (sharks have only a 20% chance of going into a feeding frenzy if the only bleeding creature is a hippocampus).}}'},
- {name:'Hippogriff',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hippogriff}}{{subtitle=Creature}}RaceData=[w:Hippogriff, align:N, cattr:int=2:4|mov=18|fly=36(C/D)|ac=5|size=L|hd=3+3|thac0=17|tr=5Q|attk1=1d6:Claw1:0:S|attk2=1d6:Claw2:0:S|attk3=1d10:Beak:1:P]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=5}}{{Alignment=Neutral}}{{Move=18, FL36 (C,D)}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attacks=2 x Claws for 1d6 each, Beak for 1d10}}{{Languages=None}}{{Size=L, 10ft long}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=**Flying Mount:** If a hippogriff is captured while still very young (under four months), it can be domesticated and trained to serve as a steed. It will probably have to be taught to fly.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Hippogriff,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Hippogriffs are flying monsters that have an equal likelihood to be predator, prey, or steed. The hippogriff is a monstrous hybrid of eagle and equine features. It has the ears, neck, mane, torso, and hind legs of a horse. The wings, forelegs, and face are those of an eagle. It is about the size of a light riding horse. A hippogriff may be colored russet, golden tan, or a variety of browns. The feathers are usually a different shade than the hide. The beak is ivory or golden yellow.}}{{desc9=**Combat:** The hippogriff attacks with its eagle-like claws and beak. Each claw can tear for 1d6 points of damage, while the scissor-like beak inflicts 1d10 points of damage.\nThey feed on whatever is available, whether greenery, fruits, or wildlife. Hippogriffs are able to attack fairly large prey, such as bison, but they do not prey on carnivores. The exception is humanoids. Hippogriffs may, in the absence of other meat, attack small groups of people. Bodies are then carried back to the nest to feed the others; this is where the victim\'s possessions usually spill out. Hippogriffs are clean monsters; they dispose of carcasses and other debris by carrying them downhill. They like clear, sparkly things like glass, crystals, and precious gems. Males may amass a small trove kept covered by brush. As a mating ritual, he arranges these in a display to entice mares.}}'},
+ {name:'Hippocampus',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hippocampus\n}}RaceData=[w:Hippocampus, align:CG, weaps:none, ac:barding, cattr:int=8:10|swim=24|ac=5|shots=::|hd=4r4|thac0=17|size=H|attk1=1d4:Bite:0:P|attk2=1d2:Head butt:0:B|attkmsg=Can only do *either* bite *or* head-butt as an attack in one round|dmgmsg=$$Head butt can do the damage above and possibly *stun* the opponent. At the GMs discretion save vs. paralysation or \\lbrak;be stunned\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦\\amp#64;{target¦Who got head-butted?¦token_id}¦Stunned¦\\lbrak;\\amp#91;1d3\\amp#93;\\rbrak;¦-1¦Stunned by a head-butt from a hippocampus¦back-pain\\rpar; for 1d3 rounds]{{subtitle=Marine Creature}}Specs=[Hippocampus,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=naturally 5. Can wear certain types of barding (GM decision)}}{{Alignment=Chaotic Good}}{{Move=Swim 24}}{{Hit Dice=4HD}}{{THAC0=17}}{{Attacks=Bite for 1d4 piercing damage *or* Head-butt for 1d2 bludgeoning damage and possibly stun the opponent (interpretation of Monsterous Manual...)}}{{Size=H - 18ft long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=The hippocampus is the most prized of the marine steeds, a creature that combines features of a horse and a fish.\nThe hippocampus has the head, forelegs, and torso of a horse. The equine section is covered with short hair. The mane is made of long, flexible fins. The front hooves are replaced by webbed fins that fold up as the leg moves forward, then fan out as the leg strokes back. Past the rib cage the body becomes fish-like. The tail tapers 14 feet into a wide horizontal fin. A dorsal fin is located on the rump. Coloration is that of seawater. Typical colors include ivory, pale green, pale blue, aqua, deep blue, and deep green.\nHippocampi are the prized steeds of the sea. They can be found in deep waters anywhere, in freshwater lakes and oceans. They are able to breathe fresh and salt water with equal ease. They can also breathe air but require frequent gulps of water to keep from drying out. They are unable to\nmove out of water.\nDespite their radically different environments, horses and hippocampi are very similar. They have approximately the same sizes, life spans, and personalities, although hippocampi are blessed with much higher intelligence.\nHippocampi may be "domesticated" by water-breathing humanoids, especially tritons. In truth, the intelligent hippocampi cooperate with the humanoids. The hippocampi provide their services as steeds and allies while the humanoids provide protection. The benevolent hippocampi may assist surface dwellers who are visiting the aquatic world, whether voluntarily or by accident. Many a shipwrecked sailor has been saved from drowning by a passing hippocampus. Hippocampi are good judges of character; they will not assist an evil being or anyone who acts in a hostile manner toward them. Sometimes a hippocampus\'s offer of a ride can be more trouble than it is worth. Young hippocampi often forget that most surface dwellers breathe air, not water.\nHippocampi do not accumulate treasure. Most spurn even ornamental gifts such as collars or leg bands. They simply have no use for these gewgaws. They do appreciate delicacies, however, in the forms of tasty foods not available in the water.}}{{desc9=**Combat:** Hippocampi are usually peaceful creatures. They do not attack unless cornered or if another hippocampus or an ally is threatened. They are fast enough to out-swim most anything that would want to attack them.\nThe hippocampus attacks with a strong bite. It suddenly extends its head, chomps down with a crushing bite, and then releases. Hippocampi do not hold onto their opponents. Hippocampi also butt their heads against targets. Such attacks may stun an opponent or break his bones.\nTheir firm, powerfully muscled bodies provide a strong protection against attack. The blood coagulates quickly on exposure to water, thus minimizing blood loss that could both debilitate the hippocampus and attract sharks (sharks have only a 20% chance of going into a feeding frenzy if the only bleeding creature is a hippocampus).}}'},
+ {name:'Hippogriff',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hippogriff}}{{subtitle=Creature}}RaceData=[w:Hippogriff, align:N, cattr:int=2:4|mov=18|fly=36(C/D)|ac=5|shots=::|size=L|hd=3+3|thac0=17|tr=5Q|attk1=1d6:Claw1:0:S|attk2=1d6:Claw2:0:S|attk3=1d10:Beak:1:P]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=5}}{{Alignment=Neutral}}{{Move=18, FL36 (C,D)}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attacks=2 x Claws for 1d6 each, Beak for 1d10}}{{Languages=None}}{{Size=L, 10ft long}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=**Flying Mount:** If a hippogriff is captured while still very young (under four months), it can be domesticated and trained to serve as a steed. It will probably have to be taught to fly.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Hippogriff,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Hippogriffs are flying monsters that have an equal likelihood to be predator, prey, or steed. The hippogriff is a monstrous hybrid of eagle and equine features. It has the ears, neck, mane, torso, and hind legs of a horse. The wings, forelegs, and face are those of an eagle. It is about the size of a light riding horse. A hippogriff may be colored russet, golden tan, or a variety of browns. The feathers are usually a different shade than the hide. The beak is ivory or golden yellow.}}{{desc9=**Combat:** The hippogriff attacks with its eagle-like claws and beak. Each claw can tear for 1d6 points of damage, while the scissor-like beak inflicts 1d10 points of damage.\nThey feed on whatever is available, whether greenery, fruits, or wildlife. Hippogriffs are able to attack fairly large prey, such as bison, but they do not prey on carnivores. The exception is humanoids. Hippogriffs may, in the absence of other meat, attack small groups of people. Bodies are then carried back to the nest to feed the others; this is where the victim\'s possessions usually spill out. Hippogriffs are clean monsters; they dispose of carcasses and other debris by carrying them downhill. They like clear, sparkly things like glass, crystals, and precious gems. Males may amass a small trove kept covered by brush. As a mating ritual, he arranges these in a display to entice mares.}}'},
{name:'Hippogriff-Baby-Foal',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Baby Foal}}RaceData=[w:Hippogriff Baby Foal, cattr:fly= |tohit=-4|tr=]{{subtitle=Creature}}%{Race-DB-Creatures|Hippogriff}{{Move=18}}{{Section8=**Immature Attacking:** Due to inexperience and lack of musculature, foals younger than 6 months old have a -4 penalty on their attack rolls}}Specs=[Hippogriff Baby Foal,CreatureRace,0H,Hippogriff]{{Section9=**Description**}}{{desc=**Baby Foal:** The foal is able to walk upon hatching. Its beak remains soft for the first two weeks; this enables the foal to nurse. Then its beak hardens and the hippogriff switches to regurgitated food from its mother. The colts learn to eat solid meat at four months, although they are clumsy killers (-4 penalty to attack rolls and damage)}}'},
{name:'Hippogriff-Young-Foal',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Baby Foal}}RaceData=[w:Hippogriff Young Foal, cattr:fly=18(D)|tohit=-2|tr=]{{subtitle=Creature}}%{Race-DB-Creatures|Hippogriff}{{Move=18, FL18 (D)}}{{Section4=**Flying Mount:** While foals captured early enough and trained can become flying mounts, this foal is already too old}}{{Section8=**Immature Attacking:** Due to inexperience and lack of musculature, young foals have a -2 penalty on their attack rolls}}Specs=[Hippogriff Young Foal,CreatureRace,0H,Hippogriff]{{Section9=**Description**}}{{desc=**Young Foal:** At six months they can fly (18, class D) and fight with a -2 penalty to attack rolls and damage. Yearlings are identical to adults, although they are unable to breed until they are three years old.}}'},
- {name:'Hippopotamus',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Hippopotamus}}{{subtitle=Creature}}Specs=[Hippopotamus,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2-4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=18}}{{Hit Dice=11}}{{THAC0=9}}{{Attack=Bite (2d8+4), 2 x Trample (2d6 each), up to 4 opponents, max 2 attacks per opponent}}{{Languages=Hippopotamus}}{{Size=H, 11ft long, 6ft tall}}{{Life Expectancy=Long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Fire=Hippos greatly fear fire}}RaceData=[w:Hippopotamus, align:N, cattr:int=2:4|mov=18|ac=6|size=H|hd=11r2|thac0=9|attk1=2d8+4:Bite x 1:0:P|attk2=2d6:Trample x 2:0:B]{{Section9=**Description**}}{{desc=Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant\'s most renowned feature is its trunk, which it uses as a grasping limb.}}{{desc1=**Combat:** A Hippopotamus can make up to three attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with its bite; and 2-12 points of trampling damage with each of its front feet. No single opponent can be subject to more than two of these attacks at any one time. However, the hippopotamus can battle up to four man-sized opponents at one time.\Hippopotamus greatly fear fire.}}'},
+ {name:'Hippopotamus',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Hippopotamus}}{{subtitle=Creature}}Specs=[Hippopotamus,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2-4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=18}}{{Hit Dice=11}}{{THAC0=9}}{{Attack=Bite (2d8+4), 2 x Trample (2d6 each), up to 4 opponents, max 2 attacks per opponent}}{{Languages=Hippopotamus}}{{Size=H, 11ft long, 6ft tall}}{{Life Expectancy=Long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Fire=Hippos greatly fear fire}}RaceData=[w:Hippopotamus, align:N, cattr:int=2:4|mov=18|ac=6|shots=::|size=H|hd=11r2|thac0=9|attk1=2d8+4:Bite x 1:0:P|attk2=2d6:Trample x 2:0:B]{{Section9=**Description**}}{{desc=Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant\'s most renowned feature is its trunk, which it uses as a grasping limb.}}{{desc1=**Combat:** A Hippopotamus can make up to three attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with its bite; and 2-12 points of trampling damage with each of its front feet. No single opponent can be subject to more than two of these attacks at any one time. However, the hippopotamus can battle up to four man-sized opponents at one time.\Hippopotamus greatly fear fire.}}'},
{name:'Hobgoblin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hobgoblin}}{{subtitle=Creature}}RaceData=[w:Hobgoblin, align:LE, ac:leather|padded|studded|ring-mail|brigandine|scale-mail|hide|shield, weaps:polearm|morningstar|long-blade|short-blade|bow|spears|whip, cattr:int=8:10|mov=9|ac=10|size=M|hd=1+1|thac0=19|tr=JM(D5Q)|attkmsg=Hate elves and always attack them first, spattk:Hate Elves and always attack them first, ns:19],[cl:PW,w:Detect New Construction,sp:0,pd:-1],[cl:PW,w:Detect Shifting Walls,sp:0,pd:-1],[cl:PW,w:Detect Slope,sp:0,pd:-1],[cl:WP,%:5,both:Awl Pike],[cl:WP,%:5,both:Bec de Corbin],[cl:WP,%5:,both:Fauchard],[cl:WP,%:5,both:Glaive],[cl:WP,%:5,both:Glaive-Guisarme],[cl:WP,%:5,both:Military Fork],[cl:WP,%:20,prime:Morningstar],[cl:WP,%:5,prime:Shortsword,items:Shortbow:1|Sheaf Arrows:20],[cl:WP,%:5,both:Shortbow,items:Shortsword:1|Sheaf Arrows:20],[cl:WP,%:5,prime:Longsword,items:Longbow:1|Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Longsword:1|Flight Arrows:20],[cl:WP,%:10,prime:Spear],[cl:WP,%:5,prime:Shortsword,offhand:Spear],[cl:WP,%:5,prime:Spear,offhand:Shortsword],[cl:WP,%:5,prime:Shortsword,offhand:Morningstar],[cl:WP,%:5,prime:Shortsword,offhand:Whip],[cl:MI,%:90],[cl:MI,%:10,items:random:1d4]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=10 - can equip with armour up to AC5}}{{Alignment=Lawful Evil}}{{Move=9}}{{Hit Dice=1+1}}{{Hit Points=}}{{THAC0=19}}{{Attacks=By weapon - must be equipped via menus}}{{Languages=*Hobgoblin, orcs, goblins,* and *carnivorous apes*. Roughly 20% of them can speak *common*}}{{Size=M, 6½ft tall}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=**Mining Experts:** They are highly adept at mining and can *detect new construction, sloping passages,* and *shifting walls* 40% of the time.}}{{Section3=**Special Advantages**}}{{Strength=}}{{Infravision=60 feet, with no disadvantages in light}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Hobgoblin,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Hobgoblins are a fierce humanoid race that wage a perpetual war with the other humanoid races. They are intelligent, organized, and aggressive.\nThe typical hobgoblin is a burly humanoid standing 6½\' tall. Their hairy hides range from dark reddish-brown to dark gray. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow. Their garments tend to be brightly colored, often bold, blood red. Any leather is always tinted black. Hobgoblin weaponry is kept polished and repaired.}}{{desc9=**Combat:** Hobgoblins in a typical force will be equipped with polearms (30%), morningstars (20%), swords and bows (20%), spears (10%), swords and spears (10%), swords and morning stars (5%), or swords and whips (5%). Equip using standard menus.\nHobgoblins fight equally well in bright light or virtual darkness, having infravision with a range of 60 feet.\nHobgoblins hate elves and always attack them first.}}'},
{name:'Hobgoblin-Assistant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Assisstant}}RaceData=[w:Hobgoblin Assistant, cattr:hp:9|ac=5]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC= (preset) - can equip with armour up to AC5}}Specs=[Hobgoblin Assistant,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Assistant:** For every 20 male hobgoblins there will be a leader (known as a sergeant) and two assistants. These have 9 hit points each but still fight as 1+1 Hit Die monsters.}}'},
{name:'Hobgoblin-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chief}}RaceData=[w:Hobgoblin Chief, cattr:hd=4r3|hp:22|ac=2|dmg=+3,ns:1],[cl:MI,%:10,items:random:2d3]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC=2 (preset) - can equip with armour up to AC2}}{{Hit Dice=4HD for saves and magical attacks}}{{Hit Points=22HP as standard}}{{Strength=Gains +3 bonus to damage due to their great strength}}Specs=[Hobgoblin Chief,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Chief:** If the hobgoblins are encountered in their lair, they will be led by a chief with AC 2, 22 hit points, and +3 points of damage per attack, who fights as a 4 Hit Die monster. The chief has 5-20 (5d4) sub-chiefs acting as bodyguards. Leaders and chiefs always carry two weapons.}}'},
{name:'Hobgoblin-Sergeant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sergeant}}RaceData=[w:Hobgoblin Sergeant, cattr:hp:9|ac=5,ns:1],[cl:MI,%:10,items:random:2d2]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC=5 (preset) - can equip with armour up to AC5}}Specs=[Hobgoblin Sergeant,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Sergeant:** For every 20 male hobgoblins there will be a leader (known as a sergeant) and two assistants. These have 9 hit points each but still fight as 1+1 Hit Die monsters.}}'},
{name:'Hobgoblin-Sub-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief}}RaceData=[w:Hobgoblin Sub-Chief, cattr:hd=3r3|hp:16|ac=3|dmg=+2,ns:1],[cl:MI,%:10,items:random:1d6]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC=3 (preset) - can equip with armour up to AC3}}{{Hit Dice=3HD for saves and magical attacks}}{{Hit Points=16HP as standard}}{{Strength=Gains +2 bonus to damage due to their great strength}}Specs=[Hobgoblin Sub-Chief,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Sub-Chief:** Groups numbering over 100 are led by a sub-chief who has 16 hit points and an Armor Class of 3. The great strength of a sub-chief gives it a +2 on its damage rolls and allows it to fight as a 3 Hit Die monster.}}'},
- {name:'Homonculus',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Homonculus}}{{subtitle=Creature}}RaceData=[w:Homonculus, align:any, ac:none, weaps:none, cattr:int=8:10|mov=6|fly=18(B)|ac=6|size=T|hd=2|thac0=19|attk1=1d3:Bite:0:P|dmgmsg=A successful bite injects the opponent with sleep venom: save vs. poison or \\lbrak;become comatose\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select the victim¦token_id}¦Homonculus Venom¦\\lbrak;\\amp#91;5d6\\amp#93;\\rbrak;¦-1¦That homonculus venom was powerful! Still asleep¦sleepy\\rpar; for 5d6 minutes. If homonculus dies creator takes \\lbrak;2d10HP\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 2d10 HP damage to creator of the homonculus\\rpar; damage. If creator dies homonculus dies, spattk:Bite injects venom that makes victim comatose for 5d6 minutes., spdef:Saves same as creator i.e. use creators saveing table when necessary]{{Section=**Attributes**}}{{Intelligence=Has creators intelligence}}{{AC=6}}{{Alignment=Same as creator}}{{Move=6, FL18(B)}}{{Hit Dice=2}}{{THAC0=19}}{{Attacks=Bite for 1d3 and injection of sleep venom}}{{Languages=Communicates telepathically with creator}}{{Size=T, 1½ft tall}}{{Life Expectancy=As long as creator}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Poison Bite=Sve vs. poison or victim is comatose for 5d6 minutes (rounds)}}{{Saves=Same as those of creator}}{{Infravision=60 feet, with no disadvantages in light}}{{Section7=**Special Disadvantages**}}{{Cost=Expensive in money \\amp time to create}}{{Damage on Death=If homonculus dies, creator takes 2d10 damage}}Specs=[Homonculus,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Homonculi are small mystical beings created by magicians for spying and other special tasks. The average homonculous is vaguely humanoid in form. It is 18 inches tall and its greenish, reptilian skin may have spots or warts. They have leathery, bat-like wings with a span of 24 inches and a mouth filled with long, pointed teeth that can inject a potent sleeping venom.}}{{desc9=**Combat:** The homonculous is a quick and agile flyer which uses this ability to great advantage in combat. It can dart to and fro so quickly that any attempt to capture it short of a net or web spell is almost impossible.\nIn combat, the homonculous will land on its chosen victim and bite with its needle-like fangs. In addition to doing 1-3 points of damage, the creature injects a powerful venom. Anyone bitten by the homonculous must save vs. poison or fall into a comatose sleep for 5-30 (5d6) minutes.\nThe creature\'s saving throws are the same as those of its creator. While most attacks against either the homonculous or creator do not affect the other, there is one exception. Any attack which destroys the homonculous causes its creator to suffer 2-20 (2d10) points of damage. Conversely, if the creator is slain, the homonculous also dies and its body swiftly melts away into a pool of ichor.}}'},
+ {name:'Homonculus',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Homonculus}}{{subtitle=Creature}}RaceData=[w:Homonculus, align:any, ac:none, weaps:none, cattr:int=8:10|mov=6|fly=18(B)|ac=6|shots=::|size=T|hd=2|thac0=19|attk1=1d3:Bite:0:P|dmgmsg=A successful bite injects the opponent with sleep venom: save vs. poison or \\lbrak;become comatose\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select the victim¦token_id}¦Homonculus Venom¦\\lbrak;\\amp#91;5d6\\amp#93;\\rbrak;¦-1¦That homonculus venom was powerful! Still asleep¦sleepy\\rpar; for 5d6 minutes. If homonculus dies creator takes \\lbrak;2d10HP\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 2d10 HP damage to creator of the homonculus\\rpar; damage. If creator dies homonculus dies, spattk:Bite injects venom that makes victim comatose for 5d6 minutes., spdef:Saves same as creator i.e. use creators saveing table when necessary]{{Section=**Attributes**}}{{Intelligence=Has creators intelligence}}{{AC=6}}{{Alignment=Same as creator}}{{Move=6, FL18(B)}}{{Hit Dice=2}}{{THAC0=19}}{{Attacks=Bite for 1d3 and injection of sleep venom}}{{Languages=Communicates telepathically with creator}}{{Size=T, 1½ft tall}}{{Life Expectancy=As long as creator}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Poison Bite=Sve vs. poison or victim is comatose for 5d6 minutes (rounds)}}{{Saves=Same as those of creator}}{{Infravision=60 feet, with no disadvantages in light}}{{Section7=**Special Disadvantages**}}{{Cost=Expensive in money \\amp time to create}}{{Damage on Death=If homonculus dies, creator takes 2d10 damage}}Specs=[Homonculus,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Homonculi are small mystical beings created by magicians for spying and other special tasks. The average homonculous is vaguely humanoid in form. It is 18 inches tall and its greenish, reptilian skin may have spots or warts. They have leathery, bat-like wings with a span of 24 inches and a mouth filled with long, pointed teeth that can inject a potent sleeping venom.}}{{desc9=**Combat:** The homonculous is a quick and agile flyer which uses this ability to great advantage in combat. It can dart to and fro so quickly that any attempt to capture it short of a net or web spell is almost impossible.\nIn combat, the homonculous will land on its chosen victim and bite with its needle-like fangs. In addition to doing 1-3 points of damage, the creature injects a powerful venom. Anyone bitten by the homonculous must save vs. poison or fall into a comatose sleep for 5-30 (5d6) minutes.\nThe creature\'s saving throws are the same as those of its creator. While most attacks against either the homonculous or creator do not affect the other, there is one exception. Any attack which destroys the homonculous causes its creator to suffer 2-20 (2d10) points of damage. Conversely, if the creator is slain, the homonculous also dies and its body swiftly melts away into a pool of ichor.}}'},
{name:'Horned-Owl',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Horned Owl, cattr:mov=1|fly=24D|ac=7|hd=1-4r5|thac0=20]{{}}Specs=[Horned Owl,CreatureRace,0H,Owl]{{}}%{Race-DB-Creatures|Owl}{{title=Horned }}{{AC=7}}{{Move=1, FL 24(D)}}{{Hit Dice=1-4 HD, 2d2 HP}}{{THAC0=20}}{{Infravision=90ft infravision at night, but poor eyesight during daylight}}{{Silent Flight=95% silent when in flight}}{{desc8=**Horned Owl:** Same as a normal *Owl* except for as noted above}}'},
- {name:'Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Horse\n}}RaceData=[w:Horse, align:N, weaps:none, ac:barding, cattr:int=1|mov=24|ac=7|hd=3r5|thac0=17|size=L|attk1=1d2:Hoof left:0:B|attk2=1d2:Hoof right:0:B]{{subtitle=Mammal}}Specs=[Horse,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=3HD}}{{THAC0=17}}{{Attacks=2 x Hooves for 1d2 each}}{{Size=L}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=Horses are large quadrupeds often used for transportation, or as pack and draft animals, by human and demihuman races. They are frequently bred for their speed and for their beauty.\nA horse can be solid white, gray, chestnut, brown, black, or various reddish tones; its hide can instead show a variation or combination of these colors. In addition to the coat\'s color, the horse may have markings of various sorts.\nHorses are measured in "hands." One hand equals 4 inches.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. Other breeds fight only if cornered. Most attack twice per round by kicking with their front hooves.\nUnless specially trained, horses can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time. Horses trained and accustomed to such things (usually warhorses) panic only 10% of the time.}}'},
+ {name:'Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Horse\n}}RaceData=[w:Horse, align:N, weaps:none, ac:barding, cattr:int=1|mov=24|ac=7|shots=::|hd=3r5|thac0=17|size=L|attk1=1d2:Hoof left:0:B|attk2=1d2:Hoof right:0:B]{{subtitle=Mammal}}Specs=[Horse,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=3HD}}{{THAC0=17}}{{Attacks=2 x Hooves for 1d2 each}}{{Size=L}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=Horses are large quadrupeds often used for transportation, or as pack and draft animals, by human and demihuman races. They are frequently bred for their speed and for their beauty.\nA horse can be solid white, gray, chestnut, brown, black, or various reddish tones; its hide can instead show a variation or combination of these colors. In addition to the coat\'s color, the horse may have markings of various sorts.\nHorses are measured in "hands." One hand equals 4 inches.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. Other breeds fight only if cornered. Most attack twice per round by kicking with their front hooves.\nUnless specially trained, horses can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time. Horses trained and accustomed to such things (usually warhorses) panic only 10% of the time.}}'},
{name:'Horse-Draft',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Draft Horse]{{}}Specs=[Draft Horse,CreatureRace,0H,Draft Horse]{{}}%{Race-DB-Creatures|Draft-Horse}'},
{name:'Horse-Heavy-War',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Heavy War Horse]{{}}Specs=[Heavy War Horse,CreatureRace,0H,Heavy War Horse]{{}}%{Race-DB-Creatures|Heavy-War-Horse}'},
{name:'Horse-Light-War',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Light War Horse]{{}}Specs=[Light War Horse,CreatureRace,0H,Light War Horse]{{}}%{Race-DB-Creatures|Light-War-Horse}'},
@@ -1691,36 +1720,38 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Hydra-10-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hydra-10-Headed,CreatureRace,0H,Hydra-5-Headed]{{}}RaceData=[w:Ten Headed Hydra,cattr:hd=10|hp=80|thac0=10|attk1=1d8:Bite x10:0:P]{{}}%{Race-DB|Hydra-5-Headed}{{prefix=Ten Headed}}{{Hit Dice=10 HD, but always 8HP per die}}{{THAC0=10}}{{Attacks=10 x Bite for 1d8, up to 4 vs 1 foe}}'},
{name:'Hydra-11-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hydra-11-Headed,CreatureRace,0H,Hydra-5-Headed]{{}}RaceData=[w:Eleven Headed Hydra,cattr:hd=11|hp=88|thac0=10|attk1=1d10:Bite x11:0:P]{{}}%{Race-DB|Hydra-5-Headed}{{prefix=Eleven Headed}}{{Hit Dice=11 HD, but always 8HP per die}}{{THAC0=10}}{{Attacks=11 x Bite for 1d10, up to 4 vs 1 foe}}'},
{name:'Hydra-12-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hydra-12-Headed,CreatureRace,0H,Hydra-5-Headed]{{}}RaceData=[w:Twelve Headed Hydra,cattr:hd=12|hp=96|thac0=9|attk1=1d10:Bite x12:0:P]{{}}%{Race-DB|Hydra-5-Headed}{{prefix=Twelve Headed}}{{Hit Dice=12 HD, but always 8HP per die}}{{THAC0=9}}{{Attacks=12 x Bite for 1d10, up to 4 vs 1 foe}}'},
- {name:'Hydra-5-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hydra}}{{prefix=Five Headed}}Specs=[Hydra-5-Headed,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Hydra 5 Headed,cattr:int=2:4|cac=5|mov=9|hd=5|hp=40|thac0=15|attk1=1d6:Bite x5:0:P|size=G,mr:0,align:N,race:Hydra-5-Headed]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=5}}{{Alignment=N}}{{Move=9}}{{Hit Dice=5 HD, but always 8HP per die}}{{THAC0=15}}{{Attacks=5 x Bite for 1d6, up to 4 vs 1 foe}}{{Size=G (30ft long)}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=All heads must be severed before cacn be killed. Attacks on the body have no effect unless damage inflicted equals *original* full hit points}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Hydrae are immense reptilian monsters with multiple heads. For each Hit Die the hydra has, it will have one head. The chart above lists the THAC0 value for hydrae, the number of heads and the damage that they inflict each time they bite.\nHydrae are gray-brown to dark brown, with light yellow or tan underbellies. Their eyes are amber and their teeth are yellow-white. Hydrae have between 5 and 12 heads (1d8 +4).\nHydrae are solitary creatures who prefer dismal surroundings. They gather only to mate.\nDespite the hydra\'s size and multiple attacks, they are often preyed upon by dragons. They are impossible to train.}}{{desc9=**Combat:** Hydrae always have 8 points on each of their Hit Dice and all heads must be severed before the hydra dies. A hydra can bring up to four heads into action against a single foe, biting once with each of them.\nEach time a hydra takes 8 points of damage, one of its heads is assumed to have been severed. When this happens, a natural reflex seals the neck arteries shut to prevent blood loss.\nHydrae attack according to the number of heads they have. Therefore, a 10-headed hydra continues to attack as a 10 HD monster even after several heads have been slain. Attacks on the body have no effect unless a single attack inflicts damage equal to the hydra\'s original hit points.}}'},
+ {name:'Hydra-5-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hydra}}{{prefix=Five Headed}}Specs=[Hydra-5-Headed,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Hydra 5 Headed,cattr:int=2:4|cac=5|shots=::|mov=9|hd=5|hp=40|thac0=15|attk1=1d6:Bite x5:0:P|size=G,mr:0,align:N,race:Hydra-5-Headed]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=5}}{{Alignment=N}}{{Move=9}}{{Hit Dice=5 HD, but always 8HP per die}}{{THAC0=15}}{{Attacks=5 x Bite for 1d6, up to 4 vs 1 foe}}{{Size=G (30ft long)}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=All heads must be severed before cacn be killed. Attacks on the body have no effect unless damage inflicted equals *original* full hit points}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Hydrae are immense reptilian monsters with multiple heads. For each Hit Die the hydra has, it will have one head. The chart above lists the THAC0 value for hydrae, the number of heads and the damage that they inflict each time they bite.\nHydrae are gray-brown to dark brown, with light yellow or tan underbellies. Their eyes are amber and their teeth are yellow-white. Hydrae have between 5 and 12 heads (1d8 +4).\nHydrae are solitary creatures who prefer dismal surroundings. They gather only to mate.\nDespite the hydra\'s size and multiple attacks, they are often preyed upon by dragons. They are impossible to train.}}{{desc9=**Combat:** Hydrae always have 8 points on each of their Hit Dice and all heads must be severed before the hydra dies. A hydra can bring up to four heads into action against a single foe, biting once with each of them.\nEach time a hydra takes 8 points of damage, one of its heads is assumed to have been severed. When this happens, a natural reflex seals the neck arteries shut to prevent blood loss.\nHydrae attack according to the number of heads they have. Therefore, a 10-headed hydra continues to attack as a 10 HD monster even after several heads have been slain. Attacks on the body have no effect unless a single attack inflicts damage equal to the hydra\'s original hit points.}}'},
{name:'Hydra-6-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hydra-6-Headed,CreatureRace,0H,Hydra-5-Headed]{{}}RaceData=[w:Six Headed Hydra,cattr:hd=6|hp=48|thac0=13|attk1=1d6:Bite x6:0:P]{{}}%{Race-DB|Hydra-5-Headed}{{prefix=Six Headed}}{{Hit Dice=6 HD, but always 8HP per die}}{{THAC0=13}}{{Attacks=6 x Bite for 1d6, up to 4 vs 1 foe}}'},
{name:'Hydra-7-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hydra-7-Headed,CreatureRace,0H,Hydra-5-Headed]{{}}RaceData=[w:Seven Headed Hydra,cattr:hd=7|hp=56|thac0=13|attk1=1d8:Bite x7:0:P]{{}}%{Race-DB|Hydra-5-Headed}{{prefix=Seven Headed}}{{Hit Dice=7 HD, but always 8HP per die}}{{THAC0=13}}{{Attacks=7 x Bite for 1d8, up to 4 vs 1 foe}}'},
{name:'Hydra-8-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hydra-8-Headed,CreatureRace,0H,Hydra-5-Headed]{{}}RaceData=[w:Seven Headed Hydra,cattr:hd=8|hp=64|thac0=12|attk1=1d8:Bite x8:0:P]{{}}%{Race-DB|Hydra-5-Headed}{{prefix=Eight Headed}}{{Hit Dice=8 HD, but always 8HP per die}}{{THAC0=12}}{{Attacks=8 x Bite for 1d8, up to 4 vs 1 foe}}'},
{name:'Hydra-9-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hydra-9-Headed,CreatureRace,0H,Hydra-5-Headed]{{}}RaceData=[w:Nine Headed Hydra,cattr:hd=9|hp=72|thac0=12|attk1=1d8:Bite x9:0:P]{{}}%{Race-DB|Hydra-5-Headed}{{prefix=Nine Headed}}{{Hit Dice=9 HD, but always 8HP per die}}{{THAC0=12}}{{Attacks=9 x Bite for 1d8, up to 4 vs 1 foe}}'},
{name:'Ice-Mephit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Imp Ice-Mephit, cattr:hd=3|tr=N|mr=0|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1\\rbrak;\\rbrak;HP of cold damage, spattk:Claws do additional 1HP cold damage. Breath weapon: Ice Volley \\lpar;Power\\rpar;, spdef:*Gate* in \\lpar;Power\\rpar; another mephit 1/hour,ns:=2],[cl:PW,w:Ice Mephit Volley,sp:0,pd:3],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Imp-Mephit-Fire}{{title=Imp - Ice Mephit}}{{Hit Dice=3}}{{Attacks=2 x Claw for 1d2 and 1HP additional cold damage}}{{Section2=Breath weapon (Power): *Ice Shard Volley* x 3/day. *Gate Mephit* 1/hour}}{{Section4=**Touching Skin:** Touching an Ice Mephit causes 1HP freezing damage (no save)}}Specs=[Mephit,CreatureRace,0H,Imp-Mephit-Fire]{{desc=**Ice Mephit:** Angular in form, with translucent ice-blue skin. They live on the colder lower planes and never mix with fire, lava, smoke, or steam mephits. Ice mephits are aloof and cruel, surpassing all other mephits in the fine arts of torture and wanton destruction.\nFreezing effects from claws are cumulative and last three to four turns, or until the victim is healed to full hit points (whichever comes first).\nIce mephits may breathe a volley of ice shards three times per day. This volley automatically hits a single victim within 15 feet of the mephit. Damage is 1d6, halved if the victim rolls a successful saving throw. Once per hour an ice mephit may attempt to gate in one other mephit. The chance of success is 25% and the summoned mephit is either mist or ice (equal probability of each).}}'},
- {name:'Imp',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Imp}}{{subtitle=Creature}}RaceData=[w:Imp, align:LE, ac:none, weaps:none, svspe:+3, cattr:int=8:10|mov=6|fly=18(A)|ac=2|size=T|hd=2+2|regen:1|thac0=19|tr=O|mr=25|attk1=1d4:Tail Stinger:0:P|dmgmsg=A successful stinger hit also injects venom which can slay. Save vs. poison or die. Remember 25% magic resistance\\comma damaged only by silver \\amp magic weapons\\comma Cold fire \\amp electricity have no effect, spattk:Can *polymorph* into two possible animal forms. Can use *suggestion* once per day, spdef:*detect good detect magic* and become *invisable* at will regardless of polymorphed form. Immune to cold fire and electricity. 25% magic resistance. Save vs. spell as a 7HD creature. Only harmed by silver \\amp magic weapons. Regenerate at 1HP per round,ns:1],[cl:PW,w:PR-Detect-Good,sp:10,pd:-1],[cl:PW,w:PR-Detect-Magic,sp:10,pd:-1],[cl:PW,w:MU-Invisibility,sp:2,pd:-1],[cl:PW,w:MU-Polymorph-Self,sp:4,pd:-1],[cl:PW,w:MU-Suggestion,sp:3,pd:1],[cl:MI,items:random:1]{{Section=**Attributes**}}{{Intelligence=Average (8:10)}}{{AC=2}}{{Alignment=Lawful Evil}}{{Move=6, FL18(A)}}{{Hit Dice=2+2}}{{THAC0=19}}{{Attacks=1 x tail stinger with deadly poison, or as per polymorphed animal}}{{Languages=*Imp*}}{{Size=T, 2ft tall}}{{Life Expectancy=Eternal}}{{Section1=**Powers**}}{{Polymorph=at will into one of two predefined creatures (determined by DM). The most commonly encountered alternate forms are those of a large spider, raven, giant rat, or goat. In such forms the imp is physically identical to a normal animal.}}{{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=**Imp:** diminutive creatures of an evil nature who roam the world and act as familiars for lawful evil wizards and priests.\nThe average imp is a 2\' humanoid with leathery, bat-like wings, a barbed tail, and sharp, twisted horns. Its skin is a dark red and its horns and jagged teeth are a gleaming white.\nImps are beings of a very evil nature who originate on the darkest of evil planes. Their main purpose on the Prime Material plane is to spread evil by assisting lawful evil wizards and priests. When such a person is judged worthy of an imp\'s service, the imp comes in answer to a *find familiar* spell.}}{{hide7=Once they have contacted their new "master", they begin at once to take control of his actions. Although imps maintain the illusion that the summoner is in charge, the actual relationship is closer to that of a workman (the imp) and his tools (the master).\nWhile they are technically in the service of their master, imps retain a basic independence and ambition to become more powerful someday. They may acquire treasure from those they slay, and will often pilfer valuables encountered during their travels.\nThe imp confers some of its powers upon its master. A telepathic link connects the two whenever they are within one mile of each other. This enables the master to receive all of the imp\'s sensory impressions, including its infravision. The master also gains the imp\'s inherent 25% magical resistance and is able to regenerate just as the imp does. If the imp is within telepathic range, the master acts as if he were one level higher than he actually is. Conversely, if the imp is more than a mile away, the master acts as if he were one level of ability below his actual rank. If the imp is killed, the master instantly drops by four levels, though these can be regained in the usual manner.}}{{hide8=**Combat:** In its natural form, the imp attacks with the wicked stinger on its tail. In addition to inflicting 1-4 points of damage, this stinger injects a powerful poison which is so deadly that those who fail their save versus poison are instantly slain by it. When it is polymorphed, the imp attacks with the natural weaponry of its adopted form, though the goat and raven forms lack damaging attacks}}{{hide9=Although an imp\'s body can be destroyed on the Prime Material plane, it is not so easily slain. When its physical form is lost, its corrupt spirit instantly returns to its home plane where it is reformed and, after a time, returned to our world to resume its work.}}'},
+ {name:'Imp',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Imp}}{{subtitle=Creature}}RaceData=[w:Imp, align:LE, ac:none, weaps:none, svspe:+3, cattr:int=8:10|mov=6|fly=18(A)|ac=2|shots=::|size=T|hd=2+2|regen:1|thac0=19|tr=O|mr=25|attk1=1d4:Tail Stinger:0:P|dmgmsg=A successful stinger hit also injects venom which can slay. Save vs. poison or die. Remember 25% magic resistance\\comma damaged only by silver \\amp magic weapons\\comma Cold fire \\amp electricity have no effect, spattk:Can *polymorph* into two possible animal forms. Can use *suggestion* once per day, spdef:*detect good detect magic* and become *invisable* at will regardless of polymorphed form. Immune to cold fire and electricity. 25% magic resistance. Save vs. spell as a 7HD creature. Only harmed by silver \\amp magic weapons. Regenerate at 1HP per round,ns:1],[cl:PW,w:PR-Detect-Good,sp:10,pd:-1],[cl:PW,w:PR-Detect-Magic,sp:10,pd:-1],[cl:PW,w:MU-Invisibility,sp:2,pd:-1],[cl:PW,w:MU-Polymorph-Self,sp:4,pd:-1],[cl:PW,w:MU-Suggestion,sp:3,pd:1],[cl:MI,items:random:1]{{Section=**Attributes**}}{{Intelligence=Average (8:10)}}{{AC=2}}{{Alignment=Lawful Evil}}{{Move=6, FL18(A)}}{{Hit Dice=2+2}}{{THAC0=19}}{{Attacks=1 x tail stinger with deadly poison, or as per polymorphed animal}}{{Languages=*Imp*}}{{Size=T, 2ft tall}}{{Life Expectancy=Eternal}}{{Section1=**Powers**}}{{Polymorph=at will into one of two predefined creatures (determined by DM). The most commonly encountered alternate forms are those of a large spider, raven, giant rat, or goat. In such forms the imp is physically identical to a normal animal.}}{{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=**Imp:** diminutive creatures of an evil nature who roam the world and act as familiars for lawful evil wizards and priests.\nThe average imp is a 2\' humanoid with leathery, bat-like wings, a barbed tail, and sharp, twisted horns. Its skin is a dark red and its horns and jagged teeth are a gleaming white.\nImps are beings of a very evil nature who originate on the darkest of evil planes. Their main purpose on the Prime Material plane is to spread evil by assisting lawful evil wizards and priests. When such a person is judged worthy of an imp\'s service, the imp comes in answer to a *find familiar* spell.}}{{hide7=Once they have contacted their new "master", they begin at once to take control of his actions. Although imps maintain the illusion that the summoner is in charge, the actual relationship is closer to that of a workman (the imp) and his tools (the master).\nWhile they are technically in the service of their master, imps retain a basic independence and ambition to become more powerful someday. They may acquire treasure from those they slay, and will often pilfer valuables encountered during their travels.\nThe imp confers some of its powers upon its master. A telepathic link connects the two whenever they are within one mile of each other. This enables the master to receive all of the imp\'s sensory impressions, including its infravision. The master also gains the imp\'s inherent 25% magical resistance and is able to regenerate just as the imp does. If the imp is within telepathic range, the master acts as if he were one level higher than he actually is. Conversely, if the imp is more than a mile away, the master acts as if he were one level of ability below his actual rank. If the imp is killed, the master instantly drops by four levels, though these can be regained in the usual manner.}}{{hide8=**Combat:** In its natural form, the imp attacks with the wicked stinger on its tail. In addition to inflicting 1-4 points of damage, this stinger injects a powerful poison which is so deadly that those who fail their save versus poison are instantly slain by it. When it is polymorphed, the imp attacks with the natural weaponry of its adopted form, though the goat and raven forms lack damaging attacks}}{{hide9=Although an imp\'s body can be destroyed on the Prime Material plane, it is not so easily slain. When its physical form is lost, its corrupt spirit instantly returns to its home plane where it is reformed and, after a time, returned to our world to resume its work.}}'},
{name:'Imp-Mephit-Fire',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Fire-Mephit}{{}}Specs=[Fire Mephit,CreatureRace,0H,Fire-Mephit]{{}}RaceData=[w:Fire Mephit]{{}}\n'},
{name:'Imp-Mephit-Ice',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ice-Mephit}{{}}RaceData=[w:Ice Mephit]]{{}}Specs=[Ice Mephit,CreatureRace,0H,Ice-Mephit]{{}}'},
{name:'Imp-Mephit-Lava',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Lava-Mephit}{{}}RaceData=[w:Lava Mephit]{{}}Specs=[Lava Mephit,CreatureRace,0H,Lava-Mephit]{{}}'},
{name:'Imp-Mephit-Mist',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mist-Mephit}{{}}RaceData=[w:Mist Mephit]{{}}Specs=[Mist Mephit,CreatureRace,0H,Mist-Mephit]{{}}'},
{name:'Imp-Mephit-Smoke',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Smoke-Mephit}{{}}RaceData=[w:Smoke Mephit]{{}}Specs=[Smoke Mephit,CreatureRace,0H,Smoke-Mephit]{{}}'},
{name:'Imp-Mephit-Steam',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Steam-Mephit}{{}}RaceData=[w:Steam Mephit]{{}}Specs=[Steam Mephit,CreatureRace,0H,Steam-Mephit]{{}}'},
- {name:'Invisible-Stalker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Invisible Stalker}}RaceData=[w:Invisible Stalker, align:N, weaps:none, ac:none, cattr:int=13:14|mov=12|fly=12A|ac=3|hd=8r3|thac0=13|size=L|mr=30|attk1=4d4:Vortex:1:SPB,spdef:Opponents get -6 on surprise rolls. -2 on attack for opponents who can\'t see or detect invisible]{{subtitle=Creature}}Specs=[Invisible Stalker,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14))}}{{AC=3}}{{Alignment=Neutral}}{{Move=12 FL 12(A)}}{{Hit Dice=8 HD}}{{THAC0=13}}{{Attacks=1 x Air Vortex for 4d4}}{{Size=L, 8ft tall}}{{Language=Invisible stalkers understand the common speech of men, but can not speak it. They can converse only in their own language, which sounds much like the roaring and whooshing of a great wind storm.}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Invisibility=All opponents who are unable to see or detect invisible foes are at a -2 on their attack rolls. Although they are fully invisible on the Prime Material plane, their outlines can be dimly perceived on the Astral or Ethereal planes.}}{{Surprise=Due to their invisibility, these creatures impose a -6 penalty on the surprise rolls of those they choose to attack.}}{{Section6=**Special Disadvantages**}}{{Unwilling Servant=The invisible stalker is, at best, an unwilling servant. It resents any task assigned to it, although brief, uncomplicated labors may be seen as something of a diversion and thus undertaken with little resentment. Tasks that require a week or more of its time will drive the invisible stalker to pervert the stated intent of the command. Such commands must be carefully worded and come from a powerful wizard. An invisible stalker may look for a loop hole in the command as a means of striking back at its master. For example, a simple command such as "keep me safe from all harm" may result in the stalker carrying the conjurer back to the elemental plane of air and leaving him there in a well hidden location.\nEach day of the invisible stalker\'s indenturedness there is a 1% cumulative chance that the creature will seek a means to pervert its commands and free itself of servitude. If no option is open, the creature must continue to serve.}}{{Section9=**Description**}}{{desc8=The invisible stalker is a creature from the elemental plane of Air. Those present on the material plane are there as the result of a conjuration by some wizard. This magic causes the creature to serve its summoner for a time. The conjurer retains full command of the stalker until it either fulfills its duties or is defeated and driven back to its home plane. Once given a task, an invisible stalker is relentless. They are faultless trackers who can detect any trail less than a day old. If ordered to attack, they will do so with great fury and will cease their efforts only upon their own destruction or the direct orders of their master. Once their mission is accomplished, the creature is free to return to its home plane.\nThe true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold.}}{{desc9=**Combat:** Invisible stalkers attack by using the air itself as a weapon. It is capable of creating a sudden, intense vortex that batters a victim for 4-16 (4d4) points of damage. Such attacks affect a single victim on the same plane as the invisible stalker.\nInvisible stalkers can only be killed on the elemental plane of Air. If attacked on another plane, they automatically return to their home plane when their total hit points are exceeded by the damage they suffered.}}'},
- {name:'Jackal',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Jackal}}RaceData=[w:Jackal, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|hd=1-4r6|hp=1:4|thac0=20|size=S|attk1=1d2:Bite:0:P]{{subtitle=Creature}}Specs=[Jackal,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=1/2 HD}}{{THAC0=20}}{{Attacks=Bite for 1d2}}{{Size=S}}{{Life Expectancy=8 to 9 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Jackals are timid scavengers that run from the threat of other predators. When attacking, the jackal darts in to bite its victim and quickly retreats to a safe distance. If more than one jackal is trying to down an animal, they attack in a haphazard fashion with little or no coordination of effort.}}'},
- {name:'Jaguar',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Jaguar}}RaceData=[w:Jaguar, align:N, weaps:none, ac:none, spattk:Can leap up to 30ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=15|ac=6|hd=4+1r4|thac0=17|size=L|attk1=1d3:2 x Front Claws:0:S|attk2=1d8:Bite:0:P|attk3=1+1d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Jaguar,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=4+1 HD}}{{THAC0=17}}{{Attacks=2 x 1d3 front claws, bite for 1d8. If both front claws hit, rake with 2 x rear claws is attempted for 1+1d4 each}}{{Size=L (5ft to 6ft long)}}{{Life Expectancy=12 to 16 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap up to 30ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The jaguar is a powerful cat with a deep chest and muscular limbs. Its color ranges from light yellow to brownish red, and it is covered with dark spots.\nThe jaguar inhabits jungles, spending a great deal of time in tree tops. It climbs, swims, and stalks superbly. Jaguars are solitary and territorial, meeting only to mate. If found in a lair, there is a 75% chance there will be 1-3 cubs. Cubs do not fight effectively.}}{{desc9=**Combat:** The jaguar will attack anything that it perceives as a threat. It relies on stealth to close with its prey, often pouncing from above. Their strength and ferocity make jaguars one of the most feared predators of the jungle.}}'},
- {name:'Jermlaine',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Jermlaine}}{{subtitle=Creature}}RaceData=[w:Jermlaine, align:NE, cattr:int=8:10|mov=15|ac=7|size=T|hd=4|hp=1:4|thac0=20|tr=0.1O0.5Q(5QST)|attk1=1d2:Dart:1:P|attk2=1d4:Small pike:3:P|attk3=1d4:Blackjack:3:B|dmgmsg=2% cumulative chance per club hit on trapped opponent of \\lbrak;stunning the victim\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Stunned¦99¦0¦Stunned by Jermlaine Clubs. What next?¦pummeled\\rpar;but only if the victim is in armor worse than splint mail. **Remember:** detect invisible creatures 50%. Move silently 75% undetectable. Opponent surprise penalty -5, spattk:Try to trap victims or otherwise make them prone. Once trapped or prone 2% cumulative chance per club hit of stunning the victim but only if the victim is in armor worse than splint mail. Detect invisible creatures 50% of the time, spdef:Treated as 4HD monster for saves \\amp magic attacks. Move silently \\amp 75% undetectable. Opponents get -5 penalty on surprise,ns:1],[cl:MI,%:90],[cl:MI,%:7,items:random:1d4],[cl:MI,%:3,items:random:2d3]{{Section=**Attributes**}}{{Intelligence=Average (Genius cunning) (8 to 10)}}{{AC=7}}{{Alignment=Neutral Evil (Lawful tendancies)}}{{Move=15}}{{Hit Dice=4HD for the purposes of saves and magical attacks}}{{Hit Points=1 to 4}}{{THAC0=20}}{{Section1=**Attacks:** Dart for 1d2, Small 1.5ft pike for 1d4, Blackjack to pummel for 1d4 (2% cumulative chance to knock unconsious). Also use acid flasks \\amp flaming oil, so DM can equip with these.}}{{Section2=**Languages:** They speak in high-pitched squeaks and twitters. This speech may be mistaken for the sounds of a bat or rat. They can also converse with all sorts of rats, both normal and monstrous. Each jermlaine has a 10% chance to understand *common, dwarvish, gnomish, goblin,* or *orc* (roll separately for each language).}}{{Size=T, 1ft tall}}{{Life Expectancy=Approx. 35 years}}{{Section3=**Powers**}}{{Section4=None}}{{Section5=**Special Advantages**}}{{Drain Magic=}}{{Infravision=30 yards, and use accute hearing \\amp smell to detect even invisible creatures 50%}}{{Silent \\amp Quick=Making them 75% undetectable, even if listened and watched for}}{{Improved Saves=Jermlaine are treated as 4-Hit Die monsters for purposes of saving throws and magical attacks}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Jermlaine,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=**Jermlaine:** Jermlaine are a diminutive humanoid race that dwells in tunnels and ambushes hapless adventurers. They are known by a variety of names such as jinxkin or bane-midges.\nJermlaine appear to be tiny humans dressed in baggy clothing and leather helmets. In fact the "clothing" is their own saggy skin and pointed heads. The limbs are knottily muscled. The fingernails and toenails are thick and filthy, although the fingers and toes are very nimble. Their gray-brown, warty hide blends in with natural earth and stone. When they wear rags or scraps as clothing, such items are also camouflage colored.}}{{desc9=**Combat:** Jermlaine are cowards who have made an art of the ambush. They only attack when they feel there is no serious opposition. They prefer to attack injured, ill, or sleeping victims. They avoid directly confronting strong, alert parties, although they may try to injure them out of sheer maliciousness.\nThe jermlaines\' favorite tactic is capturing victims with nets or pits. In little-used passages the creatures prepare pits covered by camouflaged doors or string nets overhead. In more-traveled passages, the jermlaine stretch trip cords. When a victim falls afoul of a trap, the jermlaine swarm over him. Some pummel him with blackjacks while others tie him with ropes and cords. Such beatings have a cumulative 2% chance per blow of causing the victim to lapse into unconsciousness. If a victim is wearing splint, banded, or plate mail, these pummeling attacks are ineffective. Knowing this, the jermlaine attack well-armored victims with acid or flaming oil missiles.}}'},
+ {name:'Invisible-Stalker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Invisible Stalker}}RaceData=[w:Invisible Stalker, align:N, weaps:none, ac:none, syou:Invisibility=6, cattr:int=13:14|mov=12|fly=12A|ac=3|shots=::|hd=8r3|thac0=13|size=L|mr=30|attk1=4d4:Vortex:1:SPB,spdef:Opponents get -6 on surprise rolls. -2 on attack for opponents who can\'t see or detect invisible]{{subtitle=Creature}}Specs=[Invisible Stalker,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14))}}{{AC=3}}{{Alignment=Neutral}}{{Move=12 FL 12(A)}}{{Hit Dice=8 HD}}{{THAC0=13}}{{Attacks=1 x Air Vortex for 4d4}}{{Size=L, 8ft tall}}{{Language=Invisible stalkers understand the common speech of men, but can not speak it. They can converse only in their own language, which sounds much like the roaring and whooshing of a great wind storm.}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Invisibility=All opponents who are unable to see or detect invisible foes are at a -2 on their attack rolls. Although they are fully invisible on the Prime Material plane, their outlines can be dimly perceived on the Astral or Ethereal planes.}}{{Surprise=Due to their invisibility, these creatures impose a -6 penalty on the surprise rolls of those they choose to attack.}}{{Section6=**Special Disadvantages**}}{{Unwilling Servant=The invisible stalker is, at best, an unwilling servant. It resents any task assigned to it, although brief, uncomplicated labors may be seen as something of a diversion and thus undertaken with little resentment. Tasks that require a week or more of its time will drive the invisible stalker to pervert the stated intent of the command. Such commands must be carefully worded and come from a powerful wizard. An invisible stalker may look for a loop hole in the command as a means of striking back at its master. For example, a simple command such as "keep me safe from all harm" may result in the stalker carrying the conjurer back to the elemental plane of air and leaving him there in a well hidden location.\nEach day of the invisible stalker\'s indenturedness there is a 1% cumulative chance that the creature will seek a means to pervert its commands and free itself of servitude. If no option is open, the creature must continue to serve.}}{{Section9=**Description**}}{{desc8=The invisible stalker is a creature from the elemental plane of Air. Those present on the material plane are there as the result of a conjuration by some wizard. This magic causes the creature to serve its summoner for a time. The conjurer retains full command of the stalker until it either fulfills its duties or is defeated and driven back to its home plane. Once given a task, an invisible stalker is relentless. They are faultless trackers who can detect any trail less than a day old. If ordered to attack, they will do so with great fury and will cease their efforts only upon their own destruction or the direct orders of their master. Once their mission is accomplished, the creature is free to return to its home plane.\nThe true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold.}}{{desc9=**Combat:** Invisible stalkers attack by using the air itself as a weapon. It is capable of creating a sudden, intense vortex that batters a victim for 4-16 (4d4) points of damage. Such attacks affect a single victim on the same plane as the invisible stalker.\nInvisible stalkers can only be killed on the elemental plane of Air. If attacked on another plane, they automatically return to their home plane when their total hit points are exceeded by the damage they suffered.}}'},
+ {name:'Iron-Golem-with-Fists',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Golem}}Specs=[Iron Golem,CreatureRace,0H,Creature]{{prefix=Iron}}RaceData=[w:Iron Golem, align:N, mr:Spells%%spe%%100%%0, cattr:int=0|mov=6|ac=3|size=L|hd=18|hp=80|thac0=3|attk1=4d10:Fist Smash:0:B|attkmsg=Remember only hit by of +3 or better magical weapons. Magical electrical attacks only slows for 3 rounds \\lpar;see Special Defenses\\rpar;. Magical fire heals for 1HP per dice of damage. All other spells ignored. Vulnerable to rust monster attacks. Use power to breath out poison gas once every 7 rounds to 10ft cube in front - save vs poison or die, spattk:Use power to breath out poison gas once every 7 rounds to 10ft cube in front - save vs poison or die. Strength 24 for lifting / throwing / breaking down doors only, spdef:Only hit by +3 or better magic weaps. Magical electrical attacks only \\lbrak;slow\\rbrak;\\lpar;!rounds ~~target-nosave caster¦@{selected¦token_id}¦slow¦3¦-1¦Slowed by electrical attacks¦snail\\rpar; for 3 rounds. Magical fire heals 1HP per die of damage. All other spells are ignored and have no effect. Vulnerable to rust monster attacks,ns:1],[cl:PW,w:PW-Iron-Golem-Breath,pd:1,sp:3]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Non-intelligent (0)}}{{AC=3}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=18 (80HP)}}{{THAC0=3}}{{Attack=1 x Fist smash for 4d10. Does not use weapons of any type even if commanded to.}}{{Languages=None. Can\'t make any noise}}{{Size=L, 12ft tall}}{{Life Expectancy=Until body destroyed}}{{Section2=**Powers**}}{{Section3=Once every 7 rounds, beginning either the first or second round of combat, the iron golem breathes out a cloud of poisonous gas (save vs poison or die). It does this automatically, with no regard to the effects it might have. The gas cloud fills a 10 foot cube directly in front of it, which dissipates by the following round, assuming there is somewhere for the gas to go.}}{{Section4=**Special Advantages**}}{{Strength=Iron golems have a strength of 24 for purposes of lifting, throwing or breaking down doors.}}{{Resistance=Magical electrical attacks merely slow them for 3 rounds. Magical fire heals the Iron Golem of 1HP per die of damage. All other spells are ignored by the creature.}}{{Invulnerability=Only hit by +3 or better magical weapons}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=An iron golem is twice the height of a normal man, and weighs around 5000 pounds. It can be fashioned in any stylized manner, just like the stone golems, although it almost always is built displaying armor of some sort. Its features are much smoother in contrast to the stone golem. Iron golems are sometimes found with a short sword (relative to their size) in one hand. On extremely rare occasions this sword will be magical. The iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderously smooth gait at half the speed of a normal man. Each step causes the floor to tremble, unless it is on a thick, solid foundation.}}{{desc9=**Combat:** Greater golems are mindless in combat, only following the simple tactics of their masters. They are completely emotionless and cannot be swayed in any way from their instructions. They will not pick up and use weapons in combat, even if ordered to.}}'},
+ {name:'Iron-Golem-with-Sword',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Iron Golem,CreatureRace,0H,Iron-Golem-with-Fists]{{}}RaceData=[w:Iron Golem, cattr:str=24,ns:1],[cl:WP,%:75],[cl:WP,%:20,prime:Bastardsword],[cl:WP,%:3,prime:Bastardsword+1],[cl:WP,%:2,prime:Bastardsword+2]{{}}%{Race-DB|Iron-Golem-with-Fists}{{}}'},
+ {name:'Jackal',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Jackal}}RaceData=[w:Jackal, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|shots=::|hd=1-4r6|hp=1:4|thac0=20|size=S|attk1=1d2:Bite:0:P]{{subtitle=Creature}}Specs=[Jackal,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=1/2 HD}}{{THAC0=20}}{{Attacks=Bite for 1d2}}{{Size=S}}{{Life Expectancy=8 to 9 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Jackals are timid scavengers that run from the threat of other predators. When attacking, the jackal darts in to bite its victim and quickly retreats to a safe distance. If more than one jackal is trying to down an animal, they attack in a haphazard fashion with little or no coordination of effort.}}'},
+ {name:'Jaguar',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Jaguar}}RaceData=[w:Jaguar, align:N, weaps:none, ac:none, spattk:Can leap up to 30ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=15|ac=6|shots=::|hd=4+1r4|thac0=17|size=L|attk1=1d3:2 x Front Claws:0:S|attk2=1d8:Bite:0:P|attk3=1+1d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Jaguar,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=4+1 HD}}{{THAC0=17}}{{Attacks=2 x 1d3 front claws, bite for 1d8. If both front claws hit, rake with 2 x rear claws is attempted for 1+1d4 each}}{{Size=L (5ft to 6ft long)}}{{Life Expectancy=12 to 16 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap up to 30ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The jaguar is a powerful cat with a deep chest and muscular limbs. Its color ranges from light yellow to brownish red, and it is covered with dark spots.\nThe jaguar inhabits jungles, spending a great deal of time in tree tops. It climbs, swims, and stalks superbly. Jaguars are solitary and territorial, meeting only to mate. If found in a lair, there is a 75% chance there will be 1-3 cubs. Cubs do not fight effectively.}}{{desc9=**Combat:** The jaguar will attack anything that it perceives as a threat. It relies on stealth to close with its prey, often pouncing from above. Their strength and ferocity make jaguars one of the most feared predators of the jungle.}}'},
+ {name:'Jermlaine',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Jermlaine}}{{subtitle=Creature}}RaceData=[w:Jermlaine, align:NE, syou:Stealth=5, cattr:int=8:10|mov=15|ac=7|size=T|hd=4|hp=1:4|thac0=20|tr=0.1O0.5Q(5QST)|attk1=1d2:Dart:1:P|attk2=1d4:Small pike:3:P|attk3=1d4:Blackjack:3:B|dmgmsg=2% cumulative chance per club hit on trapped opponent of \\lbrak;stunning the victim\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Stunned¦99¦0¦Stunned by Jermlaine Clubs. What next?¦pummeled\\rpar;but only if the victim is in armor worse than splint mail. **Remember:** detect invisible creatures 50%. Move silently 75% undetectable. Opponent surprise penalty -5, spattk:Try to trap victims or otherwise make them prone. Once trapped or prone 2% cumulative chance per club hit of stunning the victim but only if the victim is in armor worse than splint mail. Detect invisible creatures 50% of the time, spdef:Treated as 4HD monster for saves \\amp magic attacks. Move silently \\amp 75% undetectable. Opponents get -5 penalty on surprise,ns:1],[cl:MI,%:90],[cl:MI,%:7,items:random:1d4],[cl:MI,%:3,items:random:2d3]{{Section=**Attributes**}}{{Intelligence=Average (Genius cunning) (8 to 10)}}{{AC=7}}{{Alignment=Neutral Evil (Lawful tendancies)}}{{Move=15}}{{Hit Dice=4HD for the purposes of saves and magical attacks}}{{Hit Points=1 to 4}}{{THAC0=20}}{{Section1=**Attacks:** Dart for 1d2, Small 1.5ft pike for 1d4, Blackjack to pummel for 1d4 (2% cumulative chance to knock unconsious). Also use acid flasks \\amp flaming oil, so DM can equip with these.}}{{Section2=**Languages:** They speak in high-pitched squeaks and twitters. This speech may be mistaken for the sounds of a bat or rat. They can also converse with all sorts of rats, both normal and monstrous. Each jermlaine has a 10% chance to understand *common, dwarvish, gnomish, goblin,* or *orc* (roll separately for each language).}}{{Size=T, 1ft tall}}{{Life Expectancy=Approx. 35 years}}{{Section3=**Powers**}}{{Section4=None}}{{Section5=**Special Advantages**}}{{Drain Magic=}}{{Infravision=30 yards, and use accute hearing \\amp smell to detect even invisible creatures 50%}}{{Silent \\amp Quick=Making them 75% undetectable, even if listened and watched for}}{{Improved Saves=Jermlaine are treated as 4-Hit Die monsters for purposes of saving throws and magical attacks}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Jermlaine,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=**Jermlaine:** Jermlaine are a diminutive humanoid race that dwells in tunnels and ambushes hapless adventurers. They are known by a variety of names such as jinxkin or bane-midges.\nJermlaine appear to be tiny humans dressed in baggy clothing and leather helmets. In fact the "clothing" is their own saggy skin and pointed heads. The limbs are knottily muscled. The fingernails and toenails are thick and filthy, although the fingers and toes are very nimble. Their gray-brown, warty hide blends in with natural earth and stone. When they wear rags or scraps as clothing, such items are also camouflage colored.}}{{desc9=**Combat:** Jermlaine are cowards who have made an art of the ambush. They only attack when they feel there is no serious opposition. They prefer to attack injured, ill, or sleeping victims. They avoid directly confronting strong, alert parties, although they may try to injure them out of sheer maliciousness.\nThe jermlaines\' favorite tactic is capturing victims with nets or pits. In little-used passages the creatures prepare pits covered by camouflaged doors or string nets overhead. In more-traveled passages, the jermlaine stretch trip cords. When a victim falls afoul of a trap, the jermlaine swarm over him. Some pummel him with blackjacks while others tie him with ropes and cords. Such beatings have a cumulative 2% chance per blow of causing the victim to lapse into unconsciousness. If a victim is wearing splint, banded, or plate mail, these pummeling attacks are ineffective. Knowing this, the jermlaine attack well-armored victims with acid or flaming oil missiles.}}'},
{name:'Jermlaine-Elder',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Elder}}RaceData=[w:Jermlaine Elder, align:NE, cattr:int=10, spattk:If can handle a magical item for \\lbrak;1d4\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d4 rounds to drain item\\rpar; rounds can drain the magic unless is an artefact. Detect invisible creatures 50% of the time,ns:1],[cl:MI,%:30,items:random:2d3]{{subtitle=Creature}}%{Race-DB-Creatures|Jermlaine}{{Drain Magic=Has the magical ability to drain the magic from most magical items if he can handle such an object for 1d4 rounds}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Jermlaine,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=**Jermlaine Elder:** Groups of 35 or more jermlaine are accompanied by an elder -- a very old jermlaine with the magical ability to drain the magic from most magical items if he can handle such an object for 1d4 rounds. Artifacts and relics are immune to such attacks.}}'},
{name:'Ju-Ju-Zombie',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Ju-Ju}}RaceData=[w:Ju-Ju Zombie, align:N, u:+3, cattr:int=5:7|mov=9|ac=6|size=M|hd=3+12r4|thac0=15|attk1=3d4:Claw:0:S|attkmsg=Remember +1 weapons to hit; Bludgeon \\amp Piercing does half damage. Immune to *Sleep / Charm / hold / mind affecting / magic missile* and *death* spells and all cold / psionics / illusions / and electricity attacks. Fire causes only half damage, spdef:+1 weapons to hit; Bludgeon \\amp Piercing does half damage. Immune to *Sleep / Charm / hold / mind affecting / magic missile* and *death* spells and all cold / psionics / illusions / and electricity attacks. Fire bludgeoning \\amp piercing weapons cause only half damage]{{subtitle=Creature}}%{Race-DB-Creatures|Zombie}{{Intelligence=Low (5-7)}}Specs=[Ju-Ju Zombie,CreatureRace,0H,Zombie]{{AC=6}}{{Alignment=Neutral Evil}}{{Move=9}}{{Hit Dice=3d8+12}}{{THAC0=15}}{{Attack=1 x Claw 3d4, or by any type of weapon}}{{Languages=While having some vestidge of intelligence, Ju-Ju Zombies cannot talk, but understand full-sentence instructions with conditions, and use simple tactics and strategies}}{{Spell Immunity=Immune to all *sleep, charm,* and *hold* spells, *death* magic and poisons, and all forms of cold-based attacks, as well as mind affecting spells and psionics, illusions, and to electricity and magic missiles}}{{Fire Resistance=Fire causes only half damage}}{{Half Damage from B\\ampP=Bludgeoning or piercing weapons inflict only half damage. Edged, slashing weapons cause normal damage}}{{desc8=These creatures are made when a wizard drains the life force from a man-sized humanoid creature with an energy drain spell. Their skin is hard, gray, and leathery. Ju-ju zombies have a spark of intelligence. A hateful light burns in their eyes, as they realize their condition and wish to destroy living things. They understand full-sentence instructions with conditions, and use simple tactics and strategies. Since they became zombies at the moment of death, their bodies tend to be in better condition. Ju-ju zombies use normal initiative rules to determine when they strike. They are dexterous enough to use normal weapons, although they must be specifically commanded to do so. These zombies can hurl weapons like javelins or spears, and can fire bows and crossbows. Their Dexterity allows them to climb walls as a thief (92%) and they strike as a 6 Hit Die monster. Ju-ju zombies are turned as specters.\nThe animating force of a ju-ju zombie is more strongly tied to the Negative Material plane. The result is that only +1 or better magical weapons can harm them. Regardless of the magic on the weapon, edged and cleaving weapons inflict normal damage, while blunt and piercing weapons cause half damage. In addition to normal zombie spell immunities, ju-ju zombies are immune to mind affecting spells and psionics, illusions, and to electricity and magic missiles. Fire causes only half damage.}}{{desc9=}}'},
{name:'Sea-Horse-Giant',type:'seahorserace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Sea-Horse}{{}}Specs=[Giant Sea Horse,SeaHorseRace,0H,Giant-Sea-Horse]{{}}RaceData=[w:Giant-Sea-Horse]{{}}'},
]},
- Race_DB_Creatures_K_O:{bio:'Creatures Database v2.07 18/04/2026
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 18/04/2026 Added more creatures v2.06 10/10/2025 Added DMG Treasure Table Types v2.05 05/04/2025 Added Megalo Centipede, Manticore & Mimics v2.04 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.03 20/12/2023 Gave leopards the ability to use barding 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_K_O:{bio:'Creatures Database v2.08 23/05/2026
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 23/05/2026 Added multi-AC, Called Shot and Situational Attack data tags v2.07 18/04/2026 Added more creatures v2.06 10/10/2025 Added DMG Treasure Table Types v2.05 05/04/2025 Added Megalo Centipede, Manticore & Mimics v2.04 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures v2.03 20/12/2023 Gave leopards the ability to use barding 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:2.07,
- 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.}}'},
+ version:2.08,
+ 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|shots=::|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:'Kapoacinth',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gargoyle,CreatureRace,0H,Gargoyle]{{}}RaceData=[w:Kapoacinth,cattr:fly=|swim=15C]{{}}%{Race-DB|Gargoyle}{{title=Kapoacinth}}{{Move=9, Swim 15(C)}}{{desc7=This creature is a marine variety of gargoyle that uses its wings to swim as fast as the land-dwelling gargoyle flies. Kapoacinth conform in all respects to a normal gargoyle. They dwell in relatively shallow waters, lairing in undersea caves.\nLike gargoyles, kapoacinth are eager to cause pain to others, and mermen, sea elves, and human visitors are all equally qualified candidates for this.}}'},
{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|tr=K|mr=20|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}}'},
@@ -1738,12 +1769,12 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Leech-Giant-3HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Leech-3HD}{{}}RaceData=[w:Giant Leech 3HD]{{}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-3HD]{{}}'},
{name:'Leech-Giant-4HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Leech-4HD}{{}}RaceData=[w:Giant Leech 4HD]{{}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-4HD]{{}}'},
{name:'Leech-Throat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Throat-Leech}{{}}RaceData=[w:Throat Leech]{{}}Specs=[Throat Leech,CreatureRace,0H,Throat-Leech]{{}}'},
- {name:'Leopard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Leopard}}RaceData=[w:Leopard, align:N, weaps:none, ac:barding, spattk:Can leap upards by 20ft and forward by 25ft, spdef:Prey get a penalty of 3 on surprise and Leopard only suprised on a 1, cattr:int=2:4|mov=15|ac=6|hd=3+2r4|thac0=17|size=M|attk1=1d3:2 x Front Claws:0:S|attk2=1d6:Bite:0:P|attk3=1+1d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Leopard,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=3+2 HD}}{{THAC0=17}}{{Attacks=2 x 1d3 front claws, bite for 1d6. If both front claws hit, rake with 2 x rear claws is attempted for 1d4 each}}{{Size=M}}{{Life Expectancy=12 to 15 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1, prey get a penalty of 3 on surprise rolls}}{{Leap=Can leap upwards 20ft and forward 25ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The leopard is a graceful cat with a long body and relatively short legs. Its color varies from buff to tawny, and its spots are rosette shaped. Leopards prefer to leap on their prey, imposing a -3 on the surprise rolls of their victims.\nLeopards are solitary, inhabiting warm deserts, forest, plains, and mountains. They swim and climb well, and will often sit in treetops sunning themselves. Leopards will also drag their prey to safety in the treetops to devour in peace. The female bears 1-3 young, and cares for them for up to two years. If found in the lair, there is a 25% chance that there will be cubs there. The young have no effective attack.}}{{desc9=**Combat:** Leopards hunt both day and night preying on animals up to the size of large antelopes. A skilled predator, the leopard is often threatened by human incursions. In areas where it is hunted, it is nocturnal.}}'},
+ {name:'Leopard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Leopard}}RaceData=[w:Leopard, align:N, weaps:none, ac:barding, spattk:Can leap upards by 20ft and forward by 25ft, spdef:Prey get a penalty of 3 on surprise and Leopard only suprised on a 1, cattr:int=2:4|mov=15|ac=6|shots=::|hd=3+2r4|thac0=17|size=M|attk1=1d3:2 x Front Claws:0:S|attk2=1d6:Bite:0:P|attk3=1+1d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Leopard,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=3+2 HD}}{{THAC0=17}}{{Attacks=2 x 1d3 front claws, bite for 1d6. If both front claws hit, rake with 2 x rear claws is attempted for 1d4 each}}{{Size=M}}{{Life Expectancy=12 to 15 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1, prey get a penalty of 3 on surprise rolls}}{{Leap=Can leap upwards 20ft and forward 25ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The leopard is a graceful cat with a long body and relatively short legs. Its color varies from buff to tawny, and its spots are rosette shaped. Leopards prefer to leap on their prey, imposing a -3 on the surprise rolls of their victims.\nLeopards are solitary, inhabiting warm deserts, forest, plains, and mountains. They swim and climb well, and will often sit in treetops sunning themselves. Leopards will also drag their prey to safety in the treetops to devour in peace. The female bears 1-3 young, and cares for them for up to two years. If found in the lair, there is a 25% chance that there will be cubs there. The young have no effective attack.}}{{desc9=**Combat:** Leopards hunt both day and night preying on animals up to the size of large antelopes. A skilled predator, the leopard is often threatened by human incursions. In areas where it is hunted, it is nocturnal.}}'},
{name:'Leprechaun',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Leprechaun}}{{subtitle=Creature}}RaceData=[w:Leprechaun, align:N, ac:ring|cloak|protection|magicitem|miscellaneous, weaps:rod|ring|magicitem|miscellaneous, cattr:int=15:16|mov=15|ac=8|size=T|hd=1-3r3|hp=2:5|thac0=20|tr=(F)|mr=80|attkmsg=**Remember:** spells as powers *Improved Invisibility; polymorph other* \\lpar;objects only\\rpar;; *spectral force; ventriloquism;* and can grant 3 *wish*es but only in order to regain their treasure. Agreeing to ask for a 4th wish undoes the prior 3 and *teleports without error* the party 2d20 miles away, spattk:None - does not attack, spdef:Spells as powers *Improved Invisibility; polymorph other* \\lpar;objects only\\rpar;; *spectral force; ventriloquism;* and can grant 3 *wish*es but only in order to regain their treasure. Agreeing to ask for a 4th wish undoes the prior 3 and *teleports without error* the party 2d20 miles away. Never surprised, ns:6],[cl:PW,w:Detect New Construction,sp:0,pd:-1],[cl:PW,w:Improved Invisibility,sp:4,pd:-1],[cl:PW,w:Polymorph Other,sp:4,pd:-1],[cl:PW,w:Spectral Force,sp:3,pd:-1],[cl:PW,w:Ventriloquism,sp:1,pd:-1],[cl:PW,w:Wish,sp:10,pd:-1],[cl:MI,items:random:(5+1d8]{{Section=**Attributes**}}{{Intelligence=Exceptional (15 to 16)}}{{AC=8}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1-3}}{{Hit Points=2 to 5}}{{THAC0=20}}{{Attacks=Does not attack - instead turns invisible or runs away}}{{Languages=Many different languages - magical ability?}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=**Magical Creatures:** spells as powers *Improved Invisibility; polymorph other* \\lpar;objects only\\rpar;; *spectral force; ventriloquism;* and can grant 3 *wish*es but only in order to regain their treasure. Agreeing to ask for a 4th wish undoes the prior 3 and *teleports without error* the party 2d20 miles away}}{{Section3=**Special Advantages**}}{{Surprise=Due to their keen ears, leprechauns are never surprised}}{{Infravision=60 feet, with no disadvantages in light}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Leprechaun,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Leprechauns are diminutive folk who are found in fair, green lands and enjoy frolicking, working magic, and causing harmless mischief.\nRumored to be a cross between a species of halfling and a strong strain of pixie, leprechauns are about 2 feet tall. They have pointed ears, and their noses also come to a tapered point. About 30% of all male leprechauns have beards. Pointed shoes, brown or green breeches, green or gray coats, and either wide-brimmed or stocking caps are the preferred dress of the wee folk. Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.}}{{desc9=**Combat:** These fun-loving creatures of magical talent are by nature noncombative. They can become invisible at will, polymorph nonliving objects, create illusions (with full audio and olfactory effects), and use ventriloquism spells as often as they like. Their keen ears prevent them from ever being surprised. Being full of mischief, they often (75%) snatch valuable objects from adventurers, turn invisible and dash away. There is a 75% chance that the attempt is successful. If pursued closely, there is a 25% chance per turn of pursuit that the leprechaun drops the stolen goods. The chase never leads to the leprechaun\'s lair.\nIf caught or discovered in its lair (10% chance), the leprechaun attempts to mislead his captor into believing that he is giving over his treasure while he actually is duping the captor. It requires great care to actually obtain the leprechaun\'s treasure.\nIf an intruder secures this treasure, a leprechaun will bargain and beg to get it back. As a last desperate measure, he will grant the intruder three wishes (very limited), but only if the intruder gives over the treasure first. When this is done, the leprechaun will indeed grant the three wishes. After all three wishes, the leprechaun will flatter the intruder and declare that the three wishes were so well-phrased that he will give a fourth wish. If the fourth wish is pronounced, the leprechaun will cackle with glee, the results of all the wishes will be reversed, and the intruder plus his group will be teleported (no saving throw) to a random location 2d20 miles away.}}'},
- {name:'Lesser-Basilisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Basilisk}}{{subtitle=Creature}}Specs=[Basilisk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=4}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=6+1}}{{THAC0=15}}{{Attack=1d10 bite}}{{Languages=None known}}{{Size=M, 7ft 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**}}{{Section5=None}}{{Section6=**Special Disadvantages}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Lesser Basilisk, align:N, cattr:int=1|mov=6|ac=4|size=M|hd=6+1r3|thac0=15|tr=(F)|attk1=1d10:Bite:0:P|attkmsg=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.\nAlthough it has eight legs, its sluggish metabolism allows only a slow movement rate. A basilisk is usually dull brown in color, with a yellowish underbelly. Its eyes glow pale green.}}{{desc1=**Combat:** While it has strong, toothy jaws, the basilisk\'s major weapon is its gaze. However, if its gaze is reflected, and it sees its own eyes, it will become petrified itself, but this requires light at least equal to bright torchlight and a good, smooth reflector. In the Astral plane its gaze kills; in the Ethereal plane it turns victims into ethereal stone. These will only be seen by those in the Ethereal plane or who can see ethereal objects.}}'},
+ {name:'Lesser-Basilisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Basilisk}}{{subtitle=Creature}}Specs=[Basilisk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=4}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=6+1}}{{THAC0=15}}{{Attack=1d10 bite}}{{Languages=None known}}{{Size=M, 7ft 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**}}{{Section5=None}}{{Section6=**Special Disadvantages}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Lesser Basilisk, align:N, cattr:int=1|mov=6|ac=4|shots=::|size=M|hd=6+1r3|thac0=15|tr=(F)|attk1=1d10:Bite:0:P|attkmsg=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.\nAlthough it has eight legs, its sluggish metabolism allows only a slow movement rate. A basilisk is usually dull brown in color, with a yellowish underbelly. Its eyes glow pale green.}}{{desc1=**Combat:** While it has strong, toothy jaws, the basilisk\'s major weapon is its gaze. However, if its gaze is reflected, and it sees its own eyes, it will become petrified itself, but this requires light at least equal to bright torchlight and a good, smooth reflector. In the Astral plane its gaze kills; in the Ethereal plane it turns victims into ethereal stone. These will only be seen by those in the Ethereal plane or who can see ethereal objects.}}'},
{name:'Lich',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lich}}{{subtitle=Creature}}Specs=[Lich,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Supra-genius(19-20)}}{{AC=0}}{{Alignment=Any Evil}}{{Move=6}}{{Hit Dice=11+}}{{THAC0=9}}{{Attack=Touch does 1d10 damage and save vs. paralysis or be paralysed until *dispelled*}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=**Aura of Power:** The aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds (use Power).}}{{Section6=**Special Advantages**}}{{Spell Use=The Lich is a wizard of the same level as it was in life (that is generally L18 or higher), and can use spells in the same way}}{{Attack Immunity=Only hit by magically enchanted weapons of +1 or better (full-damage), spells, or monsters with more than 6HD or magical properties}}{{Spell Immunity=Immune to *charm, sleep, enfeeblement, polymorph, cold, electricity* or *death* spells}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}RaceData=[w:Lich, align:any, u:+1, cattr:int=19:20|mov=6|ac=0|size=M|hd=11r3|cl=MU:wizard|lv=18|thac0=9|tr=(A)|attk1=1d10:Touch:0:B|dmgmsg=On successful hit opponents save vs. paralysation or are \\lbrak;paralysed until *dispelled*\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Paralysation¦99¦0¦Paralysed by a Lich until dispelled in some way¦padlock\\rpar;. Remember immune to sleep charm enfeeblement polymorph cold electricity insanity and death spells. +1 or better weapons spells or 6HD to hit and those seeing it from any distance suffer the *Lich Fear* power, spattk:Paralysation, spdef:+1 or better weapons; spells; or 6HD to hit. Seeing Lich save vs spell or suffer Lich Fear (power), ns:-1],[cl:PW,w:Lich Fear,sp:0,pd:-1],[cl:MU,lv:1,w:random:10],[cl:MU,lv:2,w:random:10],[cl:MU,lv:3,w:random:10],[cl:MU,lv:4,w:random:10],[cl:MU,lv:5,w:random:10],,[cl:MU,lv:6,w:random:8],[cl:MU,lv:7,w:random:7],[cl:MU,lv:8,w:random:6],[cl:MU,lv:9,w:random:3],[cl:MI,items:random:4d4]{{Section9=**Description**}}{{desc=The lich is, perhaps, the single most powerful form of undead known to exist. They seek to further their own power at all costs and have little or no interest in the affairs of the living, except where those affairs interfere with their own.\nA lich greatly resembles a wight or mummy, being gaunt and skeletal in form. The creature\'s eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. The lich can see with normal vision in even the darkest of environments but is unaffected by even the brightest light. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. They were originally wizards of at least 18th level.\nLiches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. In either case, the clothes will be tattered and rotting with a 25% chance of being magical in some way.}}{{desc1=**Combat:** Although a lich will seldom engage in actual melee combat with those it considers enemies, it is more than capable of holding its own when forced into battle.\nThe aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds.\nShould the lich elect to touch a living creature, its aura of absolute cold will inflict 1-10 points of damage. Further, the victim must save vs. paralysis or be utterly unable to move. This paralysis lasts until *dispelled* in some manner.\nPriests of at least 8th level can attempt to turn a lich, as can paladins of no less than 10th level. \nA lich is able to employ spells just as it did in life. It still requires the use of its spell books, magical components, and similar objects. It is important to note that most, if not all, liches have had a great deal of time in which to research and create new magical spells and objects.}}'},
{name:'Light-War-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Light War Horse, cattr:hd=2r5|attk1=1d4:Left Hoof:0:B|attk2=1d4:Right Hoof:0:B]{{}}Specs=[Light War Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Light War)}}{{Move=24}}{{Attacks=2 x Hooves for 1d4 each}}{{desc8=**Light 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*Light war horses* are the fastest of the breed. They can carry warriors in leather armor, but are rarely armored themselves. They make excellent mounts for raiding parties, light cavalry, and thieves. Light war horses cost 150 gp or more.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. Light War Horses attack twice per round by kicking with their front hooves.\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:'Lion',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lion}}RaceData=[w:Lion, align:N, weaps:none, ac:none, spattk:Can leap up to 30ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=12|ac=5|hd=5+2r4|thac0=15|size=M|attk1=1d4:2 x Front Claws:0:S|attk2=1d10:Bite:0:P|attk3=1+1d6:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Lion,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=Male 5 front, 6 rear, Female 6 all over}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+2 HD}}{{THAC0=15}}{{Attacks=2 x 1d4 front claws, bite for 1d10. If both front claws hit, rake with 2 x rear claws is attempted}}{{Size=M}}{{Life Expectancy=12 to 16 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap up to 30ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Among the largest and most powerful of the great cats, lions have yellow or golden brown fur. The males are distinguished by their flowing manes. Since their senses are so keen, lions can only be surprised on a 1. All lions can leap as far as 30 feet.\nLions prefer warmer climates, thriving in deserts, jungles, grasslands, and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. A lair will contain from 1-10 cubs which are 30%-60% grown. Cubs are unable to fight. Lions are poor climbers and dislike swimming.\nLions flourish only when the supply of game is adequate. Their size and strength have made them a favorite target of human hunters.}}{{desc9=**Combat:** Both male and female lions are fierce fighters. Lions hunt in prides, with females doing most of the actual hunting. Lions frequently kill animals the size of zebras or giraffes. Lionesses will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, but will almost never attack men.}}'},
+ {name:'Lion',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lion}}RaceData=[w:Lion, align:N, weaps:none, ac:none, spattk:Can leap up to 30ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=12|ac=6 \\lbrak;body=AC6 male head=AC5\\rbrak;|shots=body:-1:-4:6:70/male head:-1:-4:5:30|hd=5+2r4|thac0=15|size=M|attk1=1d4:2 x Front Claws:0:S|attk2=1d10:Bite:0:P|attk3=1+1d6:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Lion,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=Male 5 front, 6 rear, Female 6 all over}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+2 HD}}{{THAC0=15}}{{Attacks=2 x 1d4 front claws, bite for 1d10. If both front claws hit, rake with 2 x rear claws is attempted}}{{Size=M}}{{Life Expectancy=12 to 16 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap up to 30ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Among the largest and most powerful of the great cats, lions have yellow or golden brown fur. The males are distinguished by their flowing manes. Since their senses are so keen, lions can only be surprised on a 1. All lions can leap as far as 30 feet.\nLions prefer warmer climates, thriving in deserts, jungles, grasslands, and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. A lair will contain from 1-10 cubs which are 30%-60% grown. Cubs are unable to fight. Lions are poor climbers and dislike swimming.\nLions flourish only when the supply of game is adequate. Their size and strength have made them a favorite target of human hunters.}}{{desc9=**Combat:** Both male and female lions are fierce fighters. Lions hunt in prides, with females doing most of the actual hunting. Lions frequently kill animals the size of zebras or giraffes. Lionesses will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, but will almost never attack men.}}'},
{name:'Lizardman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Lizardman}}{{subtitle=Creature}}RaceData=[w:Lizardman, align:N, weaps:any, ac:any, cattr:int=5:7|mov=6|swim=12|ac=5|size=M|hd=2+1r3|thac0=19|tr=(D)|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attk3=1d6:Bite:1:P,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=5}}{{Alignment=Neutral}}{{Move=6, Sw 12}}{{Hit Dice=2+1}}{{Hit Points=}}{{THAC0=19}}{{Attacks=2 x claw for 1d2 \\amp a bite for 1d6. May use very crude weapons}}{{Languages=*Lizardman*}}{{Size=M, 7ft tall}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=None}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Lizardman,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Lizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering.\nAdult lizard men stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Males are nearly impossible to distinguish from females without close inspection. Lizard man garb is limited to strings of bones and other barbaric ornament.}}{{desc9=**Combat:** In combat, lizard men fight as unorganized individuals. If they have equality or an advantage over their opponents, they tend toward frontal assaults and massed rushes. When outnumbered, overmatched, or on their home ground, however, they become wily and ferocious opponents. Snares, sudden ambushes, and spoiling raids are favored tactics in these situations. While individually savage in melee, lizard men tend to be distracted by food (such as slain opponents) and by simple treasures, which may allow some of their quarry to escape. They occasionally take prisoners as slaves, for food, or to sacrifice in obscure tribal rites..}}'},
{name:'Lizardman-King',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= King}}RaceData=[w:Lizardman King, align:CE, cattr:int=8:10|mov=9|swim=15|ac=3|size=L|hd=8r1|thac0=13|tr=(E)|attk1=1d4:Claw x 2:0:S|attk2=1d8:Bite:1:S|attk3=2+3d6:Great Trident:7:P|dmgmsg=$$ $$If the trident to-hit roll is 5 more than needed to hit the target \\lpar;i.e. hits an AC 5 better than the opponent\\rpar; damage is doubled with a minimum of 15HP,ns:=1],[cl:MI,items:random:3d4]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Intelligence=Average (8 to 10)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=9, Sw 15}}{{Hit Dice=8}}{{THAC0=13}}{{Attacks=2 x claw for 1d4 \\amp a bite for 1d8. Best of all, a Great Trident for 3d6+2 which, if the to-hit dice roll is 5 better than needed to hit, do double damage with a minimum of 15HP}}{{Size=L, 8ft tall}}Specs=[Lizardman King,CreatureRace,0H,Lizardman]{{desc=**Lizadman King:** A lizard king is a lizard man of above average height and intelligence, leading one or more loosely organized tribes of lizard men. The lizard king is most often armed with a great trident, which it wields with great skill and ferocity. In the hands of the lizard king, the weapon inflicts 5-20 (3d6+2) points of damage. If the attack roll is 5 or more greater than the score needed to hit, the lizard king inflicts double damage (with a minimum of 15 points).\nA lizard king usually demands two humans each week. If no humans are available, demihumans and other humanoids will be sought. If none are available, two of the lizard king\'s bodyguards will be killed and eaten instead.}}'},
{name:'Lizardman-Patrol-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Patrol Leader}}Specs=[Lizardman-Patrol-Leader,CreatureRace,0H,Lizardman]{{}}RaceData=[w:Lizardman Patrol Leader, cattr:hp=17,ns:1],[cl:MI,%:30,items:random:1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Points=17}}{{desc=**Lizadman Patrol Leader:** For every 10 lizard men encountered, there will be one patrol leader with maximum hit points (17 hp)}}'},
@@ -1755,7 +1786,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Lizardman-War-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= War Leader}}Specs=[Lizardman,CreatureRace,0H,Lizardman]{{}}RaceData=[w:Lizardman War Leader, cattr:hd=6r2,ns:1],[cl:MI,%:10,items:random:1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Dice=6}}{{desc=**Lizadman War Leader:** If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each).}}'},
{name:'Locathah',type:'locathahrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Locathah}}Specs=[Locathah,LocathahRace,2H,Creature]{{subtitle=Marine Creature}}RaceData=[w:Locathah, query:Which Locathah?|Warrior%%2%%19%% %% %% |Leader%%4%%17%%hp=18%% %% |Leaders Assisstant%%3%%17%%hp=14%% %% |Chieftain%%5%%15%%hp=22%% %% |Chieftains Guard%%3%%17%%hp=12:14%% %% |Shaman%%3%%17%% %%cl=pr:shaman%%lv=1:3, align:N|NN, ac:none, cattr:int=11:12|move=1|swim=12|ac=6|hd=??1r4|??3|age=??0:??1|??3|thac0=??2|tr=(A)|??4|??5|size=M, ns:1],[cl:WP,%:20,prime:Light-Horse-Lance],[cl:WP,%:30,both:Light-Crossbow|Light-Quarrel-Underwater:40],[cl:WP,%:30,both:Trident],[cl:WP,%:20,prime:Short-Sword],[cl:MI,%:90],[cl:MI,%:10,items:random:1d3]{{Section=**Attributes**}}{{Intelligence=Very (11 to 12)}}{{AC=Naturally AC6, do not wear armour}}{{Alignment=Neutral}}{{Move=Swim at 12, can move on land at 1}}{{Hit Dice=Varies by Locathah, warriors are 2HD, Leaders are 4HD (18HP), Leader\'s assistants are 3HD (14HP), Chieftains are 5HD (22HP), and Chieftain\'s guards are 3HD (12 to 14HP)}}{{THAC0=Varies by Locathah Hit Dice, from 19 to 15}}{{Section1=**Attacks:** by weapon. Light Horse (Eel) Lance (20%), Light Crossbow (30%), Trident (30%), or Short sword (20%). Since a locathah lacks claws or teeth, it cannot do damage if it is disarmed.}}{{Languages=Locathah speak their own language; 10% also speak *merman, koalinth,* or other aquatic languages.}}{{Size=Medium, 5ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Shaman=Locathah tribes may have a Shaman of up to 3rd Level, with appropriate powers \\amp spell-casting ability}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{No innate attacks=Since a locathah lacks claws or teeth, it cannot do damage if it is disarmed.}}{{Semi-Amphibious=Locathah are almost helpless on land. They are limited to slow crawls because they are unused to supporting their own weight. The use of magic to fly or levitate will negate this helplessness. They risk swift suffocation as their gills dry out; after ten turns, a surfaced locathah suffers 1 point of damage each round. If the locathah immerses itself in water, the damage is halted.}}{{Section9=**Description**}}{{desc7=The locathah are a humanoid race of aquatic nomads that roams warm coastal waters.\nA typical locathah stands 5 to 6 feet tall and weighs 150 to 200 pounds. The skin is covered in fine but tough scales. The scales vary in color from a ivory yellow on the stomach and neck to a pale yellow on the rest of the body. The fins of their ears and spine are ocher. The ear fins enhance hearing while the large eyes are designed to enhance underwater vision. The only way to distinguish males from females is a vertical ocher stripe marking the egg sac. On the surface, locathah have a typically fish-like smell.\nLocathah have a communal society organized in tribes of 20 to several hundred. Each band of forty locathah has a leader (18 hit points, treat as a 4th-level fighter) and four assistants (14 hit points, treat as 3rd-level fighters). Clans of more than 120 locathah are led by a female chieftain (22 hit points, treat as a 5th-level fighter) accompanied by 12 guards (12-14 hit points, treat as 3rd-level fighters). Locathah shamans are priests of up to the 3rd level.\nAlthough they defend their territories against hostile invaders, locathah cooperate with nonhostile visitors, especially traders. Locathan coral carvings and jewelry are highly valued by art collectors and are traded for forged metals, ceramics, and durable magical items. Locathah can be hired to assist travelers in their realm. They also collect tolls from fishermen using locathah territorial waters.}}{{desc9=**Combat:** The intelligent locathah have developed tactics that enable them to beat their deadlier rivals. They always operate in teams, the larger the better. Furthermore, when away from their homes they ride giant eelsthat act as both mounts and allies.\nSince a locathah lacks claws or teeth, it cannot do damage if it is disarmed. If that happens, it will either grapple a foe (if armed locathah are present), look for weapons, or flee. Locathah only battle to the death if cornered or if their home is threatened.\nLocathah always try to recover captive locathah or their bodies. If such are detected aboard a ship, other locathah might first demand the return of their kin or simply sink the boat by carving into its bottom.}}'},
{name:'Lynx-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Lynx}{{}}RaceData=[w:Giant Lynx]{{}}Specs=[Giant Lynx,CreatureRace,0H,Giant Lynx]{{}}'},
- {name:'Manticore',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Manticore}}{{subtitle=Creature}}Specs=[Manticore,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=12, FL18(E)}}{{Hit Dice=6+3}}{{THAC0=13}}{{Attacks=2 claws for 1d3 each, bite for 1d8, and 4d6 tail spikes, 1d6 per round each doing 1d6 damage}}{{Size=H 15ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Manticore, align:LE, cattr:int=5:7|mov=12|fly=18E|ac=4|hd=6+3r2|thac0=13|size=H|tr=(E)|attk1=1d3:Claw x 2:0:S|attk2=1d8:Bite:0:P, ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2],[cl:WP,prime:manticore-tail,items:manticore-tail-spikes:4d6]{{Section9=**Description**}}{{desc=The manticore is a true monster, with a leonine torso and legs, batlike wings, a man\'s head, a tail tipped with iron spikes, and an appetite for human flesh.\nThe manticore stands 6 feet tall at the shoulder and measures 15 feet in length. It has a 25-foot wingspan. Each section of the manticore closely resembles the creature it imitates. The leonine torso has a tawny hide, the mane is a lion\'s brown-black color, and the batlike wings are a dark brown with sparse hair. All manticores have heads that resemble human males; the mane resembles a heavy beard and long hair.}}{{hide8=Manticores are found in any climate but prefer warm lands to cool ones. This reflects the wide climate range of their favorite food, humans. A manticore\'s territory may cover 20 or more square miles and includes at least one human settlement. Such territories usually overlap with those of other manticores and other man-eating predators like dragons.\nManticores mate for life. The male remains with the female during gestation and hunts for her. Manticores bear one or two cubs which grow rapidly to adulthood in five years. Cubs are born with 1 Hit Die and gain an additional one each year. In their first year, cubs lack flying ability, but they are still small enough for an adult to grasp in its forelegs. There is a 20% chance a she-manticore\'s lair holds cubs under one year old. Cubs up to two years inflict one point of damage per front paw and 1-2 points with their bite. Cubs 3-4 years old inflict 1-2, 1-2, and 1-6 points of damage.\nManticore cubs can be caught and trained to assist evil humans. Such training is difficult and dangerous, especially since domesticated adults have an 80% chance of reverting to a wild state. Manticores will not allow themselves to be used as mounts. Wild adults may voluntarily ally themselves with evil humans, provided such allies can provide them with a steady, ample food supply.\nManticores normally eat their prey where they kill it. Males sometimes haul slain prey back to their mates or drag still-living prey to their lairs for the cubs to practice killing.\nManticores collect their victims\' valuables for a variety of reasons, including curiosity, emulation of other monsters who collect treasure, the man-scent on the things, or because they know humans value the things and therefore might come looking for them. Their lack of real hands prevents most manticores from using what magical items fall into their possession. However, manticores that have allied with evil humans may possess magical items designed specifically for their use. Examples include magical collars or bracelets that are, in effect, oversized magical rings.\nAn intact, cured manticore hide complete with wings is worth 10,000 gp.}}{{desc9=**Combat:** The manticore first fires a volley of 1-6 tail spikes (180 yard range as a light crossbow). Each spike causes 1-6 points of damage. The manticore can fire four such volleys each day (the spikes regrow quickly). Next, the manticore closes with its prey and attacks with its front claws and sharp teeth. In an outdoor setting, the manticore tries to stay in the air to minimize its chance of being attacked. It is a clumsy flier, however, and cannot use its teeth in the air.}}'},
+ {name:'Manticore',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Manticore}}{{subtitle=Creature}}Specs=[Manticore,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=12, FL18(E)}}{{Hit Dice=6+3}}{{THAC0=13}}{{Attacks=2 claws for 1d3 each, bite for 1d8, and 4d6 tail spikes, 1d6 per round each doing 1d6 damage}}{{Size=H 15ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Manticore, align:LE, cattr:int=5:7|mov=12|fly=18E|ac=4|shots=Body:-1:-4:4:70/Head:-1:-4:4:15/Tail:-1:-4:4:10/Wing:-1:-4:7:5|hd=6+3r2|thac0=13|size=H|tr=(E)|attk1=1d3:Claw x 2:0:S|attk2=1d8:Bite:0:P, ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2],[cl:WP,prime:manticore-tail,items:manticore-tail-spikes:4d6]{{Section9=**Description**}}{{desc=The manticore is a true monster, with a leonine torso and legs, batlike wings, a man\'s head, a tail tipped with iron spikes, and an appetite for human flesh.\nThe manticore stands 6 feet tall at the shoulder and measures 15 feet in length. It has a 25-foot wingspan. Each section of the manticore closely resembles the creature it imitates. The leonine torso has a tawny hide, the mane is a lion\'s brown-black color, and the batlike wings are a dark brown with sparse hair. All manticores have heads that resemble human males; the mane resembles a heavy beard and long hair.}}{{hide8=Manticores are found in any climate but prefer warm lands to cool ones. This reflects the wide climate range of their favorite food, humans. A manticore\'s territory may cover 20 or more square miles and includes at least one human settlement. Such territories usually overlap with those of other manticores and other man-eating predators like dragons.\nManticores mate for life. The male remains with the female during gestation and hunts for her. Manticores bear one or two cubs which grow rapidly to adulthood in five years. Cubs are born with 1 Hit Die and gain an additional one each year. In their first year, cubs lack flying ability, but they are still small enough for an adult to grasp in its forelegs. There is a 20% chance a she-manticore\'s lair holds cubs under one year old. Cubs up to two years inflict one point of damage per front paw and 1-2 points with their bite. Cubs 3-4 years old inflict 1-2, 1-2, and 1-6 points of damage.\nManticore cubs can be caught and trained to assist evil humans. Such training is difficult and dangerous, especially since domesticated adults have an 80% chance of reverting to a wild state. Manticores will not allow themselves to be used as mounts. Wild adults may voluntarily ally themselves with evil humans, provided such allies can provide them with a steady, ample food supply.\nManticores normally eat their prey where they kill it. Males sometimes haul slain prey back to their mates or drag still-living prey to their lairs for the cubs to practice killing.\nManticores collect their victims\' valuables for a variety of reasons, including curiosity, emulation of other monsters who collect treasure, the man-scent on the things, or because they know humans value the things and therefore might come looking for them. Their lack of real hands prevents most manticores from using what magical items fall into their possession. However, manticores that have allied with evil humans may possess magical items designed specifically for their use. Examples include magical collars or bracelets that are, in effect, oversized magical rings.\nAn intact, cured manticore hide complete with wings is worth 10,000 gp.}}{{desc9=**Combat:** The manticore first fires a volley of 1-6 tail spikes (180 yard range as a light crossbow). Each spike causes 1-6 points of damage. The manticore can fire four such volleys each day (the spikes regrow quickly). Next, the manticore closes with its prey and attacks with its front claws and sharp teeth. In an outdoor setting, the manticore tries to stay in the air to minimize its chance of being attacked. It is a clumsy flier, however, and cannot use its teeth in the air.}}'},
{name:'Margoyle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Margoyle,CreatureRace,0H,Gargoyle]{{}}RaceData=[w:Margoyle,cattr:cac=2|mov=6|fly=12C|hd=6r3|thac0=15|attk1=1d6:Claw x2:0:S|attk2=2d4:Bite:0:P|attk3=2d4:Horn:1:P]{{}}%{Race-DB|Gargoyle}{{title=Margoyle}}{{AC=2}}{{Move=9, Fly 12(C)}}{{Hit Dice=6 HD}}{{Attacks=2 x Claw for 1d6 each, Bite for 2d4, Horn for 2d4}}{desc7=Margoyles are a more horrid form of gargoyle. They are found mainly in caves and caverns. Their skin is so like stone that they are only 20% likely to be seen when against it. They attack with two claws, a pair of horns, and a bite. They speak their own language and that of gargoyles. They are 20% likely to be found with the latter, either as leaders or masters.}}'},
{name:'Marine-Scrag',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Saltwater-Troll}{{}}Specs=[SaltwaterTroll,CreatureRace,0H,Saltwater-Troll]{{}}RaceData=[w:Saltwater Troll]{{}}'},
{name:'Marine-Scrag-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Saltwater-Troll-Shaman}{{}}RaceData=[w:Saltwater Troll Shaman]{{}}Specs=[Saltwater Troll Shaman,CreatureRace,0H,Saltwater-Troll-Shaman]{{}}'},
@@ -1775,7 +1806,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Merman-Patrol-Lead-2HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Patrol Lead}}RaceData=[w:Merman Patrol Lead 2HD, cattr:hd=2r3,ns:1],[cl:MI,%:20,items:random:1d3]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=2}}Specs=[Merman,CreatureRace,0H,Merman]{{desc=*Merman Patrol Lead:** For every 20 mermen encountered, there is a patrol leader (2-3 HD) and 1-3 barracuda (AC 6; Move 30; HD 3; #AT 1; Dmg 2d4).}}'},
{name:'Merman-Patrol-Lead-3HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Patrol Lead}}RaceData=[w:Merman Patrol Lead 3HD, cattr:hd=3r3,ns:1],[cl:MI,%:20,items:random:1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=3}}Specs=[Merman,CreatureRace,0H,Merman]{{desc=*Merman Patrol Lead:** For every 20 mermen encountered, there is a patrol leader (2-3 HD) and 1-3 barracuda (AC 6; Move 30; HD 3; #AT 1; Dmg 2d4).}}'},
{name:'Merman-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman 3HD}}RaceData=[w:Merman Shaman, cattr:hd=3r3|cl=pr:priest|lv=3|attrmsg=**Remember:* has shaman spell casting ability at level 3,ns:1],[cl:MI,%:100,items:random:1+1d4],[cl:MI,%:50,items:random:4+1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=3}}Specs=[Merman Shaman,CreatureRace,0H,Merman]{{desc=*Merman Shaman:** For every ten mermen, there is a 10% chance of a shaman (3 HD, with the spells of a 3rd-level priest).}}'},
- {name:'Merrow',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Merrow, cattr:int=8:10|str=3d6|dex=3d6|con=3d6|wis=3d6|chr=3:7|mov=6|swim=12|ac=4|hd=4+4r3|thac0=15|size=L|tr=M(A)|attk1=1d6:Tallons x 2:0:S|attk2=2d4:Bite:1:P|attk3=2d6:Large spear charge:6:P|attkmsg=$$ $$A charge attack in fresh water with the large spear gains +1 to hit \\lpar;not included in innate attack\\rpar;, spattk:Surprise attack from cover so others get -5 on surprise. A charge attack in fresh water with their large spear gains +1 to hit, spdef:Hide becoming virtually invisible 10-80% of the time depending on terrain,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{}}%{Race-DB-Creatures|Ogre}{{title=Merrow}}{{Intelligence=Average (8 to 10)}}Specs=[Merrow,CreatureRace,0H,Ogre]{{AC=4}}{{Move=6, Sw 12}}{{Hit Dice=4+4}}{{THAC0=15}}{{Attacks=2 x Tallons for 1d6, Bite for 2d4, optional swimming charge attack with large spear +1 to hit, doing 2d6 damage}}{{Languages=Merrow speak their own dialect and the language of other ogres.}}{{Size=L 9ft tall}}{{Great Strength=}}{{Surprise Attack=Surprise attack from cover so others get -5 on surprise.}}{{Section9=**Description**}}{{desc7=Faster and fiercer than their land kin, the freshwater merrow are greenish and scaled with webbed hands and feet. Their necks are long and thick, their shoulders are sloping, and they have huge mouths and undershot jaws. Merrow have black teeth and nails and deep green eyes with white centers, and their hair resembles slimy seaweed. About 10% grow ivory horns, especially the more powerful males.\nAquatic ogres are very fond of tattoos, and females may have their entire bodies inked with scenes of death and destruction as a sign of status.}}{{desc8=**Combat:** Using their green coloration, aquatic ogres can hide, becoming effectively invisible 10-80% of the time, depending on terrain. They attack from cover, so others are -5 on their surprise roll. Merrow typically attack with a large piercing spear (inflicting 2-12 points of damage) in a swimming charge at +1 to hit, followed by melee with talons and teeth.}}{{desc9=**Merrow Tribe:** A typical merrow tribe consists of:\n1 chief, AC3, 6+6 Hit Dice, +2 on damage\n2 patrol leaders, AC3, 5+5 Hit Dice, +1 on damage\n2-24 standard merrow\n2-24 females, AC5, 3+3 Hit Dice, 1-2/1-2/1-6 damage\n1-12 young, AC6, 2+2 Hit Dice, 1-2/1-2/1-4 damage\n1 shaman of 3rd level ability}}'},
+ {name:'Merrow',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Merrow, syou:Attack from cover?=5, cattr:int=8:10|str=3d6|dex=3d6|con=3d6|wis=3d6|chr=3:7|mov=6|swim=12|ac=4|hd=4+4r3|thac0=15|size=L|tr=M(A)|attk1=1d6:Tallons x 2:0:S|attk2=2d4:Bite:1:P|attk3=2d6:Large spear charge:6:P|attkmsg=$$ $$A charge attack in fresh water with the large spear gains +1 to hit \\lpar;not included in innate attack\\rpar;, spattk:Surprise attack from cover so others get -5 on surprise. A charge attack in fresh water with their large spear gains +1 to hit, spdef:Hide becoming virtually invisible 10-80% of the time depending on terrain,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{}}%{Race-DB-Creatures|Ogre}{{title=Merrow}}{{Intelligence=Average (8 to 10)}}Specs=[Merrow,CreatureRace,0H,Ogre]{{AC=4}}{{Move=6, Sw 12}}{{Hit Dice=4+4}}{{THAC0=15}}{{Attacks=2 x Tallons for 1d6, Bite for 2d4, optional swimming charge attack with large spear +1 to hit, doing 2d6 damage}}{{Languages=Merrow speak their own dialect and the language of other ogres.}}{{Size=L 9ft tall}}{{Great Strength=}}{{Surprise Attack=Surprise attack from cover so others get -5 on surprise.}}{{Section9=**Description**}}{{desc7=Faster and fiercer than their land kin, the freshwater merrow are greenish and scaled with webbed hands and feet. Their necks are long and thick, their shoulders are sloping, and they have huge mouths and undershot jaws. Merrow have black teeth and nails and deep green eyes with white centers, and their hair resembles slimy seaweed. About 10% grow ivory horns, especially the more powerful males.\nAquatic ogres are very fond of tattoos, and females may have their entire bodies inked with scenes of death and destruction as a sign of status.}}{{desc8=**Combat:** Using their green coloration, aquatic ogres can hide, becoming effectively invisible 10-80% of the time, depending on terrain. They attack from cover, so others are -5 on their surprise roll. Merrow typically attack with a large piercing spear (inflicting 2-12 points of damage) in a swimming charge at +1 to hit, followed by melee with talons and teeth.}}{{desc9=**Merrow Tribe:** A typical merrow tribe consists of:\n1 chief, AC3, 6+6 Hit Dice, +2 on damage\n2 patrol leaders, AC3, 5+5 Hit Dice, +1 on damage\n2-24 standard merrow\n2-24 females, AC5, 3+3 Hit Dice, 1-2/1-2/1-6 damage\n1-12 young, AC6, 2+2 Hit Dice, 1-2/1-2/1-4 damage\n1 shaman of 3rd level ability}}'},
{name:'Merrow-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chief}}RaceData=[w:Merrow Chief, cattr:int=10:12|str=12:18|ac=3|hd=6+6r2|thac0=13|dmg=+2|attk1=2+1d6:Talons x 2:0:S|attk2=2+2d4:Bite:1:P|attk3=2+2d6:Large spear charge:6:P,ns:=1],[cl:MI,items:random:4+1d4]{{}}%{Race-DB-Creatures|Merrow}{{}}Specs=[Merrow Chief,CreatureRace,0H,Merrow]{{AC=3}}{{Hit Dice=6+6}}{{THAC0=13}}{{Great Strength=Grants +2 on damage}}'},
{name:'Merrow-Female',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Female}}RaceData=[w:Merrow Female, cattr:ac=5|hd=3+3r3|thac0=17|attk1=1d2:Talons x 2:0:S|attk2=1d6:Bite:1:P|attk3=|attkmsg=]{{}}%{Race-DB-Creatures|Merrow}{{}}Specs=[Merrow Female,CreatureRace,0H,Merrow]{{AC=5}}{{Hit Dice=3+3}}{{THAC0=17}}'},
{name:'Merrow-Patrol-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Merrow Patrol Leader, cattr:int=9:11|str=10:18|hd=5+5r2|thac0=15|dmg=+1|attk1=1+1d6:Talons x 2:0:S|attk2=1+2d4:Bite:1:P|attk3=1+2d6:Large spear charge:6:P,ns:1],[cl:MI,%:30,items:random:1d4]{{}}%{Race-DB-Creatures|Merrow-Chief}{{name= Patrol Leader}}Specs=[Merrow Patrol Leader,CreatureRace,0H,Merrow Chief]{{Hit Dice=5+5}}{{THAC0=15}}{{Great Strength=Grants +1 on damage}}'},
@@ -1783,21 +1814,21 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Merrow-Young',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Young}}RaceData=[w:Merrow Young, cattr:ac=6|hd=2+2r3|thac0=19|tr=|attk1=1d2:Talons x 2:0:S|attk2=1d4:Bite:1:P|attk3= |attkmsg= ]{{}}%{Race-DB-Creatures|Merrow}{{}}Specs=[Merrow Young,CreatureRace,0H,Merrow]{{AC=6}}{{Hit Dice=2+2}}{{THAC0=19}}'},
{name:'Mimic-Common',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Common-Mimic}{{}}Specs=[Common Mimic,CreatureRace,0H,Common Mimic]{{}}RaceData=[w:Common Mimic]{{}}'},
{name:'Mimic-Killer',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Killer-Mimic}{{}}Specs=[Killer Mimic,CreatureRace,0H,Killer Mimic]{{}}RaceData=[w:Killer Mimic]{{}}'},
- {name:'Minotaur',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Minotaur}}Specs=[Minotaur,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Minotaur,cattr:int=5:7|str=18|cac=6|mov=12|hd=6+3r2|tr=(C)|thac0=13|attk1=2d4:Head Butt \\gt6ft:0:B|attk2=2*2d4:or Charge \\gt6ft:0:B|attk3=1d4:or Bite \\lt6ft,0,P|size=L,spattk:+2 on surprise. Infravision. Track prey by scent 50% accuracy.,spdef: Immune to *maze* spells. Morale +3 in combat,mr:0,align:CE,ns:1],[cl:WP,%:50,prime:Halberd],[cl:WP,%:50,prime:Footmans Flail]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=6}}{{Alignment=CE}}{{Move=12}}{{Hit Dice=6+3 HD}}{{THAC0=13}}{{Strength=18}}{{Attacks=If opponent 6ft or more tall, head butt for 2d4. If 30ft away can charge for double head butt damage. If opponent smaller, bite for 1d4 damage}}{{Size=L (more than 7ft tall)}}{{Languages=*Minotaur*. 25% likely to speak halting *common*}}{{Lifespan=About 200 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=Distance unknown}}{{Surprise=+2 on surprise due to excellent senses}}{{Track Prey=Can track prey by scent like a ranger, with\n50% accuracy. They always pursue an unfamiliar scent.}}{{Immunity=Immune to *maze* spells}}{{High Morale=Attack any intruder without fear, and will retreat only if the creature is obviously beyond their ability to defeat (+3 to morale score in combat).}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Minotaurs are either cursed humans or the offspring of minotaurs and humans. They usually dwell in underground labyrinths, for they are not confused in these places, which gives them an advantage over their prey.\nMinotaurs are huge, well over 7 feet tall, and quite broad and muscular. They have the head of a bull but the body of a human male. Their fur is brown to black while their body coloring varies as would a normal human\'s. Clothing is minimal, usually a loin cloth or skirt.\nMinotaurs are not particularly intelligent, but are extremely cunning and have excellent senses.\nMinotaurs live in communities of up to eight members. If the community contains more than six minotaurs, one will be an elder minotaur. They worship crude gods and have weak clerics (maximum 3rd-level shaman). Rumors persist of more intelligent minotaurs with developed societies.\nThose transformed into minotaurs by curses may be restored to human form by a wish, but those who were born as minotaurs cannot be made human. Gnolls are their natural enemies; they will kill each other on sight.\nMinotaur components are sometimes used in spells and potions, and might be used in magical items involving strength, location, and misdirection.\nA minotaur\'s labyrinth is rarely natural. Often an evil wizard or a tyrant will construct a labyrinth and place the minotaur family there, feeding it prisoners and slaves on a regular basis.\nOccasionally this tyrant will be killed and the minotaurs forced to fend for themselves; since creatures rarely enter a labyrinth on their own accord, these minotaurs will usually be ravenously hungry. They can live without food for years at a time, but are always hungry unless they are fed regularly. They are meat-eaters, but their curse causes them to prefer a diet of human flesh.}}{{desc9=**Combat:** Minotaurs are very strong (equivalent human Strength of 18). Against man-sized opponents (minimum 6 feet tall) they may butt for 2-8 points of damage. Against smaller opponents, they bite for 1-4 points of damage. If a minotaur is 30 feet or more from its opponent, it can lower its head and charge against any creature that is at least 6 feet tall. If successful, the charge causes double head-butt damage.\nIn addition to these attacks, most minotaurs also carry weapons -- a huge axe (treat as a halberd) or flail, with which it inflicts normal damage +2.}}'},
+ {name:'Minotaur',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Minotaur}}Specs=[Minotaur,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Minotaur,sme:Excellent senses=2, syou:Extreme cunning=2, cattr:int=5:7|str=18|cac=6|mov=12|hd=6+3r2|tr=(C)|thac0=13|attk1=2d4:Head Butt \\gt6ft:0:B|attk2=2*2d4:or Charge \\gt6ft:0:B|attk3=1d4:or Bite \\lt6ft,0,P|size=L,spattk:+2 on surprise. Infravision. Track prey by scent 50% accuracy.,spdef: Immune to *maze* spells. Morale +3 in combat,mr:0,align:CE,ns:1],[cl:WP,%:50,prime:Halberd],[cl:WP,%:50,prime:Footmans Flail]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=6}}{{Alignment=CE}}{{Move=12}}{{Hit Dice=6+3 HD}}{{THAC0=13}}{{Strength=18}}{{Attacks=If opponent 6ft or more tall, head butt for 2d4. If 30ft away can charge for double head butt damage. If opponent smaller, bite for 1d4 damage}}{{Size=L (more than 7ft tall)}}{{Languages=*Minotaur*. 25% likely to speak halting *common*}}{{Lifespan=About 200 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=Distance unknown}}{{Surprise=+2 on surprise due to excellent senses}}{{Track Prey=Can track prey by scent like a ranger, with\n50% accuracy. They always pursue an unfamiliar scent.}}{{Immunity=Immune to *maze* spells}}{{High Morale=Attack any intruder without fear, and will retreat only if the creature is obviously beyond their ability to defeat (+3 to morale score in combat).}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Minotaurs are either cursed humans or the offspring of minotaurs and humans. They usually dwell in underground labyrinths, for they are not confused in these places, which gives them an advantage over their prey.\nMinotaurs are huge, well over 7 feet tall, and quite broad and muscular. They have the head of a bull but the body of a human male. Their fur is brown to black while their body coloring varies as would a normal human\'s. Clothing is minimal, usually a loin cloth or skirt.\nMinotaurs are not particularly intelligent, but are extremely cunning and have excellent senses.\nMinotaurs live in communities of up to eight members. If the community contains more than six minotaurs, one will be an elder minotaur. They worship crude gods and have weak clerics (maximum 3rd-level shaman). Rumors persist of more intelligent minotaurs with developed societies.\nThose transformed into minotaurs by curses may be restored to human form by a wish, but those who were born as minotaurs cannot be made human. Gnolls are their natural enemies; they will kill each other on sight.\nMinotaur components are sometimes used in spells and potions, and might be used in magical items involving strength, location, and misdirection.\nA minotaur\'s labyrinth is rarely natural. Often an evil wizard or a tyrant will construct a labyrinth and place the minotaur family there, feeding it prisoners and slaves on a regular basis.\nOccasionally this tyrant will be killed and the minotaurs forced to fend for themselves; since creatures rarely enter a labyrinth on their own accord, these minotaurs will usually be ravenously hungry. They can live without food for years at a time, but are always hungry unless they are fed regularly. They are meat-eaters, but their curse causes them to prefer a diet of human flesh.}}{{desc9=**Combat:** Minotaurs are very strong (equivalent human Strength of 18). Against man-sized opponents (minimum 6 feet tall) they may butt for 2-8 points of damage. Against smaller opponents, they bite for 1-4 points of damage. If a minotaur is 30 feet or more from its opponent, it can lower its head and charge against any creature that is at least 6 feet tall. If successful, the charge causes double head-butt damage.\nIn addition to these attacks, most minotaurs also carry weapons -- a huge axe (treat as a halberd) or flail, with which it inflicts normal damage +2.}}'},
{name:'Minotaur-Elder',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Minotaur Elder,CreatureRace,0H,Minotaur]{{}}RaceData=[w:Minotaur Elder,cattr:str=18|exstr=50|hd=8+4r2|tr=(C)|thac0=11,ns:1]{{}}%{Race-DB|Minotaur}{{prefix=Elder}}{{Strength 18(50)}}{{Hit Dice=8+4 HD}}{{THAC0=11}}{{desc7=Minotaurs live in communities of up to eight members. If the community contains more than six minotaurs, one will be an elder minotaur with 18/50 Strength and 8+4 Hit Dice. The minotaur elder is the clan leader; he remains in the center of the labyrinth and raises young minotaurs while others hunt. He is always encountered in the center of a labyrinth.}}'},
{name:'Minotaur-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Minotaur Shaman,CreatureRace,0H,Minotaur]{{subtitle=Creature}}RaceData=[w:Minotaur Shaman,cattr:wis=8:12|cl=PR:Shaman|lv=3,ns:1],[cl:PR,lv:1,w:clw|cause-light-wounds|curse|darkness|detect-good|faerie-fire|putrify-food-and-drink|spectral-senses],[cl:PR,lv:2,w:charm-person-or-mammal|cure-better|cure-further|silence-15ft-radius|undetectable-alignment|wyvern-watch]{{}}%{Race-DB|Minotaur}{{name=Shaman}}{{desc7=Minotaurs worship crude gods and have weak clerics (maximum 3rd-level shaman). Rumors persist of more intelligent minotaurs with developed societies.}}'},
- {name:'Mist-Mephit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Mist Mephit, cattr:hd=3+2|ac=7|tr=N|mr=0|attk1=1:Claw1:0:S|attk2=1:Claw2:0:S|attkmsg=Remember breath weapon of Mist Ball speed 1/2 rounds 3/hour \\amp powers of *wall of fog* and *gaseous form* \\lpar;each 1/d\\rpar; and *gate mephit* 1/hour, spattk:Breath weapon: Mist Ball \\lpar;Power\\rpar;. *wall of fog* and *gaseous form* 1/d, spdef:*Gate* in \\lpar;Power\\rpar; 1 or 2 mephits 1/hour,ns:=4],[cl:PW,w:Mist Mephit Mist Ball,sp:0,pd:3],[cl:PW,w:wall of fog,sp:1,pd:1],[cl:PW,w:gaseous form,sp:1,pd:1],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Fire-Mephit}{{title=Imp - Mist Mephit}}{{Hit Dice=3+2}}{{AC=7}}{{Attacks=2 x Claw for 1HP}}{{Section2=Breath weapon (Power): *Mist Ball* x 3/hour. *Wall of Fog* and *Gaseous Form* 1/day. *Gate Mephit* 1/hour}}{{Section4=**See through fog:** Mist mephits have the ability to see clearly in fog or mist.}}Specs=[Mist Mephit,CreatureRace,0H,Fire-Mephit]{{desc=**Mist Mephit:** Mist mephits fancy themselves as spies par excellence and practice this ability on other mephits. They are quick to report other mephits who show mercy or any other treasonous behavior, and they never engage in idle banter with other mephits. Mist mephits have the ability to see clearly in fog or mist. Their skin is pale green. They never engage in melee unless they are trapped. Mist mephits may breathe a sickly, green ball of mist, every other round, up to three times an hour. This ball automatically envelopes one victim within 10 feet of the breathing mephit. The victim must roll a successful saving throw vs. poison or suffer ld4+1 points of choking damage and be blinded for ld4 rounds. In addition to the breath weapon, mist mephits can create a wall of fog (as the spell) once per day (at a 3rd level ability). They can also assume gaseous form once per day and often use this ability to spy on others or escape combat.\nOnce per hour a mist mephit may attempt to gate in 1-2 other mephits. The chance of success is 20%. If two mephits arrive, they are of the same type (either ice or mist, equal probability).}}'},
- {name:'Mite',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gremlin Mite}}{{subtitle=Creature}}RaceData=[w:Mite, align:LE, cattr:int=5:7|mov=3|ac=8|size=T|hd=1-1r4|thac0=20|tr=K(C)|attk1=1d3:Weighted Club:3:B|dmgmsg=2% cumulative chance per club hit on trapped opponent of \\lbrak;stunning the victim\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Stunned¦99¦0¦Stunned by Mite Clubs. What next?¦pummeled\\rpar;but only if the victim is in armor worse than splint mail. Hit by any weapon. No magic resistance, spattk:Try to trap victims or otherwise make them prone. Once trapped or prone 2% cumulative chance per club hit of stunning the victim but only if the victim is in armor worse than splint mail, spdef:Nil]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=8}}{{Alignment=Lawful Evil}}{{Move=3 (no wings)}}{{Hit Dice=1-1}}{{THAC0=20}}{{Attack=Weighted Club for 1d3HP damage}}{{Languages=*Gremlin*. Their voices are high-pitched and twittery, conveying only the simplest ideas to each other; nongremlin races cannot make sense of their language}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=}}{{Section7=**Special Disadvantages**}}{{Avoid Melee=Run away if attacked}}{{Section8=}}Specs=[Gremlin Mite,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=**Mite:** Mites are tiny, mischievous, wingless gremlins that waylay dungeon adventurers for fun and profit. Mites have hairless, warty skin varying in color from light gray to bright violet. Their heads are triangular, with bat-like ears and a long, hooked nose. Male mites sport a bone ridge down the center of their skulls and short goatee beards. Many wear filthy rags stolen from previous victims.}}{{desc9=**Combat:** Mites try to catch lone travelers and stragglers using pit traps (1d6 points of damage to the victim), nets (successful saving throw vs. paralysis or the victim is caught), and trip wires (successful Dexterity check or the victim falls prone). Mites swarm over prone or netted victims, and pummel them with weighted clubs (2% cumulative chance, per club, of stunning the victim, but only if the victim is in armor worse than splint mail). The mites bind their unconscious victims head and foot, and drag them into their lair.\nOnce inside the lair, the victims are teased and chattered at for one to four days until the mites get bored. The mites then stun their victim again, steal all their possessions and deposit them at a random place - often one that causes the victims great discomfort or embarrassment.}}'},
+ {name:'Mist-Mephit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}Specs=[Mist Mephit,CreatureRace,0H,Fire-Mephit]{{}}RaceData=[w:Mist Mephit, cattr:hd=3+2|ac=7|tr=N|mr=0|attk1=1:Claw1:0:S|attk2=1:Claw2:0:S|attkmsg=Remember breath weapon of Mist Ball speed 1/2 rounds 3/hour \\amp powers of *wall of fog* and *gaseous form* \\lpar;each 1/d\\rpar; and *gate mephit* 1/hour, spattk:Breath weapon: Mist Ball \\lpar;Power\\rpar;. *wall of fog* and *gaseous form* 1/d, spdef:*Gate* in \\lpar;Power\\rpar; 1 or 2 mephits 1/hour,ns:=4],[cl:PW,w:Mist Mephit Mist Ball,sp:0,pd:3],[cl:PW,w:wall of fog,sp:1,pd:1],[cl:PW,w:gaseous form,sp:1,pd:1],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Fire-Mephit}{{title=Imp - Mist Mephit}}{{Hit Dice=3+2}}{{AC=7}}{{Attacks=2 x Claw for 1HP}}{{Section2=Breath weapon (Power): *Mist Ball* x 3/hour. *Wall of Fog* and *Gaseous Form* 1/day. *Gate Mephit* 1/hour}}{{Section4=**See through fog:** Mist mephits have the ability to see clearly in fog or mist.}}{{desc=**Mist Mephit:** Mist mephits fancy themselves as spies par excellence and practice this ability on other mephits. They are quick to report other mephits who show mercy or any other treasonous behavior, and they never engage in idle banter with other mephits. Mist mephits have the ability to see clearly in fog or mist. Their skin is pale green. They never engage in melee unless they are trapped. Mist mephits may breathe a sickly, green ball of mist, every other round, up to three times an hour. This ball automatically envelopes one victim within 10 feet of the breathing mephit. The victim must roll a successful saving throw vs. poison or suffer ld4+1 points of choking damage and be blinded for ld4 rounds. In addition to the breath weapon, mist mephits can create a wall of fog (as the spell) once per day (at a 3rd level ability). They can also assume gaseous form once per day and often use this ability to spy on others or escape combat.\nOnce per hour a mist mephit may attempt to gate in 1-2 other mephits. The chance of success is 20%. If two mephits arrive, they are of the same type (either ice or mist, equal probability).}}'},
+ {name:'Mite',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gremlin Mite}}Specs=[Gremlin Mite,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Mite, align:LE, cattr:int=5:7|mov=3|ac=8|size=T|hd=1-1r4|thac0=20|tr=K(C)|attk1=1d3:Weighted Club:3:B|dmgmsg=2% cumulative chance per club hit on trapped opponent of \\lbrak;stunning the victim\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Stunned¦99¦0¦Stunned by Mite Clubs. What next?¦pummeled\\rpar;but only if the victim is in armor worse than splint mail. Hit by any weapon. No magic resistance, spattk:Try to trap victims or otherwise make them prone. Once trapped or prone 2% cumulative chance per club hit of stunning the victim but only if the victim is in armor worse than splint mail, spdef:Nil]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=8}}{{Alignment=Lawful Evil}}{{Move=3 (no wings)}}{{Hit Dice=1-1}}{{THAC0=20}}{{Attack=Weighted Club for 1d3HP damage}}{{Languages=*Gremlin*. Their voices are high-pitched and twittery, conveying only the simplest ideas to each other; nongremlin races cannot make sense of their language}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=}}{{Section7=**Special Disadvantages**}}{{Avoid Melee=Run away if attacked}}{{Section8=}}{{Section9=**Description**}}{{desc8=**Mite:** Mites are tiny, mischievous, wingless gremlins that waylay dungeon adventurers for fun and profit. Mites have hairless, warty skin varying in color from light gray to bright violet. Their heads are triangular, with bat-like ears and a long, hooked nose. Male mites sport a bone ridge down the center of their skulls and short goatee beards. Many wear filthy rags stolen from previous victims.}}{{desc9=**Combat:** Mites try to catch lone travelers and stragglers using pit traps (1d6 points of damage to the victim), nets (successful saving throw vs. paralysis or the victim is caught), and trip wires (successful Dexterity check or the victim falls prone). Mites swarm over prone or netted victims, and pummel them with weighted clubs (2% cumulative chance, per club, of stunning the victim, but only if the victim is in armor worse than splint mail). The mites bind their unconscious victims head and foot, and drag them into their lair.\nOnce inside the lair, the victims are teased and chattered at for one to four days until the mites get bored. The mites then stun their victim again, steal all their possessions and deposit them at a random place - often one that causes the victims great discomfort or embarrassment.}}'},
{name:'Mite-Female',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Female}}RaceData=[w:Mite Female, cattr:hd=1-2r4|thac0=20|attk1=1d2:Bite:0:P]{{subtitle=Creature}}%{Race-DB-Creatures|Mite}{{Hit Dice=1-2}}{{THAC0=19}}Specs=[Mite Female,CreatureRace,0H,Mite]{{desc=**Mite Female:** Also in the king\'s chamber are 4d6 mite females and 4d6 mite children. The women have 1-2 Hit Dice and bite for 1-2 points of damage. The children are non-combatants.}}'},
{name:'Mite-King',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= King}}RaceData=[w:Mite King, cattr:hd=1+1r4|thac0=19|attk1=1d4:Bite:0:P]{{subtitle=Creature}}%{Race-DB-Creatures|Mite}{{Hit Dice=1+1}}{{THAC0=19}}Specs=[Gremlin Mite King,CreatureRace,0H,Mite]{{desc=**Mite King:** The mite king lives in a "large" cavern in the mite warren, sitting on his tiny throne, dressed in baggy clothes stolen from previous victims. The mite king is a fierce (by mite standards) warrior with 1+1 Hit Dice. His bite causes 1d4 points of damage.}}'},
{name:'Monster-Skeleton',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Monster }}RaceData=[w:Monster Skeleton, align:N, u:+1, cattr:int=0|mov=12|size=L|hd=6r3|thac0=15|attk1=,ns:3],[cl:WP,%:40,prime:Longsword,items:Warhammer],[cl:WP,%:40,prime:Spear,offhand:Shield],[cl:WP,%:20,prime:Longsword,offhand:Spear]{{subtitle=Creature}}%{Race-DB-Creatures|Skeleton}{{AC=6}}Specs=[Monster Skeleton,CreatureRace,0H,Skeleton]{{Hit Dice=6}}{{THAC0=15}}{{Attack=Always by weapon - add weapons using menus}}{{Size=L to H 7-15ft tall}}{{desc9=**Combat:** Monster skeletons, always constructed from humanoid creatures, use giant-sized weapons which inflict the same damage as their living counterparts but without any Strength bonuses.\nSkeletons need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles.}}'},
- {name:'Monster-Zombie',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Monster}}RaceData=[w:Monster Zombie, u:+1, cattr:mov=9|ac=6|size=L|hd=6r3|thac0=15|attk1=4d4:Claw:10:S|attkmsg=Remember immune to *Sleep / Charm / hold* and *death* spells and all cold attacks]{{subtitle=Creature}}%{Race-DB-Creatures|Zombie}{{AC=6}}Specs=[Monster Zombie,CreatureRace,0H,Zombie]{{Move=9}}{{Hit Dice=6}}{{THAC0=15}}{{Attack=1 x Claw 4d4}}{{Size=L 8-12ft tall}}'},
- {name:'Mouse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Mouse}}{{subtitle=Creature}}Specs=[Mouse,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15, Br 1/2}}{{Hit Points=1}}{{THAC0=20}}{{Attack=None}}{{Languages=Mouse}}{{Size=T}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=Scare people onto chairs, and elephants...?}}{{Section6=**Special Disadvantages**}}{{No attacks - instead always run away very fast}}RaceData=[w:Mouse, align:N, cattr:int=1|mov=15|ac=7|size=T|hp=1|thac0=20]{{Section9=**Description**}}{{desc=Infest virtually every human structure. Most small mammals are harmless to humans. Some have useful traits or abilities. Most animals have only rudimentary languages that humanoids cannot use except with the aid of magical spells.}}{{desc1=**Combat:** No attacks: always runs away.}}'},
+ {name:'Monster-Zombie',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Monster}}RaceData=[w:Monster Zombie, u:+1, cattr:mov=9|ac=6|shots=::|size=L|hd=6r3|thac0=15|attk1=4d4:Claw:10:S|attkmsg=Remember immune to *Sleep / Charm / hold* and *death* spells and all cold attacks]{{subtitle=Creature}}%{Race-DB-Creatures|Zombie}{{AC=6}}Specs=[Monster Zombie,CreatureRace,0H,Zombie]{{Move=9}}{{Hit Dice=6}}{{THAC0=15}}{{Attack=1 x Claw 4d4}}{{Size=L 8-12ft tall}}'},
+ {name:'Mouse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Mouse}}{{subtitle=Creature}}Specs=[Mouse,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15, Br 1/2}}{{Hit Points=1}}{{THAC0=20}}{{Attack=None}}{{Languages=Mouse}}{{Size=T}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=Scare people onto chairs, and elephants...?}}{{Section6=**Special Disadvantages**}}{{No attacks - instead always run away very fast}}RaceData=[w:Mouse, align:N, cattr:int=1|mov=15|ac=7|shots=::|size=T|hp=1|thac0=20]{{Section9=**Description**}}{{desc=Infest virtually every human structure. Most small mammals are harmless to humans. Some have useful traits or abilities. Most animals have only rudimentary languages that humanoids cannot use except with the aid of magical spells.}}{{desc1=**Combat:** No attacks: always runs away.}}'},
{name:'Mule',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Mule, cattr:mov=12|hd=3r4|thac0=17|attk1=1d2:Bite:0:P|attk2=1d6:Left Hoof:0:B|attk3=1d6:Right Hoof:0:B|attkmsg=If biting cannot attack with hooves$$If kicking cannot bite$$If kicking cannot bite]{{}}Specs=[Mule,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Mule)}}{{Move=12}}{{Attacks=Bite for 1d2 **or** Kick with hooves for 1d6 each}}{{Hit Dice=3HD}}{{THAC0=17}}{{desc8=**Mule:** Sterile hybrids of horses and donkeys, mules are very sure-footed and exceptionally stubborn. They can be ridden by patient handlers who know how to control them, but are best used as pack animals in difficult or mountainous terrain. They are sometimes used by adventurers, for they are the only breed that can be taken into subterranean regions. The price of mules depends on how much grief they have given their current owners.}}{{desc9=**Combat:** Mules fight only if cornered. They attack twice per round by kicking with their front hooves *or* bite. They can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time.}}'},
- {name:'Mummy',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Mummy}}{{subtitle=Creature}}Specs=[Mummy,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=6+3}}{{THAC0=13}}{{Attack=Touch for 1d12, and infect with *mummy rot*}}{{Languages=None known}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Paralyse on Sight=Save vs. Spell or be paralyzed with fright for 1 to 4 rounds. For each 6 in party save at +1. Humans at +2}}{{Section4=**Special Advantages**}}{{Infect Disease=If successfully touch their victim, as well as damage, infect with *mummy rot*, kills within 6 months. Only *cure disease* can cure}}{{Attack Immunity=Only hit by magically enchanted weapons of +1 or better, which then only do half damage, rounded down}}{{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**}}{{Fire=vulnerable to fire, even nonmagical varieties. A blow with a torch inflicts 1-3 points of damage. A flask of burning oil inflicts 1-8 points of damage on the first round it hits and 2-16 on the second round. Magical fires are +1 damage/die. Vials of holy water inflict 2-8 points of damage per direct hit.}}RaceData=[w:Mummy, align:LE, u:+1, cattr:int=5:7|mov=6|ac=3|size=M|hd=6+3r3|thac0=13|tr=P(D)|attk1=1d12:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;infected\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Mummy Rot¦1¦1¦Slowly succumbing to mummy rot¦radioactive\\rpar; with *Mummy Rot*. Remember immune to Sleep Charm Hold \\amp Cold. +1 or better weapons to hit doing half damage - round down. Vulnerable to fire, spattk:Infect with mummy rot on a successful hit, spdef:+1 or better weapons to hit, ns:1],[cl:PW,w:Mummy-Fear,sp:0,pd:-1]{{Section9=**Description**}}{{desc=Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy.\nMummies are usually (but not always) clothed in rotting strips of linen. They stand between 5 and 7 feet tall and are supernaturally strong.}}{{desc1=**Combat:** its scabrous touch infects the victim with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. The disease can be cured only with a cure disease spell. Cure wounds spells have no effect on a person inflicted with mummy rot and his wounds heal at 10% of the normal rate. A regenerate spell will restore damage but will not otherwise affect the course of the disease.\nThe mere sight of a mummy causes such terror in any creature that a saving throw versus spell must be made or the victim becomes paralyzed with fright for 1 to 4 rounds. Numbers will bolster courage; for each six creatures present, the saving throw is improved by +1. Humans save against mummies at an additional +2.}}'},
+ {name:'Mummy',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Mummy}}{{subtitle=Creature}}Specs=[Mummy,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=6+3}}{{THAC0=13}}{{Attack=Touch for 1d12, and infect with *mummy rot*}}{{Languages=None known}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Paralyse on Sight=Save vs. Spell or be paralyzed with fright for 1 to 4 rounds. For each 6 in party save at +1. Humans at +2}}{{Section4=**Special Advantages**}}{{Infect Disease=If successfully touch their victim, as well as damage, infect with *mummy rot*, kills within 6 months. Only *cure disease* can cure}}{{Attack Immunity=Only hit by magically enchanted weapons of +1 or better, which then only do half damage, rounded down}}{{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**}}{{Fire=vulnerable to fire, even nonmagical varieties. A blow with a torch inflicts 1-3 points of damage. A flask of burning oil inflicts 1-8 points of damage on the first round it hits and 2-16 on the second round. Magical fires are +1 damage/die. Vials of holy water inflict 2-8 points of damage per direct hit.}}RaceData=[w:Mummy, align:LE, u:+1, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%spe%%100%%0|Poison%%poi%%100%%0|Paralysis%%par%%100%%0, cattr:int=5:7|mov=6|ac=3|shots=::|size=M|hd=6+3r3|thac0=13|tr=P(D)|attk1=1d12:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;infected\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Mummy Rot¦1¦1¦Slowly succumbing to mummy rot¦radioactive\\rpar; with *Mummy Rot*. Remember immune to Sleep Charm Hold \\amp Cold. +1 or better weapons to hit doing half damage - round down. Vulnerable to fire, spattk:Infect with mummy rot on a successful hit, spdef:+1 or better weapons to hit, ns:1],[cl:PW,w:Mummy-Fear,sp:0,pd:-1]{{Section9=**Description**}}{{desc=Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy.\nMummies are usually (but not always) clothed in rotting strips of linen. They stand between 5 and 7 feet tall and are supernaturally strong.}}{{desc1=**Combat:** its scabrous touch infects the victim with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. The disease can be cured only with a cure disease spell. Cure wounds spells have no effect on a person inflicted with mummy rot and his wounds heal at 10% of the normal rate. A regenerate spell will restore damage but will not otherwise affect the course of the disease.\nThe mere sight of a mummy causes such terror in any creature that a saving throw versus spell must be made or the victim becomes paralyzed with fright for 1 to 4 rounds. Numbers will bolster courage; for each six creatures present, the saving throw is improved by +1. Humans save against mummies at an additional +2.}}'},
{name:'Obsidian-Steed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Obsidian Steed, cattr:fly=15D,ns:3],[cl:PW,w:MU-Fly,sp:3,pd:-1],[cl:PW,w:PW-Astral-Travel-Self,sp:3,pd:-1],[cl:PW,w:PW-Etherial-Travel-Self]{{}}Specs=[Obsidian Steed,CreatureRace,0H,Heavy War Horse]{{}}%{Race-DB-Creatures|Heavy-War-Horse}{{title=Obsidian Steed}}{{name=}}{{subtitle=Figurine}}{{Move=15}}{{Attacks=Bite for 1d3, 2 x Hooves for 1d8 each}}{{Section3=*Fly* at normal speed, *Go Astral* and *Go Etherial*}}{{desc7=**Obsidian Steed:** An obsidian steed appears to be a small, nearly shapeless lump of black stone. 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, 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. The tatuette 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.}}{{desc8=}}{{desc9=**Combat:** The Obsidian Steed will fight as a Heavy War Horse. 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:'Ochre-Jelly',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ochre Jelly}}Specs=[Ochre Jelly,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Ochre Jelly,cattr:int=0|cac=8|mov=3|hd=6r2|thac0=15|attk1=3d4:Dissolve Flesh:0:SPB|size=M,spattk:Surprise. Travel through small gaps, on walls and ceilings and drop on unsuspecting prey,spdef: *lightning bolt* splits it into one or more half-damage jellies,align:N,race:Ochre Jelly]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=8}}{{Alignment=N}}{{Move=3, including on walls \\amp ceilings and through small gaps}}{{Hit Dice=6 HD}}{{THAC0=15}}{{Attacks=Dissolve flesh for 3d4 damage}}{{Size=M, 4 yo 7ft}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Attacks=None}}{{Special Defences=*lightning bolt* splits jelly into one or more smaller jellys of half-damage.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=This monster resembles a giant amoeba, seeping through darkened corridors, through cracks and under doors, searching for flesh or cellulose to devour. Their form allows them to travel on walls and ceilings and drop on unsuspecting prey.\nAn asexual creature, the ochre jelly is a solitary beast that is occasionally found with its own divided offspring. It lives only to eat and reproduce.\nVoraciously dissolving all types of carrion and trash, this monster is sometimes tolerated in inhabited subterranean areas for its janitorial services, but this activity is difficult to organize and is usually not appreciated by the inhabitants because of its danger.}}{{desc9=**Combat:** The ochre jelly attacks by attempting to envelop its prey. Its secretions dissolve flesh, inflicting 3-12 (d10+2) points of damage per round of exposure. While a *lightning bolt* will divide the creature into one or more smaller jellies, each doing one-half normal damage, fire- and cold-based attacks have normal effects.}}'},
- {name:'Ogre',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogre}}{{subtitle=Creature}}Specs=[Ogre,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (8)}}{{AC=5}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=4+1}}{{HP=}}{{THAC0=17}}{{Attacks=Simple Club for 1d10+2, or by equipped weapon (which is +2/+6 due to Strength)}}{{Languages=It is common for ogres to speak *orc, troll, stone giant,* and *gnoll,* as well as their own guttural language.}}{{Size=L 9-10ft tall}}{{Life Expectancy=About 90 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Great Strength=+2 damage on innate attacks. If wielding an equipped weapon, gain +2 to hit and +6 on damage.}}{{Surprise Attack=}}{{Priest Spells=}}RaceData=[w:Ogre, align:CE, cattr:int=8|mov=9|ac=5|hd=4+1r3|thac0=17|size=L|tohit=+2|dmg=+6|tr=M(QBS)|attk1=2+1d10:Simple Club:3:B, spattk:Strength gives bonuses to hit and damage especially on equipped weapons,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{Section9=**Description**}}{{desc8=Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Ill-tempered and nasty, these monsters are often found serving as mercenaries in the ranks of orc tribes, evil clerics, or gnolls. They mingle freely with giants and trolls. Adult ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds. Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a sickly violet. Their warty bumps are often of a different color - or at least darker than their hides. Their eyes are purple with white pupils. Teeth and talons are orange or black. Ogres have long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of curdled milk. Dressing in poorly cured furs and animal hides, they care for their weapons and armor only reasonably well.}}{{desc9=**Combat:** In small numbers, ogres fight as unorganized individuals, but groups of 11 or more will have a leader, and groups of 16 or more usually include two leaders and a chieftain. Ogres wielding weapons get a Strength bonus of +2 to hit; leaders have +3, chieftains have +4. Females fight as males but score only 2-8 points of damage and have a maximum of only 6 hit points per die. Young ogres fight as goblins.}}'},
+ {name:'Ochre-Jelly',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ochre Jelly}}Specs=[Ochre Jelly,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Ochre Jelly,cattr:int=0|cac=8|shots=::|mov=3|hd=6r2|thac0=15|attk1=3d4:Dissolve Flesh:0:SPB|size=M,spattk:Surprise. Travel through small gaps, on walls and ceilings and drop on unsuspecting prey,spdef: *lightning bolt* splits it into one or more half-damage jellies,align:N,race:Ochre Jelly]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=8}}{{Alignment=N}}{{Move=3, including on walls \\amp ceilings and through small gaps}}{{Hit Dice=6 HD}}{{THAC0=15}}{{Attacks=Dissolve flesh for 3d4 damage}}{{Size=M, 4 yo 7ft}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Attacks=None}}{{Special Defences=*lightning bolt* splits jelly into one or more smaller jellys of half-damage.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=This monster resembles a giant amoeba, seeping through darkened corridors, through cracks and under doors, searching for flesh or cellulose to devour. Their form allows them to travel on walls and ceilings and drop on unsuspecting prey.\nAn asexual creature, the ochre jelly is a solitary beast that is occasionally found with its own divided offspring. It lives only to eat and reproduce.\nVoraciously dissolving all types of carrion and trash, this monster is sometimes tolerated in inhabited subterranean areas for its janitorial services, but this activity is difficult to organize and is usually not appreciated by the inhabitants because of its danger.}}{{desc9=**Combat:** The ochre jelly attacks by attempting to envelop its prey. Its secretions dissolve flesh, inflicting 3-12 (d10+2) points of damage per round of exposure. While a *lightning bolt* will divide the creature into one or more smaller jellies, each doing one-half normal damage, fire- and cold-based attacks have normal effects.}}'},
+ {name:'Ogre',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogre}}{{subtitle=Creature}}Specs=[Ogre,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (8)}}{{AC=5}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=4+1}}{{HP=}}{{THAC0=17}}{{Attacks=Simple Club for 1d10+2, or by equipped weapon (which is +2/+6 due to Strength)}}{{Languages=It is common for ogres to speak *orc, troll, stone giant,* and *gnoll,* as well as their own guttural language.}}{{Size=L 9-10ft tall}}{{Life Expectancy=About 90 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Great Strength=+2 damage on innate attacks. If wielding an equipped weapon, gain +2 to hit and +6 on damage.}}{{Surprise Attack=}}{{Priest Spells=}}RaceData=[w:Ogre, align:CE, attk:melee vs Dwarf or Gnome?=-4, cattr:int=8|mov=9|ac=5|hd=4+1r3|thac0=17|size=L|tohit=+2|dmg=+6|tr=M(QBS)|attk1=2+1d10:Simple Club:3:B, spattk:Strength gives bonuses to hit and damage especially on equipped weapons,ns:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{Section9=**Description**}}{{desc8=Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Ill-tempered and nasty, these monsters are often found serving as mercenaries in the ranks of orc tribes, evil clerics, or gnolls. They mingle freely with giants and trolls. Adult ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds. Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a sickly violet. Their warty bumps are often of a different color - or at least darker than their hides. Their eyes are purple with white pupils. Teeth and talons are orange or black. Ogres have long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of curdled milk. Dressing in poorly cured furs and animal hides, they care for their weapons and armor only reasonably well.}}{{desc9=**Combat:** In small numbers, ogres fight as unorganized individuals, but groups of 11 or more will have a leader, and groups of 16 or more usually include two leaders and a chieftain. Ogres wielding weapons get a Strength bonus of +2 to hit; leaders have +3, chieftains have +4. Females fight as males but score only 2-8 points of damage and have a maximum of only 6 hit points per die. Young ogres fight as goblins.}}'},
{name:'Ogre-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Ogre Chieftain, align:CE, cattr:ac=4|hd=7r2|hp=34:37|thac0=13|tohit=+4|dmg=+6|attk1=6+2d6:Simple Club:3:B,ns:=1],[cl:MI,items:random:1d6]{{}}%{Race-DB-Creatures|Ogre}{{AC=4 (preset)}}Specs=[Ogre Chieftain,CreatureRace,0H,Ogre]{{Hit Dice=7}}{{Hit Points=34:37}}{{THAC0=13}}{{Attack=2d6+6, or by equipped weapon (which is +4/+6 due to Strength)}}{{Great Strength=+6 damage on innate attacks. If wielding an equipped weapon, gain +4 to hit and +6 on damage.}}{{desc=**Ogre Chieftain:** If 16 or more ogres are encountered, they will be led by two patrol leaders and a chieftain. The chieftain is a 7 Hit Dice monster with 34-37 hit points and Armor Class 4. He inflicts 8-18 (2d6+6) points of damage per attack, +6 with weapon. Chieftains are usually the biggest and smartest ogres in their tribes.}}'},
{name:'Ogre-Half-Ogre',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Half-Ogre}{{}}RaceData=[w:Half Ogre]{{}}Specs=[Half Ogre,CreatureRace,0H,Half Ogre]{{}}'},
{name:'Ogre-Half-Ogre-Kader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Half-Ogre-Kader}{{}}RaceData=[w:Half Ogre Kader]{{}}Specs=[Half Ogre Kader,CreatureRace,0H,Half Ogre Kader]{{}}'},
@@ -1805,7 +1836,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Ogre-Half-Ogre-Veteran',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Half-Ogre-Veteran}{{}}RaceData=[w:Half Ogre Veteran]{{}}Specs=[Half Ogre Veteran,CreatureRace,0H,Half Ogre Veteran]{{}}'},
{name:'Ogre-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:'Ogre-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Ogre Leader, align:CE, cattr:ac=3|hd=7r2|hp=30:33|thac0=13|tohit=+3|dmg=+6|attk1=3+2d6:Simple Club:3:B,ns:1],[cl:MI,%:30,items:random:1d4]{{subtitle=Creature}}%{Race-DB-Creatures|Ogre}{{AC=3 (preset)}}Specs=[Ogre Leader,CreatureRace,0H,Ogre]{{Hit Dice=7}}{{Hit Points=30 to 33}}{{THAC0=13}}{{Attack=2d6+3, or by equipped weapon (which is +3/+6 due to Strength)}}{{Great Strength=+3 damage on innate attacks. If wielding an equipped weapon, gain +3 to hit and +6 on damage.}}{{desc=**Ogre Leader:** When more than 11 ogres are encountered, a leader will be present. He is a 7 Hit Dice monster with 30-33 hit points and Armor Class 3. He inflicts 5-15 (2d6+3) points of damage per attack, +6 with weapon.}}'},
- {name:'Ogre-Mage',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogre Mage}}RaceData=[w:Ogre Mage, align:LE, cattr:int=9:16|mov=9|ac=4|hd=5+2r3|thac0=15|regen=1|size=L|tr=RS(G)|attk1=1d12:Simple Club:3:S|attkmsg=**Remember** to use your Regenerate power to recover 1HP/round, spattk:Spell effects as powers, spdef:Regenerate at 1HP/round. Escapes using *gaseous form*, ns:9],[cl:PW,w:Fly,sp:3,pd:1],[cl:PW,w:Invisibility,sp:2,pd:-1],[cl:PW,w:Darkness 10ft radius,sp:2,pd:-1],[cl:PW,w:Polymorph Self,sp:4,pd:-1],[cl:PW,w:Charm Person,sp:1,pd:1],[cl:PW,w:Sleep,sp:1,pd:1],[cl:PW,w:Gaseous Form,sp:1,pd:1],[cl:PW,w:Oni-Cone-of-Cold,sp:5,pd:1],[cl:PW,w:Regenerate,sp:10,pd:-1],[cl:MI,%:100,items:random:3d4]{{subtitle=Creature}}Specs=[Ogre Mage,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average to Exceptional (9 to 16)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=9, FL 15(B)}}{{Hit Dice=5+2}}{{HP=}}{{THAC0=15}}{{Attacks=Resorts to physical attacks only if necessary. Innate weapon does 1d12. Equip a *naganata* (75%) or a *scimitar* and *whip* (25%)}}{{Languages=Ogre magi speak the *common* tongue, their own special language, and the speech of normal ogres.}}{{Size=L 10½ft tall}}{{Life Expectancy=About 90 years}}{{Section2=**Powers**}}{{Section3=*Fly* (for 12 turns), become *invisible*, *cause darkness* in a 10-foot radius, *polymorph* to a human or similar bipedal creature (4 feet to 12 feet tall). Once per day they can do the following: charm person, sleep, assume gaseous form, and create a cone of cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64 (8d8) points of damage (save vs. spell for half damage).}}{{Regenerate=One hit point per round (lost members must be reattached to regenerate)}}{{Section4=**Special Advantages**}}{{Great Strength=+2 damage on innate attacks. If wielding an equipped weapon, gain +2 to hit and +6 on damage.}}{{Priest Spells=}}{{Section9=**Description**}}{{desc8=The oriental ogre has light blue, light green, or pale brown skin with ivory horns. The hair is usually a different color (blue with green, green with blue) and is darker in shade; the main exception to this coloration is found in ogre magi with pale brown skin and yellow hair. They have black nails and dark eyes with white pupils. The teeth and tusks are very white. Ogre magi are taller and more intelligent than their cousins and they dress in oriental clothing and armor.}}{{desc9=**Combat:** Ogre magi can perform the following feats of magic: fly (for 12 turns), become invisible, cause darkness in a 10-foot radius, polymorph to a human or similar bipedal creature (4 feet to 12 feet tall), and regenerate one hit point per round (lost members must be reattached to regenerate). Once per day they can do the following: charm person, sleep, assume gaseous form, and create a cone of cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64 (8d8) points of damage (save vs. spell for half damage).\nOriental ogres attack with magic first and resort to physical attacks only if necessary. They are +1 on morale. In battle, ogre magi prefer the naganata (75%) or scimitar and whip (25%). Those found in oriental settings might (25%) possess ki power or have mastered a martial arts form. As ogre magi are intelligent, they will not fight if faced with overwhelming odds, but will flee to gather their forces or hide.}}'},
+ {name:'Ogre-Mage',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogre Mage}}RaceData=[w:Ogre Mage, align:LE, attk:melee vs Dwarf or Gnome?=-4, cattr:int=9:16|mov=9|ac=4|hd=5+2r3|thac0=15|regen=1|size=L|tr=RS(G)|attk1=1d12:Simple Club:3:S|attkmsg=**Remember** to use your Regenerate power to recover 1HP/round, spattk:Spell effects as powers, spdef:Regenerate at 1HP/round. Escapes using *gaseous form*, ns:9],[cl:PW,w:Fly,sp:3,pd:1],[cl:PW,w:Invisibility,sp:2,pd:-1],[cl:PW,w:Darkness 10ft radius,sp:2,pd:-1],[cl:PW,w:Polymorph Self,sp:4,pd:-1],[cl:PW,w:Charm Person,sp:1,pd:1],[cl:PW,w:Sleep,sp:1,pd:1],[cl:PW,w:Gaseous Form,sp:1,pd:1],[cl:PW,w:Oni-Cone-of-Cold,sp:5,pd:1],[cl:PW,w:Regenerate,sp:10,pd:-1],[cl:MI,%:100,items:random:3d4]{{subtitle=Creature}}Specs=[Ogre Mage,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average to Exceptional (9 to 16)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=9, FL 15(B)}}{{Hit Dice=5+2}}{{HP=}}{{THAC0=15}}{{Attacks=Resorts to physical attacks only if necessary. Innate weapon does 1d12. Equip a *naganata* (75%) or a *scimitar* and *whip* (25%)}}{{Languages=Ogre magi speak the *common* tongue, their own special language, and the speech of normal ogres.}}{{Size=L 10½ft tall}}{{Life Expectancy=About 90 years}}{{Section2=**Powers**}}{{Section3=*Fly* (for 12 turns), become *invisible*, *cause darkness* in a 10-foot radius, *polymorph* to a human or similar bipedal creature (4 feet to 12 feet tall). Once per day they can do the following: charm person, sleep, assume gaseous form, and create a cone of cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64 (8d8) points of damage (save vs. spell for half damage).}}{{Regenerate=One hit point per round (lost members must be reattached to regenerate)}}{{Section4=**Special Advantages**}}{{Great Strength=+2 damage on innate attacks. If wielding an equipped weapon, gain +2 to hit and +6 on damage.}}{{Priest Spells=}}{{Section9=**Description**}}{{desc8=The oriental ogre has light blue, light green, or pale brown skin with ivory horns. The hair is usually a different color (blue with green, green with blue) and is darker in shade; the main exception to this coloration is found in ogre magi with pale brown skin and yellow hair. They have black nails and dark eyes with white pupils. The teeth and tusks are very white. Ogre magi are taller and more intelligent than their cousins and they dress in oriental clothing and armor.}}{{desc9=**Combat:** Ogre magi can perform the following feats of magic: fly (for 12 turns), become invisible, cause darkness in a 10-foot radius, polymorph to a human or similar bipedal creature (4 feet to 12 feet tall), and regenerate one hit point per round (lost members must be reattached to regenerate). Once per day they can do the following: charm person, sleep, assume gaseous form, and create a cone of cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64 (8d8) points of damage (save vs. spell for half damage).\nOriental ogres attack with magic first and resort to physical attacks only if necessary. They are +1 on morale. In battle, ogre magi prefer the naganata (75%) or scimitar and whip (25%). Those found in oriental settings might (25%) possess ki power or have mastered a martial arts form. As ogre magi are intelligent, they will not fight if faced with overwhelming odds, but will flee to gather their forces or hide.}}'},
{name:'Ogre-Mage-Priest',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Priest}}RaceData=[w:Ogre Mage Priest, cattr:cl=pr:priest|lv=7]{{}}%{Race-DB-Creatures|Ogre-Mage}{{}}Specs=[Ogre Mage Priest,CreatureRace,0H,Ogre-Mage]{{Priest Spells=Ogre magi priests of up to 7th level have been reported.}}'},
{name:'Ogrillon',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogrillon}}{{subtitle=Creature}}Specs=[Ogrillon,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=6 (skin with horn plates, don\'t like armour)}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=2+4}}{{THAC0=17}}{{Attacks=Don\'t like weapons, prefer 2 x Fists for 1d6+1 each}}{{Languages=Usually only learns to speak *ogrish* and a handful of words in *common*}}{{Size=M 6-7ft tall}}{{Life Expectancy=About 110 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=60 feet}}RaceData=[w:Ogrillon, align:CE, ac:none, cattr:int=5:7|mov=12|ac=6|hd=2+4r3|thac0=17|size=M|tr=M(BS)|attk1=1+1d6:Fist1:0:B|attk2=1+1d6:Fist2:0:B,nc:1],[cl:MI,%:90],[cl:MI,%:10,items:random:1d4]{{Section9=**Description**}}{{desc8=**Ogrillon:** The ogrillon is a fiercer species of the half-ogre, being the fruit of a union between ogres and orcs. The ogrillon displays the general tendencies of its larger cousin with some exceptions. It is even more brutish and violent, and it normally learns to speak only ogrish and a handful of words in common.\nThe ogrillon is the size of an orc, and closely resembles one. One in every ten is born with features and coloration very similar to those of ogres: purple eyes with white pupils, black teeth, yellowish skin with dull, dark green hair. The skin of an ogrillon of either type is covered with small horn plates, giving it a superior Armor Class and enabling it to fight without weapons. An ogrillon disdains armor and most other material items, retaining only a handful of gold pieces as treasured belongings. It is uncertain why they would keep gold, except perhaps as good luck charms.}}{{desc9=**Combat:** They love mayhem. In combat they disdain weapons and plunge in with both fists. Due to their great strength and horn-reinforced fists, each punch delivers ld6+1 points of damage. An ogrillon out of combat is restless and troubled, but it will be seen chuckling merrily to itself during a good fight. Because of their single-mindedness, ogrillons are often approached by orcs when they need good fighters against some enemy. Ogrillons are happy to join and fight, sometimes for the love of combat and destruction, but often for more lucky gold pieces. In combat, there is only a 10% chance that a typical ogrillon can be distinguished from an orc. Ogrillons that resemble ogres, of course, clearly stand out. Ogrillons are the issue of a female orc mated with a male ogre. Thankfully, it is sterile. The union of a male orc and a female ogre yields an orog, a better class of humanoid monster}}'},
{name:'Onyx-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Onyx Dog, cattr:int=8:10]{{}}Specs=[Onyx Dog,CreatureRace,0H,War Dog]{{}}%{Race-DB-Creatures|War-Dog}{{name=Onyx Dog}}{{subtitle=Figurine}}{{Languages=Able to understand *and speak* the Common tongue}}{{Section5=**Exceptional Tracking**\nAllows exceptional tracking of known creatures.\n**Infravision**\nUp to 90ft and able to spot hidden (such as in shadows) things 80% of the time, normally invisible things 65% of the time, and noting astral, ethereal, and out-of-phase things 50% of the time.}}{{desc8=**Onyx Dog:** a creature with the same properties as a war dog, except that it is endowed with Intelligence of 8-10, can communicate in the Common tongue, and has exceptional olfactory and visual abilities. The olfactory power enables the onyx dog to scent the trail of a known creature 100% of the time if the trail is one hour old or less, -10% per hour thereafter. The dog is subject to being thrown off by false trails, breaks, water, and masking or blocking substances or scents. The visual power enables the onyx dog to use 90-foot-range infravision, spotting hidden (such as in shadows) things 80% of the time, normally invisible things 65% of the time, and noting astral, ethereal, and out-of-phase things 50% of the time. For details, see "Dog, War\'\' in the Monstrous Compendium. An onyx dog can be used for up to six continuous hours, once per week. It obeys only its owner.}}'},
@@ -1818,31 +1849,31 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Orc-Shaman-L5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman}}RaceData=[w:Orc Shaman L5, cattr:cl=pr:Shaman|lv=5|hd=3|hp=5:24|thac0=18,ns:1],[cl:MI,%:100,items:random:2d3]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=10 (can wear simple armour up to AC6 - add via menus)}}Specs=[Orc Shaman,CreatureRace,0H,Orc]{{Hit Dice=1d8+4d4}}{{THAC0=18}}{{Section3=}}{{Priest Spells=Maximum 5th Level Priest equivalent}}{{desc=**Orc Shaman:** For every 100 orcs encountered, there will be either a shaman (maximum 5th level priest) or a witch doctor (maximum 4th-level mage). Shamans and witch doctors gain an extra 1d4 hit points for each level above 1st and fight as a monster of 1 Hit Die for every two levels (round fractions up) of spell-casting ability (e.g., a 5th-level shaman has d8+4d4 hit points and fights as a 3 Hit Dice monster.)}}'},
{name:'Orc-Sub-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief}}RaceData=[w:Orc Sub-Chief, align:LE, cattr:hd=2|hp=11|mov=9|ac=4|dmg=+1|attk2=1d8:Second weapon:5:B, ns:1],[cl:PW,w:Follow the Standard,sp:0,pd:-1],[cl:MI,%:70,items:random:2d3]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=4 (preset)}}Specs=[Orc Sub-Chief,CreatureRace,0H,Orc]{{Hit Dice=2}}{{Hit Points=11}}{{THAC0=19}}{{Attack=1d8 and by weapon (see description), +1 for strength}}{{Section3=**Follow the Standard: **If a subchief is present, there is a 40% chance the orcs will be fighting around a standard. The presence of this standard increases attack rolls and morale by +1 for all orcs within 60 yards.}}{{desc=If 150 orcs or more are encountered there will be the following additional figures with the band: a subchief and 3-18 guards, each with Armor Class 4, 11 hit points, and +1 damage due to Strength on all attacks.}}'},
{name:'Orc-Witch-Doctor-L4',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Witch Doctor}}RaceData=[w:Orc Witch Doctor L4, cattr:int=8:9|cl=mu:wizard|lv=4|hd=2|hp=4:20|thac0=19,ns:-1],[cl:MU,lv:1,w:random:6],[cl:MU,lv:2,w:random:4],[cl:MI,%:100,items:random:2d3]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=10 (can wear simple armour up to AC6 - add via menus)}Specs=[Orc Witch Doctor,CreatureRace,0H,Orc]{{Hit Dice=1d8+3d4}}{{THAC0=19}}{{Section3=}}{{Wizard Spells=Maximum 4th Level Wizard equivalent}}{{desc=**Orc Witch Doctor:** For every 100 orcs encountered, there will be either a shaman (maximum 5th level priest) or a witch doctor (maximum 4th-level mage). Shamans and witch doctors gain an extra 1d4 hit points for each level above 1st and fight as a monster of 1 Hit Die for every two levels (round fractions up) of spell-casting ability (e.g., a 5th-level shaman has d8+4d4 hit points and fights as a 3 Hit Dice monster.)}}'},
- {name:'Orc-ac6',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC6}}RaceData=[w:Orc AC6, align:LE, cattr:mov=9|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=6 (preset)}}Specs=[Orc,CreatureRace,0H,Orc]{{}}'},
- {name:'Osquip',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Osquip}}RaceData=[w:Osquip, align:N, weaps:none, ac:none, cattr:int=1|mov=12 Burrow ½|ac=7|hd=3+1|thac0=16|size=S|tr=(D)|attk1=2d6:Bite:0:P, spattk:Can emerge quickly from their tunnels so opponents receive a -5 penalty to surprise rolls.]{{subtitle=Creature}}Specs=[Osquip,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12, Burrow ½}}{{Hit Dice=3+1 HD}}{{THAC0=16}}{{Attacks=Bite for 2d6HP damage}}{{Size=S, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Trainable:** Osquips are difficult to domesticate, but jermlaine and a few wizards have succeeded by giving the creatures gems, for they collect shiny objects.}}{{Surprise=Can emerge quickly from their tunnels, and opponents receive a -5 penalty to surprise rolls.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The osquip is a multi-legged rodent the size of a small dog. It is hairless, with a huge head and large teeth. Most have six legs, but some (25%) have eight, and a few (5%) have 10. The creatures\' leathery hides are pale yellow in color.\nOsquips build small, carefully hidden tunnels, and their teeth are sharp enough to dig through stone.Osquip leather is soft and water-resistant, and their teeth can be used in digging magic. Osquips are not afraid of fire, but are poor swimmers (50% drown, 50% paddle with a movement rate of 1).}}{{desc9=**Combat:** If someone enters an area in which there are osquip tunnels, the creatures can emerge quickly, and opponents receive a -5 penalty to surprise rolls. The osquip are territorial and attack fearlessly and ferociously.}}'},
- {name:'Ostrich',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ostrich}}RaceData=[w:Ostrich, align:N, weaps:none, ac:none, cattr:int=1|mov=18|ac=7|hd=3r4|thac0=17|size=L|attk1=2d4:Kick:0:B]{{subtitle=Creature}}Specs=[Ostrich,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=18, and can be up to 40 mph}}{{Hit Dice=3 HD}}{{THAC0=17}}{{Attacks=Kick for 2d4}}{{Size=L}}{{Life Expectancy=30 to 45 years in the wild, exceptionally up to 50}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The ostrich is the largest and strongest of the flightless birds, standing 8 feet tall and weighing 300 pounds. The animal\'s small head and short, flat beak are perched atop a long, featherless neck. The ostrich is able to run at 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a kick that inflicts 2d4 points of damage.}}'},
- {name:'Owl',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Owl}}RaceData=[w:Owl, align:N, weaps:none, ac:none, spattk:Infravision 120ft. Dive attack at +2 to hit and double dmg. Surprise bonus of 6. Cannot be surprised at night. Surprise 3 penalty during day, cattr:int=1|mov=1|fly=27|ac=5|hd=1r6|thac0=19|size=S|attk1=1d2:Talon1:0:S|attk2=1d2:Talon2:0:S|attk3=1:Beak:0:P|attkmsg=If diving from more than 50ft +2 to hit and inflicts double damage with talons but does not get a beak attack|dmgmsg=Double damage if diving from more than 50ft$$Double damage if diving from more than 50ft$$Cannot attack with beak if diving from height]{{subtitle=Creature}}Specs=[Owl,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=5}}{{Alignment=Neutral}}{{Move=1, FL 27(D)}}{{Hit Dice=1 HD}}{{THAC0=19}}{{Attacks=2 x Talons for 1d2 each, Beak for 1HP. Double damage with talons if diving from more than 50ft, but does not get a beak attack}}{{Size=S}}{{Languages=}}{{Life Expectancy=5 to 12 years, wise ones much longer}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=120ft infravision at night, but poor eyesight during daylight}}{{Hearing=Quadruple normal hearing sensitivity}}{{Silent Flight=Totally silent when in flight}}{{Surprise=Due to silent flight and infravision, get a -6 bonus on surprise, and cannot be surprised during dusk and night hours or in dark}}{{Section6=**Special Disadvantages**}}{{Daylight=Get a penalty of 3 on surprise in daylight due to poor eyesight in light}}{{Section9=**Description**}}{{desc7=Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded).}}'},
+ {name:'Orc-ac6',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC6}}Specs=[Orc,CreatureRace,0H,Orc]{{}}RaceData=[w:Orc AC6, align:LE, cattr:mov=9|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=6 (preset)}}'},
+ {name:'Osquip',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Osquip}}Specs=[Osquip,CreatureRace,0H,Creature]{{}}RaceData=[w:Osquip, align:N, weaps:none, ac:none, syou:Emerge fast from tunnels=5, cattr:int=1|mov=12 Burrow ½|ac=7|shots=::|hd=3+1|thac0=16|size=S|tr=(D)|attk1=2d6:Bite:0:P, spattk:Can emerge quickly from their tunnels so opponents receive a -5 penalty to surprise rolls.]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12, Burrow ½}}{{Hit Dice=3+1 HD}}{{THAC0=16}}{{Attacks=Bite for 2d6HP damage}}{{Size=S, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Trainable:** Osquips are difficult to domesticate, but jermlaine and a few wizards have succeeded by giving the creatures gems, for they collect shiny objects.}}{{Surprise=Can emerge quickly from their tunnels, and opponents receive a -5 penalty to surprise rolls.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The osquip is a multi-legged rodent the size of a small dog. It is hairless, with a huge head and large teeth. Most have six legs, but some (25%) have eight, and a few (5%) have 10. The creatures\' leathery hides are pale yellow in color.\nOsquips build small, carefully hidden tunnels, and their teeth are sharp enough to dig through stone.Osquip leather is soft and water-resistant, and their teeth can be used in digging magic. Osquips are not afraid of fire, but are poor swimmers (50% drown, 50% paddle with a movement rate of 1).}}{{desc9=**Combat:** If someone enters an area in which there are osquip tunnels, the creatures can emerge quickly, and opponents receive a -5 penalty to surprise rolls. The osquip are territorial and attack fearlessly and ferociously.}}'},
+ {name:'Ostrich',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ostrich}}RaceData=[w:Ostrich, align:N, weaps:none, ac:none, cattr:int=1|mov=18|ac=7|shots=::|hd=3r4|thac0=17|size=L|attk1=2d4:Kick:0:B]{{subtitle=Creature}}Specs=[Ostrich,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=18, and can be up to 40 mph}}{{Hit Dice=3 HD}}{{THAC0=17}}{{Attacks=Kick for 2d4}}{{Size=L}}{{Life Expectancy=30 to 45 years in the wild, exceptionally up to 50}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The ostrich is the largest and strongest of the flightless birds, standing 8 feet tall and weighing 300 pounds. The animal\'s small head and short, flat beak are perched atop a long, featherless neck. The ostrich is able to run at 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a kick that inflicts 2d4 points of damage.}}'},
+ {name:'Owl',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Owl}}RaceData=[w:Owl, align:N, weaps:none, ac:none, syou:Silent Flying=6, spattk:Infravision 120ft. Dive attack at +2 to hit and double dmg. Surprise bonus of 6. Cannot be surprised at night. Surprise 3 penalty during day, cattr:int=1|mov=1|fly=27|ac=5|shots=::|hd=1r6|thac0=19|size=S|attk1=1d2:Talon1:0:S|attk2=1d2:Talon2:0:S|attk3=1:Beak:0:P|attkmsg=If diving from more than 50ft +2 to hit and inflicts double damage with talons but does not get a beak attack|dmgmsg=Double damage if diving from more than 50ft$$Double damage if diving from more than 50ft$$Cannot attack with beak if diving from height]{{subtitle=Creature}}Specs=[Owl,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=5}}{{Alignment=Neutral}}{{Move=1, FL 27(D)}}{{Hit Dice=1 HD}}{{THAC0=19}}{{Attacks=2 x Talons for 1d2 each, Beak for 1HP. Double damage with talons if diving from more than 50ft, but does not get a beak attack}}{{Size=S}}{{Languages=}}{{Life Expectancy=5 to 12 years, wise ones much longer}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=120ft infravision at night, but poor eyesight during daylight}}{{Hearing=Quadruple normal hearing sensitivity}}{{Silent Flight=Totally silent when in flight}}{{Surprise=Due to silent flight and infravision, get a -6 bonus on surprise, and cannot be surprised during dusk and night hours or in dark}}{{Section6=**Special Disadvantages**}}{{Daylight=Get a penalty of 3 on surprise in daylight due to poor eyesight in light}}{{Section9=**Description**}}{{desc7=Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded).}}'},
{name:'Owl-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Owl}{{}}RaceData=[w:Giant Owl]{{}}Specs=[Giant Owl,CreatureRace,0H,Giant Owl]{{}}'},
{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 v2.09 19/04/2026
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: v2.09 19/04/2026 Added Slithering Tracker v2.08 10/10/2025 Added DMG Treasure Table Types 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',
+ Race_DB_Creatures_P_T:{bio:'Creatures Database v2.10 23/05/2026
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: v2.10 23/05/2026 Added multi-AC, Called Shot and Situational Attack data tags v2.09 19/04/2026 Added Slithering Tracker v2.08 10/10/2025 Added DMG Treasure Table Types 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:2.09,
+ version:2.10,
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:'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|tr=(B)|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:'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|shots=::|size=M|hd=4r3|thac0=17|tr=(B)|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-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, syou:Looks like natural rock=7, cattr:int=0|mov=1|ac=3|shots=::|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**}}{{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:'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|shots=::|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;^^cid^^\\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|shots=::|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}}'},
@@ -1851,7 +1882,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Poison-Snake-7-11',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 7-11, 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 7-11_Not quite right¦\\amp#91;\\lbrak;2d6\\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 2 to 8HP damage in 2 to 12 rounds. Save at +1 to negate when asked to do so, spattk:Snake Poison 7-11 does 2d4 damage in 2d6 rounds. Save at +1 to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 7-11}}{{Attacks=Bite with snake poison type 7-11}}{{Section5=**Poison:** Snake poison type 7-11 gains a +1 benefit to saving throws, or in 2 to 12 rounds take 2 to 8HP damage}}'},
{name:'Polar-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Polar Bear, cattr:size=H|hd=8+8r2|thac0=11|ch=18|attk1=1d10:Claw1:0:S|attk2=1d10:Claw2:0:S|attk3=2d12:Bite:1:P|attkmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 3d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 3d6 Hug damage\\rpar;. Continue to fight for 1d4+1 rounds to -12HP|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 3d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 3d6 Hug damage\\rpar;. Continue to fight for 1d4+1 rounds to -12HP,spattk:Hug if roll a critical hit of 18 or better \\amp continue to fight to -12HP]{{}}Specs=[Polar Bear,CreatureRace,0H,Brown-Bear]{{}}%{Race-DB-Creatures|Brown-Bear}{{title=Polar}}{{Move=12, Sw 9}}{{Hit Dice=8+8r3}}{{THAC0=11}}{{Attack=2 x Claw 1d10, 1 x Bite 2d12}}{{Size=H, 14ft tall}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 3d6 additional damage}}{{Section6=**Fortitude:** Continue to fight for 2-5 melee rounds after reaching 0 to -12 hit points. At -13 or fewer hit points, they are killed immediately.}}{{desc=These powerful swimmers feed mostly on marine animals. A paw hit of 18 or better indicates a "hug", which inflicts 3-18 (3d6) points of additional damage. These aggressive animals will fight for 2-5 rounds after being brought to 0 to -12 hit points, but beyond that they will die instantly.}}'},
{name:'Polar-Bear-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:'Poltergeist',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Poltergeist}}RaceData=[w:Poltergeist, align:LE, u:+1, weaps:none, ac:none, cattr:int=5:7|mov=12|ac=10|hd=1-4r4|thac0=15|size=M|attk1=0:Thrown item:0:B|dmgmsg=If hit no damage is done but victim must save vs. spell or \\lbrak;flee in *fear*\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Poltergeist fear¦\\lbrak;\\amp#91;2d12\\amp#93;\\rbrak;¦-1¦Fleeing in fear from a poltergeist!¦screaming\\rpar; for 2d12 rounds. \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 if less than 50 drop what is holding\\rpar; of dropping what is held. Gain benefits of being invisible. Silver or magical weapons to hit, spattk:If hit no damage is done but victim must save vs. spell or flee in *fear* for 2d12 rounds. 50% chance of dropping what is held, spdef:Gain benefits of being invisible. Silver or magical weapons to hit]{{subtitle=Creature}}Specs=[Poltergeist,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=10}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=½ HD}}{{THAC0=15}}{{Attacks=Throw items to create *fear*}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Cause Fear:** Don\'t do damage but struck opponent must save vs. spell or cause *fear* and flee for 2d12 rounds, with 50% chance of dropping whatever was held}}{{Invisible=Those who can\'t see invisible creatures get -4 penalty to-hit}}{{Silver or Magical Weapons=These are required to hit the Poltergeist}}{{Turning=If bound to a location, turned as *ghouls*. If wandering turned as *skeletons*}}{{Section6=**Special Disadvantages**}}{{Repellants=*Holy Water* and holy symbols do *not* do damage but do drive Poltergeist back}}{{Section9=**Description**}}{{desc8=Poltergeists are the spirits of restless dead. They are similar to haunts but are more malevolent. They hate living things and torment them constantly, by breaking furniture, throwing heavy objects, and making haunting noises. They are often, but not always, attached to a particular area.\nPoltergeists are always invisible. Those who can see invisible objects describe them as humans whose features have been twisted at the sight of horrors. They wear rags and are covered with chains and other heavy objects that represent a multitude of evil deeds that these creatures have committed against themselves as well as others.}}{{desc9=**Combat:** A poltergeist attacks by throwing a heavy object - any nearby object that a strong human can throw will suffice. It has the same chance to hit as a 5-HD monster (hence its adjusted THAC0). If struck the victim suffers no damage (treat deadly weapons as terrifying near misses), but must save vs. spell or flee in terror for 2d12 rounds. 50% chanceof dropping whatever he was holding (at the start of his flight). Once a person successfully saves, they are immune to further fear attempts by the poltergeist in that area.\nPoltergeists that are bonded to the area of their death are hard to dispel; treated as if they were ghouls on the *Turning Undead* table. Wandering poltergeists may be turned or destroyed by a priest as if they were skeletons.}}'},
+ {name:'Poltergeist',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Poltergeist}}RaceData=[w:Poltergeist, align:LE, u:+1, weaps:none, ac:none, cattr:int=5:7|mov=12|ac=10|shots=::|hd=1-4r4|thac0=15|size=M|attk1=0:Thrown item:0:B|dmgmsg=If hit no damage is done but victim must save vs. spell or \\lbrak;flee in *fear*\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Poltergeist fear¦\\lbrak;\\amp#91;2d12\\amp#93;\\rbrak;¦-1¦Fleeing in fear from a poltergeist!¦screaming\\rpar; for 2d12 rounds. \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 if less than 50 drop what is holding\\rpar; of dropping what is held. Gain benefits of being invisible. Silver or magical weapons to hit, spattk:If hit no damage is done but victim must save vs. spell or flee in *fear* for 2d12 rounds. 50% chance of dropping what is held, spdef:Gain benefits of being invisible. Silver or magical weapons to hit]{{subtitle=Creature}}Specs=[Poltergeist,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=10}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=½ HD}}{{THAC0=15}}{{Attacks=Throw items to create *fear*}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Cause Fear:** Don\'t do damage but struck opponent must save vs. spell or cause *fear* and flee for 2d12 rounds, with 50% chance of dropping whatever was held}}{{Invisible=Those who can\'t see invisible creatures get -4 penalty to-hit}}{{Silver or Magical Weapons=These are required to hit the Poltergeist}}{{Turning=If bound to a location, turned as *ghouls*. If wandering turned as *skeletons*}}{{Section6=**Special Disadvantages**}}{{Repellants=*Holy Water* and holy symbols do *not* do damage but do drive Poltergeist back}}{{Section9=**Description**}}{{desc8=Poltergeists are the spirits of restless dead. They are similar to haunts but are more malevolent. They hate living things and torment them constantly, by breaking furniture, throwing heavy objects, and making haunting noises. They are often, but not always, attached to a particular area.\nPoltergeists are always invisible. Those who can see invisible objects describe them as humans whose features have been twisted at the sight of horrors. They wear rags and are covered with chains and other heavy objects that represent a multitude of evil deeds that these creatures have committed against themselves as well as others.}}{{desc9=**Combat:** A poltergeist attacks by throwing a heavy object - any nearby object that a strong human can throw will suffice. It has the same chance to hit as a 5-HD monster (hence its adjusted THAC0). If struck the victim suffers no damage (treat deadly weapons as terrifying near misses), but must save vs. spell or flee in terror for 2d12 rounds. 50% chanceof dropping whatever he was holding (at the start of his flight). Once a person successfully saves, they are immune to further fear attempts by the poltergeist in that area.\nPoltergeists that are bonded to the area of their death are hard to dispel; treated as if they were ghouls on the *Turning Undead* table. Wandering poltergeists may be turned or destroyed by a priest as if they were skeletons.}}'},
{name:'Poltergeist-Bound',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Bound-Poltergeist,CreatureRace,0H,Poltergeist]{{}}RaceData=[w:Bound-Poltergeist,u:+3]{{}}%{Race-DB-Creatures|Poltergeist}{{}}'},
{name:'Bound-Poltergeist',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Bound-Poltergeist,CreatureRace,0H,Poltergeist]{{}}RaceData=[w:Bound-Poltergeist,u:+3]{{}}%{Race-DB-Creatures|Poltergeist}{{}}'},
{name:'Pony',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Pony, cattr:mov=12|hd=1+1r6|thac0=19|attk1=1d2:Bite:0:P]{{}}Specs=[Pony,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Pony)}}{{Move=12}}{{Attacks=Bite for 1d2}}{{Hit Dice=1+1HD}}{{THAC0=19}}{{desc8=**Pony:** Small horses used primarily for transportation and occasionally farm work, ponies are a lively breed. They are more excitable than the larger horses, but frequently more gentle, as well. They are sometimes trained and used as war horses by several of the smaller demihuman races. Prices vary depending on training and size, but most cost around 500 gp.}}{{desc9=**Combat:** Unless trained as war horses for use by a smaller race, ponies fight only if cornered. They can only bite once per round. Unless specially trained, ponies can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time. Ponies trained and accustomed to such things (usually warhorses) panic only 10% of the time.}}'},
@@ -1864,16 +1895,16 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Rakshasa-Maharajah',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Rakshasa Maharajah, cattr:cl=F:Rakshasa-Maharajah|lv=13|hd=13+39,ns:1],[cl:PW,w:Rakshasa-Illusion,sp:0,pd:-1]{{}}%{Race-DB-Creatures|Rakshasa-Ruhks}{{name=Maharajah}}Specs=[Rakshasa-Maharajah,CreatureRace,0H,Rakshasa-Ruhks]{{Spell Use=Rakshasa Maharajas have the spell casting abilities of a 13th level wizard and 9th level priest, both cast at 13th level ability.}}{{desc7=**Rakshasa Maharajah:** 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:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Rakshasa Rajah, cattr:cl=F:Rakshasa-Rajah|lv=11,ns:1],[cl:PW,w:Rakshasa-Illusion,sp:0,pd:-1]{{}}%{Race-DB-Creatures|Rakshasa-Ruhks}{{name=Rajah}}Specs=[Rakshasa-Rajah,CreatureRace,0H,Rakshasa-Ruhks]{{Spell Use=Rakshasa Rajahs have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability.}}{{desc7=**Rakshasa Rajah:** 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:'Rakshasa-Ruhks',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Rakshasa Ruhks, cattr:int=13:14|mov=18|ac=-5|hd=8+16r2|thac0=11|size=M|lv=9|tr=(BF)|attk1=1d6:Claw1:1:S|attk2=1d6:Claw2:1:S|attk3=1d10r1:Bite:2:P,spattk:Illusion and spell use,spdef:+2 or better magical weapon needed to hit. +1, +2 \\amp +3 only do half damage,ns:1],[cl:PW,w:Rakshasa-Illusion,sp:0,pd:-1]{{}}%{Race-DB-Creatures|Rakshasa}{{name=Ruhks}}Specs=[Rakshasa-Ruhks,CreatureRace,0H,Rakshasa]{{Intelligence=High (13:14)}}{{AC=-5}}{{Move=18}}{{Hit Dice=8+16 HD}}{{THAC0=11}}{{Attacks=2 x Claws for 1d6, 1 x Bite for 2d5 (2-10)}}{{Size=M, 6.5ft tall}}{{Spell Use=Rakshasa Ruhks can have magical abilities, up to the following limits: four 1st level wizard spells, three 2nd level wizard spells, two 3rd level wizard spells, and three 1st level priest spells. These are cast at 9th level ability.}}{{Resistance=An attacker needs at least a +2 magical weapon to harm a *rakshasa ruhks*; any weapon below +4 inflicts only half damage.}}{{desc7=**Rakshasa Ruhks:** About 15% of all rakshasas are greater rakashasas or ruhks, (knights). These warriors are the guardians of a rakshasa community. They are hit only by magical weapons of +2 or better; any weapon below +4 inflicts only half damage against them. Their spells are cast at 9th level of ability.}}'},
- {name:'Ram',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ram}}RaceData=[w:Ram, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|hd=2r5|thac0=19|size=M|attk1=1d4:Butt with Horns:0:B|attkmsg=This attack requires at least a 40ft run-up to do damage. Also a 25% chance of a herd of sheep *Stampeding* with each creature in their path taking 2d4 x 1d4 trampling damage]{{subtitle=Creature}}Specs=[Ram,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2 HD}}{{THAC0=19}}{{Attacks=Butt with horns for 1d4 if have 40ft run-up}}{{Size=M}}{{Life Expectancy=10 to 12 years if not eaten first}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair -- curly wool and short, coarse hair for sheep. Male sheep, rams, have sharp horns.}}{{desc9=**Combat:** Though normally passive, herd animals can be dangerous when angered or frightened. Sheep generally flee from danger, but will attack if cornered or threatened. A ram defending his herd will charge, inflicting 1-4 hp of butting damage if charging from at least 40\'.\nIf frightened by intruders, there is a 25% that the entire herd will stampede. If a herd stampedes, roll 2d4 for each creature in the path of the stampede who does not take cover (such as by hiding in a tree or behind a rock pile or wall). This is the number of herd animals trampling the exposed creature. Trampling causes 1-4 hp of damage per trampling animal}}'},
+ {name:'Ram',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ram}}RaceData=[w:Ram, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|shots=::|hd=2r5|thac0=19|size=M|attk1=1d4:Butt with Horns:0:B|attkmsg=This attack requires at least a 40ft run-up to do damage. Also a 25% chance of a herd of sheep *Stampeding* with each creature in their path taking 2d4 x 1d4 trampling damage]{{subtitle=Creature}}Specs=[Ram,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2 HD}}{{THAC0=19}}{{Attacks=Butt with horns for 1d4 if have 40ft run-up}}{{Size=M}}{{Life Expectancy=10 to 12 years if not eaten first}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair -- curly wool and short, coarse hair for sheep. Male sheep, rams, have sharp horns.}}{{desc9=**Combat:** Though normally passive, herd animals can be dangerous when angered or frightened. Sheep generally flee from danger, but will attack if cornered or threatened. A ram defending his herd will charge, inflicting 1-4 hp of butting damage if charging from at least 40\'.\nIf frightened by intruders, there is a 25% that the entire herd will stampede. If a herd stampedes, roll 2d4 for each creature in the path of the stampede who does not take cover (such as by hiding in a tree or behind a rock pile or wall). This is the number of herd animals trampling the exposed creature. Trampling causes 1-4 hp of damage per trampling animal}}'},
{name:'Rat-Black',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Black-Rat}{{}}RaceData=[w:Black Rat]{{}}Specs=[Black Rat,CreatureRace,0H,Black Rat]{{}}'},
{name:'Rat-Brown',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Brown-Rat}{{}}RaceData=[w:Brown Rat]{{}}Specs=[Brown Rat,CreatureRace,0H,Brown Rat]{{}}'},
{name:'Rat-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Rat}{{}}RaceData=[w:Giant Rat]{{}}Specs=[Giant Rat,CreatureRace,0H,Giant Rat]{{}}'},
{name:'Rat-Swarm-of',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Swarm-of-Rats}{{}}RaceData=[w:Swarm of Rats]{{}}Specs=[Swarm of Rats,CreatureRace,0H,Swarm of Rats]{{}}'},
- {name:'Red-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Red}}{{name=Dragon}}Specs=[Red-Dragon,DragonRace,2H,Creature]{{subtitle=Dragon}}RaceData=[w:Red Dragon, query:What Age?|Hatchling%%1%%-6|Very Young%%2%%-4|Young%%3%%-2|Juvenile%%4%%0|Young Adult%%5%%1|Adult%%6%%2|Mature Adult%%7%%3|Old%%8%%4|Very Old%%9%%5|Venerable%%10%%6|Wyrm%%11%%7|Great Wyrm%%12%%8, align:CE, ac:none, cattr:int=15:16|wis=((9:12)+??2)|str=((14:17)+??2)|dex=3:12|con=((10:14)+f(??2/2))|chr=3d6|mov=9|fly=30C|jump=3|ac=1-??1|age=??0:??1|hd=(15+??2)d8r1|mr=(v(^((??1-4);0);1)*??1*5)|cl=mu:red-dragon/pr:red-dragon|lv=8+??1/8+??1|spellsp=1|thac0=7-??2|dmg=??1|size=G|attk1=1d10:Claw x 2 or Claw+Kick:0:S|attk2=3d10:Bite:0:P|attk3=2d10: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}*15\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*30\\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 fire, ns:11],[cl:PW,w:Red-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:3,w:MU-Affect-Normal-Fires,pd:3,sp:1],[cl:PW,w:MU-Pyrotechnics,age:4,pd:3,sp:1],[cl:PW,w:PR-Heat-Metal,age:6,pd:1,sp:1],[cl:PW,w:MU-Suggestion,age:8,pd:1,sp:1],[cl:PW,w:MU-Hypnotism,age:9,pd:1,sp:1],[cl:PW,w:Detect-Gems-Kind+Number,age:10,pd:3,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{Section=**Attributes**}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult red dragon is AC -5}}{{Alignment=Chaotic Evil}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult red dragon is 17 HD}}{{THAC0=Varies with age, adult red dragon is 5}}{{Section1=**Attacks:** Damage bonus varies with age, adult red dragon is +6. 2 x Claws for 1d10 HP each, possibly with 1 or 2 kicks for 1d10 each, bite for 3d10, and tail slap for 2d10 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Red Dragon* and *Evil Dragon Common*, and 16% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Size=G, varies with age}}{{Life Expectancy=Possibly in excess of 1,000 years. Adult dragons are considered between 100 and 200 years old}}{{Section2=**Powers**}}{{Breath Weapon=A cone of flame, 90ft long, 5ft wide at dragon and spreading to 30ft wide. Damage varies by age from 2d10+1 to 24d10+12. Save vs. Breath Weapon to take half damage}}{{Fear=Can inspire fear in creatures that see the dragon: affect varies with the level / HD of the viewing creature.}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 9 to 20 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can *Affect Normal Fires* x 3 per day, *Juveniles* gain *Pyrotechnics* x3 per day, *Adult* gains *Heat Metal* x 1 per day, *Old* gain *Suggestion* x 1 per day, *Very Old* gain *Hypnotism* x 1 per day, and *Venerable* gain *Detect Gems, Kind \\amp Number* x 3 per day}}{{Special Attacks=*Snatch, Plummet, Stall*, and *Wing Buffet*}}{{Section4=**Special Advantages**}}{{Section5=Its a Dragon!}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=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. All subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age. Dragons range in size from several feet upon hatching to more than 100 feet, after they have attained the status of great wyrm. The exact size varies according to age and subspecies. A dragon\'s wingspan is about equal to its body length; 15-20% of a dragon\'s body length is neck.\nDragons, especially older ones, are generally solitary due to necessity and preference. They distance themselves from civilization, which they consider to be a petty and foolish mortal invention. Dragons are fearsome predators, but scavenge when necessary and can eat almost anything if they are hungry enough. A dragon\'s metabolism operates like a highly efficient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and some dragons have developed a taste for such fare.\nAlthough dragons\' goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They find treasure pleasing to look at, and they bask in the radiance of the magical items. For a dragon, there is never enough treasure. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate areas or to get food. Dragons like to make beds of their treasure, shaping nooks and mounds to fit their bodies. By the time they mature to the great wyrm stage, hundreds of gems and coins are imbedded in their hides.}}{{desc8=**Red Dragons:** Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general.\nRed dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth.\nA red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon\'s aims can be furthered.}}{{desc9=**Combat:** Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many "perfect" strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing.}}'},
- {name:'Revenant',type:'revenantrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Revenant}}{{subtitle=Creature}}Specs=[Revenant,RevenantRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=As was in life (Minimum 16)}}{{AC=10}}{{Alignment=Neutral (regardless of what it was in life)}}{{Move=9}}{{Hit Dice=Max of amount in life or 8HD}}{{THAC0=Better of 13 or whatever was in life}}{{Attacks=Strangulation for 2d8 per round}}{{Languages=Whatever languages it could speak in life, but speaks rarely due to stiffness of vocal chords unless to cast spells}}{{Size=As in life}}{{Life Expectancy=Exists until it avenges itself, but after 6 months decays rapidly, and then returns to its plane of existance}}{{Section2=**Powers**}}{{Section3=**Retention:** Retains all attributes and capabilities it had in life (maybe more HP \\amp better thac0) including spell casting \\amp powers (except no weapon use).\n**Regeneration:** Regenerates at 3HP per round, except from fire damage.\n**Paralysation:** If the revenant stares into its killer\'s eyes, that person must roll a successful saving throw vs. spell or be paralyzed with terror for 2d4 rounds. This power affects only the revenant\'s killer.}}{{Section4=**Special Advantages**}}{{Section5=**Relentless:** Even after dismemberment parts continue to fight independently and strength of spirit draws the body together again.\n**Immunity:** Immune to acid \\amp gas attacks.\n**Unturnable:** Motivated by self-will and always neutral means can\'t be turned and immune to holy/unholy water and holy/unholy symbols.}}{{Section6=**Special Disadvantages**}}{{Section7=**Fire:** Fire does normal damage which cannot be regenerated (reduces max HP).\n**No Weapons:** A revenant will never use weapons and will only attack with strangulation using bare hands.}}RaceData=[w:Revenant, align:N, weaps:none, ac:none, mr:Acid%%all%%100%%0|Gas%%all%%100%%0, query:What Class?|Fighter%%F%%8|Wizard%%MU%%8|Priest%%PR%%8|Thief%%RO%%8, cattr:cl=??1:??0|lv=??2|int=16:18|con=18|wis=16:18|mov=9|ac=10|hd=8r4|regen=3|thac0=13|size=M|attk1=2d8:Strangulation:0:SPB|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; or take fire damage by reducing max HP, spdef:Regenerate at 3HP per round,ns:-1]{{Section8=**Motivation**\nThe revenant is driven by an overwhelming drive to seek out its killer and destroy them. It will also seek the killer\'s accomplices but only after dealing with the killer. The revenant will not attack innocents except in self-defense}}{{Section9=**Description**}}{{desc=Revenants are vengeful spirits that have risen from the grave to destroy their killers. The revenant appears as a spectral, decayed version of its appearance at the time of its death. Its pallid skin is drawn tightly over its bones. The flesh is cold and clammy. The sunken eyes are dull and heavy-lidded but, when the revenant faces his intended victim, the eyes blaze with unnatural intensity. The revenant bears an aura of sadness, anger, and determination.}}{{hide8=Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). See the description in the *Monstrous Manual* for pre-conditions and process for success.\nIf the character died a particularly violent death, it may be unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse. However, the revenant\'s killer and associates always see the revenant as the person they killed.\nThe revenant retains all the abilities it possessed in its previous life and has at least the hit points and saving throws of an 8-Hit Die creature. Its alignment is neutral, regardless of its alignment in life.\nThe revenant\'s body does decay, though at a slower rate than normal. Within three to six months, the corpse decomposes rapidly and the revenant\'s spirit returns to the plane from which it came. When the revenant has completed its mission, the body immediately disintegrates and its spirit finally rests in peace.}}{{desc9=**Combat:** A revenant attacks by hooking its claw-like hands around its victim\'s throat. This strangulation causes 2d8 points of damage each round. It will not release its grip until either the revenant is destroyed or its victim is dead. It never uses weapons.\nIf the revenant stares into its victim\'s eyes, that person must roll a successful saving throw vs. spell or be paralyzed with terror for 2d4 rounds. This power affects only the revenant\'s killer.\nIf a revenant is dismembered, the severed parts act independently, as though guided by the revenant\'s mind. The revenant\'s willpower causes the parts to reunite. Only burning destroys a revenant -- the original body must be completely consumed and reduced to ash.}}'},
- {name:'Rhinoceros',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Rhinoceros}}{{subtitle=Creature}}Specs=[Rhinoceros,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8}}{{THAC0=13}}{{Attack=1 x Horn (2d4)}}{{Languages=None}}{{Size=L, 12ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Knock Prone=A Critical Hit signifies the Rhino has knocked its opponent prone and it can trample them as a bonus attack}}{{Charge=Does double damage with its horn on a charge}}{{Trample=Can trample a prone opponent for 2 x 2d8}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Rhinoceros, align:N, cattr:int=1|mov=12|ac=6|size=L|hd=8r3|thac0=13|ch=19|attk1=2d4:Horn:0:P|attk2=2*2d4:Charge:5:P|attk3=2d4:Trample:0:B|dmgmsg=If get a Critical Hit \\lpar;19 or better natural roll\\rpar; knock opponent prone and also get to Trample x 2 as a bonus attack,spattk:Charge for double horn damage. Trample prone opponents]{{Section9=**Description**}}{{desc=A massive herbivorous mammal that roams the savana. Very agressive to those that get too close and will not hesitate to attack anything it sees as a threat. Keep your distance and they will be fine}}{{desc1=**Combat:** Rhinos will not seek out fights, but if challenged they are deadly. They can trample prone opponents (2-8HP for left and again for right foot, To-Hit roll required for each) , and charge for double damage with their horn. Any natural 19 or 20 on the attack roll will knock an opponent prone and grant a bonus trample attack}}'},
+ {name:'Red-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Red}}{{name=Dragon}}Specs=[Red-Dragon,DragonRace,2H,Creature]{{subtitle=Dragon}}RaceData=[w:Red Dragon, query:What Age?|Hatchling%%1%%-6|Very Young%%2%%-4|Young%%3%%-2|Juvenile%%4%%0|Young Adult%%5%%1|Adult%%6%%2|Mature Adult%%7%%3|Old%%8%%4|Very Old%%9%%5|Venerable%%10%%6|Wyrm%%11%%7|Great Wyrm%%12%%8, align:CE, ac:none, attk:See invisible within ??0 x 10ft?=4|Diving Claw Attack?=2, cattr:int=15:16|wis=((9:12)+??2)|str=((14:17)+??2)|dex=3:12|con=((10:14)+f(??2/2))|chr=3d6|mov=9|fly=30C|jump=3|ac=1-??1|age=??0:??1|hd=(15+??2)d8r1|mr=(v(^((??1-4);0);1)*??1*5)|cl=mu:red-dragon/pr:red-dragon|lv=8+??1/8+??1|spellsp=1|thac0=7-??2|dmg=??1|size=G|attk1=1d10:Claw x 2 or Claw+Kick:0:S|attk2=3d10:Bite:0:P|attk3=2d10: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}*15\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*30\\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 fire, ns:11],[cl:PW,w:Red-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:3,w:MU-Affect-Normal-Fires,pd:3,sp:1],[cl:PW,w:MU-Pyrotechnics,age:4,pd:3,sp:1],[cl:PW,w:PR-Heat-Metal,age:6,pd:1,sp:1],[cl:PW,w:MU-Suggestion,age:8,pd:1,sp:1],[cl:PW,w:MU-Hypnotism,age:9,pd:1,sp:1],[cl:PW,w:Detect-Gems-Kind+Number,age:10,pd:3,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{Section=**Attributes**}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult red dragon is AC -5}}{{Alignment=Chaotic Evil}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult red dragon is 17 HD}}{{THAC0=Varies with age, adult red dragon is 5}}{{Section1=**Attacks:** Damage bonus varies with age, adult red dragon is +6. 2 x Claws for 1d10 HP each, possibly with 1 or 2 kicks for 1d10 each, bite for 3d10, and tail slap for 2d10 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Red Dragon* and *Evil Dragon Common*, and 16% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Size=G, varies with age}}{{Life Expectancy=Possibly in excess of 1,000 years. Adult dragons are considered between 100 and 200 years old}}{{Section2=**Powers**}}{{Breath Weapon=A cone of flame, 90ft long, 5ft wide at dragon and spreading to 30ft wide. Damage varies by age from 2d10+1 to 24d10+12. Save vs. Breath Weapon to take half damage}}{{Fear=Can inspire fear in creatures that see the dragon: affect varies with the level / HD of the viewing creature.}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 9 to 20 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can *Affect Normal Fires* x 3 per day, *Juveniles* gain *Pyrotechnics* x3 per day, *Adult* gains *Heat Metal* x 1 per day, *Old* gain *Suggestion* x 1 per day, *Very Old* gain *Hypnotism* x 1 per day, and *Venerable* gain *Detect Gems, Kind \\amp Number* x 3 per day}}{{Special Attacks=*Snatch, Plummet, Stall*, and *Wing Buffet*}}{{Section4=**Special Advantages**}}{{Section5=Its a Dragon!}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=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. All subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age. Dragons range in size from several feet upon hatching to more than 100 feet, after they have attained the status of great wyrm. The exact size varies according to age and subspecies. A dragon\'s wingspan is about equal to its body length; 15-20% of a dragon\'s body length is neck.\nDragons, especially older ones, are generally solitary due to necessity and preference. They distance themselves from civilization, which they consider to be a petty and foolish mortal invention. Dragons are fearsome predators, but scavenge when necessary and can eat almost anything if they are hungry enough. A dragon\'s metabolism operates like a highly efficient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and some dragons have developed a taste for such fare.\nAlthough dragons\' goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They find treasure pleasing to look at, and they bask in the radiance of the magical items. For a dragon, there is never enough treasure. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate areas or to get food. Dragons like to make beds of their treasure, shaping nooks and mounds to fit their bodies. By the time they mature to the great wyrm stage, hundreds of gems and coins are imbedded in their hides.}}{{desc8=**Red Dragons:** Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general.\nRed dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth.\nA red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon\'s aims can be furthered.}}{{desc9=**Combat:** Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many "perfect" strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing.}}'},
+ {name:'Revenant',type:'revenantrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Revenant}}{{subtitle=Creature}}Specs=[Revenant,RevenantRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=As was in life (Minimum 16)}}{{AC=10}}{{Alignment=Neutral (regardless of what it was in life)}}{{Move=9}}{{Hit Dice=Max of amount in life or 8HD}}{{THAC0=Better of 13 or whatever was in life}}{{Attacks=Strangulation for 2d8 per round}}{{Languages=Whatever languages it could speak in life, but speaks rarely due to stiffness of vocal chords unless to cast spells}}{{Size=As in life}}{{Life Expectancy=Exists until it avenges itself, but after 6 months decays rapidly, and then returns to its plane of existance}}{{Section2=**Powers**}}{{Section3=**Retention:** Retains all attributes and capabilities it had in life (maybe more HP \\amp better thac0) including spell casting \\amp powers (except no weapon use).\n**Regeneration:** Regenerates at 3HP per round, except from fire damage.\n**Paralysation:** If the revenant stares into its killer\'s eyes, that person must roll a successful saving throw vs. spell or be paralyzed with terror for 2d4 rounds. This power affects only the revenant\'s killer.}}{{Section4=**Special Advantages**}}{{Section5=**Relentless:** Even after dismemberment parts continue to fight independently and strength of spirit draws the body together again.\n**Immunity:** Immune to acid \\amp gas attacks.\n**Unturnable:** Motivated by self-will and always neutral means can\'t be turned and immune to holy/unholy water and holy/unholy symbols.}}{{Section6=**Special Disadvantages**}}{{Section7=**Fire:** Fire does normal damage which cannot be regenerated (reduces max HP).\n**No Weapons:** A revenant will never use weapons and will only attack with strangulation using bare hands.}}RaceData=[w:Revenant, align:N, weaps:none, ac:none, mr:Acid%%all%%100%%0|Gas%%all%%100%%0, query:What Class?|Fighter%%F%%8|Wizard%%MU%%8|Priest%%PR%%8|Thief%%RO%%8, cattr:cl=??1:??0|lv=??2|int=16:18|con=18|wis=16:18|mov=9|ac=10|shots=::|hd=8r4|regen=3|thac0=13|size=M|attk1=2d8:Strangulation:0:SPB|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; or take fire damage by reducing max HP, spdef:Regenerate at 3HP per round,ns:-1]{{Section8=**Motivation**\nThe revenant is driven by an overwhelming drive to seek out its killer and destroy them. It will also seek the killer\'s accomplices but only after dealing with the killer. The revenant will not attack innocents except in self-defense}}{{Section9=**Description**}}{{desc=Revenants are vengeful spirits that have risen from the grave to destroy their killers. The revenant appears as a spectral, decayed version of its appearance at the time of its death. Its pallid skin is drawn tightly over its bones. The flesh is cold and clammy. The sunken eyes are dull and heavy-lidded but, when the revenant faces his intended victim, the eyes blaze with unnatural intensity. The revenant bears an aura of sadness, anger, and determination.}}{{hide8=Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). See the description in the *Monstrous Manual* for pre-conditions and process for success.\nIf the character died a particularly violent death, it may be unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse. However, the revenant\'s killer and associates always see the revenant as the person they killed.\nThe revenant retains all the abilities it possessed in its previous life and has at least the hit points and saving throws of an 8-Hit Die creature. Its alignment is neutral, regardless of its alignment in life.\nThe revenant\'s body does decay, though at a slower rate than normal. Within three to six months, the corpse decomposes rapidly and the revenant\'s spirit returns to the plane from which it came. When the revenant has completed its mission, the body immediately disintegrates and its spirit finally rests in peace.}}{{desc9=**Combat:** A revenant attacks by hooking its claw-like hands around its victim\'s throat. This strangulation causes 2d8 points of damage each round. It will not release its grip until either the revenant is destroyed or its victim is dead. It never uses weapons.\nIf the revenant stares into its victim\'s eyes, that person must roll a successful saving throw vs. spell or be paralyzed with terror for 2d4 rounds. This power affects only the revenant\'s killer.\nIf a revenant is dismembered, the severed parts act independently, as though guided by the revenant\'s mind. The revenant\'s willpower causes the parts to reunite. Only burning destroys a revenant -- the original body must be completely consumed and reduced to ash.}}'},
+ {name:'Rhinoceros',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Rhinoceros}}{{subtitle=Creature}}Specs=[Rhinoceros,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8}}{{THAC0=13}}{{Attack=1 x Horn (2d4)}}{{Languages=None}}{{Size=L, 12ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Knock Prone=A Critical Hit signifies the Rhino has knocked its opponent prone and it can trample them as a bonus attack}}{{Charge=Does double damage with its horn on a charge}}{{Trample=Can trample a prone opponent for 2 x 2d8}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Rhinoceros, align:N, cattr:int=1|mov=12|ac=6|shots=::|size=L|hd=8r3|thac0=13|ch=19|attk1=2d4:Horn:0:P|attk2=2*2d4:Charge:5:P|attk3=2d4:Trample:0:B|dmgmsg=If get a Critical Hit \\lpar;19 or better natural roll\\rpar; knock opponent prone and also get to Trample x 2 as a bonus attack,spattk:Charge for double horn damage. Trample prone opponents]{{Section9=**Description**}}{{desc=A massive herbivorous mammal that roams the savana. Very agressive to those that get too close and will not hesitate to attack anything it sees as a threat. Keep your distance and they will be fine}}{{desc1=**Combat:** Rhinos will not seek out fights, but if challenged they are deadly. They can trample prone opponents (2-8HP for left and again for right foot, To-Hit roll required for each) , and charge for double damage with their horn. Any natural 19 or 20 on the attack roll will knock an opponent prone and grant a bonus trample attack}}'},
{name:'Riding-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Riding Horse]{{}}Specs=[Riding Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Riding)}}{{desc8=**Riding Horse:** Riding horses are bred to the saddle. Perhaps the most common of all horses, they are ridden, worked, and raced by humans and demihumans alike. The price of a riding horse will vary, depending on its bloodlines, training, and appearance. Fast and agile, this breed is a good choice for personal transportation and general use.}}{{desc9=**Combat:** Riding horses fight only if cornered. They attack twice per round by kicking with their front hooves. They can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time.}}'},
- {name:'Roper-10HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Roper}}{{name=10HD}}RaceData=[w:Roper 10HD, align:CE, weaps:roper-strand, ac:none, cattr:int=15:16|mov=3|ac=0|hd=10r2|thac0=11|size=L|mr=80, spattk:Strength drain. Opponents suffer -2 penalty on surprise, spdef:Unaffected by lightning. Half damage from cold-based attacks. But -4 penalty to saves vs. fire, ns:1],[cl:WP,prime:roper-strand:6|items:Platinum-Coin:3d6],[cl:MI,%:65],[cl:MI,%:35,items:random(gems):5d4]{{subtitle=Creature}}Specs=[Roper 10HD,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Exceptional (15-16)}}{{AC=0}}{{Alignment=Chaotic Evil}}{{Move=3}}{{Hit Dice=10 HD}}{{THAC0=11}}{{Section1=**Attacks:** 6 tenticles, with 1 attack per round with a range 10 x (1d4+1). Save vs. Poison or lose half strength for 2d4 turns. Reels in at 10ft per round then bites for 5d4 HP}}{{Languages=None known}}{{Size=L, 9ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Unaffected by lightning attacks.}}{{Resistance=Only take half damage from cold-based attacks.}}{{Section6=**Special Disadvantages**}}{{Section7=**Fire based attacks:** Saves vs. fire and fire-based attacks are at a penalty of -4}}{{Section9=**Description**}}{{desc8=A roper resembles a rocky outcropping. The creature\'s hide is yellowish gray and rough, and its body very malleable. They are usually pillar-like in shape, 9 feet tall, about 3 feet in diameter at the base, and about 1 foot in diameter at the top. The roper has a single yellow eye, and a maw ringed with sharp teeth.\nHalfway up its body are small bumps which are the sources of the strands it fires at opponents (see below). Ropers have the same body temperature as their surroundings.\nRopers are not social and rarely cooperate with one another, though a group of them may be found in a good hunting spot. A group of ropers has been named a "cluster" by scholars with nothing better to do.\nRopers reproduce asexually by shedding some of their material in the form of a seed. Drawing nutrients from the cavern floor (and perhaps siphoning magical energies from deep within the earth), the infant roper grows to maturity in 2d4 weeks. Until that time has passed, the roper is indistinguishable from a boulder.\nRopers move using large, cilia-like appendages on their undersides, which also allow them to cling to walls and ceilings. They seldom leave the caverns, but may migrate to a new feeding ground when prey population drops too low in its current home. Migration usually occurs through underground tunnels, but when this is not possible, ropers travel late at night, sometimes giving rise to stories of walking stones.}}{{desc9=**Combat:** A roper can stand upright to resemble a stalagmite, lie on the ground to imitate a boulder, or even flatten itself to look like a lump on a cavern floor. They can change color a little, enough to blend into rocky backgrounds. Opponents suffer a -2 penalty to surprise rolls when faced by a roper.\nRopers attack by shooting strong, sticky strands at opponents. They 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-10HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Roper}}{{name=10HD}}RaceData=[w:Roper 10HD, align:CE, weaps:roper-strand, ac:none, syou:Looks like natural rock=2, mr:innate%%all%%80%%0, cattr:int=15:16|mov=3|ac=0|shots=::|hd=10r2|thac0=11|size=L|mr=80, spattk:Strength drain. Opponents suffer -2 penalty on surprise, spdef:Unaffected by lightning. Half damage from cold-based attacks. But -4 penalty to saves vs. fire, ns:1],[cl:WP,prime:roper-strand:6|items:Platinum-Coin:3d6],[cl:MI,%:65],[cl:MI,%:35,items:random(gems):5d4]{{subtitle=Creature}}Specs=[Roper 10HD,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Exceptional (15-16)}}{{AC=0}}{{Alignment=Chaotic Evil}}{{Move=3}}{{Hit Dice=10 HD}}{{THAC0=11}}{{Section1=**Attacks:** 6 tenticles, with 1 attack per round with a range 10 x (1d4+1). Save vs. Poison or lose half strength for 2d4 turns. Reels in at 10ft per round then bites for 5d4 HP}}{{Languages=None known}}{{Size=L, 9ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Unaffected by lightning attacks.}}{{Resistance=Only take half damage from cold-based attacks.}}{{Section6=**Special Disadvantages**}}{{Section7=**Fire based attacks:** Saves vs. fire and fire-based attacks are at a penalty of -4}}{{Section9=**Description**}}{{desc8=A roper resembles a rocky outcropping. The creature\'s hide is yellowish gray and rough, and its body very malleable. They are usually pillar-like in shape, 9 feet tall, about 3 feet in diameter at the base, and about 1 foot in diameter at the top. The roper has a single yellow eye, and a maw ringed with sharp teeth.\nHalfway up its body are small bumps which are the sources of the strands it fires at opponents (see below). Ropers have the same body temperature as their surroundings.\nRopers are not social and rarely cooperate with one another, though a group of them may be found in a good hunting spot. A group of ropers has been named a "cluster" by scholars with nothing better to do.\nRopers reproduce asexually by shedding some of their material in the form of a seed. Drawing nutrients from the cavern floor (and perhaps siphoning magical energies from deep within the earth), the infant roper grows to maturity in 2d4 weeks. Until that time has passed, the roper is indistinguishable from a boulder.\nRopers move using large, cilia-like appendages on their undersides, which also allow them to cling to walls and ceilings. They seldom leave the caverns, but may migrate to a new feeding ground when prey population drops too low in its current home. Migration usually occurs through underground tunnels, but when this is not possible, ropers travel late at night, sometimes giving rise to stories of walking stones.}}{{desc9=**Combat:** A roper can stand upright to resemble a stalagmite, lie on the ground to imitate a boulder, or even flatten itself to look like a lump on a cavern floor. They can change color a little, enough to blend into rocky backgrounds. Opponents suffer a -2 penalty to surprise rolls when faced by a roper.\nRopers attack by shooting strong, sticky strands at opponents. They 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-11HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Roper 11HD, cattr:hd=11r2|thac0=10, ns:1]{{}}Specs=[Roper 11HD,CreatureRace,2H,Roper-10HD]{{}}%{Race-DB-Creatures|Roper-10HD}{{name=11HD}}{{Hit Dice=11 HD}}{{THAC0=10}}'},
{name:'Roper-12HD',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Roper 12HD, cattr:hd=12r2|thac0=10, ns:1]{{}}Specs=[Roper 11HD,CreatureRace,2H,Roper-10HD]{{}}%{Race-DB-Creatures|Roper-10HD}{{name=11HD}}{{Hit Dice=11 HD}}{{THAC0=10}}'},
{name:'Sahuagin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sahuagin}}RaceData=[w:Sahuagin, align:LE, ac:ring|cloak|protection|magicitem|miscellaneous, cattr:int=13:14|mov=12|swim=24|ac=5|hd=2+2r3|thac0=19|size=M|attk1=1d2:Claws x 2:0:S|attk2=1d4:Bite:0:P|attk3=1d4:Leg Rake x 2:1:S|attkmsg=Need to decide if none one or two leg rakes are possible based on results of other hits and melee situation$$ $$**Note:** Leg rake is not always valid, depending on the results of claw hits and melee situation, spattk:Leg rake x 2 if possible, spdef:Exceptional sight and hearing underwater. Suffer -2 save penalty and 1 extra HP damage/die vs fire spells,ns:3],[cl:PW,w:Shark-Telepathy,pd:-1,sp:0],[cl:WP,%:20,both:Heavy Crossbow,items:Dagger:3|Heavy Quarrel Underwater:20],[cl:WP,%:30,prime:Spear,offhand:Dagger:3],[cl:WP,%:50,prime:Trident,offhand:Net,items:Dagger:3],[cl:MI,%:90],[cl:MI,%:10,items:random:1d2]{{subtitle=Creature}}Specs=[Sahuagin,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=5 from scales. Do not wear armour}}{{Alignment=Lawful Evil}}{{Move=12, Sw 24}}{{Hit Dice=2+2 HD}}{{THAC0=19}}{{Section1=**Attacks:** 2 x claws for 1d2 each, bite for 1d4 and, if possible, 1 or 2 x leg rake for 1d4 each. Can also use equipped weapons: typically Heavy crossbow \\amp dagger 20%, Spear \\amp dagger 30%,Trident, hooked net \\amp dagger 50%. Use *underwater quarrels* to get correct range}}{{Languages=Sahuagin speak their own tongue}}{{Size=M, 6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Shark Telepathy=The Sahuagin can magically command any shark within 120 feet of it, using a limited telepathy}}{{Light of Sekolah=}}{{Whirlpool=}}{{Innate Spellcasting=}}{{Section4=**Special Advantages**}}{{Section5=**Underwater Sight \\amp Hearing:** The eyes and ears of these monsters are particularly keen. They can see for 300 feet underwater at depths of up to 100 feet. For each 100 feet of greater depth, their vision is reduced by 10 feet. Can hear clinking of metal at one mile, or a boat oar splashing at twice that distance}}{{Section6=**Special Disadvantages**}}{{Section7=**Fire:** saving throws vs. fire-based spells suffer a -2 penalty, and they receive an additional point of damage per die of damage from such attacks.}}{{Section9=**Description**}}{{desc8=Sahuagin are a vicious, predatory race of fish-men that live in warm coastal waters. They are highly organized and greatly enjoy raiding shore communities for food and sport. Typical sahuagins are blackish green on their backs, shading to green on their bellies, with black fins. Their great, staring eyes are deep, shining black. They have scaly skin, with webbed fingers and toes, and their mouths are filled with sharp fangs. About 1 in 216 sahuagin is a mutation with four usable arms. These specimens are usually black shading to gray. Females are indistinguishable from males, except that they are slightly smaller. Hatchlings are a light green color, but they darken and attain full growth approximately one to two months after hatching.}}{{desc9=**Combat:** See attacks above - equip weapons as needed. Spears are used only as thrusting weapons. Nets are set with dozens of hooks that make escape virtually impossible for unarmored victims or creatures not able to grasp and tear with a Strength of 16 or greater. Nets are replaced by three javelins when the band forays onto land. The crossbows fire a maximum of 30 feet underwater and normal ranges on the surface. Tridents have three uses -- to spear small prey, to pin prey trapped in nets, and to hold threatening opponents at bay.\nWhen raiding villages, sahuagin attack en masse, with leaders in the second rank. As long as there is no truly spirited resistance, they continue in their plunder and violence. Underwater, in their natural element, the sahuagin are far more confident. Using the three-dimensional aspect of underwater fighting, they sometimes dive down on a group of underwater explorers, coming in from behind, and swooping down and past them, dropping nets on their intended victims.\nWhen sahuagin attack ships, they swarm up from all sides and try to overwhelm with numbers. They often grab their opponents and hurl them into the sea, where at least a fourth of the raiding party lurks, waiting for such an action or as reinforcements. Some leaders carry a conch shell, which when sounded gives the signal for the group of sahuagin in reserve to enter the fray. \nSahuagin have an almost paralyzing fear of spellcasters. They direct their strongest attacks toward anyone who uses spells or spell-like powers, such as the functions of some magical items.}}'},
@@ -1894,17 +1925,17 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Sahuagin-Prince',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Prince, ac:any, weap:any, cattr:hd=8+8|thac0=11|size=L]{{}}Specs=[Sahuagin Prince,CreatureRace,0H,Sahuagin King]{{}}%{Race-DB-Creatures|Sahuagin-King}{{name= Prince}}{{Hit Dice=8+8 HD}}{{THAC0=11}}{{Size=L, 9ft tall}}'},
{name:'Sahuagin-Underpriestess',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Underpriestess, cattr:hd=7+7|thac0=11|size=L|cl=pr:priest|lv=7,ns:-1],[cl:MI,%:80,items:random:2d4]{{}}Specs=[Sahuagin Underpriestess,CreatureRace,0H,Sahuagin King]{{}}%{Race-DB-Creatures|Sahuagin-King}{{name= Underpriestess}}{{Hit Dice=7+7 HD}}{{THAC0=11}}{{Size=L, 8ft tall}}{{Section3=**Priestly Spells:** A level 7 Priestess who can cast spells memorised using the appropriate menus}}'},
{name:'Sahuagin-Wave-Shaper',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Wave Shaper, cattr:hd=3+3r3|thac0=17|attkmsg=Remember *Blood Fury* advantage on attacks vs. injured opponents. Need to decide if none one or two leg rakes are possible based on results of other hits and melee situation$$ $$**Note:** Leg rake is not always valid, depending on the results of claw hits and melee situation,ns:4],[cl:PW,w:Shark-Telepathy,pd:-1,sp:0],[cl:PW,w:Whirlpool,pd:1,sp:10],[cl:PW,w:MU-Message,pd:-1,sp:1],[cl:PW,w:MU-Comprehend-Languages,pd:1,sp:10],[cl:MI,%:50,items:random:1d4]{{}}Specs=[Sahuagin-Wave-Shaper,CreatureRace,0H,Sahuagin]{{}}%{Race-DB-Creatures|Sahuagin}{{name= Wave Shaper}}{{Hit Dice=3+3 HD}}{{THAC0=17}}{{Whirlpool=Once per day, The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area.}}{{Innate Spellcasting=The Wave Shaper can cast the following spells, requiring only verbal components: At will: *message*, 1/day: *comprehend languages*}}{{desc=**Sahagin Wave Shaper:** These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in *The Final Enemy*) and delight in creating destructive whirlpools.}}'},
- {name:'Salamander',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Salamander}}RaceData=[w:Salamander, align:CE, weaps:none, ac:none, cattr:int=13:14|mov=9|ac=5|hd=7+7r3|thac0=13|size=M|tr=(F)|attk1=2d6:Constriction:1:B|attk2=1d6:Spear:1:P|dmgmsg=If opponent is vulnerable to heat damage they take an additional \\lbrak;1d6\\rbrak;\\lpar;!\\amp;#13;\\amp;#47;gr 1d6 heat damage\\rpar; heat damage,spattk:In addition to normal damage from attacks also does 1d6 heat damage,spdef:+1 or better magic weapons to hit/creature of a magical nature or 4+1 HD or more. Immune to fire *sleep charm* and *hold* spells. However cold does 1 HP additional damage per die]{{subtitle=Creature}}Specs=[Salamander,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=5/3: 5 around head \\amp front, 3 around tail}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=7+7 HD}}{{THAC0=13}}{{Attacks=1 x Constriction for 2d6, 1 x Spear for 1d6, both also do an additional 1d6 heat damage to opponents vulnerable to heat}}{{Size=M, 7ft tall}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all fire based attacks, and *sleep, charm* \\amp *hold* spells}}{{Resistance=Only hit by +1 or better weapons, or by creatures of a magical nature or with 4+1 HD or more.}}{{Section6=**Special Disadvantages**}}{{Cold Attacks=Cold-based attacks do an additional 1HP damage per damage die}}{{Cold Environs=Salamanders hate cold, preferring temperatures of 300 degrees or more; they can abide lower temperatures for only a few hours. Their lairs are typically at least 500 degrees.}}{{Section9=**Description**}}{{desc8=Salamanders are natives of the elemental plane of Fire, and thus they thrive in hot places. These cruel, evil creatures come to the Prime Material plane for reasons known only to them.\nThe head and torso of a salamander is copper-colored and has a human-like appearance. Most of the time (80%), this aspect is a male, with flaming beard and moustache. The female version has flowing, fiery red hair. Both aspects have glowing yellow eyes that sometimes switch to fluorescent green. All aspects carry a shiny metal spear, resembling highly polished steel.\nThe lower torso is that of a large snake, with orange coloring shading to dull red at the tail end. The entire body is covered with wispy appendages that appear to burn but are never consumed.}}{{desc9=**Combat:** A salamander typically attacks with its metal spear, which inflicts 1d6 points of damage plus a like amount for the spear\'s heat. At the same time, it can lash out and coil around an opponent with its snake-like tail, constricting for 2d6 points of damage, plus an additional 1d6 points of damage from the heat of its body. While fire-resistant creatures do not suffer from the salamander\'s heat damage, they are still subject to the spear and constriction damage.\nA favorite salamander tactic, if the creature is encountered in a lava pit or roaring fire, is to grab its opponents and hurl them into the flames. The victim would naturally take damage from contact with the salamander, then take even more from being thrown inside a roaring conflagration.}}'},
- {name:'Saltwater-Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Saltwater Troll (Marine Scrag)}}{{subtitle=Creature}}Specs=[Saltwater Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Chaotic Evil}}{{Move=3, Sw12}}{{Hit Dice=6+12}}{{THAC0=13}}{{Attacks=2 x Claw 1d4, 1 x Bite 1d8+8}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 10ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=Only in salt water, 3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Saltwater Troll, align:CE, cattr:int=5:7|ac=2|mov=3|swim=12|hd=6+12r3|regen=3|thac0=13|size=L|dmg=+8|tr=(D)|attk1=1d4:Claw:0:S|attk2=1d4:Claw:0:S|attk3=8+1d8:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage ***and*** in salt water, spdef:Regenerate at 3HP per round *if* in salt water,ns:1],[cl:PW,w:regenerate,sp:0,pd:-1],[cl:MI,%:80],[cl:MI,%:20,items:random:1d3]{{Section9=**Description**}}{{desc=Like freshwater scrags, marine scrags can breathe air for one hour and have all of the abilities of normal trolls, except they regenerate only when immersed in saltwater. Large, green, and pot-bellied, marine scrags are thick-skinned and heavily scaled. Limp hair, the color of seaweed, hangs down to their shoulders. Their feet are wide and webbed to aid them in swimming. While their limbs are shorter and weaker than those of ordinary trolls, their mouths are larger and filled with hundreds of needle-sharp teeth. Marine scrags can subsist on fish and shellfish, but crave human flesh. They create their lairs in shallow ocean caves or beneath city docks. They emerge from their caves at night, climbing over ship railings in search of sailors or hunting the piers for a strolling couple or a lone drunk. Their attacks are quick and stealthy; they usually hunt in packs of four to six, but occasionally, several dozen may attack a large ship. Marine scrag shamans also have access to Elemental (water) spells.}}'},
+ {name:'Salamander',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Salamander}}RaceData=[w:Salamander, align:CE, weaps:none, ac:none, mr:fire%%fir%%100%%0|Sleep%%Sle%%100%%0|Charm%%cha%%100%%0|Hold%%Hld%%100%%0, cattr:int=13:14|mov=9|ac=5[Upper body=AC5 lower body=AC3]|shots=Upper Body:-1:-4:5:50/Lower Body:-1:-4:3:40/Head:-1:-4:5:10|hd=7+7r3|thac0=13|size=M|tr=(F)|attk1=2d6:Constriction:1:B|attk2=1d6:Spear:1:P|dmgmsg=If opponent is vulnerable to heat damage they take an additional \\lbrak;1d6\\rbrak;\\lpar;!\\amp;#13;\\amp;#47;gr 1d6 heat damage\\rpar; heat damage,spattk:In addition to normal damage from attacks also does 1d6 heat damage,spdef:+1 or better magic weapons to hit/creature of a magical nature or 4+1 HD or more. Immune to fire *sleep charm* and *hold* spells. However cold does 1 HP additional damage per die]{{subtitle=Creature}}Specs=[Salamander,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=5/3: 5 around head \\amp front, 3 around tail}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=7+7 HD}}{{THAC0=13}}{{Attacks=1 x Constriction for 2d6, 1 x Spear for 1d6, both also do an additional 1d6 heat damage to opponents vulnerable to heat}}{{Size=M, 7ft tall}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all fire based attacks, and *sleep, charm* \\amp *hold* spells}}{{Resistance=Only hit by +1 or better weapons, or by creatures of a magical nature or with 4+1 HD or more.}}{{Section6=**Special Disadvantages**}}{{Cold Attacks=Cold-based attacks do an additional 1HP damage per damage die}}{{Cold Environs=Salamanders hate cold, preferring temperatures of 300 degrees or more; they can abide lower temperatures for only a few hours. Their lairs are typically at least 500 degrees.}}{{Section9=**Description**}}{{desc8=Salamanders are natives of the elemental plane of Fire, and thus they thrive in hot places. These cruel, evil creatures come to the Prime Material plane for reasons known only to them.\nThe head and torso of a salamander is copper-colored and has a human-like appearance. Most of the time (80%), this aspect is a male, with flaming beard and moustache. The female version has flowing, fiery red hair. Both aspects have glowing yellow eyes that sometimes switch to fluorescent green. All aspects carry a shiny metal spear, resembling highly polished steel.\nThe lower torso is that of a large snake, with orange coloring shading to dull red at the tail end. The entire body is covered with wispy appendages that appear to burn but are never consumed.}}{{desc9=**Combat:** A salamander typically attacks with its metal spear, which inflicts 1d6 points of damage plus a like amount for the spear\'s heat. At the same time, it can lash out and coil around an opponent with its snake-like tail, constricting for 2d6 points of damage, plus an additional 1d6 points of damage from the heat of its body. While fire-resistant creatures do not suffer from the salamander\'s heat damage, they are still subject to the spear and constriction damage.\nA favorite salamander tactic, if the creature is encountered in a lava pit or roaring fire, is to grab its opponents and hurl them into the flames. The victim would naturally take damage from contact with the salamander, then take even more from being thrown inside a roaring conflagration.}}'},
+ {name:'Saltwater-Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Saltwater Troll (Marine Scrag)}}{{subtitle=Creature}}Specs=[Saltwater Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Chaotic Evil}}{{Move=3, Sw12}}{{Hit Dice=6+12}}{{THAC0=13}}{{Attacks=2 x Claw 1d4, 1 x Bite 1d8+8}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 10ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=Only in salt water, 3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Saltwater Troll, align:CE, attk:melee vs Dwarf or Gnome?=-4, cattr:int=5:7|ac=2|mov=3|swim=12|hd=6+12r3|regen=3|thac0=13|size=L|dmg=+8|tr=(D)|attk1=1d4:Claw:0:S|attk2=1d4:Claw:0:S|attk3=8+1d8:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage ***and*** in salt water, spdef:Regenerate at 3HP per round *if* in salt water,ns:1],[cl:PW,w:regenerate,sp:0,pd:-1],[cl:MI,%:80],[cl:MI,%:20,items:random:1d3]{{Section9=**Description**}}{{desc=Like freshwater scrags, marine scrags can breathe air for one hour and have all of the abilities of normal trolls, except they regenerate only when immersed in saltwater. Large, green, and pot-bellied, marine scrags are thick-skinned and heavily scaled. Limp hair, the color of seaweed, hangs down to their shoulders. Their feet are wide and webbed to aid them in swimming. While their limbs are shorter and weaker than those of ordinary trolls, their mouths are larger and filled with hundreds of needle-sharp teeth. Marine scrags can subsist on fish and shellfish, but crave human flesh. They create their lairs in shallow ocean caves or beneath city docks. They emerge from their caves at night, climbing over ship railings in search of sailors or hunting the piers for a strolling couple or a lone drunk. Their attacks are quick and stealthy; they usually hunt in packs of four to six, but occasionally, several dozen may attack a large ship. Marine scrag shamans also have access to Elemental (water) spells.}}'},
{name:'Saltwater-Troll-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Saltwater Troll Shaman, cattr:int=7|cl=pr:scrag-shaman|lv=7,ns:1],[cl:MI,%:100,items:random:2d4]{{Intelligence=Low (5-7)}}%{Race-DB-Creatures|Saltwater-Troll}{{name=Marine Scrag Shaman Chieftain}}Specs=[Saltwater Troll Shaman,CreatureRace,0H,Saltwater-Troll]{{Priest Spells=Cast at 7th level: Charm, Divination, Elemental (Water), Sun (Darkness only), and Weather.}}'},
{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|tr=(Y)|mr=50|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, u:+0, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%all%%100%%0, 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|tr=(F)|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:'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, u:+0, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%all%%100%%0, 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|shots=::|size=M|hd=3+3r3|thac0=17|tr=(F)|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|shots=::|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.}}'},
- {name:'Shrieker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Shrieker}}{{}}Specs=[Shrieker,CreatureRace,0H,Creature]{{}}RaceData=[w:Shrieker, align:N, spattk:Shriek to attract wandering monsters, cattr:int=0|mov=1|ac=7|size=M|hd=3r2|thac0=17, ns:1],[cl:PW,pd:-1,sp:0,w:Shrieker-Shriek]{{}}%{Race-DB-Creatures|Fungi}{{Section=**Attributes**}}{{Intelligence=Non-Intelligent (0)}}{{AC=7}}{{Alignment=N}}{{Move=1}}{{Hit Dice=3}}{{THAC0=17}}{{Attack=No attacks, just shrieking to make a hellish racket}}{{Size=M, 4ft to 7ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Shrieking:** for 1 to 3 rounds, making a hellish racket. Use this power to show areas of detection and to set Shrieker to shrieking and attracting monsters}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Movement=Very slow (1) so easily destroyed}}{{Section9=**Description**}}{{desc=Shriekers are normally quiet, mindless fungi that are ambulatory. They are dangerous to dungeon explorers because of the hellish racket they make.}}{{desc9=**Combat:** Light within 30 feet or movement within 10 feet causes a shrieker to emit a piercing shriek that lasts for 1-3 rounds. This noise has a 50% chance of attracting wandering monsters each round thereafter.}}'},
+ {name:'Shrieker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Shrieker}}{{}}Specs=[Shrieker,CreatureRace,0H,Creature]{{}}RaceData=[w:Shrieker, align:N, spattk:Shriek to attract wandering monsters, cattr:int=0|mov=1|ac=7|shots=::|size=M|hd=3r2|thac0=17, ns:1],[cl:PW,pd:-1,sp:0,w:Shrieker-Shriek]{{}}%{Race-DB-Creatures|Fungi}{{Section=**Attributes**}}{{Intelligence=Non-Intelligent (0)}}{{AC=7}}{{Alignment=N}}{{Move=1}}{{Hit Dice=3}}{{THAC0=17}}{{Attack=No attacks, just shrieking to make a hellish racket}}{{Size=M, 4ft to 7ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Shrieking:** for 1 to 3 rounds, making a hellish racket. Use this power to show areas of detection and to set Shrieker to shrieking and attracting monsters}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Movement=Very slow (1) so easily destroyed}}{{Section9=**Description**}}{{desc=Shriekers are normally quiet, mindless fungi that are ambulatory. They are dangerous to dungeon explorers because of the hellish racket they make.}}{{desc9=**Combat:** Light within 30 feet or movement within 10 feet causes a shrieker to emit a piercing shriek that lasts for 1-3 rounds. This noise has a 50% chance of attracting wandering monsters each round thereafter.}}'},
{name:'Silver-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Silver-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Silver Dragon, cattr:int=15:16|mov=9|fly=30C|Jump=3|ac=1-??1|hd=(15+??2)d8r1|mr=(v(^((??1-4);0);1)*??1*5)|cl=mu:silver-dragon/pr:silver-dragon|lv=5+??1/5+??1|thac0=5-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=5d6: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}*11\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*22\\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 cold from birth, ns:=11],[cl:PW,w:Silver-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:PW-Cloud-Walk,pd:-1,sp:1],[cl:PW,age:1,w:MU-Polymorph-Self,pd:3,sp:1],[cl:PW,age:3,w:MU-Feather-Fall,pd:2,sp:1],[cl:PW,w:MU-Wall-of-Fog,age:4,pd:1,sp:1],[cl:PW,w:PR-Control-Winds,age:6,pd:3,sp:1],[cl:PW,w:MU-Control-Weather,age:7,pd:1,sp:1],[cl:PW,w:MU-Reverse-Gravity,age:8,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:],[cl:PR,lv:3,w:],[cl:PR,lv:4,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Silver}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult silver dragon is AC -5}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult silver dragon is 17 HD}}{{THAC0=Varies with age, adult silver dragon is 3}}{{Section1=**Attacks:** Damage bonus varies with age, adult silver dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 5d6, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Silver Dragon* and *Good Dragon Common*. 16% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A silver dragon has two breath weapons: a cone of cold 80\' long, 5\' wide at the dragon\'s mouth, and 30\' wide at the end or a cloud of paralyzation gas 50\' long, 40\' wide, and 20\' high. Creatures caught in the cold are allowed a save versus breath weapon for half damage. Damage from the acid breath weapon varies by age from 2d10+1 to 24d10+12. }}{{Spell Casting=Knows a number of random wizard and priest 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=All silver dragons can use *cloud walk* at will, and can *polymorph self* 3 times a day. *Young* dragons can cast *feather fall* x 2 per day, *Juveniles* can cast *wall of fog* x1 per day, *Adult* dragons gain *control winds* x3 a day, *Mature Adults* can *control weather* x1 per day. *Old* dragons can cast *reverse gravity* x 1 per day.}}{{desc8=**Silver Dragons:** Silver dragons are kind and helpful. They will cheerfully assist good creatures if their need is genuine. They often take e the forms of kindly old men or fair damsels when associating with people. At birth, a silver dragon\'s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color slowly lightens to brightly gleaming silver. An adult or older silver dragon has scales so fine that the individual scales are scarcely visible. From a distance, these dragons look as if they have been sculpted from pure metal.\nSilver dragons prefer aerial lairs on secluded mountain peaks, or amid the clouds themselves. When they lair in clouds there always will be an enchanted area with a sold floor for laying eggs and storing treasure.\nSilver dragons seem to prefer human form to their own, and often have mortal companions. Frequently they share deep friendships with mortals. Inevitably, however, the dragon reveals its true form and takes its leave to live a dragon\'s life for a time.}}{{desc9=**Combat:** Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use feather fall to stop any missiles fired at them. They use wall of fog or control weather to blind or confuse opponents before making melee attacks. If angry, they will use reverse gravity to fling enemies helplessly into the air, where they can be snatched. When faced with flying opponents, a silver dragon will hide in clouds (often creating some with control weather on clear days), remain there using cloud walking, then jump to the attack when they have the advantage.}}'},
{name:'Skeletal-Juggernaut',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Skeletal Juggernaut, u:+0, cattr:hd=18+8|thac0=2|size=H|attk1=2d8+3:Claw1:3:S|attk2=2d8+3:Claw2:3:S|attk3=4d8:Bone Avalanche:0:B|attkmsg=Remember immune to *Sleep Charm* and *hold* spells and all cold and *fear* attacks|dmgmsg= $$ $$Save vs. Dexterity-1 for half damage. Show range and set recharge for \\lbrak;Bone Avalanche\\rbrak;\\lpar;!rounds ~~aoe \\at;{selected\\vbar;token_id}\\vbar;circle\\vbar;feet\\vbar;0\\vbar;20\\vbar;20\\vbar;lightning\\vbar;true ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Bone Avalanche recharge\\vbar;\\lbrak;\\amp#91;1d2+4\\amp#93;\\rbrak;\\vbar;-1\\vbar;Bone Avalanche capability is recharging\\vbar;stopwatch\\rpar; ,spdef: immune to *Sleep Charm* and *hold* spells and all cold and *fear* attacks]{{}}%{Race-DB-Creatures|Skeleton}{{name=Skeletal Juggernaut}}Specs=[Skeletal Juggernaut,CreatureRace,0H,Skeleton]{{Hit Dice=18+8}}{{THAC0=2}}{{Attack=Claws x 2 for 2d8+3 each, Bone Avalanche for 4d8, save vs Dex-4 to halve}}{{Size=H, 14ft tall}}{{Disassembly=If reaches 0HP, automatically *disassembles* into 12 ordinary skeletons}}{{Falling Apart=If has lost HP, will loose additional HP at 10HP/round}}{{desc=**Skeletal Juggernaut:** an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead.}}'},
{name:'Skeletal-Swarm',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Skeletal Swarm, cattr:hd=8+3|thac0=11|size=H|attk1=2d8+2:Claws \\gt50%HP:3:S|attk2=1d8+2:Claws \\amp#60;50%HP:3:S, spattk:Creatures are deafened while in the swarm\'s space]{{}}%{Race-DB-Creatures|Skeleton}{{name=Skeletal Swarm}}Specs=[Skeletal Swarm,CreatureRace,0H,Skeleton]{{Hit Dice=8+3}}{{THAC0=11}}{{Attack=Claws. 2d8+2 if swarm has \\gt50% HP left, or 1d8+2 if \\lt50% HP left}}{{Size=H, 20ft diameter swarm}}{{Deafening Clatter=Creatures in the swarm\'s space are deafened}}{{desc=**Skeletal Swarm:** A swarm of bones is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass. Otherwise behaves much like any single skeleton.}}'},
@@ -1912,8 +1943,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Skeleton-Animal',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Animal-Skeleton}{{}}RaceData=[w:Animal Skeleton]{{}}Specs=[Animal Skeleton,CreatureRace,0H,Animal-Skeleton]{{}}'},
{name:'Skeleton-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Skeleton}{{}}Specs=[Giant Skeleton,CreatureRace,0H,Giant Skeleton]{{}}RaceData=[w:Giant Skeleton]{{}}'},
{name:'Skeleton-Monster',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Monster-Skeleton}{{}}RaceData=[w:Monster Skeleton]{{}}Specs=[Monster Skeleton,CreatureRace,0H,Monster-Skeleton]{{}}'},
- {name:'Skunk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Skunk}}RaceData=[w:Skunk, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=8|hd=1-6r6|hp=2|thac0=20|size=S|attk1=1:Bite:0:P|attkmsg=Anyone within a skunk\'s \\lbrak;10x10x10-foot cloud\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦20¦20¦acid¦true¦`{selected¦token_id}¦area¦Skunk stink¦\\lbrak;\\amp#91;1d4\\amp#93;\\rbrak;¦-1¦Nausiated by skunk stink and lost 50% of Strength + Dexterity¦chemical-bolt\\rpar; of musk must save vs. poison or be nauseated for 1-4 rounds losing 50% of Strength and Dexterity]{{subtitle=Creature}}Specs=[Skunk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage, stinking gas attack}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Stinking gas attack* as described below}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Anyone within a skunk\'s 10x10x10-foot cloud of musk must save vs. poison or be nauseated for 1-4 rounds, losing 50% of Strength and Dexterity}}'},
- {name:'Slithering-Tracker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Slithering Tracker}}Specs=[Slithering Tracker,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Slithering Tracker,cattr:int=8:10|cac=5|mov=12|tr=C|hd=5r2|thac0=15|attk1=0:Smother:0:SPB|dmgmsg=On a successful strike \\lbrak;save vs paralysis\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦^^targetid^^¦Paralysis¦12*60¦-1¦Paralysed by a Slithering Tracker¦death-zone¦svpar:+0\\rpar; or drains its victim\'s plasma. Kills man-sized in 1 hour|size=S,spattk:Paralysation. Stealth,spdef: Transparancy \\amp silent movement. 5% chance of noticing,align:N]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=5}}{{Alignment=N}}{{Move=12}}{{Hit Dice=5 HD}}{{THAC0=15}}{{Attacks=Paralyse for 12 hours then smother and drain plasma (man size in 1 hour)}}{{Size=S, 3ft long}}{{Treasure=Type C nearby}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Attacks=On a sucessful hit, save vs. paralysation or be paralysed}}{{Special Defences=Transparency and silent movement, only 5% chance of noticing one}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Slithering trackers are transparent, plasma-draining jellies found in many dungeons and other dark places.\nThey are not invisible per se, but are instead made of a transparent jelly-like material. Thus they are almost impossible to detect normally (only a 5% chance of happening to notice one).\nSlithering trackers are solitary beasts. In fact, slithering trackers often hide themselves in the lairs of large monsters, which are known to kill far more than they can eat at a sitting. The tracker waits until the beast goes to sleep or departs and then it sucks dry the morsels left over. Many times the victims are merely unconscious instead of dead -- at least until the tracker gets to them.\nThere are tales of abnormally large slithering trackers that live in the deep recesses of the Underdark. Such monsters are often said to lurk around the edges of great underground civilizations, growing to vast size on the abundance of prey.}}{{desc9=**Combat:** The unique nature of slithering trackers gives them the distinct advantage of being able to slip through cracks and holes as small as a rat hole. They move completely silently across all surfaces, simply oozing slowly over all bumps and turns. They do not climb walls or ceilings. They prefer to attack sleeping, solitary, or unconscious creatures, as their main weakness lies in the extended duration of their attack form. They secrete a paralyzing substance that immobilizes the victim on contact for 12 hours if a saving throw vs. paralyzation fails. The slithering tracker then covers the entire body of its victim and slowly draws all of the plasma from the creature (killing the victim in the process, of course). It can drain a man-sized\ncreature in one hour.}}'},
+ {name:'Skunk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Skunk}}RaceData=[w:Skunk, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=8|shots=::|hd=1-6r6|hp=2|thac0=20|size=S|attk1=1:Bite:0:P|attkmsg=Anyone within a skunk\'s \\lbrak;10x10x10-foot cloud\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦20¦20¦acid¦true¦`{selected¦token_id}¦area¦Skunk stink¦\\lbrak;\\amp#91;1d4\\amp#93;\\rbrak;¦-1¦Nausiated by skunk stink and lost 50% of Strength + Dexterity¦chemical-bolt\\rpar; of musk must save vs. poison or be nauseated for 1-4 rounds losing 50% of Strength and Dexterity]{{subtitle=Creature}}Specs=[Skunk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage, stinking gas attack}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Stinking gas attack* as described below}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Anyone within a skunk\'s 10x10x10-foot cloud of musk must save vs. poison or be nauseated for 1-4 rounds, losing 50% of Strength and Dexterity}}'},
+ {name:'Slithering-Tracker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Slithering Tracker}}Specs=[Slithering Tracker,CreatureRace,0H,Creature]{{subtitle=Creature}}RaceData=[w:Slithering Tracker,cattr:int=8:10|cac=5|shots=::|mov=12|tr=C|hd=5r2|thac0=15|attk1=0:Smother:0:SPB|dmgmsg=On a successful strike \\lbrak;save vs paralysis\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦^^targetid^^¦Paralysis¦12*60¦-1¦Paralysed by a Slithering Tracker¦death-zone¦svpar:+0\\rpar; or drains its victim\'s plasma. Kills man-sized in 1 hour|size=S,spattk:Paralysation. Stealth,spdef: Transparancy \\amp silent movement. 5% chance of noticing,align:N]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=5}}{{Alignment=N}}{{Move=12}}{{Hit Dice=5 HD}}{{THAC0=15}}{{Attacks=Paralyse for 12 hours then smother and drain plasma (man size in 1 hour)}}{{Size=S, 3ft long}}{{Treasure=Type C nearby}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Attacks=On a sucessful hit, save vs. paralysation or be paralysed}}{{Special Defences=Transparency and silent movement, only 5% chance of noticing one}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Slithering trackers are transparent, plasma-draining jellies found in many dungeons and other dark places.\nThey are not invisible per se, but are instead made of a transparent jelly-like material. Thus they are almost impossible to detect normally (only a 5% chance of happening to notice one).\nSlithering trackers are solitary beasts. In fact, slithering trackers often hide themselves in the lairs of large monsters, which are known to kill far more than they can eat at a sitting. The tracker waits until the beast goes to sleep or departs and then it sucks dry the morsels left over. Many times the victims are merely unconscious instead of dead -- at least until the tracker gets to them.\nThere are tales of abnormally large slithering trackers that live in the deep recesses of the Underdark. Such monsters are often said to lurk around the edges of great underground civilizations, growing to vast size on the abundance of prey.}}{{desc9=**Combat:** The unique nature of slithering trackers gives them the distinct advantage of being able to slip through cracks and holes as small as a rat hole. They move completely silently across all surfaces, simply oozing slowly over all bumps and turns. They do not climb walls or ceilings. They prefer to attack sleeping, solitary, or unconscious creatures, as their main weakness lies in the extended duration of their attack form. They secrete a paralyzing substance that immobilizes the victim on contact for 12 hours if a saving throw vs. paralyzation fails. The slithering tracker then covers the entire body of its victim and slowly draws all of the plasma from the creature (killing the victim in the process, of course). It can drain a man-sized\ncreature in one hour.}}'},
{name:'Smoke-Mephit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Smoke Mephit, cattr:hd=3|ac=4|tr=N|mr=0|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attkmsg=Remember breath weapon of Soot Ball speed 1/2 rounds at will \\amp powers of *invisibility* and *dancing lights* \\lpar;each 1/d\\rpar; and *gate mephit* 1/hour, spattk:Breath weapon: Soot Ball \\lpar;Power\\rpar;. *invisibility* and *dancing lights* 1/d, spdef:*Gate* in \\lpar;Power\\rpar; 1 or 2 mephits 1/hour. Dies in flash of flame causing 1HP damage to all within 10ft \\lpar;no save\\rpar;, ns:=4],[cl:PW,w:Smoke Mephit Soot Ball,sp:0,pd:-1],[cl:PW,w:invisibility,sp:2,pd:1],[cl:PW,w:dancing lights,sp:1,pd:1],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Fire-Mephit}{{title=Imp - Smoke Mephit}}{{Hit Dice=3}}{{AC=4}}{{Attacks=2 x Claw for 1d2 HP}}{{Section2=Breath weapon (Power): *Soot Ball* every other round at will. *Invisibility* and *Dancing Lights* 1/day. *Gate Mephit* 1/hour}}{{Section4=**Death Throw:** When a smoke mephit dies, it disappears in a flash of flame. The flash causes 1 point of damage to all creatures within 10 feet (no saving throw).}}Specs=[Mist Mephit,CreatureRace,0H,Fire-Mephit]{{desc=**Smoke Mephit:** Crude and lazy. They spend most of their time lounging around invisible, smoking pipe weed, telling bad jokes about their creators, and shirking their responsibilities. Smoke mephits\' two clawed hands cause 1-2 points of damage each. Their breath weapon consists of a sooty ball usable every other melee round, with no limit on the number of times it can be used in a day. The sooty ball automatically strikes one creature of the mephit\'s choice within 20 feet, causing ld4 points of damage and blinding the victim for 1-2 rounds. No saving throw is permitted.\nSmoke mephits may cast invisibility and dancing lights once each per day. Once per hour they can attempt to gate in 1-2 other mephits. The chance of success is 20%, with equal probability of the summoned mephits being fire, lava, smoke, or steam. If two mephits appear, they are of the same type.\nWhen a smoke mephit dies, it disappears in a flash of flame. The flash causes 1 point of damage to all creatures within 10 feet (no saving throw).}}'},
{name:'Snake-Amphisbaena',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Amphisbaena}{{}}Specs=[Poison Snake,CreatureRace,0H,Amphisbaena]{{}}RaceData=[w:Amphisbaena]{{}}'},
{name:'Snake-Birdcharmer',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Birdcharmer}{{}}Specs=[Constrictor Snake,CreatureRace,0H,Birdcharmer]{{}}RaceData=[w:Birdcharmer]{{}}'},
@@ -1939,40 +1970,48 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Stag-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Stag}{{}}RaceData=[w:Giant Stag]{{}}Specs=[Giant Stag,CreatureRace,0H,Giant Stag]{{}}'},
{name:'Steam-Mephit',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Steam Mephit, cattr:hd=3+3|ac=7|tr=N|mr=0|attk1=1d4:Claw1:0:S|attk2=1d4:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1\\rbrak;\\rbrak;HP of heat damage from boiling water and \\lbrak;50%\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50\\rpar; chance of \\lbrak;stunning\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Stunned¦1¦-1¦Stunned \\amp considered prone¦back-pain\\rpar; for 1 round \\lpar;cumulative\\rpar;. Remember water jet breath weapon power; boiling rainstorm power; *contaminate water* and *gate mephit*, spattk:Claws do additional 1HP heat damage and stun 50% of the time. Breath weapon:Boiling water jet \\lpar;Power\\rpar; every 2 rounds. Can *contaminate water*, spdef:*Gate* in \\lpar;Power\\rpar; another two mephits each hour, ns:=4],[cl:PW,w:Steam Mephit Water Jet,sp:0,pd:-1],[cl:PW,w:Steam Mephit Rain,sp:0,pd:-1],[cl:PW,w:Putrify Food and Drink,sp:10,pd:1],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Fire-Mephit}{{title=Imp - Steam Mephit}}{{Hit Dice=3+3}}{{AC=7}}{{Attacks=2 x Claw for 1d4 HP and 1 HP additional heat damage \\amp 50% chance of stunning for 1 round}}{{Section2=Breath weapon (Power): Boiling *Water Jet* every other round. *Boiling Rain* power 1/day. *Contaminate Water* (use *Putrify Food \\amp Drink*) power 1/day. *Gate Mephit* 1/hour.}}{{Section4=**Stunning Attack:** Any successful attack or water jet breath has 50% chance of stunning victim for 1 round (cumulative)}}Specs=[Mephit,CreatureRace,0H,Fire-Mephit]{{desc=**Steam Mephit:** Steam mephits are the self-appointed overlords of all mephits. They frequently give orders to weaker mephits. In addition to hissing steam escaping from their pores, steam mephits leave a trail of near-boiling water wherever they walk.\nAll stunning effects are cumulative, so a victim raked twice could be stunned for two rounds. A successful attack has 50% chance o stunning for 1 round.\nSteam mephits can breath a scalding jet of water every other round; no limit to the number of times per day this can be used. This jet has a 20-foot range and automatically hits its target. Damage is 1d3 points (no saving throw) with a 50% chance of stunning the victim for one round.\nOnce per day a steam mephit may create a rainstorm of boiling water over a 20-by 20-foot area. This storm inflicts 2d6 points of damage to all victims caught in the area of effect, with no saving throw allowed. Steam mephits may also *contaminate water* once per day (reverse of purify water).\nOnce per hour a steam mephit may attempt to gate in 1-2 other mephits with a 30% chance of success. There is an equal probability that the summoned mephits are either fire, lava, smoke, or steam. If two are summoned: they are of the same type.\nUnlike other mephits, who will delay an attack for as long as possible, steam mephits are ruled by their oversized egos. They will even ambush even large, well-armed parties, striking first with boiling rainstorms, then concentrating their breath weapons on the nearest wizard or priest.}}'},
{name:'Steppe-Pony',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Steppe Pony, cattr:ac=6|hd=2r5|attk1=1d4:Left Hoof:0:B|attk2=1d4:Right Hoof:0:B|attk3=1d3:Bite:0:P]{{}}Specs=[Steppe Pony,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Steppe Pony)}}{{Attacks=2 x Hooves for 1d4 each, and Bite for 1d3}}{{desc8=**Steppe Pony:** A steppe pony is not attractive, graceful, or large, but its homely, ungainly appearance disguises an animal of great endurance, speed, and strength. A steppe pony looks like a cross between a horse and a pony, but is a breed unto itself. They are small, averaging 13 hands (4\'4") at the withers, and they have short necks, large heads, and heavily boned bodies. Their winter coat is shaggy and gives them the appearance of being "half-wild." They are most commonly colored copper or bronze, with a light yellow stripe running down their backs.\nThe steppe pony has remarkable endurance. It can survive by grazing alone and does not require feeding and handling by its rider, so separate supplies of grain are not needed. It can be ridden for long distances without tiring or faltering. A +3 modifier is applied to the pony\'s saving throws for lameness and exhaustion checks when travelling overland.\nIn spite of all its qualities, the steppe pony is not sought after or considered valuable. It is most commonly ridden by nomadic tribes. Outside the steppes, the animal is almost completely unknown and does not command high prices at auction. Only breeders who know the steppe pony\'s qualities, and who seek strength and stamina in their own horses\' bloodlines, are likely to consider the steppe pony as valuable.}}{{desc9=**Combat:** These horses are tough, hard to kill, and aggressive in battle. They have most of the same characteristics\nas a light war horse, with a few exceptions. It attacks three times per round, its third attack being a bite which causes 1-3 points of damage. The steppe pony\'s thick, shaggy coat and tough hide gives it an AC of 6. Its short legs are powerful and can carry horse and rider swiftly, over long distances; its small back is also very strong and it can carry as much as a medium war horse (220/330/440). The steppe pony is even-tempered and steady in battle; its morale is average (8-10), and it panics very rarely (5% chance) due to such things as fire and loud noises.}}'},
- {name:'Stirge',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Stirge}}{{subtitle=Creature}}Specs=[Stirge,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8}}{{Alignment=N/A}}{{Move=3, FL18 (C)}}{{Hit Dice=1+1}}{{THAC0=17}}{{Attack=Bite for 1d3, then automatically drain for 1d4 per round until at least 12 HP drained}}{{Size=S, 2ft wing span}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Senses=An instinctive ability to find and attack weak points means stirges attack as 4-Hit Die creatures}}{{Infravision=See in dark, and sense heat up to 200ft}}{{Section6=**Special Disadvantages**}}{{Thick skin=Creatures with natural AC of 3 or better have too thick skin for stirges to bite}}{{Resting=When gorged and resting stirges suffer a -2 penalty on surprise}}RaceData=[w:Stirge, align:N, spattk:Drain blood, spdef:When latched on attaks against it that miss must be rerolled vs. victims ac possibly doing damage, cattr:int=1|mov=3|fly=18C|ac=8|size=S|hd=1+1r4|thac0=17|tr=(D)|attk1=1d3:Bite:0:P|attk2=0:Drain Blood:0:SPB: :NoAttk|dmgmsg=On successful hit \\lbrak;start draining blood\\rbrak;\\lpar;!rounds ~~target-nosave caster¦`{selected¦token_id}¦stirge-drain¦12¦0¦Draining blood each round¦broken-heart\\rpar; \\lpar;click button to make happen\\rpar;.$$Do damage using the Message that appeared in chat below the Turn announcer - or Bite again and remember to click the "start draining blood" button$$]{{Section9=**Description**}}{{desc=Stirges are bird-like creatures that drink the blood of their victims for sustenance. They have four small, pincer-like legs that they use to clamp onto the necks of their victims. They are rusty-red to reddish brown in color, and their eyes and feet are yellowish. The dangling proboscises of stirges are pink at the tip, fading to gray at the base (near their heads).}}{{hide8=Stirges have an acute sense of smell, can see in the dark, and can sense heat sources within 200 feet. These senses keep stirges informed when living creatures enter their habitat. Creatures with a natural AC of 3 or better are usually immune to a stirge\'s blood draining attack, since their hides are too thick to penetrate. As a consequence, huge nests of stirges live symbiotically with some evil dragons.\nCharacters who protect their entire bodies with special leather or better armor (this special armor costs two to three times more than normal armor) can safely approach a stirge. Even the slightest gap in the protection is seen and smelled by the creature, and a successful attack roll means the creature has broken through the weakness and locked on.\nAfter a stirge has gorged itself by draining blood, it sleeps for one day, plus one day for every 2 points of blood it drank (the maximum sleep period is after drinking 12 points of blood -- seven days). During this period of rest, silent attackers can impose a -2 penalty to the stirges\' surprise roll, as the beasts wake slowly and remain drowsy for a few moments. They are most vulnerable at this time.}}{{desc9=**Combat:** When a stirge drains a total of 12 points of blood from a victim, it becomes bloated and flies off to digest its protein-rich meal.\nStirges must be killed to be removed, due to their strong grip. If an attack against an attached stirge misses, make another attack roll against the victim\'s Armor Class to see if the attack hits the victim instead. Caution is advisable when attempting to remove an attached stirge.}}'},
- {name:'Stone-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Stone }}{{title=Giant}}RaceData=[w:Stone Giant, align:N|NN, ac:magicitem|ring|cloak, cattr:int=8:10|mov=12|ac=0|hd=14d8+1d3+1r1|thac0=7|tohit=+3|dmg=+8|size=H|tr=(D)|attk1=1d8:Fist:0:B, spdef:Able to catch hurled rocks 90% of the time, ns:1],[cl:WP,prime:Giant-Club,items:SG-Rock:2d12],[cl:MI,%:80],[cl:MI,%:15,items:random:1d2],[cl:MI,%:5,items:random:2d3]{{subtitle=Creature}}Specs=[Stone-Giant,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=0 is natural AC. Do not wear armour, preferring stone coloured garments}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=14HD +1d3}}{{THAC0=7}}{{Section1=**Attacks:** +3 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Giant Club for 2d6 damage, plus strength bonus of +8. Throw rocks 3 to 300 yards doing 3d10 damage}}{{Languages=*Stone Giant*, as well as *Hill Giant, Cloud Giant* and *Storm Giant*, and *Giant Common*. In addition, 50% of Stone Giants speak *Common*}}{{Size=H, 18ft tall}}{{Life Expectancy=About 800 years}}{{Section2=**Powers**}}{{Section3=None}}{{Stone Giant Elder=}}{{Spell Casting=}}{{Section4=**Special Advantages**}}{{Section5=Able to catch hurled rocks 90% of the time}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Stone giants:** are lean, but muscular. Their hard, hairless flesh is smooth and gray, making it easy for them to blend in with their mountainous surroundings. Their gaunt facial features and deep, sunken black eyes make them seem perpetually grim.\nThe typical stone giant is 18\' tall and weighs 9,000 pounds because of its dense flesh. Females are a little shorter and lighter.\nStone giants, like several other giant races, carry some of their belongings with them. They leave their more valuable items in their lairs, however. A typical stone giant\'s bag will contain 2-24 (2d12) throwing rocks, a portion of the giant\'s wealth, and 1-8 additional common items.\nStone giants prefer to dwell in deep caves high on rocky, storm-swept mountains. They normally live in the company of their relatives, though such a clans usually include no more than 10 giants. Clans of giants do locate their lairs near each other, however, for a sense of community and protection. A mountain range commonly has 2-8 clans lairing there.\nStone giants are crude artists, painting scenes of their lives on the walls of their lairs and on tanned hide scrolls. Some giants are fond of music and play stone flutes and drums. Others make simple jewelry, fashioning painted stone beads into necklaces.\nIf eight or more giants are encountered in a clan\'s lair, one quarter will be female, one quarter male, and the remainder offspring. To determine a giant\'s maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of an ogre; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to those of a hill giant.\nStone giants are playful, especially at night. They are fond of rock throwing contests and other games that test their might. Tribes of giants will often gather to toss rocks at each other, the losing side being the giants who are hit more often.}}{{desc9=**Combat:** When possible, stone giants fight from a distance. A favorite tactic of stone giants is to stand nearly motionless against rocks, blending in with the background, then moving forward to throw rocks, surprising their foes. Many giants set up piles of rocks near their lair which can be\ntriggered like an avalanche when intruders get too close. \nWhen stone giants are forced into melee combat, they use large clubs chiseled out of stone}}'},
+ {name:'Stirge',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Stirge}}{{subtitle=Creature}}Specs=[Stirge,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8}}{{Alignment=N/A}}{{Move=3, FL18 (C)}}{{Hit Dice=1+1}}{{THAC0=17}}{{Attack=Bite for 1d3, then automatically drain for 1d4 per round until at least 12 HP drained}}{{Size=S, 2ft wing span}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Senses=An instinctive ability to find and attack weak points means stirges attack as 4-Hit Die creatures}}{{Infravision=See in dark, and sense heat up to 200ft}}{{Section6=**Special Disadvantages**}}{{Thick skin=Creatures with natural AC of 3 or better have too thick skin for stirges to bite}}{{Resting=When gorged and resting stirges suffer a -2 penalty on surprise}}RaceData=[w:Stirge, align:N, sme:Stirge resting and attacker silent?=2, spattk:Drain blood, spdef:When latched on attaks against it that miss must be rerolled vs. victims ac possibly doing damage, cattr:int=1|mov=3|fly=18C|ac=8|shots=::|size=S|hd=1+1r4|thac0=17|tr=(D)|attk1=1d3:Bite:0:P|attk2=0:Drain Blood:0:SPB: :NoAttk|dmgmsg=On successful hit \\lbrak;start draining blood\\rbrak;\\lpar;!rounds ~~target-nosave caster¦`{selected¦token_id}¦stirge-drain¦12¦0¦Draining blood each round¦broken-heart\\rpar; \\lpar;click button to make happen\\rpar;.$$Do damage using the Message that appeared in chat below the Turn announcer - or Bite again and remember to click the "start draining blood" button$$]{{Section9=**Description**}}{{desc=Stirges are bird-like creatures that drink the blood of their victims for sustenance. They have four small, pincer-like legs that they use to clamp onto the necks of their victims. They are rusty-red to reddish brown in color, and their eyes and feet are yellowish. The dangling proboscises of stirges are pink at the tip, fading to gray at the base (near their heads).}}{{hide8=Stirges have an acute sense of smell, can see in the dark, and can sense heat sources within 200 feet. These senses keep stirges informed when living creatures enter their habitat. Creatures with a natural AC of 3 or better are usually immune to a stirge\'s blood draining attack, since their hides are too thick to penetrate. As a consequence, huge nests of stirges live symbiotically with some evil dragons.\nCharacters who protect their entire bodies with special leather or better armor (this special armor costs two to three times more than normal armor) can safely approach a stirge. Even the slightest gap in the protection is seen and smelled by the creature, and a successful attack roll means the creature has broken through the weakness and locked on.\nAfter a stirge has gorged itself by draining blood, it sleeps for one day, plus one day for every 2 points of blood it drank (the maximum sleep period is after drinking 12 points of blood -- seven days). During this period of rest, silent attackers can impose a -2 penalty to the stirges\' surprise roll, as the beasts wake slowly and remain drowsy for a few moments. They are most vulnerable at this time.}}{{desc9=**Combat:** When a stirge drains a total of 12 points of blood from a victim, it becomes bloated and flies off to digest its protein-rich meal.\nStirges must be killed to be removed, due to their strong grip. If an attack against an attached stirge misses, make another attack roll against the victim\'s Armor Class to see if the attack hits the victim instead. Caution is advisable when attempting to remove an attached stirge.}}'},
+ {name:'Stone-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Stone }}{{title=Giant}}RaceData=[w:Stone Giant, align:N|NN, attk:melee vs Dwarf or Gnome?=-4, ac:magicitem|ring|cloak, cattr:int=8:10|mov=12|ac=0|hd=14d8+1d3+1r1|thac0=7|tohit=+3|dmg=+8|size=H|tr=(D)|attk1=1d8:Fist:0:B, spdef:Able to catch hurled rocks 90% of the time, ns:1],[cl:WP,prime:Giant-Club,items:SG-Rock:2d12],[cl:MI,%:80],[cl:MI,%:15,items:random:1d2],[cl:MI,%:5,items:random:2d3]{{subtitle=Creature}}Specs=[Stone-Giant,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=0 is natural AC. Do not wear armour, preferring stone coloured garments}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=14HD +1d3}}{{THAC0=7}}{{Section1=**Attacks:** +3 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Giant Club for 2d6 damage, plus strength bonus of +8. Throw rocks 3 to 300 yards doing 3d10 damage}}{{Languages=*Stone Giant*, as well as *Hill Giant, Cloud Giant* and *Storm Giant*, and *Giant Common*. In addition, 50% of Stone Giants speak *Common*}}{{Size=H, 18ft tall}}{{Life Expectancy=About 800 years}}{{Section2=**Powers**}}{{Section3=None}}{{Stone Giant Elder=}}{{Spell Casting=}}{{Section4=**Special Advantages**}}{{Section5=Able to catch hurled rocks 90% of the time}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Stone giants:** are lean, but muscular. Their hard, hairless flesh is smooth and gray, making it easy for them to blend in with their mountainous surroundings. Their gaunt facial features and deep, sunken black eyes make them seem perpetually grim.\nThe typical stone giant is 18\' tall and weighs 9,000 pounds because of its dense flesh. Females are a little shorter and lighter.\nStone giants, like several other giant races, carry some of their belongings with them. They leave their more valuable items in their lairs, however. A typical stone giant\'s bag will contain 2-24 (2d12) throwing rocks, a portion of the giant\'s wealth, and 1-8 additional common items.\nStone giants prefer to dwell in deep caves high on rocky, storm-swept mountains. They normally live in the company of their relatives, though such a clans usually include no more than 10 giants. Clans of giants do locate their lairs near each other, however, for a sense of community and protection. A mountain range commonly has 2-8 clans lairing there.\nStone giants are crude artists, painting scenes of their lives on the walls of their lairs and on tanned hide scrolls. Some giants are fond of music and play stone flutes and drums. Others make simple jewelry, fashioning painted stone beads into necklaces.\nIf eight or more giants are encountered in a clan\'s lair, one quarter will be female, one quarter male, and the remainder offspring. To determine a giant\'s maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of an ogre; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to those of a hill giant.\nStone giants are playful, especially at night. They are fond of rock throwing contests and other games that test their might. Tribes of giants will often gather to toss rocks at each other, the losing side being the giants who are hit more often.}}{{desc9=**Combat:** When possible, stone giants fight from a distance. A favorite tactic of stone giants is to stand nearly motionless against rocks, blending in with the background, then moving forward to throw rocks, surprising their foes. Many giants set up piles of rocks near their lair which can be\ntriggered like an avalanche when intruders get too close. \nWhen stone giants are forced into melee combat, they use large clubs chiseled out of stone}}'},
{name:'Stone-Giant-Elder',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Elder,cattr:hd:14+1d4r2,ns:1],[cl:PW,w:MU-Stone-Shape,sp:10,clv:5,pd:1],[cl:PW,w:PR-Stone-Tell,sp:100, clv:5, pd:1],[cl:PW,w:MU-Transmute-Rock-to-Mud,sp:5,clv:5,pd:1],[cl:PW,w:MU-Transmute-Mud-to-Rock,sp:5,clv:5,pd:1],[cl:MI,%:100,items:random:2d4]{{}}Specs=[Stone-Giant-Elder,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name=Elder}}{{Stone Giant Elder=One in 20 stone giants develop special abilities related to their environment. These giant elders are able to *stone shape, stone tell,* and *transmute rock to mud* (or *mud to rock*) once per day as if they were 5th level mages.}}'},
{name:'Stone-Giant-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Juvenile 1,cattr:hd:11+1d2|tohit=+3|dmg=+7,ns:=1],[cl:WP,both:Giant-Club]{{}}Specs=[Stone-Giant-Juvenile-1,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name= Juvenile-1}}'},
{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:'Stone-Golem',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Golem}}Specs=[Stone Golem,CreatureRace,0H,Creature]{{prefix=Stone}}RaceData=[w:Stone Golem, align:N, mr:Spells%%spe%%100%%0, cattr:int=0|mov=6|ac=5|size=L|hd=14|hp=60|thac0=7|attk1=3d8:Fist Smash:0:B|attkmsg=Remember only hit by of +2 or better magical weapons. *Rock to Mud* only slows for 2d6 rounds \\lpar;see Special Defenses\\rpar;. *Mud to Rock* cures of all damage. *Stone to Flesh* makes vulnerable to all attacks \\lpar;inc non-magical weapons\\rpar; for 1 round. This does not include spells except those that will cause direct damage. All other spells ignored. Can cast *slow* range 10ft once every other round, spattk:*Slow* spell range 10ft once every other round. Strength 22 for lifting / throwing / breaking down doors only, spdef:Only hit by +2 or better magic weaps. *Rock to Mud* only \\lbrak;slows\\rbrak;\\lpar;!rounds ~~target-nosave caster¦@{selected¦token_id}¦slow¦2d6¦-1¦Slowed by fire or cold¦snail\\rpar; for 2d6 rounds. *Mud to Rock* heals all damage. *Stone to Flesh* makes vulnerable to all attacks \\lpar;inc non-magical weapons\\rpar; for 1 round but not spells that will not cause direct damage. All other spells are ignored and have no effect,ns:1],[cl:PW,w:MU-Slow,pd:-1,sp:3]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Non-intelligent (0)}}{{AC=5}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=14 (60HP)}}{{THAC0=7}}{{Attack=1 x Fist smash for 3d8. Does not use weapons of any type even if commanded to.}}{{Languages=None. Can\'t make any noise}}{{Size=L, 9.5ft tall}}{{Life Expectancy=Until body destroyed}}{{Section2=**Powers**}}{{Section3=Once every other round, the stone golem can cast a *slow* spell upon any opponent with 10 feet of it}}{{Section4=**Special Advantages**}}{{Strength=Stone golems have a strength of 22 for purposes of lifting, throwing or breaking down doors.}}{{Resistance=*Rock to Mud* spells merely slow them for 2-12 (2d6) rounds. *Mud to Rock* totally heals the Stone Golem. All other spells are ignored by the creature.}}{{Invulnerability=Only hit by +2 or better magical weapons}}{{Section6=**Special Disadvantages**}}{{Stone to Flesh=makes vulnerable to all attacks \\lpar;inc non-magical weapons\\rpar; for 1 round. This does not include spells, except those that will cause direct damage.}}{{Section9=**Description**}}{{desc8=A Stone Golem is 9½ feet tall, and weighs around 2000 pounds. Its body is of roughly chiseled stone, frequently stylized to suit its creator. For example it might be carved to to look like it is wearing armor with a particular symbol on the chest plate. Sometimes designs are worked into the stone of its limbs. The head may be chiseled to resemble a helmet or other head piece. Regardless of these elements, it always has the basic humanoid parts (2 arms, 2 legs, head with 2 eyes, nose, mouth etc.). It is always weaponless and never wears clothing.}}{{desc9=**Combat:** Greater golems are mindless in combat, only following the simple tactics of their masters. They are completely emotionless and cannot be swayed in any way from their instructions. They will not pick up and use weapons in combat, even if ordered to. Once every other round, the stone golem can cast a *slow* spell upon any opponent with 10 feet of it.}}'},
+ {name:'Storm-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Storm}}{{title=Giant}}RaceData=[w:Storm Giant, align:CG, attk:melee vs Dwarf or Gnome?=-4, ac:bronzeplate|magicitem|ring|cloak, mr:Electricity%%spe%%100%%0|Lightning%%spe%%100%%0, cattr:str=24|int=15:16|mov=15|swim=15|ac=0|hd=19d8+1d6+1r1|thac0=3|size=G|tr=(ES10Q)|attk1=1d10:Fist:0:B, spdef:Able to catch hurled rocks 65% of the time, ns:1],[cl:PW,w:MU-Water-Breathing,pd:-1,clv:20],[cl:PW,w:PR-Control-Weather,pd:2,clv:13],[cl:PW,w:Levitate-Self,pd:2,clv:13],[cl:PW,w:PR-Call-Lightning,pd:3,clv:13],[cl:PW,w:Storm-Giant-Lightning-Bolt,pd:1,clv:15],[cl:PW,w:PR-Control-Winds,pd:1,clv:15],[cl:PW,w:PR-Weather-Summoning,pd:1,clv:15],[cl:WP,%:90,prime:Storm-Giant-Sword,items:Storm-Giant-Bow|Storm-Giant-Arrow:20+1d10],[cl:WP,%:5,prime:Storm-Giant-Sword+1,items:Storm-Giant-Bow|Storm-Giant-Arrow:20+1d10],[cl:WP,%:5,prime:Storm-Giant-Sword,items:Magical-Storm-Giant-Bow|Storm-Giant-Arrow:20+1d10],[cl:AC,%:20,w:Storm-Giant-Bronze-Plate-Mail],[cl:AC,%:80],[cl:MI,%:80],[cl:MI,%:15,items:random:1d2],[cl:MI,%:5,items:random:2d3]{{subtitle=Creature}}Specs=[Storm-Giant,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Exceptional (15 to 16)}}{{AC=0 is natural AC, and in battle wears ornate bronze plate mail of AC -6}}{{Alignment=Chaotic Good}}{{Move=15, Swim 15}}{{Hit Dice=19HD +1d6+1}}{{THAC0=3}}{{Section1=**Attacks:** +6 on ToHit rolls from strength. 1 x Fist for 1d10 HP damage, or using a giant two-handed sword for 3d6 damage or a giant bow with a range of 300ft, plus strength bonus of +12.}}{{Languages=*Storm Giant*, as well as *Cloud Giant, Giant Common*, and *Common*.}}{{Size=G, 26ft tall}}{{Life Expectancy=Storm Giants can live to be 600 years old}}{{Section2=**Powers**}}{{Section3=Storm giants are born with *water breathing* ability, and can move, attack, and use magic under water as if they were on land. Juvenile and adult storm giants can cast *control weather* and *levitate* spells lifting their own weight and as much as 4,000 additional pounds twice a day. Adult storm giants also can *call lightning* (3 bolts of 15 8-sided dice each), *lightning bolt* (1 bolt of 15 6-sided dice), *control winds*, and use *weather summoning* once a day. A storm giant uses its magical abilities at 15th level.}}{{Spell Casting=}}{{Section4=**Special Advantages**}}{{Catch Rocks=Able to catch hurled rocks 65% of the time}}{{Immunities=Immune to *lightning* and all forms of electrical attack}}{{Magical Weapons=10% of Storm Giants will have magical weapons}}{{Exceptional Armour=In battle, Storm Giants wear ornate Bronze Plate Mail AC -6. This is not magical and will not resize}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Storm giants:** are gentle and reclusive. They are usually tolerant of others, but can be very dangerous when angry.\nStorm giants resemble well-formed humans of gargantuan proportions. Adult males and females are about 26\' tall and weigh about 15,000 pounds. Storm giants have pale, light green or (rarely) violet skin. Green-skinned storm giants have dark green hair and glittering emerald eyes. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes.\nA storm giant\'s garb usually is a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple, but finely crafted jewelry: anklets (favored by bare-footed giants), rings, or circlets being most common. Storm giants usually carry pouches attached to their belts. These hold only a few tools, necessities, and a simple musical instrument - usually a panpipe or harp. Other than the jewelry they wear, they prefer to leave their wealth in their lairs.}}{{desc9=**Combat:** An angry storm giant usually will *summon* a storm and *call lightning*, but they can employ a gigantic two-handed swords in battle. A storm giant\'s oversized weapons do triple normal (man-sized) damage to all opponents, plus the giant\'s strength bonus. They also use massive composite bows which have a 300 yard range and do 3-18 (3d6) points of damage.}}'},
+ {name:'Storm-Giant-Priest',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Storm-Giant-Priest,cattr:cl=pr:storm-giant-priest|lv=1:9,ns:-1],[cl:MI,items:random:2d4]{{}}Specs=[Storm-Giant-Priest,CreatureRace,2H,Storm-Giant]{{}}%{Race-DB-Creatures|Storm-Giant}{{name=Priest}}{{Spell Casting=There is a 20% chance that an adult storm giant is also a priest (70%) or priest/wizard (30%). Storm giants can attain 9th level as priests and 7th level as wizards. Storm giant priests can cast regular spells from the Animal, Charm, Combat, Creation, Guardian, Healing, Plant, Weather, and Sun spheres. Storm giant wizards are generalists, and typically know spells from the Alteration, Invocation/Evocation, Conjuration/Summoning, and Abjuration schools.}}'},
+ {name:'Storm-Giant-Priest-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Storm-Giant-Priest-Wizard,cattr:cl=pr:storm-giant-priest/mu:storm-giant-wizard|lv=1:9/1:7,ns:-1],[cl:MU,lv:1,w:random:10],[cl:MU,lv:2,w:random:10],[cl:MU,lv:3,w:random:6],[cl:MU,lv:4,w:random:4],[cl:MI,items:random:2d4]{{}}Specs=[Storm-Giant-Priest-Wizard,CreatureRace,2H,Storm-Giant-Priest]{{}}%{Race-DB-Creatures|Storm-Giant-Priest}{{name=Priest/Wizard}}'},
+ {name:'Storm-Giant-Infant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Storm-Giant-Infant,cattr:str=19|int=15:16|mov=8|swim=8|hd=4+1r1|thac0=20|size=L|tr=|attk1=,ns:-1]{{}}Specs=[Storm-Giant-Infant,CreatureRace,2H,Storm-Giant]{{}}%{Race-DB-Creatures|Storm-Giant}{{name=Infant}}{{Move=8, Swim 8}}{{Hit Dice=4HD +1}}{{THAC0=20}}{{Section1=**Attacks:** None. A Storm Giant infant does not have any offensive or defensive capability.}}{{Languages=*Storm Giant*}}{{Size=L, 10ft tall}}{{Catch Rocks=}}'},
+ {name:'Storm-Giant-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Storm-Giant-Juvenile-1,cattr:str=23|hd=16d8+1d6+1r1|thac0=4|size=G|tr=,ns:1]{{}}Specs=[Storm-Giant-Juvenile-1,CreatureRace,2H,Storm-Giant]{{}}%{Race-DB-Creatures|Storm-Giant}{{name=Mature Juvenile}}{{Hit Dice=16HD +1d6+1}}{{THAC0=4}}{{Size=G, 22ft tall}}{{Section1=**Attacks:** +5 on ToHit rolls from strength. 1 x Fist for 1d10 HP damage, or using a giant two-handed sword for 3d6 damage or a giant bow with a range of 300ft, plus strength bonus of +11.}}'},
+ {name:'Storm-Giant-Juvenile-2',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Storm-Giant-Juvenile-2,cattr:str=22|hd=16d8+1d6+1r1|thac0=5|size=H|tr=,ns:-1][cl:WP,prime:Storm-Giant-Sword,items:Storm-Giant-Bow|Storm-Giant-Arrow:20+1d10]{{}}Specs=[Storm-Giant-Juvenile-2,CreatureRace,2H,Storm-Giant]{{}}%{Race-DB-Creatures|Storm-Giant}{{name=Juvenile}}{{Hit Dice=16HD +1d6+1}}{{THAC0=5}}{{Languages=*Storm Giant*}}{{Size=H, 19ft tall}}{{Section1=**Attacks:** +4 on ToHit rolls from strength. 1 x Fist for 1d10 HP damage, or using a giant two-handed sword for 3d6 damage or a giant bow with a range of 300ft, plus strength bonus of +10.}}'},
+ {name:'Storm-Giant-Juvenile-3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Storm-Giant-Juvenile-3,cattr:str=21|hd=16d8+1d6+1r1|thac0=6|size=H|tr=|attk1=1d10:Fist:0:B,ns:-1]{{}}Specs=[Storm-Giant-Juvenile-3,CreatureRace,2H,Storm-Giant]{{}}%{Race-DB-Creatures|Storm-Giant}{{name=Young Juvenile}}{{Hit Dice=16HD +1d6+1}}{{THAC0=6}}{{Languages=*Storm Giant*}}{{Size=H, 14ft tall}}{{Section1=**Attacks:** +4 on ToHit rolls from strength. 1 x Fist for 1d10 HP damage +9 for strength.}}'},
{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.}}'},
+ {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|shots=::|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|shots=::|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|shots=::|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.}}'},
{name:'Talking-Owl',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Talking Owl,spdef:Wisdom 21 - Spell immunity to *cause fear / charm person / command / friends / hypnotism / forget / hold person / ray of enfeeblement / scare / fear*, ns:1],[cl:PW,w:PR-Detect-Good,sp:10,pd:-1]{{}}Specs=[Talking Owl,CreatureRace,0H,Owl]{{}}%{Race-DB-Creatures|Owl}{{title=Talking }}{{Intelligence=Average (8 to 10)}}{{Languages=Speak common and six other languages (DM\'s option)}}{{desc8=**Talking Owl:** Talking owls appear as ordinary owls, but speak common and six other languages (DM\'s option). Their role is to serve and advise champions of good causes on dangerous quests, which they do for 1d3 weeks if treated kindly on the first encounter; a talking owl feigns a broken wing to see how a party will react.\nTalking owls can detect good. They have a *wisdom* score of 21, with the appropriate spell immunities.}}'},
- {name:'Throat-Leech',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Throat Leech}}{{subtitle=Creature}}RaceData=[w:Throat Leech,cattr:imov=1|swim=1|ac=10|size=T|hd=1-7r7|hp:1|regen=|thac0=20|attk1=1d3:Bite:0:P|attkmsg=10% chance of swallowing if drink water containing leech. If swallowed, a successful bite in the throat injects anesthetizing saliva then sucks blood doing 1d3HP per round for 10 rounds with 50% choke risk each round. 3 rounds choking in a row means death at end of 3rd round. There is a \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 causes disease\\rpar; that the bite of one of these creatures \\lbrak;causes a disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Leech disease¦99¦0¦Getting weaker and feel could die in \\amp#91;\\lbrak;1d4+1\\rbrak;\\amp#93; weeks...¦radioactive\\rpar; that is fatal in 1d4+1 weeks unless cured, spattk:Bite drains blood in throat with chance of choking to death. 50% chance of causing fatal disease]{{}}%{Race-DB-Creatures|Leech-Giant-2HD}{{AC=10}}{{Move=1, Sw 1}}{{Hit Dice=1-7}}{{HP=1}}{{THAC0=20}}{{Attacks=10% chance of swallowing. If swallowed bite throat for 1d3 and automatic blood drain and risk of choking}}{{Size=T, 1ins long}}{{Blood Drain Bite=In throat if swallowed with 50% risk of choking each round, 3 rounds in a row and die}}Specs=[Throat Leech,CreatureRace,0H,Giant-Leech-2HD]{{desc8=This leech is about one inch long and resembles an inconspicuous twig. It is found in pools, lakes, and streams.}}{{desc9=**Combat:** Anyone drinking water containing a leech has a 10% chance of taking it into his mouth unless the water is carefully filtered (such as through a sheet of gauze) before drinking. The leech sucks blood at the rate of 1-3 points of damage per round, until it becomes completely distended. After ten rounds of sucking, the leech is bloated and will not suck any more blood.\nEach round that the leech is 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.\nApart from magical means that may suggest themselves, the only way to kill a throat leech in a victim\'s throat is to place a thin, heated metal object, such as a wire, into the bloated leech; the hot metal causes the leech to burst and no further damage is inflicted on the victim.}}'},
- {name:'Tiger',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Tiger}}RaceData=[w:Tiger, align:N, weaps:none, ac:none, spattk:Can leap upward 10ft and forward 30 to 50ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=12|ac=6|hd=5+5r4|thac0=15|size=L|attk1=1+1d4:2 x Front Claws:0:S|attk2=1d10:Bite:0:P|attk3=2d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Tiger,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Attacks=2 x 1+1d4 front claws, bite for 1d10. If both front claws hit, rake with 2 x rear claws is attempted for 2d4 each}}{{Size=L (6ft to 9ft long)}}{{Life Expectancy=10 to 15 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap upward 10ft and forward 30 to 50ft, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The tiger is the largest and most feared of the great cats. Tigers have reddish-orange fur and dark vertical stripes. This species ranges from the subarctic to the tropics, generally inhabiting wooded or covered terrain. \nA tiger is a redoubtable foe in battle and is surprised only on a 1. Tigers are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed.\nFemales raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present.}}{{desc9=**Combat:** They are experts in stalking and often\nhunt in pairs or groups. These animals rarely fight among themselves, but will protect their territories ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer.\nFeared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger occupies the top predatory niche.}}'},
+ {name:'Throat-Leech',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Throat Leech}}{{subtitle=Creature}}RaceData=[w:Throat Leech,cattr:imov=1|swim=1|ac=10|shots=::|size=T|hd=1-7r7|hp:1|regen=|thac0=20|attk1=1d3:Bite:0:P|attkmsg=10% chance of swallowing if drink water containing leech. If swallowed, a successful bite in the throat injects anesthetizing saliva then sucks blood doing 1d3HP per round for 10 rounds with 50% choke risk each round. 3 rounds choking in a row means death at end of 3rd round. There is a \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 causes disease\\rpar; that the bite of one of these creatures \\lbrak;causes a disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Leech disease¦99¦0¦Getting weaker and feel could die in \\amp#91;\\lbrak;1d4+1\\rbrak;\\amp#93; weeks...¦radioactive\\rpar; that is fatal in 1d4+1 weeks unless cured, spattk:Bite drains blood in throat with chance of choking to death. 50% chance of causing fatal disease]{{}}%{Race-DB-Creatures|Leech-Giant-2HD}{{AC=10}}{{Move=1, Sw 1}}{{Hit Dice=1-7}}{{HP=1}}{{THAC0=20}}{{Attacks=10% chance of swallowing. If swallowed bite throat for 1d3 and automatic blood drain and risk of choking}}{{Size=T, 1ins long}}{{Blood Drain Bite=In throat if swallowed with 50% risk of choking each round, 3 rounds in a row and die}}Specs=[Throat Leech,CreatureRace,0H,Giant-Leech-2HD]{{desc8=This leech is about one inch long and resembles an inconspicuous twig. It is found in pools, lakes, and streams.}}{{desc9=**Combat:** Anyone drinking water containing a leech has a 10% chance of taking it into his mouth unless the water is carefully filtered (such as through a sheet of gauze) before drinking. The leech sucks blood at the rate of 1-3 points of damage per round, until it becomes completely distended. After ten rounds of sucking, the leech is bloated and will not suck any more blood.\nEach round that the leech is 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.\nApart from magical means that may suggest themselves, the only way to kill a throat leech in a victim\'s throat is to place a thin, heated metal object, such as a wire, into the bloated leech; the hot metal causes the leech to burst and no further damage is inflicted on the victim.}}'},
+ {name:'Tiger',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Tiger}}RaceData=[w:Tiger, align:N, weaps:none, ac:none, spattk:Can leap upward 10ft and forward 30 to 50ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=12|ac=6|shots=::|hd=5+5r4|thac0=15|size=L|attk1=1+1d4:2 x Front Claws:0:S|attk2=1d10:Bite:0:P|attk3=2d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Tiger,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Attacks=2 x 1+1d4 front claws, bite for 1d10. If both front claws hit, rake with 2 x rear claws is attempted for 2d4 each}}{{Size=L (6ft to 9ft long)}}{{Life Expectancy=10 to 15 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap upward 10ft and forward 30 to 50ft, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The tiger is the largest and most feared of the great cats. Tigers have reddish-orange fur and dark vertical stripes. This species ranges from the subarctic to the tropics, generally inhabiting wooded or covered terrain. \nA tiger is a redoubtable foe in battle and is surprised only on a 1. Tigers are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed.\nFemales raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present.}}{{desc9=**Combat:** They are experts in stalking and often\nhunt in pairs or groups. These animals rarely fight among themselves, but will protect their territories ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer.\nFeared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger occupies the top predatory niche.}}'},
{name:'Titan-Priest',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Titan}}RaceData=[w:Titan Priest, cattr:cl=pr:priest/f:creature|lv=20/0]{{}}Specs=[Titan,CreatureRace,0H,Titan-Wizard]{{}}%{Race-DB-Creatures|Titan-Wizard}{{name=Priest}}'},
- {name:'Titan-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Titan}}{{name=Wizard}}RaceData=[w:Titan Wizard, align:CG, ac:any, weaps:any, npp:0, cattr:int=19:22|mov=36|ac=0|hd=20r3|thac0=5|cl=mu:wizard/f:creature|lv=20/0|size=G|mr=50|tohit=+7|dmg=+14, spattk:God-like creature able to attack twice per round with *Maul* and also use *special attack* once every other round, ns:-1],[cl:WP,prime:Maul-of-the-Titans,offhand:Titan-Special-Attack],[cl:PW,w:Etherial-Travel-Self,sp:0,pd:2,clv:20],[cl:PW,w:MU-Advanced-Illusion,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Alter-Self,pd:-1,sp:2,clv:20],[cl:PW,w:PR-Animal-Summoning-II,pd:-1,sp:8,clv:20],[cl:PW,w:MU-Astral-Spell,pd:-1,sp:9,clv:20],[cl:PW,w:PR-Bless,pd:-1,sp:10,clv:20],[cl:PW,w:PR-Charm-Person-or-Mammal,pd:-1,sp:5,clv:20],[cl:PW,w:PR-Commune-With-Nature,pd:-1,sp:100,clv:20],[cl:PW,w:MU-Astral-Spell,pd:-1,sp:9,clv:20],[cl:PW,w:PR-Cure-Light-Wounds,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Eyebite,pd:-1,sp:6,clv:20],[cl:PW,w:PR-Fire-Storm,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Hold-Person,pd:-1,sp:3,clv:20],[cl:PW,w:MU-Hold-Monster,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Hold-Undead,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Invisibility,pd:-1,sp:2,clv:20],[cl:PW,w:MU-Levitate,pd:-1,sp:2,clv:20],[cl:PW,w:MU-Light,pd:-1,sp:1,clv:20],[cl:PW,w:MU-Mirror-Image,pd:-1,sp:2,clv:20],[cl:PW,w:PR-Pass-Without-Trace,pd:-1,sp:10,clv:20],[cl:PW,w:PR-Produce-Fire,pd:-1,sp:7,clv:20],[cl:PW,w:Protection-From-Evil-10ft,pd:-1,sp:7,clv:20],[cl:PW,w:PR-Remove-Fear,pd:-1,sp:1,clv:20],[cl:PW,w:PR-Remove-Curse,pd:-1,sp:6,clv:20],[cl:PW,w:MU-Shield,pd:-1,sp:1,clv:20],[cl:PW,w:PR-Speak-With-Plants,pd:-1,sp:100,clv:20],[cl:PW,w:PR-Summon-Insects,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Whispering-Wind,pd:-1,sp:1,clv:20],[cl:MI,items:random:4+2d6]{{subtitle=Creature}}Specs=[Titan,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Supra-Genius to God-like (19 to 21+)}}{{AC=0 is natural AC. Generally only wear robes of the Greek gods, such as togas}}{{Alignment=Chaotic Good}}{{Move=36}}{{Hit Dice=20HD}}{{THAC0=5}}{{Section1=**Attacks:**}}{{Maul of the Titans=Twice per round for 4d10+2 HP damage + an additional 14 HP strength bonus}}{{Special Attack=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.}}{{Languages=In addition to speaking their own language, titans are able to speak the six main dialects of giants. All titans are also conversant in the common tongue as well as that commonly spoken by forest creatures, as these giants have close ties with nature.}}{{Size=G, 25ft+ tall}}{{Life Expectancy=Immortal}}{{Section2=**Powers**}}{{Spell-like Powers=All titans have the following spell-like powers, at 20th level of spell use, usable once per round, one at a time, at will: *advanced illusion, alter self, animal summoning II, astral spell, bless, charm person or mammal, commune with nature, cure light wounds, eyebite, fire storm, hold person, hold monster, hold undead, invisibility, levitate, light, mirror image, pass without trace, produce fire, protection from evil, 10\' radius, remove fear, remove curse, shield, speak with plants, summon insects,* and *whispering wind*}}{{Spell Casting=All titans are able to employ both mage or priest spells (dependent on the individual titan -- only one, not both) as a 20th-level spell caster.}}{{Section4=**Special Advantages**}}{{Immunity=Titans are not affected by attacks from nonmagical weapons.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Titans are gargantuan, almost godlike men and woman. They, quite simply, look like 25\' tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering.\nTitans are livers of life, creators of fate. These benevolent giants are closer to the well springs of life than mere mortals and, as such, revel in their gigantic existences. Titans are wild and chaotic. They are prone to more pronounced emotions that humans and can experience godlike fits of rage. They are, however, basically good and benevolent, so they tend not to take life. They are very powerful creatures and will fight with ferocity when necessary.\nTo some, titans seem like gods. With their powers they can cause things to happen that, surely, only a god could. They are fiery and passionate, displaying emotions with greater purity and less reservation than mortal beings. Titans are quick to anger, but quicker still to forgive. In fits of rage they destroy mountains and in moments of passion will create empires. They are in all ways godlike and in all ways larger than life.\nAnd yet is should be noted that titans are not gods. They are beings that make their home in Olympus and walk among the gods. Yet they are not omnipotent, omniscient rulers of the planes. Sometimes their godlike passions and godlike rages make them seem like deities, however, and it is common for whole civilizations to mistake them for deities.\nThere they will dance, sing, study, debate and engage in all other manner of activities with titanic proportion. If a titan finds something that interests him, it would not be unusual for him to study it in great detail for many weeks, only to leave it when his interest has waned. They may also engage in debates or arguments that last literally for weeks at a time. These debates might end in a jovial laughter and good spirits or in thunder and rage. Such are the whims of titans.}}{{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:'Titan-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Titan}}{{name=Wizard}}RaceData=[w:Titan Wizard, align:CG, ac:any, attk:melee vs Dwarf or Gnome?=-4, weaps:any, npp:0, cattr:int=19:22|mov=36|ac=0|hd=20r3|thac0=5|cl=mu:wizard/f:creature|lv=20/0|size=G|mr=50|tohit=+7|dmg=+14, spattk:God-like creature able to attack twice per round with *Maul* and also use *special attack* once every other round, ns:-1],[cl:WP,prime:Maul-of-the-Titans,offhand:Titan-Special-Attack],[cl:PW,w:Etherial-Travel-Self,sp:0,pd:2,clv:20],[cl:PW,w:MU-Advanced-Illusion,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Alter-Self,pd:-1,sp:2,clv:20],[cl:PW,w:PR-Animal-Summoning-II,pd:-1,sp:8,clv:20],[cl:PW,w:MU-Astral-Spell,pd:-1,sp:9,clv:20],[cl:PW,w:PR-Bless,pd:-1,sp:10,clv:20],[cl:PW,w:PR-Charm-Person-or-Mammal,pd:-1,sp:5,clv:20],[cl:PW,w:PR-Commune-With-Nature,pd:-1,sp:100,clv:20],[cl:PW,w:MU-Astral-Spell,pd:-1,sp:9,clv:20],[cl:PW,w:PR-Cure-Light-Wounds,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Eyebite,pd:-1,sp:6,clv:20],[cl:PW,w:PR-Fire-Storm,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Hold-Person,pd:-1,sp:3,clv:20],[cl:PW,w:MU-Hold-Monster,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Hold-Undead,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Invisibility,pd:-1,sp:2,clv:20],[cl:PW,w:MU-Levitate,pd:-1,sp:2,clv:20],[cl:PW,w:MU-Light,pd:-1,sp:1,clv:20],[cl:PW,w:MU-Mirror-Image,pd:-1,sp:2,clv:20],[cl:PW,w:PR-Pass-Without-Trace,pd:-1,sp:10,clv:20],[cl:PW,w:PR-Produce-Fire,pd:-1,sp:7,clv:20],[cl:PW,w:Protection-From-Evil-10ft,pd:-1,sp:7,clv:20],[cl:PW,w:PR-Remove-Fear,pd:-1,sp:1,clv:20],[cl:PW,w:PR-Remove-Curse,pd:-1,sp:6,clv:20],[cl:PW,w:MU-Shield,pd:-1,sp:1,clv:20],[cl:PW,w:PR-Speak-With-Plants,pd:-1,sp:100,clv:20],[cl:PW,w:PR-Summon-Insects,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Whispering-Wind,pd:-1,sp:1,clv:20],[cl:MI,items:random:4+2d6]{{subtitle=Creature}}Specs=[Titan,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Supra-Genius to God-like (19 to 21+)}}{{AC=0 is natural AC. Generally only wear robes of the Greek gods, such as togas}}{{Alignment=Chaotic Good}}{{Move=36}}{{Hit Dice=20HD}}{{THAC0=5}}{{Section1=**Attacks:**}}{{Maul of the Titans=Twice per round for 4d10+2 HP damage + an additional 14 HP strength bonus}}{{Special Attack=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.}}{{Languages=In addition to speaking their own language, titans are able to speak the six main dialects of giants. All titans are also conversant in the common tongue as well as that commonly spoken by forest creatures, as these giants have close ties with nature.}}{{Size=G, 25ft+ tall}}{{Life Expectancy=Immortal}}{{Section2=**Powers**}}{{Spell-like Powers=All titans have the following spell-like powers, at 20th level of spell use, usable once per round, one at a time, at will: *advanced illusion, alter self, animal summoning II, astral spell, bless, charm person or mammal, commune with nature, cure light wounds, eyebite, fire storm, hold person, hold monster, hold undead, invisibility, levitate, light, mirror image, pass without trace, produce fire, protection from evil, 10\' radius, remove fear, remove curse, shield, speak with plants, summon insects,* and *whispering wind*}}{{Spell Casting=All titans are able to employ both mage or priest spells (dependent on the individual titan -- only one, not both) as a 20th-level spell caster.}}{{Section4=**Special Advantages**}}{{Immunity=Titans are not affected by attacks from nonmagical weapons.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Titans are gargantuan, almost godlike men and woman. They, quite simply, look like 25\' tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering.\nTitans are livers of life, creators of fate. These benevolent giants are closer to the well springs of life than mere mortals and, as such, revel in their gigantic existences. Titans are wild and chaotic. They are prone to more pronounced emotions that humans and can experience godlike fits of rage. They are, however, basically good and benevolent, so they tend not to take life. They are very powerful creatures and will fight with ferocity when necessary.\nTo some, titans seem like gods. With their powers they can cause things to happen that, surely, only a god could. They are fiery and passionate, displaying emotions with greater purity and less reservation than mortal beings. Titans are quick to anger, but quicker still to forgive. In fits of rage they destroy mountains and in moments of passion will create empires. They are in all ways godlike and in all ways larger than life.\nAnd yet is should be noted that titans are not gods. They are beings that make their home in Olympus and walk among the gods. Yet they are not omnipotent, omniscient rulers of the planes. Sometimes their godlike passions and godlike rages make them seem like deities, however, and it is common for whole civilizations to mistake them for deities.\nThere they will dance, sing, study, debate and engage in all other manner of activities with titanic proportion. If a titan finds something that interests him, it would not be unusual for him to study it in great detail for many weeks, only to leave it when his interest has waned. They may also engage in debates or arguments that last literally for weeks at a time. These debates might end in a jovial laughter and good spirits or in thunder and rage. Such are the whims of titans.}}{{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:'Triton',type:'tritonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Triton}}Specs=[Triton,TritonRace,2H,Creature]{{subtitle=Marine Creature}}RaceData=[w:Triton, query:Which Triton?|Normal Triton%%3%% %% %%17|Exceptional Triton%%4:6%% %% %%15|Very Exceptional Triton%%7:8%% %% %%13|Triton Leader%%9%% %% %%11|Triton Mage L1-6%%3%%cl=mu:wizard%%lv=1:6%%17|Triton Mage L7-10%%3%%cl=mu:wizard%%lv=7:10%%17|Triton Priest L2-5%%3%%cl=pr:priest%%lv=2:5%%17|Triton Priest L8-11%%3%%cl=pr:priest%%lv=8:11%%17|Female Triton%%2%% %% %%19|Juvenile Triton%%1%% %% %%20, align:N|NN|NG, ac:triton-scale, cattr:int=13:20|swim=15|ac=5|hd=??1r4|age=??0:??1|mr=90|??2|??3|thac0=??4|size=M|tr=10QR(E), spattk:Exeptional and Leader Tritons can blow their conch shell to summon aid and cause *Fear*, spdef:Magic resistance @{selected|monstermagicresist}%, ns:-1],[cl:WP,%:47,prime:Trident],[cl:WP,%:13,prime:Trident,items:Heavy-Crossbow|Heavy-Quarrel-Underwater:40],[cl:WP,%:28,both:Spear-Long],[cl:WP,%:12,both:Spear-Long,items:Heavy-Crossbow|Heavy-Quarrel-Underwater:40],[cl:mi,items:Horn-of-the-Tritons,age:4]{{Section=**Attributes**}}{{Intelligence=High \\amp up (13+)}}{{AC=Naturally AC5, can wear Tritons Scale Armour for AC4}}{{Alignment=Neutral, tending towards Good}}{{Move=Swim at 15}}{{Hit Dice=Varies by Triton, normally 3, Exceptional are 4 to 6HD, Very Exceptional are 7 to 8HD, or a Leader with 9HD}}{{THAC0=Varies by Triton Hit Dice, from 17 to 11}}{{Section1=**Attacks:** by weapon. Can be either tridents (60%) or long spears (40%). Some 25% are also armed with heavy\ncrossbows.}}{{Languages=Triton speak their own language as well as those of *Sea Elves* and *Locathah*.}}{{Size=Medium, 7ft tall}}{{Life Expectancy=Normal triton live approximately 300 years while their leaders and spellcasters have life expectancies of 500 years or more. Rumoured to be creatures originally from the elemental plane of Water}}{{Section2=**Powers**}}{{Triton Conch=Exceptional tritons (see below) and triton leaders always carry conch shells with them. Not magical, their sounds are well known to all marine creatures. See the description of the *Triton Conch* item for more information.}}{{Section4=**Special Advantages**}}{{Section5=Tritons are nearly impervious to magic with a natural magic resistance of 90%.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=Tritons are rumored to be creatures from the elemental plane of Water that have been placed on the Prime Material plane for some purpose unknown to man. They are sea dwellers, inhabiting warmer waters principally but equally able to live at shallow or great depths.\nThe lower half of a triton ends in two finned legs, while its torso, head, and arms are handsomely human. Tritons have a silvery skin that fades into silver-blue scales on the lower half of their bodies. Their hair is deep blue or blue-green.\nTritons live either in great undersea castles (80% chance) or in finely sculpted caverns (20%). While tritons lean toward good alignment, they are very suspicious of outsiders and have no love for land dwellers in general.\nTritons rarely kill, unless provoked, but they are quick to apprehend those who intrude upon their seas. Trespassers found guilty of intentionally entering triton waters or treasure seeking are left "to the fate of the seas." This means being stripped of all belongings and set adrift at least 10 miles from any shoreline. Characters ruled innocent by the triton court awaken the next day on some distant shore. Tritons never aid land dwellers unless their own interests are involved in the matter.\nFor every 10 tritons encountered there is an exceptional triton of 4-6 Hit Dice. For every 20 encountered there is an exceptional triton with 7-8 Hit Dice. Groups of 50 or more are always accompanied by a triton leader (AC 2, 9 Hit Dice). There is a 10% chance for every 10 tritons encountered that they are accompanied by a triton mage of 1d6 levels.\nAt a triton lair, the following additional tritons are always found:\n60 males (with related exceptional tritons)\nOne mage of 7th- to 10th-level ability\nOne priest of 8th- to 11th-level ability\nFour priests of 2nd- to 5th-level ability\nFemale tritons equal to 100% of males (2 HD, AC 6)\nYoung equal to 100% of males (noncombatants)\nThere is also a 75% chance that the lair contains 2d6 sea lions as pets/guards.}}{{desc9=**Combat:** Triton are reclusive and nonviolent. They normally attack to capture. If a triton is killed in a battle, however, the fight immediately becomes one of retribution. Should the fighting go poorly, the tritons withdraw to their lair to either gather reinforcements or make a last stand.\nOutside their lair, tritons are 90% likely to be mounted, either on hippocampi (65%) or giant sea horses (35%). These mounts fight in defense of their riders.}}'},
- {name:'Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Troll}}{{subtitle=Creature}}Specs=[Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=6d8+6}}{{THAC0=13}}{{Attacks=2 x Claw 1d4+4, 1 x Bite 1d8+4}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Troll, align:CE, cattr:int=5:7|mov=12|ac=4|hd=6+6r3|regen=3|thac0=13|size=L|dmg=+8|tr=Q(D)|attk1=4+1d4:Claw1:0:S|attk2=4+1d4:Claw2:0:S|attk3=4+1d8:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage, spdef:Regenerate at 3HP per round,ns:2],[cl:PW,w:regenerate,sp:0,pd:-1],[cl:WP,prime:stone:5],[cl:MI,%:80],[cl:MI,%:20,items:random:1d3]{{Section9=**Description**}}{{desc7=Horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, since trolls know no fear and attack unceasingly when hungry. Their frame appears thin and frail, but trolls possess surprising strength. Their arms and legs are long and ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The trolls\' rubbery hide is colored a moss green, mottled green and gray, or putrid gray. A writhing hairlike mass grows out of their skulls and is usually greenish black or iron gray in color. Their dull, sunken black eyes possess 90-foot infravision. Females are easily distinguished from males; they are both larger and more powerful than their male counterparts.\nTrolls walk upright but hunched forward with sagging shoulders. The trolls\' gait is uneven and, when running, the arms dangle free and drag along the ground. For all this seeming awkwardness, trolls are very agile. They are masterful climbers and can scale even sheer cliffs with an 80% chance of success. Trolls have a poor hearing, but their sense of smell is superior.}}{{desc8=**Regeneration:** Trolls reduced to 0 or fewer hit points fall to the ground, incapacitated but not slain. Incapacitated trolls continue to regenerate and stand up to fight as soon as they have a positive number of hit points.\nWhen using an edged weapon, it is possible to sever the thin limbs of a troll (a natural 20 with an edged weapon is needed). Severed limbs continue to fight after separation from the body (hands squeeze, heads bite if stepped on, etc.). Attacks by severed limbs are at normal chances to hit.}}{{desc9=**Combat:** Can attack at multiple opponents with 2 claws \\amp bite. In the rare case that a troll wields a weapon, it attacks with a +8 damage bonus. Trolls regenerate at an amazing rate. Starting three rounds after first blood, the creatures recovers 3 hit points per round until healed.}}'},
+ {name:'Troll',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Troll}}{{subtitle=Creature}}Specs=[Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=6d8+6}}{{THAC0=13}}{{Attacks=2 x Claw 1d4+4, 1 x Bite 1d8+4}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Troll, align:CE, attk:melee vs Dwarf or Gnome?=-4, cattr:int=5:7|mov=12|ac=4|hd=6+6r3|regen=3|thac0=13|size=L|dmg=+8|tr=Q(D)|attk1=4+1d4:Claw1:0:S|attk2=4+1d4:Claw2:0:S|attk3=4+1d8:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage, spdef:Regenerate at 3HP per round,ns:2],[cl:PW,w:regenerate,sp:0,pd:-1],[cl:WP,prime:stone:5],[cl:MI,%:80],[cl:MI,%:20,items:random:1d3]{{Section9=**Description**}}{{desc7=Horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, since trolls know no fear and attack unceasingly when hungry. Their frame appears thin and frail, but trolls possess surprising strength. Their arms and legs are long and ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The trolls\' rubbery hide is colored a moss green, mottled green and gray, or putrid gray. A writhing hairlike mass grows out of their skulls and is usually greenish black or iron gray in color. Their dull, sunken black eyes possess 90-foot infravision. Females are easily distinguished from males; they are both larger and more powerful than their male counterparts.\nTrolls walk upright but hunched forward with sagging shoulders. The trolls\' gait is uneven and, when running, the arms dangle free and drag along the ground. For all this seeming awkwardness, trolls are very agile. They are masterful climbers and can scale even sheer cliffs with an 80% chance of success. Trolls have a poor hearing, but their sense of smell is superior.}}{{desc8=**Regeneration:** Trolls reduced to 0 or fewer hit points fall to the ground, incapacitated but not slain. Incapacitated trolls continue to regenerate and stand up to fight as soon as they have a positive number of hit points.\nWhen using an edged weapon, it is possible to sever the thin limbs of a troll (a natural 20 with an edged weapon is needed). Severed limbs continue to fight after separation from the body (hands squeeze, heads bite if stepped on, etc.). Attacks by severed limbs are at normal chances to hit.}}{{desc9=**Combat:** Can attack at multiple opponents with 2 claws \\amp bite. In the rare case that a troll wields a weapon, it attacks with a +8 damage bonus. Trolls regenerate at an amazing rate. Starting three rounds after first blood, the creatures recovers 3 hit points per round until healed.}}'},
{name:'Troll-Freshwater-Scrag',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Freshwater-Troll}{{}}Specs=[Freshwater Troll,CreatureRace,0H,Freshwater-Troll]{{}}RaceData=[w:Freshwater Troll]{{}}'},
{name:'Troll-Freshwater-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Freshwater-Troll-Shaman}{{}}RaceData=[w:Freshwater Troll Shaman]{{}}Specs=[Freshwater Troll Shaman,CreatureRace,0H,Freshwater-Troll-Shaman]{{}}'},
{name:'Troll-Giant-Two-Headed',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Two-Headed-Troll}{{}}RaceData=[w:Giant Two Headed Troll]{{}}Specs=[Giant Two Headed Troll,CreatureRace,0H,Giant-Two-Headed-Troll]{{}}'},
{name:'Troll-Saltwater-Marine-Scrag',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|SaltwaterTroll}{{}}Specs=[SaltwaterTroll,CreatureRace,0H,Saltwater-Troll]{{}}RaceData=[w:Saltwater Troll]{{}}'},
{name:'Troll-Saltwater-Scrag-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Saltwater-Troll-Shaman}{{}}RaceData=[w:Saltwater Troll Shaman]{{}}Specs=[Saltwater Troll Shaman,CreatureRace,0H,Saltwater-Troll-Shaman]{{}}'},
- {name:'Troll-Shaman-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Troll Shaman Chieftain, cattr:int=7|cl=pr:troll-shaman|lv=7,ns:1],[cl:MI,%:100,items:random:2d2]{{Intelligence=Low (7)}}%{Race-DB-Creatures|Troll}{{name=Troll Shaman Chieftain}}Specs=[Troll Shaman,CreatureRace,0H,Troll]{{Priest Spells=Cast at 7th level: Charm, Divination, Sun (Darkness only), and Weather.}}{{desc=**Troll Shaman Chieftain:** 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. Leadership is only retained by combat, so fights for pack control are frequent. Often trolls rend each other limb from limb, but these battles are never fatal. Still, it is the custom of trolls to toss the loser\'s head a great distance from the fight scene, and frequently losers must sit and stew for a week until their new head grows in.\nThe pack chieftain\'s duties are few. She leads the trolls on nightly forages, loping along, sniffing the air for prey. If a scent is found, the trolls charge, racing to get there first, and letting out a great cry once prey is spotted. In return for being the hunt leader, the shaman gets her choice of mates in the pack. Females give birth to a single troll about once every five years.}}'},
+ {name:'Troll-Shaman-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Troll Shaman,CreatureRace,0H,Troll]{{subtitle=Creature}}RaceData=[w:Troll Shaman Chieftain, cattr:int=7|cl=pr:troll-shaman|lv=7,ns:1],[cl:MI,%:100,items:random:2d2]{{Intelligence=Low (7)}}%{Race-DB-Creatures|Troll}{{name=Troll Shaman Chieftain}}{{Priest Spells=Cast at 7th level: Charm, Divination, Sun (Darkness only), and Weather.}}{{desc=**Troll Shaman Chieftain:** 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. Leadership is only retained by combat, so fights for pack control are frequent. Often trolls rend each other limb from limb, but these battles are never fatal. Still, it is the custom of trolls to toss the loser\'s head a great distance from the fight scene, and frequently losers must sit and stew for a week until their new head grows in.\nThe pack chieftain\'s duties are few. She leads the trolls on nightly forages, loping along, sniffing the air for prey. If a scent is found, the trolls charge, racing to get there first, and letting out a great cry once prey is spotted. In return for being the hunt leader, the shaman gets her choice of mates in the pack. Females give birth to a single troll about once every five years.}}'},
{name:'Two-Headed-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ettin}{{}}Specs=[Two-Headed-Giant,CreatureRace,2H,Ettin]{{}}RaceData=[w:Two-Headed Giant]{{}}'},
]},
- Race_DB_Creatures_U_Z:{bio:'Creatures Database v2.06 10/10/2025
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 10/10/2025 Added DMG Treasure Table types, Zombie Lord and Sea Zombie v2.05 10/04/2025 Added Wererat v2.04 05/04/2025 Added White Pudding v2.03 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures 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_U_Z:{bio:'Creatures Database v2.08 01/08/2026
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 01/08/2026 Added Umber-Hulk v2.07 23/05/2026 Added multi-AC, Called Shot and Situational Attack data tags v2.06 10/10/2025 Added DMG Treasure Table types, Zombie Lord and Sea Zombie v2.05 10/04/2025 Added Wererat v2.04 05/04/2025 Added White Pudding v2.03 26/01/2025 Added chance of random items to be added to humanoid Drag & Drop creatures 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:'Drowned-One',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Sea-Zombie}{{}}RaceData=[w:Drowned One]{{}}Specs=[Drowned One,CreatureRace,0H,Sea-Zombie]{{}}'},
{name:'Drowned-One-Priest-L1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Sea-Zombie-Priest-L1}{{}}RaceData=[w:Drowned-One-Priest-L1]{{}}Specs=[Drowned-One-Priest-L1,CreatureRace,0H,Sea-Zombie-Priest-L1]{{}}'},
{name:'Drowned-One-Priest-L2',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Sea-Zombie-Priest-L2}{{}}RaceData=[w:Drowned-One-Priest-L2]{{}}Specs=[Drowned-One-Priest-L2,CreatureRace,0H,Sea-Zombie-Priest-L2]{{}}'},
@@ -1983,23 +2022,25 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Sea-Zombie-Priest-L2',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sea Zombie Priest L2,cattr:cl=PR:Priest|lv=2,ns:1],[cl:PR,lv:2,w:Badberry|Chant|Charm-Person-or-Mammal|Chill-Metal|Dust-Devil|Fire-Trap|Heat-Metal|Hold-Person|Silence-15ft-radius|Spiritual-Hammer|Trip|Warp-Wood]{{}}Specs=[Sea Zombie Priest L2,CreatureRace,0H,Sea-Zombie-Priest-L1]{{}}%{Race-DB-Creatures|Sea-Zombie}{{name=Priest L2}}'},
{name:'Sea-Zombie-Priest-L3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sea Zombie Priest L3,cattr:cl=PR:Priest|lv=3,ns:1],[cl:PR,lv:3,w:Animate-Dead|Bestow-Curse|Call-Lightning|Cause-Blindness-or-Deafness|Cause Disease|Continual-Darkness|Dispel-Magic|Hold-Animal|Prayer|Pyrotechnics|Snare|Spike-Growth|Summon-Insects|Water-Walk]{{}}Specs=[Sea Zombie Priest L3,CreatureRace,0H,Sea-Zombie-Priest-L2]{{}}%{Race-DB-Creatures|Sea-Zombie}{{name=Priest L3}}'},
{name:'Sea-Zombie-Priest-L4',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sea Zombie Priest L4,cattr:cl=PR:Priest|lv=4,ns:1],[cl:PR,lv:4,w:Animal-Summoning-1|Cause-Serious-Wounds|Cloak-of-Fear|Control-Temperature-10ft-Radius|Giant-Insect|Hold-Plant|Poison|Produce-Fire|Protection-from-Good-10ft|Raise-Water|Reverse-Tongues|Sticks-to-Snakes]{{}}Specs=[Sea Zombie Priest L4,CreatureRace,0H,Sea-Zombie-Priest-L3]{{}}%{Race-DB-Creatures|Sea-Zombie}{{name=Priest L4}}'},
+ {name:'Umber-Hulk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Umber-Hulk}}{{subtitle=Creature}}Specs=[Umber-Hulk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=2}}{{Alignment=Chaotic Evil}}{{Move=6, Burrow 1-6 (1 through hardest rock, 6 through soil)}}{{Hit Dice=8HD + 8}}{{THAC0=11}}{{Attack=2 x Claws, 3d4 each, and 1 x bite for 1d10}}{{Languages=Their own language only}}{{Size=L (8ft tall, 5ft wide}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Confusion:** Looking into an umber hulk\'s eyes causes confusion, as per the spell, unless a saving throw versus spell is made.}}{{Section4=**Special Advantages**}}{{Infravision=Out to 90 feet}}{{Section6=**Special Disadvantages**}}{{Slow Speed=The one saving grace when fighting an umber hulk is their speed. Their gait is slow and ponderous and their balance is poor in wide spaces.}}RaceData=[w:Umber-Hulk,syou:Ambush from stone wall?=5, cattr:int=8:10|ac=2|mov=6|Burrow=6|size=L|hd=8+8r3|thac0=11|attk1=3d4:Right Claw:0:S|attk2=3d4:Left Claw:0:S|attk3=1d10:Bite:1:P,spattk:Meeting gaze causes *confusion* unless save vs spell. Infravision to 90ft,ns:1],[cl:PW,w:MU-Confusion,pd:-1,sp:0]{{Section9=**Description**}}{{desc8=**Umber hulks** are powerful subterranean predators whose ironlike claws allow them to burrow through solid stone in search of prey. Muscles bulge beneath their thick, scaly hides and their powerful arms and legs all carry great claws. They have no necks to speak of, but the head features a powerful maw with rows of triangular teeth and 8-inch mandibles capable of biting through any hide or bone. Most peculiar of all are the four round eyes, spaced evenly across each umber hulk\'s forehead. Umber hulks are black, shading to a lighter shade of yellowish gray on the front. Their eyes are mere blackened dots each the size of a small coin. Umber hulks eat young purple worms, ankhegs, and similar creatures. Their favorite prey, however, is humankind.}}{{desc9=**Combat:** Intelligent opponents, they usually dig to a point adjacent to a main corridor, then wait, peeking through a crack they\'ve made, until likely prey walks by. The umber hulk then springs out upon its startled victim. When using this technique, opponents have a -5 modifier on their surprise rolls. Other tactics involve planned cave-ins and dead-end tunnels where an umber hulk can wait for victims to come to him.\nUmber hulks never fight to the death unless cornered (which is rare, since the creature can dig through stone). If hard pressed, an umber hulk won\'t hesitate to cause a cave-in (25% chance of success per round) and then dig his way to freedom.}}'},
+ {name:'Umber-Hulk-Vodyanoi',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Umber-Hulk,CreatureRace,0H,Umber-Hulk]{{}}RaceData=[w:Umber-Hulk-Vodyanoi, cattr:mov=3|Burrow=6|Swim=6|hd=8r3|thac0=13,spattk:Infravision to 90ft,ns:-1]{{}}%{MI-DB|Umber-Hulk}{{Name=Vodyanoi}}{{Move=3, Swim 6, Burrow 1-6 (1 through hardest rock, 6 through soil)}}{{Hit Dice=8HD}}{{THAC0=13}}{{Section3=None}}{{desc7=These aquatic predators are closely related to the umber hulk. Vodyanoi live in deep bodies of fresh water. They are similar in appearance to umber hulks but have only two eyes and thus lack the ability to confuse opponents. Their skin is green and slimy to the touch, but beneath it is a thick, knobby hide. Their claws are webbed. Vodyanoi prey upon all manner of creatures but prefer human flesh. They can rend the hulls of small vessels and frequently sink or overturn small boats. Once per day a vodyanoi can attempt to summon 1-20 electric eels with a 50% chance of success. The existence of a saltwater variety of vodyanoi of twice the size and greater ferocity is rumored but unconfirmed.}}'},
{name:'Vampire',type:'humanoidcreature',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Vampire}}{{subtitle=Creature}}Specs=[Vampire,HumanoidCreature,0H,Creature]{{Alignment=Usually chaotic evil}}{{Languages=Whatever they knew before they were a vampire, or what their vampire parents taught them.}}{{Size=M, As per pre-vampire race (usually [65+2d6](!\\amp#13;\\amp#47;r 65+2d6 ins height)ins,}}{{Weight=Their weight before becoming a vampire or [140+6d10](!\\amp#13;\\amp#47;r 140+6d10 lbs weight)lbs}}{{Life(?) Expectancy=Immortal}}{{Section=**Attributes**}}{{Minimum=Str:18(76), Int:15}}{{Maximum=Int:16}}{{Adjustment=None}}{{Section1=**Powers**}}{{Energy Drain=Drains 2 levels from anyone they successfully touch}}{{Charm=Any person who allows the\nvampire to look into their eyes will be affected as if by a *charm person* spell. Due to the power of this enchantment, a -2 is applied to the victim\'s saving throw vs. spell}}{{Summon Creatures=Can summon swarms of creatures to their aid}}{{Shape Change=Can *Shape Change* into a large bat at will}}{{Spell-like powers=*Gaseous Form* and *Spider Climb* at will}}{{Section2=**Special Advantages**}}{{Infravision=60 feet}}{{Plus Weapons To Hit=Attackers must use weapons of at least +1 to be able to hit a vampire}}{{Immunities=Immune to *Sleep, Charm,* and *Hold* spells, Paralysis and Poison. Spells based on cold or electricity cause only half damage}}{{Section3=**Special Disadvantages**}}{{Repellants=Odor of Strong Garlic; Mirror or Holy Symbol presented with conviction}}{{Holy Water or Symbol=Burns a vampire for 2-7 (1d6+1) damage with a successful hit}}{{Others=See Monsterous Compendium for other disadvantages}}RaceData=[w:Vampire, u:+1, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Poison%%poi%%100%%0|Paralysis%%all%%100%%0, cattr:int=15:16|ac=1|mov=12|fly=18C|hd=8d8+3|thac0=11|tr=(F)|attk1=4+1d6:Hand:0:B|dmgmsg=\\lbrak;Drains two levels\\rbrak;\\lpar;!attk --noWaitMsg --set-savemod \\amp#64;{target¦Who\'s the Victim?¦token_id}¦add¦drain life¦Vampire¦mrspe\\clon;+0¦1¦1¦!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-2\\rpar; on a successful hit with a hand,spattk:Energy drain,spdef:+1 weapon to hit; immune to *sleep, charm \\amp hold*, ns:1],[cl:PW,w:Charm Person,sp:1,lv:0,pd:-1],[cl:PW,w:Summon Swarm,sp:2,lv:0,pd:-1],[cl:PW,w:Gaseous Form,sp:0,lv:0,pd:-1],[cl:PW,w:MU-Shape-Change,sp:9,lv:0,pd:-1],[cl:PW,w:Spider Climb,sp:1,lv:0,pd:-1],[cl:MI,items:random:2+2d4]{{Section9=**Description**}}{{desc=Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves.\nOne aspect that makes the vampire far more fearful than many of its undead kindred is its appearance. Unlike other undead creatures, the vampire can easily pass among normal men without drawing attention to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many cases, a vampire\'s true nature is revealed only when it attacks. There are ways in which a vampire may be detected by the careful observer, however. Vampires cast no reflection in a glass, cast no shadows, and move in complete silence.}}'},
{name:'War-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:War Dog, ac:barding, cattr:mov=12|ac=6|hd=2+2r5|size=M|attk1=2d4:Bite:0:P]{{}}Specs=[War Dog,CreatureRace,0H,Wild Dog]{{}}%{Race-DB-Creatures|Wild-Dog}{{name=War Dog}}{{AC=6}}{{Move=12}}{{Hit Dice=2+2 HD}}{{Attacks=Bite for 2d4}}{{Size=M}}{{Life Expectancy=5 to 7 years, exceptionally up to 12}}{{Section5=Keen senses of smell \\amp hearing}}{{desc8=Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing, making them adept at detecting intruders. The status of war dogs varies greatly; some are loyal and beloved pets, some are watch dogs, others are hunting dogs, and some are trained for battle.}}{{desc9=**Combat:** Most war dogs are not usually vicious, and will rarely attack without cause.}}'},
- {name:'Water-Elemental',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Water Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=6, SW18 (on dry land never more than 60yds from water conjoured from)}}{{Hit Dice=8, 12, or 16}}{{THAC0=12, 9, or 7}}{{Attack=1 x 5d8 (On dry land, take 1 less damage per die)}}{{Languages=They rarely speak, but their voices can be heard in the crashing of waves on rocky shores and the howl of an ocean gale}}{{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:Water Elemental, cattr:int=5:7|ac=2|mov=6|Swim=18|size=L|hd=8|thac0=12|attk1=5d8:Wave crash:0:B|attk2=\\lbrak;\\lbrak;{1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\rbrc;kh5\\rbrak;\\rbrak;:On dry land:0:B,spdef:+2 weapon or better to hit]{{Section9=**Description**}}{{desc=Water elementals can be conjured in any area containing a large amount of water or watery liquid. At least one thousand cubic feet of liquid is required to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just as well.\nThe water elemental appears on the Prime Material Plane as a high-crested wave. The elemental\'s arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and flow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes}}{{desc1=In combat, the water elemental is a dangerous adversary. It prefers to fight in a large body of water where it can constantly disappear beneath the waves and suddenly swell up behind its opponent.\nWhen the elemental strikes, it lashes out with a huge wave-like arm, doing 5-30 points of damage. Water elementals are also a serious threat to ships that cross their paths. A water elemental can easily overturn small craft (one ton of ship per hit die of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stopped by an elemental will be slowed by a percentage equal to the ratio of ship\'s tons over the hit points of the attacking elemental.\nThough the water elemental is most effective in large areas of open water, it can be called upon to serve in a battle on dry land, close to the body of water from which it arose. However, the movement of the water elemental on land is the most restricted of any elemental type: a water elemental cannot move more than 60 yards away from the water it was conjured from, and 1 point of damage is subtracted from each die of damage they inflict out of the water (to a minimum of 1 point of damage per die)}}'},
- {name:'Weasel',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Weasel}}RaceData=[w:Weasel, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=6|hd=1-6r6|hp=2|thac0=20|size=S|attk1=1:Bite:0:P]{{subtitle=Creature}}Specs=[Weasel,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Weasels, related to minks and stoats, are common predators, though they are hunted for their pelts, or for pets.}}'},
+ {name:'Water-Elemental',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Water Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=6, SW18 (on dry land never more than 60yds from water conjoured from)}}{{Hit Dice=8, 12, or 16}}{{THAC0=12, 9, or 7}}{{Attack=1 x 5d8 (On dry land, take 1 less damage per die)}}{{Languages=They rarely speak, but their voices can be heard in the crashing of waves on rocky shores and the howl of an ocean gale}}{{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:Water Elemental, cattr:int=5:7|ac=2|shots=::|mov=6|Swim=18|size=L|hd=8|thac0=12|attk1=5d8:Wave crash:0:B|attk2=\\lbrak;\\lbrak;{1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\rbrc;kh5\\rbrak;\\rbrak;:On dry land:0:B,spdef:+2 weapon or better to hit]{{Section9=**Description**}}{{desc=Water elementals can be conjured in any area containing a large amount of water or watery liquid. At least one thousand cubic feet of liquid is required to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just as well.\nThe water elemental appears on the Prime Material Plane as a high-crested wave. The elemental\'s arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and flow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes}}{{desc1=In combat, the water elemental is a dangerous adversary. It prefers to fight in a large body of water where it can constantly disappear beneath the waves and suddenly swell up behind its opponent.\nWhen the elemental strikes, it lashes out with a huge wave-like arm, doing 5-30 points of damage. Water elementals are also a serious threat to ships that cross their paths. A water elemental can easily overturn small craft (one ton of ship per hit die of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stopped by an elemental will be slowed by a percentage equal to the ratio of ship\'s tons over the hit points of the attacking elemental.\nThough the water elemental is most effective in large areas of open water, it can be called upon to serve in a battle on dry land, close to the body of water from which it arose. However, the movement of the water elemental on land is the most restricted of any elemental type: a water elemental cannot move more than 60 yards away from the water it was conjured from, and 1 point of damage is subtracted from each die of damage they inflict out of the water (to a minimum of 1 point of damage per die)}}'},
+ {name:'Weasel',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Weasel}}RaceData=[w:Weasel, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=6|shots=::|hd=1-6r6|hp=2|thac0=20|size=S|attk1=1:Bite:0:P]{{subtitle=Creature}}Specs=[Weasel,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Weasels, related to minks and stoats, are common predators, though they are hunted for their pelts, or for pets.}}'},
{name:'Wererat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Wererat}}{{subtitle=Creature}}Specs=[Wererat,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=6}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=3+1}}{{THAC0=17}}{{Attack=Uses weapons, preferring shortswords and daggers. Coats these with saliva when licking clean, which can transfer lycanthropy}}{{Size=S to M, (3ft to 6ft)}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Lycanthrope shape change:** can transform themselves into three forms -- human, human-sized ratman, and giant rat.\n**Summon Giant Rats:** Each wererat is able to summon and control 2-12 giant rats.}}{{Section4=**Special Advantages**}}{{Resistance=*In Rat-man and Giant Rat forms* can only be hit by silver or +1 or better weapons}}{{Senses=Can move and detect creatures in dark via sight \\amp smell}}{{Intelligence=Cunning and resourceful at luring and trapping human prey}}{{Section6=**Special Disadvantages**}}{{Vulnerability=In *humanoid form*, can be hit by normal weapons}}{{Smell=In any of their forms they smell of the sewers.}}RaceData=[w:Wererat, align:LE, spattk:Limited shape change. Can inflict lycanthropy, spdef:Intelligence and cunning. Good senses in the dark, cattr:int=11:12|mov=12|ac=6|size=M|hd=3+1r3|thac0=17|tr=(C)|dmgmsg=On successful hit with any weapon has a 1% chance per point of damage done to inflict lycanthropy on the victim. Remember when *not in humanoid form* can only be hit by silver or +1 or better weapons, ns:1],[cl:PW,pd:-1,sp:0,w:Lycanthrope-Shape-Change],[cl:PW,pd:-1,sp:0,w:Summon-Giant-Rats],[cl:WP,%:70,prime:shortsword,offhand:dagger],[cl:WP,%:10,prime:dagger],[cl:WP,%:5,prime:shortsword+1,items:dagger:3],[cl:WP,%:10,prime:rapier,offhand:dagger+1],[cl:WP,%:5,prime:cutlass]{{Section9=**Description**}}{{desc=Wererats, also called ratmen, are humans who can transform themselves into three forms -- human, human-sized ratman, and giant rat. They are sly and evil, and usually inhabit tunnel complexes beneath cities.\nThe wererat\'s human form tends to be a thin, wiry individual of shorter than average height. His eyes constantly dart around, and his nose and mouth may twitch if he is excited. Males often have thin, ragged moustaches.\nThe ratman form is somewhat shorter than the human form. The head, torso, and tail are identical to those of a rat, but the limbs remain human.\nThe third form is that of a giant rat 2 feet from nose to rump. This form is identical to that of the giant rat. This is the preferred form for travel and spying on potential victims.\nWererats are often followed by 1-6 mice or rats that are instinctively drawn to them but are not controlled by them.}}{{hide8=Wererats prefer to attack from ambush. A favorite tactic is to assume human shape and lure unsuspecting victims into a trap. This is the only time wererats are voluntarily alone. Victims are then robbed, held for ransom, or eaten.\nWererats live in packs, regardless of form, never being alone if they can help it. Solitary wererats are either sole survivors or engaged in mischief. They do not form interpersonal bonds like love or marriage. In fact, wererats rarely mate with their own kind. Offspring of a wererat and a human woman are human, although they are small, like their fathers. Offspring of a female wererat resemble giant rats with human-like paws. These ratlings grow to maturity in two years and gain the ability to transform themselves into human children with an apparent age about three times that of the ratling\'s actual age.\nWererats prefer subterranean lairs hidden among the sewers and catacombs beneath cities. Nothing can pass through the sewers and escape their attention.\nThey delight in matching their superior intellects and meager physical skills against the more powerful and numerous humans. But they are no fools; they will not attack unless they are sure they can win. If a battle is going against them, wererats will scatter, transform to rat form, and head for the sanctuary of the sewers. They won\'t even defend their own lairs. Their attitude is that since they had stolen most of their belongings in the first place, they can always replace them.\nWererats are greedy and collect anything they think might have worth. The resulting trove usually has more junk than treasure, but a thorough search may reveal a wide variety of valuables. Wererats frequent sleazy taverns, both for the cheap alcohol and to follow drunks into the streets to drag them away for the next day\'s meal.}}{{desc9=**Combat:** In all three forms, wererats rely on weapons for their attacks, preferring shortswords and daggers. Anyone who is injured by a true wererat has a 1% chance per point of damage of becoming a wererat. In their ratman and giant rat forms, wererats can be hurt only by silver or magical weapons.\nEach wererat is able to summon and control 2-12 giant rats.}}'},
{name:'White-Dragon',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[White-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:White Dragon, cattr:int=5:7|mov=12|fly=40C|swim=12|ac=2-??1|hd=(11+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-4)*5)|cl=mu:white-dragon|lv=4+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=2d8:Bite:0:P|attk3=2d6: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}*7\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*14\\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 cold from birth, ns:=11],[cl:PW,w:White-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:4,w:PW-Ice-Walking,pd:-1,sp:1],[cl:PW,age:7,w:MU-Gust-of-Wind,pd:3,sp:1],[cl:PW,w:MU-Wall-of-Fog,age:9,pd:3,sp:1],[cl:PW,w:PW-Freezing-Fog,age:11,pd:3,sp:1]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=White}}{{Intelligence=Low (5-7)}}{{AC=Varies with age, adult white dragon is AC -1}}{{Move=12, FL 40(C), Sw 12}}{{Hit Dice=Varies with age, adult white dragon is 13 HD}}{{THAC0=Varies with age, adult white dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult white dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 2d8, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*White Dragon* and *Evil Dragon Common*, and 7% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A white dragon\'s breath weapon is a come of frost 70\' long, 5\' wide at the dragon\'s mouth, and 25\' wide at the base. Damage varies by age from 1d6+1 to 12d6+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard spells cast at a level from 10 to 16 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Juvenile* dragons can do *ice walking* at will, *Mature Adults* can do *Gust of Wind* x 3 a day, a *Very Old* dragon gains *Wall of Fog* 3 x a day, producing snow or hail instead of rain, and a *Wyrm* dragon gains *Freezing Fog* x 3 per day}}{{desc8=**White Dragons:** White dragons, the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons.\nThe scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white.\nWhite dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks.\nWhite dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents.\nWhite dragons\' lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at.}}{{desc9=**Combat:** Regardless of a target\'s size, a white dragon\'s favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon\'s detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite.}}'},
- {name:'White-Pudding',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:White Pudding, cattr:mov=9|ac=8|hd=9|attk1=4+3d8:Bites:0:P|dmgmsg=Disolves animal and vegitable matter in one round. Does not affect metal, spattk:Disolves animal and vegitable matter in one round. Does not affect metal]{{}}Specs=[White Pudding,CreatureRace,0H,Black Pudding]{{}}%{Race-DB-Creatures|Black-Pudding}{{prefix=White}}{{AC=8}}{{Move=9}}{{Hit Dice=9 HD}}{{Attack=Multiple bites with acid juices doing 3d8+4 damage}}{{Section6=**Acid:** White puddings cannot affect metals but dissolve animal and vegetable materials in a single round, inflicting damage to flesh at an astonishing rate.}}{{desc9=**Combat:** These cold-loving creatures are 50% likely to be mistaken for ice and snow (guaranteeing surprise) even under the best of conditions. White puddings haunt polar regions or icy places in order to find prey, although they can live by devouring any animal or vegetable matter; even ice provides them with enough nutrition to exist.}}'},
- {name:'Wight',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wight}}{{subtitle=Creature}}Specs=[Wight,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=5}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=4+3}}{{THAC0=15}}{{Attack=Touch for 1d4, and drain 1 level}}{{Languages=None known}}{{Size=M 4 to 7ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Level Drain=If successfully touch their victim, as well as damage, drain 1 level of experience permanently}}{{Attack Immunity=Only hit by silver or magically enchanted weapons of +1 or better}}{{Spell Immunity=Subject to all attack forms 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**}}{{Avoids Bright Light=Cannot tolerate bright light, including sunlight, and avoid it at all costs, but is not damaged by it}}RaceData=[w:Wight, align:LE, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Poison%%poi%%100%%0|Paralysation%%all%%100%%0, cattr:int=8:10|mov=12|ac=5|size=M|hd=4+3r3|thac0=15|tr=(B)|attk1=1d4:Touch:0:S|dmgmsg=On successful hit opponents \\lbrak;lose one level\\rbrak;\\lpar;!attk --noWaitMsg --set-savemod \\amp#64;{target¦Who\'s the Victim?¦token_id}¦add¦drain life¦Wight¦mrspe\\clon;+0¦1¦1¦!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-1\\rpar; of Experience. Remember immune to Sleep Charm Hold \\amp Cold. +1 or better weapons to hit, spattk:Drain 1 level of experience per successful hit, spdef:+1 or better weapons to hit]{{Section9=**Description**}}{{desc=Typically inhabit barrow mounds and catacombs. From a distance, wights can easily be mistaken for any number of humanoid races. Upon closer examination, however, their true nature becomes apparent. As undead creatures, wights are nightmarish reflections of their former selves, with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.}}{{desc1=**Combat:** Wights are fierce and deadly foes in combat. When attacked, they are unharmed by any weapons that are not forged from silver or enchanted in some manner.\nThe wight attacks with its jagged claws and powerful blows, inflicting 1-4 points of damage with each successful strike. In addition to this physical harm, the wight is able to feed on the life essence of its foes. Each blow that the wight lands drains one level from the victim, reducing Hit Dice, class bonuses, spell abilities, and so forth.}}'},
- {name:'Wild-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Dog}}RaceData=[w:Wild Dog, align:N, weaps:none, ac:none, cattr:int=2:4|mov=15|ac=7|hd=1+1r6|thac0=19|size=S|attk1=1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wild Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1+1 HD}}{{THAC0=19}}{{Attacks=Bite for 1d4}}{{Size=S}}{{Languages=}}{{Life Expectancy=5 to 7 years, exceptionally up to 12}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very wolf-like, while others seem to combine the looks of a wolf and a jackal. Found almost anywhere, they run in packs, and are led by the dominant male. The pack usually hunts a variety of game, even attacking deer or antelope. Pups are born in the spring. Wild dogs can be tamed if separated from their pack.}}{{desc9=**Combat:** Wild dogs fight as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. Wild dogs are omnivores which usually thrive on a combination of hunting and foraging.}}'},
- {name:'Wild-Eagle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Eagle}}RaceData=[w:Eagle, align:N, weaps:none, ac:none, spattk:Dive attack at +2 to hit and double dmg. Cannot be surprised, cattr:int=1|mov=1|fly=30|ac=6|hd=1+3r6|thac0=19|size=S|attk1=1d2:Talon1:0:S|attk2=1d2:Talon2:0:S|attk3=1:Beak:0:P|attkmsg=If diving from more than 100ft +2 to hit and inflicts double damage with talons but does not get a beak attack|dmgmsg=Double damage if diving from more than 100ft$$Double damage if diving from more than 100ft$$Cannot attack with beak if diving from height]{{subtitle=Creature}}Specs=[Wild Eagle,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=1, FL 30(C)}}{{Hit Dice=1+3 HD}}{{THAC0=19}}{{Attacks=2 x Talons for 1d2 each, Beak for 1HP. Double damage with talons if diving from more than 100ft, but does not get a beak attack}}{{Size=S}}{{Life Expectancy=20 to 30 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Due to eyesight, hearing, and other factors, cannot be surprised}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded).\nEagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an area of rich feeding, 1d8+4 eagles are encountered instead of the normal individual or pair.}}{{desc9=**Combat:** An eagle typically attacks from great heights, letting gravity hurtle it toward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal flying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage.\nEagles generally hunt rodents, fish, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brownies have to be wary of a hunting eagle.}}'},
+ {name:'White-Pudding',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:White Pudding, syou:Mistaken for ice and snow=10, cattr:mov=9|ac=8|hd=9|attk1=4+3d8:Bites:0:P|dmgmsg=Disolves animal and vegitable matter in one round. Does not affect metal, spattk:Disolves animal and vegitable matter in one round. Does not affect metal]{{}}Specs=[White Pudding,CreatureRace,0H,Black Pudding]{{}}%{Race-DB-Creatures|Black-Pudding}{{prefix=White}}{{AC=8}}{{Move=9}}{{Hit Dice=9 HD}}{{Attack=Multiple bites with acid juices doing 3d8+4 damage}}{{Section6=**Acid:** White puddings cannot affect metals but dissolve animal and vegetable materials in a single round, inflicting damage to flesh at an astonishing rate.}}{{desc9=**Combat:** These cold-loving creatures are 50% likely to be mistaken for ice and snow (guaranteeing surprise) even under the best of conditions. White puddings haunt polar regions or icy places in order to find prey, although they can live by devouring any animal or vegetable matter; even ice provides them with enough nutrition to exist.}}'},
+ {name:'Wight',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wight}}{{subtitle=Creature}}Specs=[Wight,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=5}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=4+3}}{{THAC0=15}}{{Attack=Touch for 1d4, and drain 1 level}}{{Languages=None known}}{{Size=M 4 to 7ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Level Drain=If successfully touch their victim, as well as damage, drain 1 level of experience permanently}}{{Attack Immunity=Only hit by silver or magically enchanted weapons of +1 or better}}{{Spell Immunity=Subject to all attack forms 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**}}{{Avoids Bright Light=Cannot tolerate bright light, including sunlight, and avoid it at all costs, but is not damaged by it}}RaceData=[w:Wight, align:LE, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Poison%%poi%%100%%0|Paralysation%%all%%100%%0, cattr:int=8:10|mov=12|ac=5|shots=::|size=M|hd=4+3r3|thac0=15|tr=(B)|attk1=1d4:Touch:0:S|dmgmsg=On successful hit opponents \\lbrak;lose one level\\rbrak;\\lpar;!attk --noWaitMsg --set-savemod \\amp#64;{target¦Who\'s the Victim?¦token_id}¦add¦drain life¦Wight¦mrspe\\clon;+0¦1¦1¦!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-1\\rpar; of Experience. Remember immune to Sleep Charm Hold \\amp Cold. +1 or better weapons to hit, spattk:Drain 1 level of experience per successful hit, spdef:+1 or better weapons to hit]{{Section9=**Description**}}{{desc=Typically inhabit barrow mounds and catacombs. From a distance, wights can easily be mistaken for any number of humanoid races. Upon closer examination, however, their true nature becomes apparent. As undead creatures, wights are nightmarish reflections of their former selves, with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.}}{{desc1=**Combat:** Wights are fierce and deadly foes in combat. When attacked, they are unharmed by any weapons that are not forged from silver or enchanted in some manner.\nThe wight attacks with its jagged claws and powerful blows, inflicting 1-4 points of damage with each successful strike. In addition to this physical harm, the wight is able to feed on the life essence of its foes. Each blow that the wight lands drains one level from the victim, reducing Hit Dice, class bonuses, spell abilities, and so forth.}}'},
+ {name:'Wild-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Dog}}RaceData=[w:Wild Dog, align:N, weaps:none, ac:none, cattr:int=2:4|mov=15|ac=7|shots=::|hd=1+1r6|thac0=19|size=S|attk1=1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wild Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1+1 HD}}{{THAC0=19}}{{Attacks=Bite for 1d4}}{{Size=S}}{{Languages=}}{{Life Expectancy=5 to 7 years, exceptionally up to 12}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very wolf-like, while others seem to combine the looks of a wolf and a jackal. Found almost anywhere, they run in packs, and are led by the dominant male. The pack usually hunts a variety of game, even attacking deer or antelope. Pups are born in the spring. Wild dogs can be tamed if separated from their pack.}}{{desc9=**Combat:** Wild dogs fight as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. Wild dogs are omnivores which usually thrive on a combination of hunting and foraging.}}'},
+ {name:'Wild-Eagle',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Eagle}}RaceData=[w:Eagle, align:N, weaps:none, ac:none, spattk:Dive attack at +2 to hit and double dmg. Cannot be surprised, cattr:int=1|mov=1|fly=30|ac=6|shots=::|hd=1+3r6|thac0=19|size=S|attk1=1d2:Talon1:0:S|attk2=1d2:Talon2:0:S|attk3=1:Beak:0:P|attkmsg=If diving from more than 100ft +2 to hit and inflicts double damage with talons but does not get a beak attack|dmgmsg=Double damage if diving from more than 100ft$$Double damage if diving from more than 100ft$$Cannot attack with beak if diving from height]{{subtitle=Creature}}Specs=[Wild Eagle,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=1, FL 30(C)}}{{Hit Dice=1+3 HD}}{{THAC0=19}}{{Attacks=2 x Talons for 1d2 each, Beak for 1HP. Double damage with talons if diving from more than 100ft, but does not get a beak attack}}{{Size=S}}{{Life Expectancy=20 to 30 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Due to eyesight, hearing, and other factors, cannot be surprised}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded).\nEagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an area of rich feeding, 1d8+4 eagles are encountered instead of the normal individual or pair.}}{{desc9=**Combat:** An eagle typically attacks from great heights, letting gravity hurtle it toward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal flying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage.\nEagles generally hunt rodents, fish, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brownies have to be wary of a hunting eagle.}}'},
{name:'Wild-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Wild Horse, cattr:hd=2r5|thac0=19|attk1=1d3:Bite:0:P]{{}}Specs=[Wild Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Wild)}}{{Attacks=Bite for 1d3}}{{Hit Dice=2HD}}{{THAC0=19}}{{desc8=**Wild Horse:** Wild horses can be captured and trained to serve as mounts or work ponies. Training usually takes twice as long as training a domestic horse. Wild horses are hardy but jittery, and difficult to catch in the wild. They are sometimes hunted for food by human and demihuman tribes.}}{{desc9=**Combat:** Wild horses fight only if cornered. They can only bite once per round. They can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time.}}'},
- {name:'Wind-Walker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wind Walker}}RaceData=[w:Wind Walker, align:N, weaps:none, ac:none, cattr:int=11:12|mov=15|fly=30A|ac=7|hd=6+3r3|thac0=13|size=L|tr=R(C)|attk1=3d6:Wind Force:0:B|attkmsg=Damage is done to everybody who is successfully hit within 10ft diameter of Wind Walker,spattk:Attacks everybody within 10ft diameter every round,spdef:Can only be hit by +3 weapons or other creatures from the Plane of Air. Only *control weather; slow; haste; ice storm* and similar spells have any effect]{{subtitle=Creature}}Specs=[Wind Walker,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12))}}{{AC=7}}{{Alignment=Neutral}}{{Move=15 FL30(A)}}{{Hit Dice=6+3 HD}}{{THAC0=13}}{{Attacks=All within 5ft radius are attacked by Wind Force for 3d6}}{{Size=L}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all spells other than weather based spells such as *control weather* (save vs. magic or wind walker is killed), *ice storm* (drives away for 1-4 melee rounds), and *slow* (does damage like a *fireball*, but *haste* doubles damage done by the wind walker}}{{Resistance=Only hit by +3 or better weapons, or by creatures from the etherial plane of air}}{{Telepathy=Able to communicate telepathically with other wind walkers, and can detect thoughts of others within 10" to 30"}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wind walkers are creatures from the elemental plane of air, and on the material plane prefer to live high in mountains or in great caverns very far below the surface. Their approach is detectable at from 10”-30” as a whistling, howling or roaring depending on the number coming. These monsters are telepathic and can detect thoughts within 10”-30” (as they work in series to boost range).\nThey attack by wind force, each wind walker causing 3-18 points of damage per turn to all creatures within 1” of them who are hit. Being ethereal, wind walkers can be fought only by such creatures as djinn, efreet, invisible stalkers, or aerial servants, or affected by spells such as control weather (unless save is made versus magic, the monster dies), slow (affects monster like a fire ball), and ice storm (drives them away for 1-4 melee rounds). Haste does one-half damage to wind walkers, but it also doubles the amount of damage done by the wind walkers. Magical barriers will stop them, but wind walkers will otherwise pursue for 2-5 melee rounds minimum. They are subject to attack by telepathy. Wind walkers are sometimes forced into servitude by storm giants (for obvious reasons).}}'},
+ {name:'Wind-Walker',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wind Walker}}RaceData=[w:Wind Walker, align:N, weaps:none, ac:none, cattr:int=11:12|mov=15|fly=30A|ac=7|shots=::|hd=6+3r3|thac0=13|size=L|tr=R(C)|attk1=3d6:Wind Force:0:B|attkmsg=Damage is done to everybody who is successfully hit within 10ft diameter of Wind Walker,spattk:Attacks everybody within 10ft diameter every round,spdef:Can only be hit by +3 weapons or other creatures from the Plane of Air. Only *control weather; slow; haste; ice storm* and similar spells have any effect]{{subtitle=Creature}}Specs=[Wind Walker,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12))}}{{AC=7}}{{Alignment=Neutral}}{{Move=15 FL30(A)}}{{Hit Dice=6+3 HD}}{{THAC0=13}}{{Attacks=All within 5ft radius are attacked by Wind Force for 3d6}}{{Size=L}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all spells other than weather based spells such as *control weather* (save vs. magic or wind walker is killed), *ice storm* (drives away for 1-4 melee rounds), and *slow* (does damage like a *fireball*, but *haste* doubles damage done by the wind walker}}{{Resistance=Only hit by +3 or better weapons, or by creatures from the etherial plane of air}}{{Telepathy=Able to communicate telepathically with other wind walkers, and can detect thoughts of others within 10" to 30"}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wind walkers are creatures from the elemental plane of air, and on the material plane prefer to live high in mountains or in great caverns very far below the surface. Their approach is detectable at from 10”-30” as a whistling, howling or roaring depending on the number coming. These monsters are telepathic and can detect thoughts within 10”-30” (as they work in series to boost range).\nThey attack by wind force, each wind walker causing 3-18 points of damage per turn to all creatures within 1” of them who are hit. Being ethereal, wind walkers can be fought only by such creatures as djinn, efreet, invisible stalkers, or aerial servants, or affected by spells such as control weather (unless save is made versus magic, the monster dies), slow (affects monster like a fire ball), and ice storm (drives them away for 1-4 melee rounds). Haste does one-half damage to wind walkers, but it also doubles the amount of damage done by the wind walkers. Magical barriers will stop them, but wind walkers will otherwise pursue for 2-5 melee rounds minimum. They are subject to attack by telepathy. Wind walkers are sometimes forced into servitude by storm giants (for obvious reasons).}}'},
{name:'Winter-Wolf',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Winter Wolf, align:NE, weaps:none, ac:none, cattr:int=8:10|ac=5|hd=6r3|thac0=15|size=L|tr=(I)|attk1=2d4:Bite:0:P|attk2=6d4:Breath Weapon:0:SPB|attkmsg=$$The breath weapon automatically hits every creature within 10ft doing damage - save vs. breath to halve. Can only be used once every 10 rounds - \\lbrak;Set AoE \\amp timer\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦Attk2-Interval¦9¦-1¦Waiting to get breath back¦stopwatch ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦10¦20¦cold¦true) , spdef:Immune to cold attacks but fire does an extra 1HP per die of damage]{{}}Specs=[Winter Wolf,CreatureRace,0H,Wolf]{{}}%{Race-DB-Creatures|Wolf}{{title=Winter}}{{Intelligence=Average (8 to 10)}}{{AC=5}}{{Alignment=Neutral Evil}}{{Hit Dice=6 HD}}{{THAC0=15}}{{Attacks=Bite for 2d8, Breath once every 10 rounds, 10ft arc, for 6d4 HP, save vs. breath to halve}}{{Size=L}}{{Section3=**Breath Weapon:** Living only in chill regions, they can unleash a stream of frost from their lungs once every 10 rounds, causing 6d4 points of damage to everything within 10 feet. A save vs. breath weapon is allowed for half damage.}}{{Section5=**Immune** to cold based attacks}}{{Section7=**Fire attacks** do 1HP extra per die of damage}}{{desc7=**Winter Wolves:** The most dangerous member of the species, the winter wolf is known for its great size and foul disposition. Living only in chill regions, they can unleash a stream of frost from their lungs once every 10 rounds, causing 6d4 points of damage to everything within 10 feet. A save vs. breath weapon is allowed for half damage. Cold-based attacks to not harm the winter wolf, but fire-based attacks cause an additional point of damage, per die of damage. Winter wolves are more intelligent than their cousins and, in addition to being able to communicate with worgs, have a fairly sophisticated language of their own. \nThe winter wolf is beautiful, with glistening white or silver fur and eyes of pale blue or silver. If in good condition, a pelt is worth 5,000 gold pieces.}}'},
- {name:'Wolf',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wolf}}RaceData=[w:Wolf, align:N, weaps:none, ac:none, cattr:int=2:4|mov=18|ac=7|hd=3r4|thac0=18|size=S|attk1=1+1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wolf,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=18}}{{Hit Dice=3 HD}}{{THAC0=18}}{{Attacks=Bite for 1+1d4}}{{Size=S}}{{Life Expectancy=10 to 20 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The wolf is a very active, cunning carnivore, capable of surviving in nearly every climate. Shrouded in mystery and suspicion, they are viewed as vicious killers that slaughter men and animals alike for the lack of better things to do. The truth is that never in recorded history has a non-rabid or non-charmed wolf attacked any creature having an equal or higher intellect than itself.}}{{desc9=**Combat:** Wolves hunt in packs during winter and late fall when only large herbivores are available. Wolves prefer small prey over the larger variety, because of the amount of energy required to run them down. Even then, they catch only the weak and sickly animals. Wolves usually hunt only one large quarry per week, per pack, going without food for days at a time. During summer months, a single wolf can consume over 30 mice in a single day.\nIf a wolf or wolf pack is attacked by humans, they run away, looking back momentarily to make sure they are not being followed. If backed into an inescapable location, they will attack by tearing at clothing or legs and arms until they have an opening to escape.}}'},
- {name:'Wolverine',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wolverine}}RaceData=[w:Wolverine, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=5|hd=3r4|thac0=17|size=S|tohit=+4|attk1=1d4:Claw1:0:S|attk2=1d4:Claw2:0:S|attk3=1+1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wolverine,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=5}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3 HD}}{{THAC0=17}}{{Attacks=2 x Claws for 1d4, Bite for 1+1d4. Ferocious in battle, giving +4 to attacks}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Ferocious in battle* giving the Wolverine +4 to attack when in battle}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The wolverine, also referred to as the glutton, carcajou, or quickhatch, is the largest land-dwelling species of the family Mustelidae. It is a muscular carnivore and a solitary animal.}}'},
- {name:'Wraith',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wraith}}{{subtitle=Creature}}Specs=[Wraith,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=12, FL24(B)}}{{Hit Dice=5+3}}{{THAC0=15}}{{Attack=Touch for 1d6, and drain 1 level}}{{Languages=cannot communicate, except through a speak with dead spell. They do not even seem to communicate with each other, except as master to slave for combat strategy. Any attempt to speak to a wraith is met with scorn, unless by a very powerful party}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Level Drain=If successfully touch their victim, as well as damage, drain 1 level of experience permanently}}{{Attack Immunity=Only hit by silver (half damage) or magically enchanted weapons of +1 or better}}{{Spell Immunity=Subject to all attack forms except *sleep, charm, hold* \\amp *death* 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**}}{{Avoids Bright Light=Cannot tolerate bright light, including sunlight, and cannot attack in it, but is not damaged by it}}RaceData=[w:Wraith, align:LE, u:+1, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%all%%100%%0|Poison%%poi%%100%%0|Paralysation%%all%%100%%0, cattr:int=11:12|mov=12|fly=24(B)|ac=4|size=M|hd=5+3r3|thac0=15|tr=(E)|attk1=1d6:Touch:0:S|dmgmsg=On successful hit opponents \\lbrak;lose one level\\rbrak;\\lpar;!attk --noWaitMsg --set-savemod \\amp#64;{target¦Who\'s the Victim?¦token_id}¦add¦drain life¦Wraith¦mrspe\\clon;+0¦1¦1¦!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-1\\rpar; of Experience. Remember immune to Sleep Charm Hold Death \\amp Cold. Silver (half-damage) or +1 or better weapons to hit, spattk:Drain 1 level of experience per successful hit, spdef:+1 or better weapons to hit]{{Section9=**Description**}}{{desc=The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. These horrible creatures are usually seen as black, vaguely man-shaped clouds. They have no true substance, but tend to shape themselves with two upper limbs, a torso, and a head with two glowing red eyes. This shape is a convenience born from the habit of once having a human body.}}{{desc1=**Combat:** The touch of a wraith does damage in two ways. First, the chilling effect of the touch inflicts 1-6 points of damage, even to creatures immune to cold. Second, such a hit drains a level of experience from its victim.\nA wraith slowly regains its full hit points if left alone for at least a week (recovering one point every eight hours). A vial of holy water causes 2-8 points of damage (as acid) upon striking the body of a wraith. A *raise dead* spell will utterly destroy one if a saving throw vs. spell is failed.}}'},
- {name:'Xorn',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Xorn}}RaceData=[w:Xorn, align:N, weaps:none, ac:none, cattr:int=8:10|mov=9|burrow=9|ac=-2|hd=7+7r3|thac0=13|size=M|tr=2OP5QXY|attk1=1d3:3 x Claw:0:S|attk2=6d4:Bite:1:P|attkmsg=Immune to *fire* and *cold*. Electrical attacks cause half damage if fail save and no damage if succeed. Slash causes half damage. *Phase Door* kills if hit while passing through stone,spattk:Can meld into stone to cause -5 penalty to opponents surprise. Can pass through stone for 1-3 rounds and then surprise attack again,spdef:Immune to *fire* and *cold*. Electrical attacks cause half damage if fail save and no damage if succeed. Slash causes half damage]{{subtitle=Creature}}Specs=[Xorn,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=-2}}{{Alignment=Neutral}}{{Move=9, burrow=9}}{{Hit Dice=7+7 HD}}{{THAC0=13}}{{Attacks=3 x claws for 1d3 each, 1 bite for 6d4}}{{Size=M, 5ft tall}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all fire and cold based attacks. Electrical attacks cause half damage if the xorn fails its saving throw, and no damage if the saving throw is successful. Edged weapons cause only half damage to xorn, though blunt and piercing weapons do full damage}}{{Resistance=Only hit by +1 or better weapons, or by creatures of a magical nature or with 4+1 HD or more.}}{{Section6=**Special Disadvantages**}}{{*Phase Door*=During any round that it passes through stone, a phase door spell kills it instantly. If fight goes against it, the xorn retreats to the nearest stone surface.}}{{Other spells=A move earth spell flings a xorn back 30 feet, and the creature is stunned for one round. A stone to flesh or rock to mud spell lowers its AC to 8 for one round. During that round the xorn will attack, as it is readjusting its substance back to stone. Lastly, a passwall spell inflicts 1d10+10 points of damage on a xorn.}}{{Section9=**Description**}}{{desc8=The xorn (zorn) are natives to the elemental plane of Earth.\nThe wide body of a xorn is made of a pebbly, stone-like material. It has a large, powerful mouth on top of its head with three long arms, tipped with sharp talons, symmetrically positioned every 120 degrees around it. Between the arms are large, stone-lidded eyes that see in all directions. At its base are three thick, short legs, each directly beneath an eye. The whole body is designed for burrowing, mouth first.\nIt is only on the Prime Material plane if forcibly summoned or if it was the victim of an interplanar accident. On their native plane, xorn are as peaceful as Prime Material plane herbivores. While xorn are intelligent, their society is limited to small clans of mineral gatherers. These clans wander from place to place, leaving behind open pockets where they have eaten out a vein of mineral. On the Prime Material plane they always seek wide regions of stone underground. What humans would consider treasures, xorn consider food. They keep their store of food in a nearby air pockets.}}{{desc9=**Combat:** Xorn do not attack flesh creatures except to defend themselves or their property, since they can not digest flesh. Xorn have no excessive love or hate for creatures of the Prime Material plane. The sole exception to this is anyone carrying a significant amount of precious metals or minerals, which it can smell up to 20 feet away. The normally peaceful xorn can become quite aggressive when after food, especially on the Prime Material plane, where such sustenance is harder to find than it is on its native plane. Xorn expect to be given a reasonable portion in exchange for peaceful passage, or else they attack (90% chance) to get food.\nIn combat, xorn have two different methods of fighting. Against a single opponent, they bend the two legs nearest the opponent deeply, angling their bodies toward the enemy. In this way all four attacks can be brought to bear. Against several opponents, they attack with arms in all directions, each striking at a different target. One of the targets suffers a second attack, as the xorn angles its body down to bite.}}'},
+ {name:'Wolf',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wolf}}RaceData=[w:Wolf, align:N, weaps:none, ac:none, cattr:int=2:4|mov=18|ac=7|shots=::|hd=3r4|thac0=18|size=S|attk1=1+1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wolf,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=18}}{{Hit Dice=3 HD}}{{THAC0=18}}{{Attacks=Bite for 1+1d4}}{{Size=S}}{{Life Expectancy=10 to 20 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The wolf is a very active, cunning carnivore, capable of surviving in nearly every climate. Shrouded in mystery and suspicion, they are viewed as vicious killers that slaughter men and animals alike for the lack of better things to do. The truth is that never in recorded history has a non-rabid or non-charmed wolf attacked any creature having an equal or higher intellect than itself.}}{{desc9=**Combat:** Wolves hunt in packs during winter and late fall when only large herbivores are available. Wolves prefer small prey over the larger variety, because of the amount of energy required to run them down. Even then, they catch only the weak and sickly animals. Wolves usually hunt only one large quarry per week, per pack, going without food for days at a time. During summer months, a single wolf can consume over 30 mice in a single day.\nIf a wolf or wolf pack is attacked by humans, they run away, looking back momentarily to make sure they are not being followed. If backed into an inescapable location, they will attack by tearing at clothing or legs and arms until they have an opening to escape.}}'},
+ {name:'Wolverine',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wolverine}}RaceData=[w:Wolverine, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=5|shots=::|hd=3r4|thac0=17|size=S|tohit=+4|attk1=1d4:Claw1:0:S|attk2=1d4:Claw2:0:S|attk3=1+1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wolverine,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=5}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3 HD}}{{THAC0=17}}{{Attacks=2 x Claws for 1d4, Bite for 1+1d4. Ferocious in battle, giving +4 to attacks}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Ferocious in battle* giving the Wolverine +4 to attack when in battle}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The wolverine, also referred to as the glutton, carcajou, or quickhatch, is the largest land-dwelling species of the family Mustelidae. It is a muscular carnivore and a solitary animal.}}'},
+ {name:'Wraith',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wraith}}{{subtitle=Creature}}Specs=[Wraith,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=12, FL24(B)}}{{Hit Dice=5+3}}{{THAC0=15}}{{Attack=Touch for 1d6, and drain 1 level}}{{Languages=cannot communicate, except through a speak with dead spell. They do not even seem to communicate with each other, except as master to slave for combat strategy. Any attempt to speak to a wraith is met with scorn, unless by a very powerful party}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Level Drain=If successfully touch their victim, as well as damage, drain 1 level of experience permanently}}{{Attack Immunity=Only hit by silver (half damage) or magically enchanted weapons of +1 or better}}{{Spell Immunity=Subject to all attack forms except *sleep, charm, hold* \\amp *death* 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**}}{{Avoids Bright Light=Cannot tolerate bright light, including sunlight, and cannot attack in it, but is not damaged by it}}RaceData=[w:Wraith, align:LE, u:+1, syou:Silent dive?=2, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%all%%100%%0|Poison%%poi%%100%%0|Paralysation%%all%%100%%0, cattr:int=11:12|mov=12|fly=24(B)|ac=4|shots=::|size=M|hd=5+3r3|thac0=15|tr=(E)|attk1=1d6:Touch:0:S|dmgmsg=On successful hit opponents \\lbrak;lose one level\\rbrak;\\lpar;!attk --noWaitMsg --set-savemod \\amp#64;{target¦Who\'s the Victim?¦token_id}¦add¦drain life¦Wraith¦mrspe\\clon;+0¦1¦1¦!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-1\\rpar; of Experience. Remember immune to Sleep Charm Hold Death \\amp Cold. Silver (half-damage) or +1 or better weapons to hit, spattk:Drain 1 level of experience per successful hit, spdef:+1 or better weapons to hit]{{Section9=**Description**}}{{desc=The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. These horrible creatures are usually seen as black, vaguely man-shaped clouds. They have no true substance, but tend to shape themselves with two upper limbs, a torso, and a head with two glowing red eyes. This shape is a convenience born from the habit of once having a human body.}}{{desc1=**Combat:** The touch of a wraith does damage in two ways. First, the chilling effect of the touch inflicts 1-6 points of damage, even to creatures immune to cold. Second, such a hit drains a level of experience from its victim.\nA wraith slowly regains its full hit points if left alone for at least a week (recovering one point every eight hours). A vial of holy water causes 2-8 points of damage (as acid) upon striking the body of a wraith. A *raise dead* spell will utterly destroy one if a saving throw vs. spell is failed.}}'},
+ {name:'Xorn',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Xorn}}RaceData=[w:Xorn, align:N, weaps:none, ac:none, syou:Blend into stone?=5, mr:Fire%%fir%%100%%0|Cold%%cld%%100%%0, cattr:int=8:10|mov=9|burrow=9|ac=-2|shots=Body:-1:-4:-2:70/Arm:-1:-4:-2:30|hd=7+7r3|thac0=13|size=M|tr=2OP5QXY|attk1=1d3:3 x Claw:0:S|attk2=6d4:Bite:1:P|attkmsg=Immune to *fire* and *cold*. Electrical attacks cause half damage if fail save and no damage if succeed. Slash causes half damage. *Phase Door* kills if hit while passing through stone,spattk:Can meld into stone to cause -5 penalty to opponents surprise. Can pass through stone for 1-3 rounds and then surprise attack again,spdef:Immune to *fire* and *cold*. Electrical attacks cause half damage if fail save and no damage if succeed. Slash causes half damage]{{subtitle=Creature}}Specs=[Xorn,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=-2}}{{Alignment=Neutral}}{{Move=9, burrow=9}}{{Hit Dice=7+7 HD}}{{THAC0=13}}{{Attacks=3 x claws for 1d3 each, 1 bite for 6d4}}{{Size=M, 5ft tall}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all fire and cold based attacks. Electrical attacks cause half damage if the xorn fails its saving throw, and no damage if the saving throw is successful. Edged weapons cause only half damage to xorn, though blunt and piercing weapons do full damage}}{{Resistance=Only hit by +1 or better weapons, or by creatures of a magical nature or with 4+1 HD or more.}}{{Section6=**Special Disadvantages**}}{{*Phase Door*=During any round that it passes through stone, a phase door spell kills it instantly. If fight goes against it, the xorn retreats to the nearest stone surface.}}{{Other spells=A move earth spell flings a xorn back 30 feet, and the creature is stunned for one round. A stone to flesh or rock to mud spell lowers its AC to 8 for one round. During that round the xorn will attack, as it is readjusting its substance back to stone. Lastly, a passwall spell inflicts 1d10+10 points of damage on a xorn.}}{{Section9=**Description**}}{{desc8=The xorn (zorn) are natives to the elemental plane of Earth.\nThe wide body of a xorn is made of a pebbly, stone-like material. It has a large, powerful mouth on top of its head with three long arms, tipped with sharp talons, symmetrically positioned every 120 degrees around it. Between the arms are large, stone-lidded eyes that see in all directions. At its base are three thick, short legs, each directly beneath an eye. The whole body is designed for burrowing, mouth first.\nIt is only on the Prime Material plane if forcibly summoned or if it was the victim of an interplanar accident. On their native plane, xorn are as peaceful as Prime Material plane herbivores. While xorn are intelligent, their society is limited to small clans of mineral gatherers. These clans wander from place to place, leaving behind open pockets where they have eaten out a vein of mineral. On the Prime Material plane they always seek wide regions of stone underground. What humans would consider treasures, xorn consider food. They keep their store of food in a nearby air pockets.}}{{desc9=**Combat:** Xorn do not attack flesh creatures except to defend themselves or their property, since they can not digest flesh. Xorn have no excessive love or hate for creatures of the Prime Material plane. The sole exception to this is anyone carrying a significant amount of precious metals or minerals, which it can smell up to 20 feet away. The normally peaceful xorn can become quite aggressive when after food, especially on the Prime Material plane, where such sustenance is harder to find than it is on its native plane. Xorn expect to be given a reasonable portion in exchange for peaceful passage, or else they attack (90% chance) to get food.\nIn combat, xorn have two different methods of fighting. Against a single opponent, they bend the two legs nearest the opponent deeply, angling their bodies toward the enemy. In this way all four attacks can be brought to bear. Against several opponents, they attack with arms in all directions, each striking at a different target. One of the targets suffers a second attack, as the xorn angles its body down to bite.}}'},
{name:'Zombie',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Zombie}}{{subtitle=Creature}}Specs=[Zombie,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=8}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=1d8 swipe}}{{Languages=Zombies cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Spell Casting=}}{{Speak With Dead=}}{{Mental Zombie Control=}}{{Animate Dead=}}{{Odor of Death=}}{{Aweful Decay=}}{{Severe Disease=}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Spell Immunity=Immune to all *sleep, charm,* and *hold* spells, *death* magic and poisons, and all forms of cold-based attacks}}{{Fire Resistance=}}{{Half Damage from B\\ampP=}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}{{Turn=}}{{Section6=**Special Disadvantages}}{{Holy Water=Inflicts 2d4 HP damage to a zombie}}{{Vulnerabilities=}}RaceData=[w:Zombie, align:N, u:+0, init:10, mr:Sleep%%spe%%100%%0|Charm%%spe%%100%%0|Hold%%spe%%100%%0|Cold%%all%%100%%0|Poison%%poi%%100%%0|Death Magic%%all%%100%%0, cattr:int=0|mov=6|ac=8|size=M|hd=2r4|thac0=19|attk1=1d8:Claw:10:S|attkmsg=Remember immune to *Sleep / Charm / hold* and *death* spells and all cold attacks]{{Section9=**Description**}}{{desc8=Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests. The condition of the corpse is not changed by the animating spell. If the body was missing a limb, the zombie created from it would be missing the same limb. Since it is difficult to get fresh bodies, most zombies are in sorry shape, usually missing hair and flesh, and sometimes even bones. This affects their movement, making it jerky and uneven. Usually zombies wear the clothing they died (or were buried) in. The rotting stench from a zombie might be noticeable up to 100 feet away, depending upon the condition of the body.}}{{desc9=**Combat:** Zombies move very slowly, always striking last in a combat round. They are given only simple, single-phrase commands. They always fight until called off or destroyed, and nothing short of a priest can turn them back. They move in a straight line toward their opponents, with arms out-stretched, seeking to claw or pummel their victims to death.}}'},
{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-Lord',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lord}}Specs=[Zombie,CreatureRace,0H,Zombie]{{Intelligence=Average (8-10)}}{{AC=6}}{{Alignment=Neutral Evil}}{{Hit Dice=6}}{{THAC0=15}}{{Attack=2 x 2d4 fists}}{{Languages=Can speak those languages they knew in life and they seem to have a telepathic or mystical ability to converse freely with the living dead}}{{Speak With Dead=merely by touching a corpse.}}{{Mental Zombie Control=All zombies within sight of the zombie lord are subject to its mental instructions. Use senses within 1 mile.}}{{Create Zombies=Once per day, can *animate dead* to transform dead creatures into zombies}}{{Odor of Death=within 30ft save vs. poison or be affected (1d6) by 1:*weakness*, 2:*cause disease*, 3:-1 on constitution, 4:*contagion*, 5:nausia for 1d4 rounds, 6:instantly die \\amp beome zombie}}{{Section4=**Special Advantages**}}{{Turn=as Vampire}}RaceData=[w:Zombie Lord, align:NE, u:+4, mr:, cattr:int=8:10|ac=6|hd=6r4|thac0=15|tr=(A)|attk1=2d4:R Fist:10:B|attk2=2d4:L Fist:10:B|attkmsg=Those in 30yds suffer \\lbrak;Odor of Death\\rbrak\\lpar;!magic --display-ability s¦@{selected¦token_id}¦Powers-DB¦Odor-of-Death\\rpar;, ns:1],[cl:PW,pd:-1,w:Odor-of-Death],[cl:PW,pd:1,w:Create Zombie],[cl:PW,pd:-1,w:PR-Speak-with-Dead]{{desc7=Zombie lords look as they did in life, save that their skin has turned to the pale grey of death, and their flesh is rotting and decaying. \nAll zombies within sight of the zombie lord are subject to its mental instructions. Further, the creature can use the senses of any zombie within a mile of it to learn all that is happening within a very large area. Once per day, the zombie lord can animate dead to transform dead creatures into zombies. This works as described in the Player\'s Handbook except that it can be used on the living. Any living creature with fewer Hit Dice than the zombie lord can be attacked in this manner. A target who fails a saving throw vs. death is slain. In 1d4 rounds, the slain creature rises as a zombie under the zombie lord\'s command.\nAll zombies within sight of the zombie lord are subject to its mental instructions. Further, the creature can use the senses of any zombie within a mile of it to learn all that is happening within a very large area. Once per day, the zombie lord can animate dead to transform dead creatures into zombies. This works as described in the Player\'s Handbook except that it can be used on the living. Any living creature with fewer Hit Dice than the zombie lord can be attacked in this manner. A target who fails a saving throw vs. death is slain. In 1d4 rounds, the slain creature rises as a zombie under the zombie lord\'s command.}}'},
@@ -2207,9 +2248,11 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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, 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, 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:'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, syou:Moving Silently?=2|Hiding in Shadows?=1, 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:'Storm-Giant-Priest',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{prefix=Storm Giant }}{{title=Priest}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Storm Giant}}{{Hit Dice=As Storm Giant}}{{Section1=**Alignment**}}{{Deity=Chaotic Good}}{{Priests=Chaotic Good}}{{Flock=Chaotic Good}}Specs=[Storm Giant Priest,CreatureClass,0H,Priest]{{Powers=As Storm Giant}}{{Section3=Spells}}{{Major Spheres=*Animal, Charm, Combat, Creation, Guardian, Healing, Plant, Weather*, and *Sun*}}{{Minor Spheres=None}}ClassData=[w:Storm Giant Priest, weaps:any, ac:any, sps:all|animal|charm|combat|creation|guardian|healing|plant|weather|sun]{{desc=There is a 20% chance that any Storm Giant will be a priest (70%) or priest/wizard (30%). Storm giant priests are up to 9th level, and as wizards can be up to 7th level. A priest can cast regular (not reversed) spells from the *Animal, Charm, Combat, Creation, Guardian, Healing, Plant, Weather*, and *Sun* spheres. As a wizard they are generalists, but typically know *Alteration, Invocation/Evocation, Conjuration/Summoning*, and *Abjuration* schools.}}'},
+ {name:'Storm-Giant-Wizard',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Storm Giant Wizard,CreatureClass,0H,Wizard]{{}}ClassData=[w:Storm Giant Wizard, weaps:any, ac:any, sps:any]{{}}%{Class-DB|Storm-Giant-Priest}{{title=Wizard}}{{Powers=As Storm Giant}}{{Schools=Any as a generalist, but typically know *Alteration, Invocation/Evocation, Conjuration/Summoning*, and *Abjuration* schools.}}'},
{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.}}'},
@@ -2218,15 +2261,15 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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 v1.03 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',
+ Class_DB_Custom:{bio:'Character Class Database v1.04 19/07/2026
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: v1.04 19/07/2026 Added multi-AC, Called Shot and Situational Attack data tags 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://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, move:15, 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.}}'},
+ version:1.04,
+ 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, move:15, syou:Adept at surprise=5, 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.}}'},
@@ -2475,14 +2518,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Table-99A-Girdle-of-Giant-Strength',type:'table',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Table 99A: Girdle of Giant Strength}}Specs=[Table99A,Table,0H,Table]{{Reference=DMG p}}TableData=[table:99A, w:Girdle of Giant Strength, ns:1],[cl:MI,%:30,w:Girdle of Hill Giant Strength],[cl:MI,%:20,w:Girdle of Stone Giant Strength],[cl:MI,%:20,w:Girdle of Frost Giant Strength],[cl:MI,%:15,w:Girdle of Fire Giant Strength],[cl:MI,%:10,w:Girdle of Cloud Giant Strength],[cl:MI,%:5,w:Girdle of Storm Giant Strength]{{desc=This table decides which type of girdle of giant strength is granted.}}'},
]},
- 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.',
+ MI_DB_Armour: {bio:'Armour and Shields v7.04 19/07/2026
This Magic Item database holds definitions for Armour & Shields for the RPGMaster series APIs.',
+ gmnotes:'Change Log: v7.04 19/07/2026 Added Storm Giant armour 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:7.03,
+ version:7.04,
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:'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:'Arcane-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'400',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Arcane Mail Armour}}Specs=[Arcane Mail,Armour,0H,Mail]{{subtitle=Armour}}ACData=[a:Arcane-Mail,t:Arcane-Mail,st:Mail,+S:2,+P:0,+B:1,+:0,ac:3,sz:L,qty:1,gp:400,wt:45,loc:body,rc:single-uncharged,rac:Arcane 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=Arcane Mail armour}}{{AC=[[3]] vs all attacks}}{{Looks Like=This armor is made of overlapping strips of metal sewn to a backing of chain mail. Generally the strips cover only the more vulnerable areas, while the chain protects 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 Arcane Mail, this armour does not look particularly special}}'},
@@ -2692,6 +2735,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Storm-Giant-Bronze-Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'20000',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Storm Giant}}{{title=Bronze Plate Mail }}{{subtitle=Armour}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Storm Giant Bronze Plate Mail,ac:-6,+:0,sz:G,gp:20000,wt:120]{{}}%{MI-DB|Bronze-Plate-Mail}{{Armour=Plate mail made from bronze sized for the largest of giants}}{{AC=[[-6]] against all attacks}}{{Looks Like=This is a plate mail armor of enormous size - a combination of metal plates, chain mail or brigandine, leather and padding - made of softer bronze. It is inredibly ornate and intricate, muh stronger than standard plate armour.}}{{desc=Massive, highly ornate armour, but does not seem to be magical}}'},
{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,enc:0]{{}}%{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,enc:0]{{}}%{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}}'},
@@ -2719,14 +2763,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
version:7.01,
db:[
]},
- MI_DB_Weapons_StdPlus:{bio:'Weapons Database v7.04 13/01/2026
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: v7.04 13/01/2026 Added weapons for new creatures 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',
+ MI_DB_Weapons_StdPlus:{bio:'Weapons Database v7.05 12/06/2026
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: v7.05 12/06/2026 Improved Punching & Wrestling. Added Storm Giant weapons v7.04 13/01/2026 Added weapons for new creatures 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', // target
- version:7.04,
+ version:7.05,
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}}'},
@@ -2781,7 +2825,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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',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:ShortBlade|FencingBlade,t: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}}'},
@@ -2790,7 +2834,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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',type:'ranged',ct:'2',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Dart}}Specs=[Dart,Ranged,1H,Dart]{{}}WeapData=[w:Dart,t:Dart,st: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}}'},
@@ -2819,38 +2863,38 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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',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,t:Hand-Axe,st: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=[w:hand Axe+1,gp:451]{{}}ToHitData=[w:Hand Axe+1,+:1],[w:Hand Axe+1,+:0]{{}}DmgData=[w:Hand Axe+1,+:1],[]{{}}AmmoData=[w:Hand Axe+1,sb:1,+:1,SM:1d6,L:1d4]{{}}RangeData=[t:Hand Axe,+: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:'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,t:Harpoon,st:Spears|Throwing-Spears,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:Spears|Throwing-Spears,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:'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,t:Hooked Net,st: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|2H,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|2H,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:'Javelin-Fletched',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Fletched-Javelin}}Specs=[Fletched Javelin,Melee,1H,Spear,Javelin],[Fletched Javelin,Melee,2H,Spear,Javelin],[Fletched Javelin,Ranged,1H,Spear,Javelin]{{}}WeapData=[st:Javelin,gp:8,wt:3]{{}}ToHitData=[w:Fletched Javelin],[w:Fletched Javelin 2H],[w:Fletched Javelin]{{}}DmgData=[w:Fletched Javelin,SM:2d4,L:2d4],[w:Fletched Javelin 2H,SM:2d4,L:2d4,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Fletched Javelin,t:Fletched Javelin,st:Spear,SM:2d4,L:2d4]{{}}RangeData=[t:Fletched Javelin,+:0,r:3/4/6/9]{{}}%{MI-DB|Javelin}{{Damage=+0, vs SM:2d4, L:2d4 + Str bonus}}{{Ammo=+0, vs SM:2d4, L:2d4 + Str bonus}}{{Range=PB:30 S:40 M:60 L:90}}{{Looks Like=A solid spear fletched at one end giving it a longer range, suitable for melee or missile combat, usable either on horseback or on foot.}}{{desc=This is a normal Fletched Javelin. It feels solid and has a sharp point, but is nothing special.}}'},
+ {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=[t:Javelin,st:Spears,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:Spears,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-Fletched',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Fletched-Javelin}}Specs=[Fletched Javelin,Melee,1H,Spear,Javelin],[Fletched Javelin,Melee,2H,Spear,Javelin],[Fletched Javelin,Ranged,1H,Spear,Javelin]{{}}WeapData=[gp:8,wt:3]{{}}ToHitData=[w:Fletched Javelin],[w:Fletched Javelin 2H],[w:Fletched Javelin]{{}}DmgData=[w:Fletched Javelin,SM:2d4,L:2d4],[w:Fletched Javelin 2H,SM:2d4,L:2d4,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Fletched Javelin,SM:2d4,L:2d4]{{}}RangeData=[t:Fletched Javelin,+:0,r:3/4/6/9]{{}}%{MI-DB|Javelin}{{Damage=+0, vs SM:2d4, L:2d4 + Str bonus}}{{Ammo=+0, vs SM:2d4, L:2d4 + Str bonus}}{{Range=PB:30 S:40 M:60 L:90}}{{Looks Like=A solid spear fletched at one end giving it a longer range, suitable for melee or missile combat, usable either on horseback or on foot.}}{{desc=This is a normal Fletched Javelin. It feels solid 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:'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,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',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:Knife,t:Knife,st:Fenccing-blade|Short-Blade,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:Fencing-Blade|Short-Blade,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,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:'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,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,t:Lasso,st: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,st: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}}'},
@@ -2882,7 +2926,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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-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^^,+:^^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.}}'},
@@ -2892,7 +2936,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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-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^^,+:^^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}'},
@@ -2906,13 +2950,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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-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=[w:Spear^^weaponMagic#0^^,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-Stone',type:'innate-ranged',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Magical Stone (spell)}}WeapData=[w:Magial-Stone,t:Stone,st:Magical Stone]{{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,t: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|2H,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-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|2H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs,Warhammer]{{}}WeapData=[w:Warhammer^^weaponMagic#0^^,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:'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.}}'},
@@ -2926,9 +2970,11 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Morningstar+4',type:'melee',ct:'7',charge:'uncharged',cost:'2010',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Morningstar,Melee,1H|2H,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|2H,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:Net,gp:5,wt:10]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Folded Net,t:Net Folded,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,t:Net Unfolded,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:Net Folded,st: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:Net Unfolded,st: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.}}{{Use=When taken in-hand, the net is folded: folded nets are easier to throw. A successful hit can entangle the target. If not successful, the net is automatically retrieved on its draw line but is now unfolded: it can now be thrown again as an unfolded net which suffers a -3 to-hit penalty representing the difficulty of throwing an unfolded net}}'},
+ {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:Folded Net,t:Folded Net,st:Net,gp:5,wt:10]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Folded Net,t: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,t:Net Unfolded,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:Net Folded,st: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:Net Unfolded,st: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.}}{{Use=When taken in-hand, the net is folded: folded nets are easier to throw. A successful hit can entangle the target. If not successful, the net is automatically retrieved on its draw line but is now unfolded: it can now be thrown again as an unfolded net which suffers a -3 to-hit penalty representing the difficulty of throwing an unfolded net}}'},
{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',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Punch}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1-handed melee innate ability}}Specs=[Innate,Melee,1H,Innate]{{To-hit=+0 + Str bonus}}ToHitData=[w:Punch,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]{{desc=Punching with bare hand or other limb not containing a weapon. All classes and characters have some proficiency in this form of attack.}}'},
+ {name:'Wrestle',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Wrestle}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=2-handed melee innate ability}}Specs=[Innate,Melee,2H,Innate]{{To-hit=+0 + Str bonus}}ToHitData=[w:Wrestle,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0,msg:If 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.]{{Attacks=1 per round + level}}{{Damage=None}}DmgData=[w:Punch-Wrestle,sb:0,+:0,SM:0,L:0]{{desc=Wrestling with bare hands or other limbs not containing a weapon. All classes and characters have some proficiency in this form of attack.}}'},
{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:'0.01',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}}'},
@@ -2952,32 +2998,32 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|2H,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:'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:'Shortbow-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Shortbow,ranged,2H,Bow,Magical-Shortbow]{{}}%{MI-DB|Magical-Shortbow}{{}}'},
{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:'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,t:Shuriken,st: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',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,t:Spear,st:Spears,gp:0.8,wt:5,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:spears,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,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=[w:Spear^^weaponMagic#0^^, 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:'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,t:Stiletto,st:Fencing-blade|Short-Blade|Throwing-blade,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,st:Fencing-blade|Short-Blade|Throwing-blade,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,t:Stone,st:Stones,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,st:stones,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',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=[Touch,Innate-Melee,1H,Innate],[Touch,Innate-Melee,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]{{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]{{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:'Touch-Ranged',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Touch at a Distance}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1- or 2-handed ranged innate ability}}Specs=[Touch,Innate-Ranged,1H,Innate],[Touch,Innate-Ranged,2H,Innate]{{To-hit=+0}}ToHitData=[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 depending on spell)}}{{Damage=Depends on action or spell}}{{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=Using a ranged attack spell which states to-hit is equivalent to touching with a hand. Typically a spell caster\'s ability which they select as a weapon when aiming to use a ranged attack spell}}'},
- {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:'Touch-Ranged',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Touch at a Distance}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1- or 2-handed ranged innate ability}}Specs=[Touch,Innate-Ranged,1H,Innate],[Touch,Innate-Ranged,2H,Innate]{{}}WeapData=[w:Touch,t:Touch,st:Innate]{{To-hit=+0}}ToHitData=[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 depending on spell)}}{{Damage=Depends on action or spell}}{{Ranged Effect=Only relevant when casting a ranged attack spell}}AmmoData=[w:Touch,t:Touch,st:Innate,ru:1,sb:0,+:0,SM:0,L:0]{{Range=As per ranged attack spell}}RangeData=[t:Touch,+:0,r:-/20]{{desc=Using a ranged attack spell which states to-hit is equivalent to touching with a hand. Typically a spell caster\'s ability which they select as a weapon when aiming to use a ranged attack spell}}'},
+ {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=[w:Trident,t:Trident,st:spears,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:Spears,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.}}'},
@@ -2987,7 +3033,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|2H,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',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Warhammer}}Specs=[Warhammer,Melee,1H|2H,Clubs],[Warhammer,Ranged,1H,Throwing-Clubs],[Warhammer,Melee,2H,Clubs]{{}}WeapData=[w:Warhammer,t:Warhammer,st:Clubs,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-clubs,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|2H,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:'0.1',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)}}'},
@@ -3005,22 +3051,23 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Adamantite-Mace+3',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Adamantite Mace,Melee,1H|2H,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|2H,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|2H,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,t:hand-axe,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:'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^^weaponMagic#0^^,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+1,t:Axe-of-Hurling,st: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:Axe-of-Hurling,st:Axe-of-Hurling,sb:1,+:1,SM:2d6,L:2d4,ru:1]{{Range=S:40, M:100, L:180}}RangeData=[t:Axe of Hurling,+: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:'CY-Rock',type:'ranged|dmitem',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cyclops}}Specs=[CY-Rock,Ranged|DMitem,2H,CY-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock,t:CY-Rock,st:CY-Rock,SM:4d10,L:4d10]{{}}RangeData=[t:CY-Rock,r:3/8/15]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:4d10, L:4d10, No strength bonus}}{{Range=S:30, M:80, L:150}}{{desc=These rocks are hurled by a *Cyclops*.}}'},
+ {name:'CY-Rock',type:'ranged|dmitem',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cyclops}}Specs=[CY-Rock,Ranged|DMitem,2H,CY-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:CY-Rock,t:CY-Rock,st:CY-Rock,SM:4d10,L:4d10]{{}}RangeData=[t:CY-Rock,r:3/8/15]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:4d10, L:4d10, No strength bonus}}{{Range=S:30, M:80, L:150}}{{desc=These rocks are hurled by a *Cyclops*.}}'},
{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|2H,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:'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+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,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Dagger+1+2 vs TS,t:Dagger+1+2 vs TS,st:short-blade,gp:600]{{}}ToHitData=[w:Dagger+1 vs MLHG,+:1,n:2],[w:Dagger+2 vs T or S,+:2,n:2],[w:Dagger+1+2 vs TS,+:0,db:1,sb:0,n:2]{{}}DmgData=[w:Dagger+1 vs MLHG,+:1],[w:Dagger+2 vs T or S,sb:1,+:2,SM:1d4,L:1d3],[]{{}}AmmoData=[w:Dagger+1 vs MLHG,t:Dagger+1+2 vs TS,st:Short-blade|Throwing-blade,+:1,SM:1d4,L:1d3],[w:Dagger+2 vs T or S,t:Dagger+1+2 vs TS,st:Short-blade|Throwing-blade,+:2,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger+1 vs MLHG,+:1,r:1/2/3],[t:Dagger+2 vs TS,+: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,Melee,1H,Melee-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Dagger+2+3 vs Larger,t:Dagger+2+3 vs Larger,gp:600]{{}}ToHitData=[w:Dagger+2 vs SM,+:2],[w:Dagger+3 vs Larger,+:3,n:2],[w:Dagger+3 vs Larger,+:0,db:1,sb:0,n:2],{{}}DmgData=[w:Dagger+2 vs SM,+:2],[w:Dagger+3 vs Larger,sb:1,+:3,SM:1d4,L:1d3],[]{{}}AmmoData=[w:Dagger+2 vs SM,t:Dagger+2+3 vs Larger,+:2,SM:1d4,L:1d3],[w:Dagger+3 vs Larger,t:Dagger+2+3 vs Larger,+:3,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger+2 vs SM,+:2,r:1/2/3],[t:Dagger+3 vs Larger,+: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,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Dagger+2-Longtooth,t:Dagger+2-Longtooth,gp:600]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2 Longtooth,+:2,db:0,r:5],[w:Dagger+2 Longtooth,+:0]{{}}DmgData=[w:Dagger+2,+:2],[w:Dagger+2 Longtooth,sb:1,+:2,SM:1d6,L:1d8],[]{{}}AmmoData=[w:Dagger+2-Longtooth,t:Dagger+2-Longtooth,+:2,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger+2-Longtooth,+: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,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Dagger+2+4 vs Elves,t:Dagger+2+4 vs Elves, gp:700]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,r:5],[w:Dagger+2+4 vs Elves,sb:1,db:1,+:0]{{}}DmgData=[w:Dagger+2,db:0,sb:1,+:2,SM:1d4,L:1d3],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,SM:1d4,L:1d3],[]{{}}AmmoData=[w:Dagger+2,t:Dagger+2+4 vs Elves,+:2],[w:Dagger+4 vs Elves,t:Dagger+2+4 vs Elves,sb:1,+:4,SM:1d4,L:1d3]{{}}RangeData=[t:dagger+2+4 vs Elves,+:2],[t:dagger+2+4 vs Elves,+: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:'^^weaponPlus#3^^',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-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=[w:Dagger of Throwing+2,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 ~~noWaitMsg ~~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:'Death-Kiss-Tentacle',type:'ranged|dmitem|hide',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Death Kiss Tentacle}}{{subtitle=Ranged Tenticle}}{{Speed=[[0]]}}{{Size=Large}}{{Weapon=Tenticle}}Specs=[Death-Kiss-Tentacle,Ranged|DMitem|Hide,1H,Death-Kiss-Tentacle]{{To-hit=+0 no str bonus}}ToHitData=[w:Death Kiss Tentacle,dx:0,sb:0,+:0,n:1,sz:L, ty:B,sp:0,c:1,rc:charged, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦20¦20¦red¦true, msg:This tentacle is only as long as shown by the area of effect and can only bite those in its area. Up to two damages per tentacle per round of less than 6HP only cause that damage to the bitten victim. In addition to attacks it can use heal power every other round]{{Attacks=1 per un-attached tentacle per round, doing 1d8, then an automatic 2HP per round when attached. Piercing}}AmmoData=[w:Death Kiss Tentacle,t:Death-Kiss-Tentacle,st:Death-Kiss-Tentacle,sb:0,+:0,SM:1d8,L:1d8,cmd:!rounds ~~target single¦^^tid^^¦^^targetid^^¦Death Kiss Tentacle¦#2¦+2¦Your blood is being drained¦grab\\amp#13;!magic ~~message ^^targetid^^¦Blood Drain¦A successful hit by the tenticle resulted in the tentacle mouth biting you and staying attached!]{{Range=S:10, L:20}}RangeData=[t:Death-Kiss-Tentacle,+:0,r:1/2]{{desc=10 tentacles largely retract into the body when not needed, resembling eyestalks, but can lash out to a full 20-foot stretch with blinding speed. The tentacles may act separately or in concert, attacking a single creature or an entire adventuring company.\nA tentacle\'s initial strike does 1-8 points of damage as the barb-mouthed tip attaches to the victim. Each attached tentacle drains 2 hit points worth of blood per round, beginning the round after it hits.\nA hit on a tentacle-mouth inflicts no damage, but stuns the tentacle, causing it to writhe helplessly for 1-4 rounds.\nTentacles must be struck with edged weapons to injure them. They can be torn free from the victim by a successful bend bars/lift gates roll. Such a forceful removal does the victim 1-6 damage per tentacle, since the barbed teeth are violently torn free from the tentacle.\nIf an attached tentacle is damaged but not destroyed, it instantly and automatically drains sufficient hit points, in blood, from the victim\'s body to restore it to a full 6 hit points. This reflex effect occurs after the first two non-killing hits on a tentacle in each round. This cannot occur more than twice in one round per tentacle. The parasitic healing effect does not respond to damage suffered by the central body or other tentacles.\nA tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a victim at that time are incapable of further activity. A death kiss can retract a draining tentacle, but voluntarily does so only when its central body is at 5 hit points or less; it willfully detaches once the victim has been drained to 0 hit points.}}'},
+ {name:'Desert-Giant-Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0.8',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Spear}}Specs=[spear,melee,2H,spears,spear],[spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[w:Desert-Giant-Spear,t:Desert-Giant-Spear,st:Spears|Throwing-spears,gp:100,wt:20]{{}}ToHitData=[w:Desert-Giant-Spear,sb:1,db:0,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,sp:6],[w:Desert-Giant-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:Desert Giant Spear, sb:0, db:1, +:0,SM:2d6+7,L:2d6+7],[]{{}}AmmoData=[w:Desert-Giant-Spear,t:desert-giant-spear,st:throwing-spears,sb:1,+:0,SM:2d6+7,L:2d6+7]{{}}RangeData=[t:desert-giant-spear,+:0,r:3/6/9]{{}}%{MI-DB|Spear}{{}}%{MI-DB|Weapon-Info}{{Size=Huge}}{{Weapon=Thrown spear}}{{To-Hit=+0 + dex bonuses}}{{Damage=+0, vs SM:2d6+7, L:2d6+7}}{{Ammo=}}{{Range=S:30, M:60, L:90}}{{Looks Like=A wooden spear shaft about 10ft to 16ft long}}{{hide1=Desert Giants make large throwing spears from wood they find when they pass near jungle lands. These spears are kept and cherished as heirlooms over generations.}}{{desc=This is a huge spear. The point is sharp and it is well balanced, but nothing special, other than being huge.}}'},
{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.}}'},
@@ -3032,9 +3079,9 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|2H,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:'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|2H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H|2H,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|2H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H|2H,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:'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=[t:Half-Ogre War Spear,st:Spears|Throwing-Spears,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:Half-Ogre War 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|2H,Clubs,Warhammer],[Warhammer,Melee,1H|2H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer]{{}}WeapData=[w:Dwarven Throwing Warhammer,t:Dwarven Throwing Warhammer,st:Warhammer,gp:3000]{{}}ToHitData=[w:Warhammer+2,+2],[w:Dwarf Throwing Hammer,+:3,db:0,r:5],[w:Dwarf Throwing Hammer]{{}}DmgData=[w:Warhammer+2,+:2],[w:Dwarven Throwing Hammer,sb:1,db:0,+:3,SM:1+1d4,L:1d4],[]{{}}AmmoData=[w:Warhammer+2,t:Dwarven Throwing Warhammer,+:2,SM:1+1d4,L:1d4],[w:Dwarf Throwing Hammer,t:Dwarven Throwing Warhammer,sb:1,+:3,ru:1,SM:2+2d4,L:2d4],[w:Dwarf Throwing vs Giant,t:Dwarven Throwing Warhammer,sb:1,+:3,ru:1,SM:3+3d4,L:3d4]{{}}RangeData=[t:Dwarven Throwing Warhammer,+:0,r:1/2/3],[t:Dwarven Throwing Warhammer,+:0,r:6/12/18],[t:Dwarven Throwing 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|2H,Clubs,Warhammer],[Warhammer,Melee,1H|2H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer]{{}}WeapData=[w:Hammer of Thunderbolts,t:Warhammer of Thunderbolts,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 + 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:Hammer of Thunderbolts,+:0,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 or a *girdle of giant strength* and *gauntlets of ogre power*]{{}}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 of Thunderbolts,st:Throwing clubs,+:3,SM:2+2d4,L:2d4],[w:Warhammer + Girdle + Gauntlets,t:Warhammer of Thunderbolts,st:Throwing-club,sb:1,+:5,SM:2+2d4,L:2d4,msg:If the Hammer\'s true name was spoken and 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 of Thunderbolts,+:3,r:1/2/3],[t:Warhammer of Thunderbolts,+: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.}}'},
@@ -3054,6 +3101,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|2H,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|2H,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|2H,Clubs,Footmans-Mace],[Footmans Mace,Melee,1H|2H,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:'Magical-Storm-Giant-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'15000',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Storm-Giant-Sword,Melee,1H,Great-blade,Storm-Giant-Sword]{{}}WeapData=[w:Storm-Giant-Sword,query:weaponMagic,+:^^weaponMagic#1^^,gp:(10000+^^weaponMagic#3^^),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Storm-Giant-Sword^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Storm-Giant-Sword^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Storm-Giant-Sword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Sword}}{{Weapon=two-handed ^^weaponMagic#2^^ melee great-blade only wieldable with Storm Giant strength}}{{To-hit=^^weaponMagic#0^^ plus Strength bonus}}{{Damage=^^weaponMagic#0^^, vs SM:3d10, L:3d10, + str bonus}}{{desc=This is a special Two-Handed sword, huge in size, made with a steel blade inlaid or alloyed with some interesting materials. It is something special, but how special is uncertain}}'},
{name:'Manticore-tail',type:'ranged|dmitem',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|2H,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|hide',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}}'},
@@ -3069,6 +3117,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Storm-Giant-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Giant Two Handed Sword}}Specs=[Storm-Giant-Sword,Melee,2H,great-blade,two-handed-sword]{{}}WeapData=[w:Storm-Giant Sword,gp:5000,wt:150]{{}}ToHitData=[w:Storm-Giant-Sword,sz:H]{{}}DmgData=[w:Storm-Giant-Sword,SM:3d10,L:3d10]{{}}%{MI-DB|Weapon-Info}{{Size=Huge}}{{Weapon=2-handed melee giant blade only wieldable with Storm Giant strength}}{{Damage=+0, vs SM:3d10, L:3d10, + Str bonus}}{{Looks Like=The enormous blade on this giant-sized 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. The sword measures fifteen to seventeen feet in length.}}'},
+ {name:'Storm-Giant-Sword+1',type:'melee',ct:'10',charge:'uncharged',cost:'5500',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Storm-Giant-Sword,Melee,2H,Great-blade,Storm-Giant-Sword]{{}}WeapData=[gp:5500]{{}}ToHitData=[w:Storm Giant Sword+1,+:1]{{}}DmgData=[w:Storm Giant Sword+1,+:1]{{}}%{MI-DB|Storm-Giant-Sword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:3d6, 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:'Storm-Giant-Sword+2',type:'melee',ct:'10',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Storm-Giant-Sword,Melee,2H,Great-blade,Storm-Giant-Sword]{{}}WeapData=[gp:6000]{{}}ToHitData=[w:Storm Giant Sword+2,+:2]{{}}DmgData=[w:Storm Giant Sword+2,+:2]{{}}%{MI-DB|Storm-Giant-Sword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:3d6, 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:'Storm-Giant-Sword+3',type:'melee',ct:'10',charge:'uncharged',cost:'7000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Storm-Giant-Sword,Melee,2H,Great-blade,Storm-Giant-Sword]{{}}WeapData=[gp:7000]{{}}ToHitData=[w:Storm Giant Sword+3,+:3]{{}}DmgData=[w:Storm Giant Sword+3,+:3]{{}}%{MI-DB|Storm-Giant-Sword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:3d6, 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:'Storm-Giant-Sword+4',type:'melee',ct:'10',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Storm-Giant-Sword,Melee,2H,Great-blade,Storm-Giant-Sword]{{}}WeapData=[gp:9000]{{}}ToHitData=[w:Storm Giant Sword+4,+:4]{{}}DmgData=[w:Storm Giant Sword+4,+:4]{{}}%{MI-DB|Storm-Giant-Sword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:3d6, 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:'Storm-Giant-Bow',type:'ranged',ct:'7',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Giant Bow}}Specs=[Storm-Giant-Bow,Ranged,2H,Bow,Composite-Longbow]{{}}WeapData=[w:Storm Giant Bow,gp:10000,wt:30]{{}}ToHitData=[w:Storm Giant Bow,sz:G]{{}}%{MI-DB|Composite-Longbow}{{prefix=Storm}}{{Size=Gargantuan}}{{Looks Like=If a bow is made from laminated horn, wood, bone, or any other materials, it is a composite bow. This is an giant-sized example of such a bow.\nComposite bows fire any kind of arrow.}}{{desc=This is a giant-sized composite longbow. The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but nothing special except for its size.}}'},
+ {name:'Magical-Storm-Giant-Bow',type:'ranged',ct:'8',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#1^^}}Specs=[Storm-Giant-Bow,ranged,2H,bow,Storm-Giant-Bow]{{}}WeapData=[w:Storm Giant Bow,query:weaponMagic,+:^^weaponMagic#1^^,gp:(5000+(^^weaponMagic#3^^*10)),rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Storm Giant Bow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Storm-Giant-Bow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Giant Bow}}{{Weapon=Ranged 2-handed ^^weaponMagic#2^^ bow}}{{To-Hit=^^weaponMagic#0^^ + dex bonus}}{{desc=This is a fine bow of giant size. The wood is polished with a inner gleam, the string might even be silver or magical spider\'s web, and possibly something special.}}'},
{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.}}'},
@@ -3095,14 +3150,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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 ~~noWaitMsg ~~light \\amp#64;{selected|token_id}¦none,msg:The sword now emits no light],[w:5ft light,cmd:!magic ~~noWaitMsg ~~light \\amp#64;{selected|token_id}¦weapon,msg:The sword now emits light to 5ft radius],[w:15ft light,cmd:!magic ~~noWaitMsg ~~light \\amp#64;{selected|token_id}¦torch,msg:The sword now emits light to 15ft radius],[w:30ft light,cmd:!magic ~~noWaitMsg ~~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|mrspe\\clon;+0],[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|mrspe\\clon;+0]{{}}%{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-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=[t:Throwing-Axe,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+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],[Throwing-Axe,Ranged,1H,Axe,Throwing Axe]{{}}WeapData=[t:Throwing-Axe+1,gp:750]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Throwing Axe+1,+:1,r:3],[w:Throwing Axe+1,+:1,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,+:1,SM:1d6,L:1d4],[]{{Ammo=+1, vs SM:1d6, L:1d4, + Str bonus}}AmmoData=[w:Throwing Axe,t:Throwing-Axe+1,sb:1,+:1,SM:1d6,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Throwing-Axe+1,+: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:'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=[t:Throwing-Axe+2,gp:1500]{{}}ToHitData=[w:Throwing Axe+2,+:2],[w:Throwing Axe+2,+:2]{{}}DmgData=[w:Throwing Axe+2,+:2],[]{{}}AmmoData=[w:Throwing Axe+2,t:Throwing-Axe+2,+:2]{{}}RangeData=[t:Throwing-Axe+2,+: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+^^weaponCurse#3^^)',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|dmitem|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|mrspe\\clon;+0) 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|mrspe\\clon;+0) 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|mrspe\\clon;+0) 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.}}'},
@@ -3124,7 +3179,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'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=[w:Felling-Axe,t:Felling-Axe,st:Axe|Throwing-Axe,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: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}}'},
@@ -3135,7 +3190,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|2H,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|2H,Clubs,Ogre-club+0],[Ogre-Club,Melee,1H|2H,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](!magic --display-ability @{selected|token_id}|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:'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],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{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,t:Pearl-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:Pearl-Dagger+2,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:'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|2H,Long-blade,Longsword],[Longsword,Magic,1H|2H,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.}}'},
@@ -3146,18 +3201,18 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'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:'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:Spears,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|2H,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 v7.05 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',
+ MI_DB_Ammo: {bio:'Weapons Database v7.06 19/07/2026
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: v7.06 19/07/2026 Added Storm Giant Arrows 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:7.05,
+ version:7.06,
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:'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.).}}'},
@@ -3221,6 +3276,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'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:'Magic-Storm-Giant-Arrow',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}Specs=[Storm-Giant-Arrow,Ammo,1H,Arrow,Storm-Giant-Arrow]{{}}WeapData=[gp:(a(^^weapMagic#3^^*10)),query:weaponMagic,rc:^^weapMagic#1^^]{{}}AmmoData=[w:Storm Giant Arrow^^weapMagic#0^^,t:stormgiantbow,+:^^weapMagic#0^^,SM:3d6,L:3d6,rc:^^weapMagic#1^^]{{}}RangeData=[t:stormgiantbow,+:^^weapMagic#0^^,r:5/10/20/30]{{}}%{MI-DB|Storm-Giant-Arrow}{{name=^^weapMagic#0^^}}{{Ammo=^^weapMagic#0^^,vs. SM:3d6, L:3d6, Piercing}}{{desc=A Giant Arrow of fine quality that is 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}}'},
@@ -3241,15 +3297,17 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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}}'},
+ {name:'Storm-Giant-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Storm-Giant-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[gp:10,wt:1,sz:M]{{}}AmmoData=[w:Storm Giant Arrow,t:StormGiantBow,SM:3d6,L:3d6]{{}}RangeData=[t:stormgiantbow,+:0,r:5/10/20/30]{{}}%{MI-DB|Sheaf-Arrow}{{prefix=Storm}}{{title=Giant Arrow}}{{Size=Medium}}{{Ammo=+0, vs. SM:3d6, L:3d6, Piercing}}{{Range=PB:30, S:100, M:200, L:300}}{{Looks Like=A heavy, giant arrow with a steel arrowhead.}}{{hide1=This giant arrow an only be fired from a partiular type of giant bow, only wielded by those with the appropriate strength. The arrowheads are steel and quite sharp.}}{{desc=A giant arrow of good quality but otherwise ordinary}}'},
+ {name:'Storm-Giant-Magic-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Storm-Giant-Arrow,Ammo,1H,Arrow,Magic-Storm-Giant-Arrow]{{}}%{MI-DB|Magi-Storm-Giant-Arrow}'},
]},
- 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',
+ MI_DB_Equipment:{bio:'Equipment Database v7.03 19/07/2026
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: v7.03 19/07/2026 Added full Oil Flask to Equipment 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://files.d20.io/images/6671/max.png?1336327350',
- version:7.02,
+ version:7.03,
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}}'},
@@ -3281,6 +3339,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'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,enc:0,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',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:Oil-Flask,st:Flask,sb:0,+:0,SM:2d6,L:1d3]{{Range=S:10, M:20, L:30}}RangeData=[t:Oil-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-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:'0.02',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.}}'},
@@ -3420,13 +3479,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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 v7.03 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.',
+ MI_DB_Rings: {bio:'Rings v7.04 19/07/2026
This Magic Item database holds definitions for all types of rings.',
+ gmnotes:'Change Log: v7.04 19/07/2026 Added Surprise Modifier effect and [Become Visible] button to Ring of Invisibility 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 of 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://files.d20.io/images/8344/max.png?1336510825',
- version:7.03,
+ version:7.04,
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|mrspe\\clon;+0\\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}}'},
@@ -3462,10 +3521,10 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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',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, improves AC by 4 and Surprise by 2|half-haze) or [Become Visible](!rounds --removeTargetStatus @{selected|token_id}|Invisibility)}}{{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-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}|Invisible+Inaudible|99|0|Invisible and inaudible, AC improved by 4|half-haze) or [Become Visible](!rounds --removeTargetStatus @{selected|token_id}|Invisible+Inaudible)}}{{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}}'},
@@ -3473,15 +3532,15 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|mrspe\\clon;+0) 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-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}{{}}'},
@@ -3511,14 +3570,14 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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 v7.06 17/11/2025
This Magic Item database holds definitions for both Wizard and Priest Scrolls and Spellbooks.',
- gmnotes:'Change Log: v7.06 17/11/2025 Tidied maths in some command calls to use RPGM maths capability 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.',
+ MI_DB_Scrolls_Books:{bio:'Scrolls & Spellbooks v7.07 19/07/2026
This Magic Item database holds definitions for both Wizard and Priest Scrolls and Spellbooks.',
+ gmnotes:'Change Log: v7.07 19/07/2026 Added missing standard Librams and Manuals v7.06 17/11/2025 Tidied maths in some command calls to use RPGM maths capability 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://files.d20.io/images/5063/max.png?1336230370', // mrspe
- version:7.06,
+ version:7.07,
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}}'},
@@ -3534,6 +3593,19 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Libram-of-Gainful-Conjuration',type:'scroll|book|miscellaneous|mu-scroll',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|Scroll|Book|MU-Scroll,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|\\amp#91;\\amp#91;\\amp#40;$[[0]]\\amp#41;*10\\amp#93;\\amp#93;|-1|Reading this tome has knocked you unconscious|broken-skull|mrspe\\clon;+0\\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:'scroll|book|miscellaneous|mu-scroll',ct:'10',charge:'charged',cost:'16000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Scroll|Book|Miscellaneous|MU-Scroll,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](!attk --noWaitMsg --set-savemod \\amp#64;{target|Who\'s the Victim?|token_id}|add|drain life|Libram|mrspe\\clon;+0|1|1|!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦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:'scroll|book|miscellaneous|mu-scroll',ct:'10',charge:'charged',cost:'16000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Scroll|Book|Miscellaneous|MU-Scroll,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](!attk --noWaitMsg --set-savemod \\amp#64;{target|Who\'s the Victim?|token_id}|add|drain life|Libram|mrspe\\clon;+0|1|1|!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦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:'Manual-of-Bodily-Health',type:'scroll|book|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,Scroll|Book|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:'scroll|book|miscellaneous|pr-scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Scroll|Book|Miscellaneous|PR-Scroll,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:'scroll|book|miscellaneous|pr-scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Scroll|Book|Miscellaneous|PR-Scroll,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:'book|scroll|miscellaneous',ct:'3',charge:'discharging',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Bodily Health,Scroll|Book|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:'scroll|book|miscellaneous|pr-scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Golems}}{{subtitle=Book}}Specs=[Manual of Golems,Scroll|Book|Miscellaneous|PR-Scroll,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:'scroll|book|miscellaneous|pr-scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Scroll|Book|Miscellaneous|PR-Scroll,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:'book|scroll|miscellaneous',ct:'3',charge:'discharging',cost:'15000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Quickness of Action,Scroll|Book|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:'book|scroll|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,Scroll|Book|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:'book|scroll|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,Scroll|Book|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:'scroll|book|miscellaneous|pr-scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Scroll|Book|Miscellaneous|PR-Scroll,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:'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}}'},
@@ -3621,7 +3693,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|mrspe\\clon;+0\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-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|12|-1|Silenced - no verbalisation possible within 15ft radius|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?{Willing target?|Yes, |No,|svspe\\clon;+0}) 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}}'},
@@ -3634,6 +3706,10 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|mrspe\\clon;+0\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:'Tome-of-Clear-Thought',type:'scroll|book|miscellaneous',ct:'0',charge:'uncharged',cost:'24000rc:discharging',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Clear Thought,Scroll|Book|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:'scroll|book|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,Scroll|Book|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:'scroll|book|miscellaneous',ct:'0',charge:'discharging',cost:'24000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Understanding,Scroll|Book|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:'Vacuous-Grimoire',type:'miscellaneous|book|scroll',ct:'0',charge:'single-uncharged',cost:'21000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Vacuous Grimoire,Miscellaneous|Scroll|Book,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:'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.}}'},
]},
@@ -3662,12 +3738,12 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|5d4|-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:'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-Spear+1',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'200',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}WandData=[w:Staff-Spear+1,t:Staff-Spear+1,st:Staff,gp:200,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]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]{{}}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]{{}}AmmoData=[w:Staff-Spear+1,t:Staff-Spear+1,st:spears,sb:1,+:1,SM:1d6,L:1d8,ru:-2]{{}}RangeData=[t:staff-spear+1,+:1,r:1/2/3]{{title=Staff}}{{name=-Spear+1}}{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{To-Hit=Normal form +0, Spear form +1 + str \\amp dex bonuses}}{{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}}{{Range=S:10, M:20, L:30}}{{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+'}{{}}WandData=[w:Staff-Spear+2,t:Staff-spear+2,st:Staff,gp:400]{{}}Specs=[Quarterstaff,Melee,2H,Staff,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Spear,Ranged,0H,Throwing-Spears,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Staff-Spear,Rod,0H,Alteration,Staff-Spear+1]{{}}ToHitData=[w:Quarterstaff],[w:Staff-Spear+2,+:2],[w:Staff-Spear+2,+:2],[w:Staff-Spear+2 12ft,+:2]{{}}DmgData=[w:Quarterstaff],[w:Staff-Spear+2,+:2],[],[w:Staff-Spear+2 12ft,+:2]{{}}AmmoData=[w:Staff-Spear+2,t:Staff-spear+2]{{}}RangeData=[t:staff-spear+2,+:2,r:1/2/3]{{}}%{MI-DB|Staff-Spear+1}{{name=-Spear+2}}{{To-Hit=Normal form +0, Spear form +2 + str \\amp dex bonuses}}{{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}}{{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+'}{{}}WandData=[w:Staff-Spear+3,t:staff-spear+3,st:Staff,gp:600]{{}}Specs=[Quarterstaff,Melee,2H,Staff,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Spear,Ranged,0H,Throwing-Spears,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Staff-Spear,Rod,0H,Alteration,Staff-Spear+1]{{}}ToHitData=[w:Quarterstaff],[w:Staff-Spear+3,+:3],[w:Staff-Spear+3,+:3],[w:Staff-Spear+3 12ft,+:3]{{}}DmgData=[w:Quarterstaff],[w:Staff-Spear+3,+:3],[],[w:Staff-Spear+3 12ft,+:3]{{}}AmmoData=[w:Staff-Spear+3,t:staff-spear+3,st:spears,+:3]{{}}RangeData=[t:staff-spear+3,+:3,r:1/2/3]{{}}%{MI-DB|Staff-Spear+1}{{name=-Spear+3}}{{To-Hit=Normal form +0, Spear form +3 + str \\amp dex bonuses}}{{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}}{{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,t:Staff-Spear+3 ranseur,st:Staff,gp:800]{{}}Specs=[Quarterstaff,Melee,2H,Staff,Staff-Spear+3],[Spear,Melee,0H,Spears,Staff-Spear+3],[Spear,Ranged,0H,Throwing-Spears,Staff-Spear+3],[Spear,Melee,0H,Spears,Staff-Spear+3],[Staff-Spear,Rod,0H,Alteration,Staff-Spear+3]{{}}ToHitData=[w:Quarterstaff,],[w:Staff-Spear+3 ranseur],[w:Staff-Spear+3 ranseur,],[w:Staff-Spear+3 ranseur 12ft]{{}}DmgData=[w:Quarterstaff],[w:Staff-Spear+3 ranseur,SM:2d4,L:2d4],[],[w:Staff-Spear+3 ranseur 12ft,SM:1+2d4,L:2d6]{{}}AmmoData=[w:Staff-Spear+3 ranseur,t:staff-spear+3 ranseur,st:spears,sb:1,+:3,SM:2d4,L:2d4,ru:-2]{{}}RangeData=[t:spear,+:0,r:1/2/3]{{}}%{MI-DB|Staff-Spear+1}{{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}}{{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+'}{{}}WandData=[w:Staff-Spear+4,t:staff-spear+4,st:Staff,gp:800]{{}}Specs=[Quarterstaff,Melee,2H,Staff,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Spear,Ranged,0H,Throwing-Spears,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Staff-Spear,Rod,0H,Alteration,Staff-Spear+1]{{}}ToHitData=[w:Quarterstaff],[w:Staff-Spear+4,+:4],[w:Staff-Spear+4,+:4],[w:Staff-Spear+4 12ft,+:4]{{}}DmgData=[w:Quarterstaff],[w:Staff-Spear+4,+:4],[],[w:Staff-Spear+4 12ft,+:4]{{}}AmmoData=[w:Staff-Spear+4,t:staff-spear+4,st:spears,+:4]{{}}RangeData=[t:staff-spear+4,+:4,r:1/2/3]{{}}%{MI-DB|Staff-Spear+1}{{name=-Spear+4}}{{To-Hit=Normal form +0, Spear form +4 + str \\amp dex bonuses}}{{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}}{{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+'}{{}}WandData=[w:Staff-Spear+5,t:staff-spear+5,st:Staff,gp:1000]{{}}Specs=[Quarterstaff,Melee,2H,Staff,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Spear,Ranged,0H,Throwing-Spears,Staff-Spear+1],[Spear,Melee,0H,Spears,Staff-Spear+1],[Staff-Spear,Rod,0H,Alteration,Staff-Spear+1]{{}}ToHitData=[w:Quarterstaff],[w:Staff-Spear+5,+:5],[w:Staff-Spear+5,+:5],[w:Staff-Spear+5 12ft,+:5]{{}}DmgData=[w:Quarterstaff],[w:Staff-Spear+5,+:5],[],[w:Staff-Spear+5 12ft,+:5]{{}}AmmoData=[w:Staff-Spear+5,t:staff-spear+5,st:spears,+:5]{{}}RangeData=[t:staff-spear+5,+:5,r:1/2/3]{{}}%{MI-DB|Staff-Spear+1}{{name=-Spear+5}}{{To-Hit=Normal form +0, Spear form +5 + str \\amp dex bonuses}}{{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}}{{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|mrwan\\clon;+0,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|mrwan\\clon;+0,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}}'},
@@ -3705,7 +3781,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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-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#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\\vbar;mrwan\\clon;+0\\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}}'},
@@ -3714,13 +3790,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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*\\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:'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 v7.04 17/11/2025
This Magic Item database holds definitions for all other Magic Items that do not easily fall into any other category',
- gmnotes:'Change Log v7.04 17/11/2025 Tidied maths in some command calls to use RPGM maths capability 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',
+ MI_DB_Miscellaneous:{bio:'Miscellaneous Items v7.05 19/07/2026
This Magic Item database holds definitions for all other Magic Items that do not easily fall into any other category',
+ gmnotes:'Change Log v7.05 19/20/2026 Added additional MI classes to support overrides v7.04 17/11/2025 Tidied maths in some command calls to use RPGM maths capability 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://files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/max.jpg?1636631849',
- version:7.04,
+ version:7.05,
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.}}'},
@@ -3753,22 +3829,22 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Bombardier Chemicals',type:'miscellaneous',ct:'3',charge:'charged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Bombardier}} {{title=Chemicals}}{{subtitle=Liquids}}Specs=[Bombardier Chemicals,Miscellaneous,1H,Evocation]{{Speed=[[3]]}}MiscData=[w:Bombardier hemicals,st:Materials,sp:3,gp:50,wt:1,rc:charged]{{Looks Like=Liquids often contained in potion bottles}}{{desc=The bombardier action of this beetle is caused by the explosive mixture of two substances that are produced internally and combined in a third organ. If a bombardier is killed before it has the opportunity to fire off both blasts, it is possible to cut the creature open and retrieve the chemicals. These chemicals can then be combined to produce a small explosive, or fire a projectile, with the proper equipment.\\nThe chemicals are also of value to alchemists, who can use them in various preparations.}}'},
- {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|mrspe\\clon;+0) 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|Modifiers,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Speed,st:Boots,gp:7500,sp:3,move:=(24-(f(^(0;(^^weight^^+^^movweighttotal^^-200))/10))),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,move:=12,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:'Boots-Winged',type:'miscellaneous|boots',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|Boots,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|boots',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous|Boots,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|boots',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous|Boots,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|boots',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous|Boots,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|boots',ct:'3',charge:'single-uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous|Boots,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|boots',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|Boots,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|mrspe\\clon;+0) 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|boots',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|Boots,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|boots',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|Boots,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|boots',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|Boots,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Speed,st:Boots,gp:7500,sp:3,move:=(24-(f(^(0;(^^weight^^+^^movweighttotal^^-200))/10))),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:'miscellaneous|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,Miscellaneous|Boots,1H,Alteration]{{components=M}}{{time=[[3]]}}ACData=[a:Boots of Striding+Springing,w:Boots of Striding+Springing,st:Boots,+:1,move:=12,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|boots',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|Boots,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|boots',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|Boots,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:'Bracers-of-Archery',type:'armour',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,Armour,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:'armour',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,Armour,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}}'},
@@ -3788,19 +3864,19 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Cloak-of-Arachnida',type:'miscellaneous|cloak',ct:'3',charge:'uncharged',cost:'12000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Arachnida}}{{subtitle=Magic Item}}Specs=[Cloak of Arachnida,Miscellaneous|cloak,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:'miscellaneous|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,Miscellaneous|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:'miscellaneous|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,Miscellaneous|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|cloak',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|cloak,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|cloak',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|cloak,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|cloak',ct:'3',charge:'cursed',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Poisonousness}}{{subtitle=Magic Item}}Specs=[Cloak of Poisonousness,Miscellaneous|cloak,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:'miscellaneous|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,miscellaneous|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:'miscellaneous|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,miscellaneous|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:'miscellaneous|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,miscellaneous|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:'miscellaneous|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,miscellaneous|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:'miscellaneous|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,miscellaneous|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:'miscellaneous|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,miscellaneous|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|cloak|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}'},
@@ -3821,7 +3897,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|10*2d10|-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|10*2d10|-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|10*2d10|-1|Hidden by Dust of Appearance, AC bonus of 4, always win surprise|aura)}}'},
+ {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|Invisibility|10*2d10|-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|10*2d10|-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|10*\\amp#40;10+1d10\\amp#41;|-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|60*\\amp#40;6+1d6\\amp#41;|-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*}}'},
@@ -3829,12 +3905,12 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|mrall\\clon;+0]{{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:'Eyes-of-Charming',type:'miscellaneous|glasses',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|glasses,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|glasses',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|glasses,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|glasses',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|glasses,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|mrall\\clon;+0]{{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|glasses',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|glasses,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|glasses',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|glasses,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|glasses',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|glasses,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}}'},
@@ -3846,32 +3922,33 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Fire-Beetle-Gland',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Fire Beetle Gland,Miscellaneous,1H,Light Source]{{}}MiscData=[w:Fire Beetle Gland,st:Light Source,wt:1,gp:50,sp:0,qty:3,rc:uncharged,pick:!magic --light @{selected|token_id}|TORCH --mi-charges @{selected|-1|Fire-Beetle-Gland,put:!magic --light @{selected|token_id}|NONE]{{Use=When picked up, will automatically light the token (equivalent of a torch). When put away or taken, will make no token illumination}}{{title=Fire Beetle Gland}}{{Looks Like=The organic gland of some sort of creature, possibly contained in a glass jar after extraction.}}{{desc1=Fire beetles have two special glands above their eyes and one near the back of their abdomens. These glands produce a luminous red glow, and for this reason they are highly prized by miners and adventurers. This luminosity persists for ld6 days after the glands are removed from the beetle, and the light shed will illuminate a radius of 10 feet.<\n>The light from these glands is "cold" - it produces no heat. Many mages and alchemists are eager to discover the secret of this cold light, which could be not only safe, but economical, with no parts to heat up and burn out. In theory, they say, such a light source could last forever}}'},
{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:'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}}{{Looks Like=A small wooden "box\'\'—about one foot long, one-half foot wide, and one-half foot deep.}}{{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-Dexterity',type:'miscellaneous|gauntlets',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Dexterity}}{{subtitle=Magic Item}}Specs=[Gauntlets of Dexterity,Miscellaneous|gauntlets,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|gauntlets',ct:'3',charge:'cursed',cost:'2900',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Fumbling}}{{subtitle=Magic Item}}Specs=[Gauntlets of Fumbling,Miscellaneous|gauntlets,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|gauntlets',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|gauntlets,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|gauntlets',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|gauntlets,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|1d4|-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|1d4|-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,enc: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:'Girdle-of-Cloud-Giant-Strength',type:'miscellaneous|girdle',ct:'3',charge:'uncharged',cost:'8000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous|girdle,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|girdle',ct:'3',charge:'uncharged',cost:'10500',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Dwarvenkind}}{{subtitle=Magic Item}}Specs=[Girdle of Dwarvenkind,Miscellaneous|girdle,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|girdle',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|girdle,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|girdle',ct:'3',charge:'uncharged',cost:'7000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous|girdle,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|girdle',ct:'3',charge:'uncharged',cost:'6000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous|girdle,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|girdle',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|girdle,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|girdle',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|girdle,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Many Pouches,st:Girdle,enc: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|girdle',ct:'3',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous|girdle,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|girdle',ct:'3',charge:'uncharged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous|girdle,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:'Hat-of-Disguise',type:'miscellaneous|helm',ct:'3',charge:'uncharged',cost:'3000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{name= of Disguise}}{{subtitle=Magic Item}}Specs=[Hat of Disguise,Miscellaneous|Helm,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|helm',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|Helm,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:'miscellaneous|helm',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,Miscellaneous|Helm,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:'Helm-of-Teleportation-Wizard',type:'miscellaneous|helm',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|Helm,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,enc: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=[Saved](!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 [Failed](!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|2d10|-1|Blinded by bubbles, just at the wrong moment!|bleeding-eye|mrspe\\clon;+0) 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.}}'},
@@ -3886,27 +3963,27 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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\\vbar;mrspe\\clon;+0).]{{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:'Horseshoes-of-Speed',type:'miscellaneous|horseshoes',ct:'3',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horseshoes}}{{name= of Speed}}{{subtitle=Magic Item}}Specs=[Horseshoes of Speed,Miscellaneous|horseshoes,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|horseshoes',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|Horseshoes,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|mrspe\\clon;+0)}}{{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:'Ioun-Stone',type:'miscellaneous|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Ioun Stone}}{{subtitle=Magic Item}}Specs=[Ioun Stone,Miscellaneous|Iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Clear)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Deep Red)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dull Grey)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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:'miscellaneous|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dusty Rose)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Incandescent Blue)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Iridescent)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Lavender \\amp Green)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Blue)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Green)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'discharging',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Lavender)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pearly White)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink \\amp Green)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',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|iounstone,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|mrspe\\clon;+0)}}{{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|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Scarlet \\amp Blue)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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|iounstone',ct:'3',charge:'single-uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Vibrant Purple)}}Specs=[Ioun Stone,Miscellaneous|iounstone,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,n:=1,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|mrspe\\clon;+0]{{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:'miscellaneous',ct:'3',charge:'charged',cost:'9000',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Iron Flask}}{{subtitle=Magic Item}}Specs=[Iron Flask,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}'},
@@ -3914,21 +3991,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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;\\amp#91;1d4+8\\amp#93;\\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|\\amp#91;\\amp#91;\\amp#40;$[[0]]\\amp#41;*10\\amp#93;\\amp#93;|-1|Reading this tome has knocked you unconscious|broken-skull|mrspe\\clon;+0\\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](!attk --noWaitMsg --set-savemod \\amp#64;{target|Who\'s the Victim?|token_id}|add|drain life|Libram|mrspe\\clon;+0|1|1|!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦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](!attk --noWaitMsg --set-savemod \\amp#64;{target|Who\'s the Victim?|token_id}|add|drain life|Libram|mrspe\\clon;+0|1|1|!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦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.}}'},
@@ -3974,7 +4038,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Pearly-White-Ioun-Stone',type:'miscellaneous|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Ioun Stone Pearly White,Miscellaneous|Iounstone,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.}}'},
@@ -3988,7 +4052,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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|mrspe\\clon;+0) 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-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 multi|@{selected|token_id}|Haunting music|99|0|Feeling nervous and scared. Morale checks at -2 and surprise at -1|screaming|mrspe\\clon;+0) 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; \\amp#91;\\amp#91;1d6\\amp#93;\\amp#93;*10\\amp#93;\\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; \\amp#91;\\amp#91;3d6\\amp#93;\\amp#93;*10\\amp#93;\\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.}}'},
@@ -4001,32 +4065,32 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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¦mrspe\\clon;+0\\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:'Red-ioun-stone',type:'miscellaneous|iounstone',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Ioun Stone Red,Miscellaneous|Iounstone,0H,Stone,Ioun-Stone-Red]{{}}MiscData=[w:Ioun Stone Red]{{}}%{MI-DB|Ioun-Stone-Red}'},
{name:'Rhinocerous-Beetle-Carapace',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'30',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rhinocerous Beetle Carapace}}{{subtitle=Miscellaneous}}{{Size=Large}}Specs=[Rhinocerous Beetle Carapace,Miscellaneous,0H,Armour]{{}}MiscData=[sz:L,wt:10,gp:30,w:Rhinocerous Beetle Carapace,rc:single-uncharged]{{Looks Like=The shiney irridescent back of a beetle, but a giant one!}}{{desc=The shell of this jungle dweller is often brightly colored or iridescent. If retrieved in one piece, these shells are valuable to clerics of the Egyptian pantheon, who use them as giant scarabs to decorate temples and other areas of worship. It is a representation of this, the largest of all beetles, that serves as the holy symbol for clerics of Apshai, the Egyptian god whose sphere of influence is said to include all insects.}}'},
- {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|1+\\amp#40;1d4\\amp#41;|-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|10*\\amp#40;1+\\amp#40;1d4\\amp#41;\\amp#41;|-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,n:=1,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,enc: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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Bag of 100gp added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Silver Coffer added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Iron Door added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|10 Gems of 100gp value added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|24ft ladder added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Mule with Saddle Bags added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|10ft cubic pit added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Potion of Extra Healing added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|12ft Rowboat added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|*Scroll* place-holder added to the Robe but requires replacing with one you select randomly)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Pair of War Dogs added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|2ft x 4ft window added to the Robe)\\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|mrspe\\clon;+0) 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,mr:Innate%%all%%0%%+5,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:'Robe-of-Blending',type:'miscellaneous|robe',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|Robe,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|robe',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|Robe,0H,Alteration]{{}}MiscData=[w:Robe of Eyes,sp:0,st:Robe,sz:L,wt:1,gp:13500,rc:uncharged,loc:Robe,sme+:Impossible to surprise=10,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|robe',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|Robe,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|robe',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|Robe,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|1+\\amp#40;1d4\\amp#41;|-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|10*\\amp#40;1+\\amp#40;1d4\\amp#41;\\amp#41;|-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|robe',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|Robe,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,n:=1,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|robe',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|Robe,0H,Conjuration]{{}}MiscData=[st:Robe,sz:L,enc: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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Bag of 100gp added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Silver Coffer added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Iron Door added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|10 Gems of 100gp value added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|24ft ladder added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Mule with Saddle Bags added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|10ft cubic pit added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Potion of Extra Healing added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|12ft Rowboat added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|*Scroll* place-holder added to the Robe but requires replacing with one you select randomly)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|Pair of War Dogs added to the Robe)\\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 --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items --message gm|@{selected|token_id}|Robe of Useful Items|2ft x 4ft window added to the Robe)\\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|robe',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|Robe,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|mrspe\\clon;+0) 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:'miscellaneous|robe',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,Miscellaneous|Robe,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,mr:Innate%%all%%0%%+5,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|mrspe\\clon;+0 --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|2+1d4|-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|2+1d4|-1|The rug continues to wrap itself surround you - it is ever more difficult to breath|back-pain|mrspe\\clon;+0)}}{{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 --noWaitMsg --build-save @{selected|token_id}|Spell|20'},
+ {name:'Scarab-of-Cursed-Protection',type:'miscellaneous|protection|scarab',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|Protection|Scarab,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 --noWaitMsg --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|6+1d6|-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|8+1d4|-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 --noWaitMsg --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 --noWaitMsg --build-save @{selected|token_id}|Spell|20'},
+ {name:'Scarab-of-Protection+1',type:'miscellaneous|protection|scarab',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|Protection|Scarab,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 --noWaitMsg --build-save @{selected|token_id}|Spell|20'},
+ {name:'Scarab-of-Protection+2',type:'miscellaneous|protection|scarab',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|Protection|Scarab,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 --noWaitMsg --build-save @{selected|token_id}|Spell|20'},
{name:'Scarab-vs-Golems',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'^^golemType#2^^',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:'Slippers-of-Spider-Climb',type:'miscellaneous|boots',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#91;\\amp#63;{Ignite how many charges?}d2\\amp#93;\\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.}}'},
@@ -4041,9 +4105,6 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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.}}'},
@@ -4051,21 +4112,20 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'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#91;\\amp#40;{ {\\amp#40;{ {\\amp#40;\\amp#91;\\amp#91;\\amp#63;{Roll chance of destruction|1d100}\\amp#93;\\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;\\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:'Wings-of-Flying',type:'miscellaneous|cloak',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|Cloak,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 v7.04 17/11/2025
This Magic Item database holds definitions for all custom Magic Items that do not come from any published manual',
- gmnotes:'Change Log v7.04 17/11/2025 Tidied maths in some command calls to use RPGM maths capability 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',
+ MI_DB_Custom: {bio:'Custom Magic Items v7.05 19/07/2026
This Magic Item database holds definitions for all custom Magic Items that do not come from any published manual',
+ gmnotes:'Change Log v7.05 19/20/2026 Added additional MI classes to support overrides v7.04 17/11/2025 Tidied maths in some command calls to use RPGM maths capability 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://files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/max.jpg?1636631849',
- version:7.04,
+ version:7.05,
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:Oil-Flask,st:Flask,sb:0,+:0,SM:1+1d8,L:1+1d8]{{Range=S:30, M:60, L:120}}RangeData=[t:Oil-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}}'},
@@ -4077,15 +4137,15 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Book-of-Changes',type:'scroll|book|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|Scroll|Book,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|mrspe\\clon;+0)}}{{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:'Cloak',type:'miscellaneous|cloak',ct:'0',charge:'uncharged',cost:'0.8',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cloak}}{{subtitle=Magic Item?}}Specs=[Cloak,Miscellaneous|Cloak,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|cloak',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|Cloak,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.}}'},
@@ -4093,25 +4153,24 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Elaborate-Book',type:'miscellaneous|book|scroll',ct:'0',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elaborate Book}}Specs=[Elaborate-Book,Miscellaneous|Book|Scroll,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:'(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}}{{Looks Like=A small wooden "box\'\'—about one foot long, one-half foot wide, and one-half foot deep.}}{{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:'Gauntlets-of-Hill-Giant-Strength',type:'miscellaneous|gauntlets',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|Gauntlets,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|gauntlets',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|Gauntlets,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|glasses',ct:'0',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Goggles}}{{subtitle=Perhaps a Magic Item?}}Specs=[Goggles,Miscellaneous|glasses,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|glasses',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|glasses,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:'Hat',type:'miscellaneous|helm',ct:'0',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{subtitle=Magic Item?}}Specs=[Hat,Miscellaneous|helm,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:'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:'Ioun-Stone-Hairy-Orange',type:'miscellaneous|iounstone',ct:'3',charge:'uncharged',cost:'900',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Hairy Orange)}}Specs=[Ioun Stone,Miscellaneous|Iounstone,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 --target single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Blue|10*1d6|-1|Oh, I\'m so depressed...morale at -5 but can breathe underwater|broken-skull|mrspe\\clon;+0)\\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 --target single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Green|10*\\amp#40;2+1d4\\amp#41;|-1|Hidden in green spaces, +2 AC bonus, visible in others, -1 AC penalty|aura|mrspe\\clon;+0)\\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 --target single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Yellow|10*\\amp#40;2+1d4\\amp#41;|-1|Suddenly very visible, -2 penalty to AC|aura|mrspe\\clon;+0)\\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 --target single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Black|2+1d8|-1|Has become invisible, +4 bonus to AC|half-haze|mrspe\\clon;+0)\\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 --target single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Red|1d4|-1|I\'m on fire! 2d6 damage, save vs. spell to halve|three-leaves|mrspe\\clon;+0)\\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.}}'},
@@ -4126,7 +4185,6 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'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:Oil-Flask,st:Flask,sb:0,+:0,SM:2d6,L:1d3]{{Range=S:10, M:20, L:30}}RangeData=[t:Oil-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.}}'},
@@ -4168,8 +4226,8 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Robe-of-Ears',type:'miscellaneous|robe',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|Robe,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Robe of Ears,st:Robe,sp:3,gp:12000,wt:1,rc:uncharged,loc:Robe,sme:Improved Hearing=2,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|robe',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|Robe,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?}}'},
@@ -4178,7 +4236,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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',type:'miscellaneous|bracers',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|Bracers,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|5d4|-1|Paralysed|fishing-net|mrspe\\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}}'},
@@ -4193,7 +4251,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{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:'Tome-of-Math-Mathonwy',type:'scroll|book|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|Scroll|Book,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}}'},
@@ -4764,13 +4822,13 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Wind-Wall',type:'muspelll3',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWind Wall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Wind Wall,MUspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[3]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[10ft high x (@{selected|mu-casting-level}x5)ft long x 2ft thick](!rounds --aoe @{selected|token_id}|wall|feet|10*@{selected|mu-casting-level}||2|lightning)}}{{save=Save or rip from hands}}{{reference=PHB p154}}SpellData=[w:Wind Wall,lv:3,sp:3,gp:10,cs:VSM]{{effects=Brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength--a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands.}}{{hide1=If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp, or other determinable outcome.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a -4 penalty to a first shot and -2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.}}{{materials=A tiny fan and a feather of exotic origin costing 10gp to source}}'},
{name:'Wraithform',type:'muspelll3',ct:'1',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWraithform\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration, Illusion}}Specs=[Wraithform,MUspellL3,1H,Alteration]{{components=S, M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=The caster}}{{save=None}}{{Use=[Become Ethereal](!rounds --target-nosave caster|@{selected|token_id}|Wraithform|2*@{selected|mu-casting-level}|-1|In Wraithform, better than +1 weapons to hit, ignored by most undead|half-haze)}}{{reference=PHB p154}}SpellData=[w:Wraithform,lv:3,sp:1,gp:0.02,cs:SM]{{effects=Causes the caster to become insubstantial, including all their gear, and as a result, they can only be affected weapons of +[[1]] or better while under the effects of this spell or by creatures otherwise able to affect those struck only by magical weapons.}}{{hide1=Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell.\nThe wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word.}}{{materials=A bit of gauze and a wisp of smoke}}'},
]},
- MU_Spells_DB_L4:{bio:'Magic User Spell Database: Level 4 v8.06 30/05/2026
This database holds the definitions and API calls to enact Level 4 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 30/05/2026 Minor change to description of Confusion spell v8.05 17/11/2025 Tidied maths in some command calls to use RPGM maths capability v8.04 26/01/2025 Updated for greyed-out buttons to work properly v8.03 20/12/2024 Corrected *}} to be just }} as causes error with Show More... 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',
+ MU_Spells_DB_L4:{bio:'Magic User Spell Database: Level 4 v8.07 19/07/2026
This database holds the definitions and API calls to enact Level 4 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: v8.07 19/07/2026 Updated statuses to use effects with surprise modifiers v8.06 30/05/2026 Minor change to description of Confusion spell v8.05 17/11/2025 Tidied maths in some command calls to use RPGM maths capability v8.04 26/01/2025 Updated for greyed-out buttons to work properly v8.03 20/12/2024 Corrected *}} to be just }} as causes error with Show More... 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:8.06,
+ version:8.07,
db:[{name:'Bestow-Curse',type:'innate-melee|muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBestow Curse\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Abjuration}}Specs=[Bestow Curse,Innate-Melee|MUspellL4,1H,Abjuration],[Bestow Curse,Innate-Melee|MUspellL4,1H,Abjuration],[Bestow Curse,Innate-Melee|MUspellL4,1H,Abjuration]{{components=V,S}}ToHitData=[w:Bestow Curse 01-50,sp:4,touch:1,r:5],[w:Bestow Curse 51-75,sp:4,touch:1,r:5],[w:Bestow Curse 76-00,sp:4,touch:1,r:5]{{time=[[4]]}}DmgData=[w:Bestow Curse 01-50,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-01-50¦`{selected¦pr-casting-level}0¦-1¦Cursed and an ability is reduced to 3¦radioactive¦svspe\\clon:+0\\rpar; with an ability \\lpar;randomly determined by the GM\\rpar; is reduced to 3. Change the appropriate value manually on the character sheet or just play it],[w:Bestow Curse 51-75,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-51-75¦`{selected¦pr-casting-level}0¦-1¦Cursed. -4 penalty to attack \\amp saves¦radioactive¦svspe\\clon;+0\\rpar; by -4 penalty to attacks and saving throws. This will automatically be applied],[w:Bestow Curse 76-00,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-76-00¦`{selected¦pr-casting-level}0¦-1¦Cursed. 50% likely to drop anything or do nothing if don\'t use tools¦radioactive¦svspe\\clon;+0\\rpar; so that 50% of the time you drop what is in your hands or if not a tool user just do nothing that round. Roll the chance each round]{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=1 creature or object}}{{save=Negates}}{{reference=PHB p162}}{{use=Take the spell in-hand using the *change weapon* dialog. Before attacking with the spell, roll d100 to determine which curse is being attacked with. On a successful touch, use the damage button and follow the instructions in the message}}SpellData=[w:Bestow Curse,lv:4,sp:4,gp:0,cs:VS]{{effects=causes one of the following effects (roll percentile dice):\nD100 Roll Result\n**1-50** Lowers one ability of the subject to 3 (the DM determines which by random selection)\n**51-75** Worsens the subject\'s attack rolls and saving throws by -4\n**76-00** Makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools)}}{{hide1=It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say). The subject of a bestow curse spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.}}'},
{name:'Charm-Monster',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCharm Monster\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment-Charm}}Specs=[Charm Monster,MUspellL4,1H,Enchantment-Charm]{{components=V,S}}{{time=[[4]]}}{{range=[[60]] yds}}{{duration=Special}}{{aoe=1 or more creatures in [60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|180|120||magic)}}{{save=Negates, adjust for wisdom \\amp damage}}{{reference=PHB p154}}{{Use=Press [Charm Monsters](!rounds --target multi|@{selected|token_id}|Charm-Monster|99|0|Charmed by @{selected|token_name}|chained-heart|svspe\\clon;+0) and select targets up to [[2d4]] HD of creatures. Then use the *add status changes* button in the chat window which will prompt for saving throws.}}SpellData=[w:Charm Monster,lv:4,sp:4,gp:0,cs:VS]{{effects=Similar to a charm person spell, but it can affect any living creature--or several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled.}}{{hide1=All possible subjects receive saving throws vs. spell, adjusted for Wisdom. 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. Any 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. Affected creatures eventually come out from under the influence of the spell. This is a function of the creature\'s level (i.e., its Hit Dice).\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Monster Level or Hit Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;% Chance Per Week of Breaking Spell\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st or up to 2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2nd or up to 3+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3rd or up to 4+4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th or up to 6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5th or up to 7+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;35%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6th or up to 8+4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;45%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th or up to 10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8th or up to 12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;75%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9th or over 12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe exact day of the week and time of day is secretly determined by the DM.}}'},
{name:'Confusion',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nConfusion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment/Charm}}Specs=[Confusion,MUspellL4,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[4]]}}{{range=[[120]]yds}}{{duration=[[2+@{selected|mu-casting-level}]]rounds}}{{aoe=[1d4+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;gmroll 1d4+@{selected|mu-casting-level}) creatures in upto a [60ft cube](!rounds --aoe @{selected|token_id}|square|feet|360|||magic)}}{{save=Special (at -2 penalty)}}{{reference=PHB p154}}{{Use=Show the Area of Effect above, then click [Confuse Them](!rounds --target multi|@{selected|token_id}|Confusion|2+@{selected|mu-casting-level}|-1|Confused - DM roll 1d10 to determine action|broken-skull|svspe\\clon;-2) and select up to [[1d4+@{selected|mu-casting-level}]] creatures in the area of effect. Then press the *add status changes* button in the chat window which then prompts for saving throws}}SpellData=[w:,lv:4,sp:4,gp:0,cs:VSM]{{effects=Causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action.}}{{hide1=The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell.\nConfused creatures react as follows:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D10 Roll](!\\amp#13;\\amp#47gr 1d10)\\amplt;/th\\ampgt;\\amplt;th\\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) for duration of spell\\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;\nThe spell lasts for two rounds plus one round for each level of the caster. Those who fail are checked by the DM for actions each round for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.\nWandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and 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.\nIf there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25% could be expected to make the saving throw, then four are assumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest creature, six stand confused, and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that two attacking the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since four originally saved and one wandered off. Another one wanders off, five stand confused, four attack, and one acts normally.}}{{materials=A set of three nut shells (free).}}'},
@@ -4792,7 +4850,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Hallucinatory-Terrain',type:'muspelll4',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nHallucinatory Terrain\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion-Phantasm}}Specs=[Hallucinatory Terrain,MUspellL4,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[20*@{selected|mu-casting-level}]] yds.}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[[[10*@{selected|mu-casting-level}]] yds cube](!rounds --aoe @{selected|token_id}|square|yards|20*@{selected|mu-casting-level}|10*@{selected|mu-casting-level}||)}}{{save=None}}{{reference=PHB p158}}SpellData=[w:Hallucinatory Terrain,lv:4,sp:100,gp:0,cs:VSM]{{effects=Causes an illusion that hides the actual terrain within the area of effect. }}{{hide1=Thus, open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene.\nIf the illusion involves only a subtle change, such as causing an open wood to appear thick and dark, or increasing the slope of a hill, the effect may be unnoticed even by those in the midst of it. If the change is extreme (for example, a grassy plain covering a seething field of volcanic mudpots), the illusion will no doubt be noticed the instant one person falls prey to it. Each level of experience expands the dimensions of the cubic area affected by 10 yards; for example, a 12th-level caster affects an area 120 yds. x 120 yds. x 120 yds.}}{{materials=A stone, a twig, and a bit of green plant--a leaf or grass blade (free)}}'},
{name:'Ice-Storm',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIce Storm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Ice Storm,MUspellL4,1H,Evocation]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=Special}}{{aoe=[40ft x hail stones](!rounds --aoe @{selected|token_id}|circle|feet|30*@{selected|mu-casting-level}|40||cold) or [80ft x driving sleet](!rounds --aoe @{selected|token_id}|circle|feet|30*@{selected|mu-casting-level}|80||cold) radius}}{{save=None}}{{reference=PHB p159}}SpellData=[w:Ice-Storm,lv:4,sp:4,gp:0,cs:VSM]{{effects=One of two effects, at the caster\'s option: Either great [hail stones](!rounds --aoe @{selected|token_id}|circle|feet|30*@{selected|mu-casting-level}|40||cold) pound down for one round in a 40-foot-diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or [driving sleet](!rounds --aoe @{selected|token_id}|circle|feet|30*@{selected|mu-casting-level}|80||cold) falls in an 80-foot-diameter area for one round per caster level blinding creatures within its area for the duration of the spell and causes the ground in the area to be icy}}{{hide1=The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, slowing movement by 50% and making it 50% probable that a creature trying to move in the area slips and falls. The sleet also extinguishes torches and small fires.\nNote that this spell will negate a *heat metal* spell.}}{{materials=A pinch of dust and a few drops of water (free).}}'},
{name:'Illusionary-Wall',type:'muspelll4',ct:'4',charge:'uncharged',cost:'400',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nIllusionary Wall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion-Phantasm}}Specs=[Illusionary Wall,MUspellL4,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[4]]}}{{range=[[30]] yds.}}{{duration=Permanent}}{{aoe=[1 x 10 x 10 ft](!rounds --aoe @{selected|token_id}|wall|feet|90|10|1|)}}{{save=None}}{{reference=PHB p158}}SpellData=[w:Illusionary Wall,lv:4,sp:4,gp:400,cs:VSM]{{effects=Creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled.}}{{hide1=It appears absolutely real when viewed (even magically, as with the priest spell true seeing or its equivalent), but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear.}}{{materials=A rare dust that costs at least 400 gp and requires four days to prepare}}'},
- {name:'Improved-Invisibility',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nImproved Invisibility\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Improved Invisibility,MUspellL4,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=Touch}}{{duration=[[4+@{selected|mu-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p159}}{{Use=[Touch Creature](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select Invisible One|token_id}|Invisibility|4+@{selected|mu-casting-level}|-1|Invisible except slight haze, -4 bonus to AC, +4 on saves, can attack|half-haze)}}SpellData=[w:Improved-Invisibility, lv:4,sp:4,gp:0,cs:VS]{{effects=Works like the *Invisibility* spell but it allows for the recipient to attack and remain unseen.}}{{hide1=The recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that telltale traces (such as a shimmering effect) sometimes allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character\'s saving throws are made with a +4 bonus. Beings with high Hit Dice that might normally notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).}}'},
+ {name:'Improved-Invisibility',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nImproved Invisibility\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Improved Invisibility,MUspellL4,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=Touch}}{{duration=[[4+@{selected|mu-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p159}}{{Use=[Make Invisible](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select Invisible One|token_id}|Improved-Invisibility|4+@{selected|mu-casting-level}|-1|Invisible except slight haze, -4 bonus to AC, +4 on saves, can attack|half-haze)}}SpellData=[w:Improved-Invisibility, lv:4,sp:4,gp:0,cs:VS]{{effects=Works like the *Invisibility* spell but it allows for the recipient to attack and remain unseen.}}{{hide1=The recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that telltale traces (such as a shimmering effect) sometimes allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character\'s saving throws are made with a +4 bonus. Beings with high Hit Dice that might normally notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).}}'},
{name:'Leomunds-Secure-Shelter',type:'muspelll4',ct:'400',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nLeomund\'s Secure Shelter\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration, Enchantment}}Specs=[Leomunds Secure Shelter,MUspellL4,1H,Alteration|Enchantment]{{components=V,S,M}}{{time=[[4]] turns}}{{range=[[20]] yds.}}{{duration=[[1d4+1+@{selected|mu-casting-level}]] hours}}{{aoe=[[[30*@{selected|mu-casting-level}]] sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|60|||)}}{{save=None}}{{reference=PHB p158}}SpellData=[w:Leomunds Secure Shelter,lv:4,sp:400,gp:0.05,cs:VSM]{{effects=Magically calls into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod. }}{{hide1=The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.\nWhile the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants).\nThe door, shutters, and even chimney are secure against intrusion, the former two being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell. Lastly, an unseen servant is conjured to provide service to the spellcaster.\nThe inside of the shelter contains rude furnishings as desired by the spellcaster--up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk.}}{{materials=a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood (cost 5cp). These must be augmented by the components of the alarm and unseen servant spells if these benefits are to be included (string and silver wire and a small bell, total cost 3sp)}}'},
{name:'Magic-Mirror',type:'muspelll4',ct:'600',charge:'uncharged',cost:'1100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMagic Mirror\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment, Divination}}Specs=[Magic Mirror,MUspellL4,1H,Enchantment|Divination]{{components=V,S,M}}{{time=[[1]] hour}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p159}}SpellData=[w:Magic Mirror,lv:4,sp:600,gp:1100,cs:VSM]{{effects=Changes a normal mirror into a scrying device similar to a crystal ball.}}{{hide1=The details of the use of such a scrying device are found in the DMG (in Appendix 3: Magical Item Descriptions, under the description for the crystal ball).\nThe mirror is not harmed by casting the spell, but the other material components are used up.\nThe following spells can be cast through a magic mirror: *comprehend languages, read magic, tongues,* and *infravision*. The following spells have a [[5*@{selected|mu-casting-level}]]% chance of operating correctly: *detect magic, detect good or evil, and message*. The base chances for the subject to detect any *crystal ball*-like spell are listed in the DMG (again, in Appendix 3: Magical Item Descriptions, under the description for the *crystal ball*.}}{{materials=The mirror, worth no less than 1,000gp, and the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc. Total inc. mirror is 1,100gp}}'},
{name:'Massmorph',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMassmorph\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Massmorph,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=Special}}{{aoe=Up to [[10*@{selected|mu-casting-level}]] creatures in [@{selected|mu-casting-level} x 10sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|30*@{selected|mu-casting-level}|||light)}}{{save=None}}{{reference=PHB p160}}SpellData=[w:Massmorph,lv:4,sp:4,gp:0.01,cs:VSM]{{effects=Up to [[10*@{selected|mu-casting-level}]] willing creatures of man-size or smaller can be magically altered to appear as trees of any sort. }}{{hide1=Thus, a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through and even touched by other creatures without revealing their true nature. Note, however, that blows to the creature-trees cause damage, and blood can be seen.\nCreatures to be massmorphed must be within the spell\'s area of effect; unwilling creatures are not affected. Affected creatures remain unmoving but aware, subject to normal sleep requirements, and able to see, hear, and feel for as long as the spell is in effect. The spell persists until the caster commands it to cease or until a *dispel magic* spell is cast upon the creatures. Creatures left in this state for extended periods are subject to insects, weather, disease, fire, and other natural hazards.}}{{materials=A handful of bark chips from the type of tree the creatures are to become, worth only 1cp}}'},
@@ -4808,7 +4866,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Rarys-Mnemonic-Enhancer',type:'muspelll4',ct:'100',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nRary\'s Mnemonic Enhancer\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Rarys Mnemonic Enhancer,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=1 day}}{{aoe=The caster}}{{save=None}}{{reference=PHB p162}}SpellData=[w:Rarys Mnemonic Enhancer,lv:4,sp:100,gp:200,cs:VSM]{{Use=Player can rememorise using *Spells Menu \\gt Memorise Spells* at any time. This does not require a rest}}{{effects=Memorize, or retain the memory of, three additional spell levels. Two options: **A) Memorize additional spells.** or **B) Retain memory of any spell** (within the level limits)}}{{hide1=Memorize, or retain the memory of, three\nadditional spell levels (three 1st-level spells, or one 1st and one 2nd, or one 3rd-level spell). The wizard has two options:\n**A) Memorize additional spells.** This option is taken at the time the spell is cast. The additional spells must be memorized normally and any material components must be\nacquired.\n**B) Retain memory of any spell** (within the level limits) cast the round prior to starting to cast this spell. The round after a spell is cast, the enhancer must be successfully cast. This restores the previously cast spell to memory. However, the caster still must acquire any needed material components.}}{{materials=A piece of string, an ivory plaque of at least 100gp value, and ink consisting of squid secretion with either black dragon\'s blood or giant slug digestive juice, costing another 100gp to source. These disappear when the spell is cast}}'},
{name:'Remove-Curse',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nRemove Curse\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard (reversible)}}{{school=Abjuration}}Specs=[Remove Curse,MUspellL4,1H,Abjuration]{{components=V, S}}{{time=[[4]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Special}}{{save=None}}{{reference=PHB p162}}SpellData=[w:Remove-Curse,lv:4,sp:4,gp:0,cs:VS]{{effects=The wizard is usually able to remove a curse--whether it is on an object, on a person, or in the form of some undesired sending or evil presence.}}{{hide1=Note that the remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a person afflicted with a cursed item to be rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. A caster of 12th level or higher can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level before attempting the remedy again.}}'},
{name:'Shadow-Monsters',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShadow Monsters\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Shadow Monsters,MUspellL4,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=[[30]] yds.}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|90|20||magic)}}{{save=Special}}{{reference=PHB p162}}SpellData=[w:Shadow-Monsters,lv:4,sp:4,gp:0,cs:VS]{{effects=Summons a total of [[@{selected|mu-casting-level}]] HD of monsters, all of the same sort. Each has [[20]]% of rolled HP (rounded to nearest HP) - those with [[0]] are failed conjures. Save to disbelieve is at [[0-2]] or take actual AC, Thac0, attack forms and damage. Save means monsters are AC[[10]] \\amp inflict [[20]]% of rolled damage.}}{{hide1=Uses material from the Demiplane of Shadow to shape semireal illusions of one or more monsters. The total Hit Dice of the shadow monster or monsters thus created cannot exceed the level of experience of the wizard; thus, a 10th-level wizard can create one creature that has 10 Hit Dice, two that have 5 Hit Dice, etc. \nThose viewing the shadow monsters are allowed to disbelieve as per normal illusions, although there is a -2 penalty to the attempt. The shadow monsters perform as the real \nmonsters with respect to Armor Class and attack forms. Those who believe in the shadow monster suffer real damage from their attacks. Special attack forms such as petrification or level drain do not actually occur, but a subject who believes they are real will react appropriately.\nThose who roll successful saving throws see the shadow monsters as transparent images superimposed on vague shadowy forms. These are Armor Class 10 and inflict only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with hit points.\nFor example: A shadow monster griffon attacks a person who knows it is only quasireal. The monster strikes with two claw attacks and one bite, hitting as a 7-Hit Die monster. All three attacks hit; the normal damage dice are rolled, multiplied by .2 separately, rounded up or down, and added together to get the total damage. Thus, if the attacks score 4, 2 and 11 points, a total of 4 points of damage is inflicted (4 x .2 = .8 [rounded to 1], 2 x .2 = .4 [rounded to 1], 11 x .2 = 2.2 [rounded to 2]. The sum is 1 + 1 + 2 = 4).}}'},
- {name:'Shout',type:'muspelll4',ct:'1',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShout\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Shout,MUspellL4,1H,Evocation]{{components=V,M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[10ft x 30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|10|light)}}{{save=vs spell negates deaf \\amp half damage}}{{reference=PHB p163}}{{Use=Click [Deafen Them](!rounds --target multi|@{selected|token_id}|Shout|2d6|-1|Deafened by a loud Shout, 1 penalty on surprise + initiative, 20% spell fail|bleeding-eye|svspe\\clon;+0) then select all creatures in the area of effect before pressing the *add status change* button in the chat window, which will prompt for saving throws}}SpellData=[w:Shout,lv:4,sp:1,gp:2,cs:VM]{{effects=The caster can emit an ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers [2d6](!\\amp#13;\\amp#47;r 2d6 damage from sound blast, save to half) points of damage.}}{{hide1=A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature\'s saving throw. Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them.\nThe shout spell cannot penetrate the 2nd-level priest spell, *silence, 10’ radius*. This spell can be employed only once per day; otherwise, the caster might permanently deafen himself.}}{{materials=A drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn, costing 2gp.}}'},
+ {name:'Shout',type:'muspelll4',ct:'1',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShout\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Shout,MUspellL4,1H,Evocation]{{components=V,M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[10ft x 30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|10|light)}}{{save=vs spell negates deaf \\amp half damage}}{{reference=PHB p163}}{{Use=Click [Deafen Them](!rounds --target multi|@{selected|token_id}|Deafness|2d6|-1|Deafened by a loud Shout, 1 penalty on surprise + initiative, 20% spell fail|bleeding-eye|svspe\\clon;+0) then select all creatures in the area of effect before pressing the *add status change* button in the chat window, which will prompt for saving throws}}SpellData=[w:Shout,lv:4,sp:1,gp:2,cs:VM]{{effects=The caster can emit an ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers [2d6](!\\amp#13;\\amp#47;r 2d6 damage from sound blast, save to half) points of damage.}}{{hide1=A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature\'s saving throw. Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them.\nThe shout spell cannot penetrate the 2nd-level priest spell, *silence, 15’ radius*. This spell can be employed only once per day; otherwise, the caster might permanently deafen himself.}}{{materials=A drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn, costing 2gp.}}'},
{name:'Solid-Fog',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.03',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nSolid Fog\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Solid Fog,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=[[30]] yards}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[2d4+@{selected|mu-casting-level}]] rounds}}!!!{{aoe=[Upto 20 x 10 x 10ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|90||10|light --target caster|@{selected|token_id}|Solid-fog|\\amp#64;{selected|spell-duration}|-1|The solid fog is still there|half-haze)}}{{save=None}}{{reference=PHB p163}}SpellData=[w:Solid Fog,lv:4,sp:4,gp:0.03,cs:VSM]{{effects=Creates a billowing mass of misty vapors similar to a wall of fog spell. Can create less vapor, minimum 10 feet on a side.}}{{hide1=The fog obscures all sight, normal and infravision, beyond 2 feet. However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog progresses at a movement rate of 1 foot per round. A *gust of wind* spell cannot affect it. A *fireball, flame strike,* or *wall of fire* can burn it away in a single round.}}{{materials=A pinch of dried, powdered peas combined with powdered animal hoof, total cost 3cp}}'},
{name:'Stoneskin',type:'muspelll4',ct:'1',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nStoneskin\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Stoneskin,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]]}}{{range=Touch}}{{duration=1d4 + [[ceil(@{selected|mu-casting-level}/2)]] attacks}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p163}}{{Use=Click [Harden skin](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who gains stoneskin?|token_id}|Stoneskin|1d4+c\\amp#40;@{selected|mu-casting-level}/2\\amp#41;|0|Skin so hard invulnerable to physical attacks|bolt-shield) and select the creature. Each round the creature will get a dialog to absorb attacks in that round}}SpellData=[w:Stoneskin,lv:4,sp:1,gp:500,cs:VSM]{{effects=Creature gains virtual immunity to any attack by cut, blow, projectile, or the like. Magical attacks from spells like *fireball, magic missile, lightning bolt* have their normal effects.}}{{hide1=Even a *sword of sharpness* cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake\'s strike, etc. The spell\'s effects are not cumulative with multiple castings.\nThe spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a *stoneskin* spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four *magic missiles* would count as four attacks in addition to inflicting their normal damage.}}{{materials=Granite and diamond dust sprinkled on the recipient\'s skin, costing no less than 500gp}}'},
{name:'Vacancy',type:'muspelll4',ct:'4',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nVacancy\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration, Illusion-Phantasm}}Specs=[Vacancy,MUspellL4,1H,Alteration|Illusion-Phantasm]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[[[10*@{selected|mu-casting-level}]]ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|30*@{selected|mu-casting-level}|10*@{selected|mu-casting-level}||dark)}}{{save=None}}{{reference=PHB p163}}SpellData=[w:Vacancy,lv:4,sp:4,gp:100,cs:VSM]{{effects=Causes an area to appear to be vacant, neglected, and unused. }}{{hide1=Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems.\nIf forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible. A dispel magic spell cancels this spell so that the true area is seen. A true seeing spell, a gem of seeing, and similar effects can penetrate the deception, but a detect invisibility spell cannot.\nThis spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell.}}{{materials=A square of the finest black silk. This material component must be worth at least 100gp and is used up during spellcasting}}'},
@@ -5115,7 +5173,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Produce-Flame',type:'innate-ranged|prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProduce Flame\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}Specs=[Produce-Flame,Innate-Ranged|PRspellL2,1H,Alteration]{{school=Alteration}}{{school=Alteration}}{{sphere=Elemental (Fire)}}WeapData=[c:0,rc:uncharged,on:!rounds --target-nosave caster|@{selected|token_id}|Produce Flame|@{selected|pr-casting-level}|-1|Producing flaming spheres to hurl|three-leaves,off:!rounds --removetargetstatus @{selected|token_id}|Producce Flame]{{components=None}}ToHitData=[w:Produce Flame,+:0,t:grenade,sb:0,db:1,c:0,sp:5,rc:uncharged,touch:0,st:Touch-spell]{{time=[[5]]}}AmmoData=[w:Produce Flame,t:grenade,sb:0,sm:1+1d4,L:1+1d4,c:0,rc:uncharged,ru:1]{{range=[[40]] yards}}RangeData=[w:Produce Flame,t:Produce-Flame,r:4]{{duration=[[@{selected|Casting-Level}]] rounds}}{{aoe=3ft diameter pool of fire when thrown}}{{save=None}}{{reference=PHB p206}}{{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 ranged weapon}}SpellData=[w:Produce-Flame,lv:2,sp:5,gp:0,cs:VS,sph:Elemental-Fire]{{effects=A bright flame, equal in brightness to a torch, springs forth from the caster\'s palm which does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). Can be hurled as a missile which flashes on impact, igniting combustibles within a 3-foot diameter of its centre of impact, and then it goes out.}}'},
{name:'Resist-Cold',type:'prspelll2',ct:'5',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nResist Cold\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Protection}}Specs=[Resist-Cold,PRspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p206}}{{Use=[Grant Resistance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Resist-Cold|@{selected|pr-casting-level}|-1|Immune to normal cold, magic cold +3 save + 50 dmg|white-tower)}}SpellData=[w:Resist-Cold,lv:2,sp:5,gp:1,cs:VSM,sph:Protection]{{effects=Complete immunity to mild conditions. Can resist normal cold, and magical cold to gain +[[3]] on saves and [[50]]% damage ([[25]]% if save) from e.g. frostbrand swords, ice storms, wand of frost, or white dragon\'s breath}}{{materials=A drop of mercury, a rare \'magical\' liquid metal costing 1gp a drop}}'},
{name:'Resist-Fire',type:'prspelll2',ct:'5',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nResist Fire\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Protection}}Specs=[Resist-Fire,PRspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p206}}{{Use=[Grant Resistance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select the fireman|token_id}|Resist-Fire|@{selected|pr-casting-level}|-1|Immune to normal fire, magic fire +3 save + 50% dmg|white-tower)}}SpellData=[w:Resist-Fire,lv:2,sp:5,gp:1,cs:VSM,sph:Protection]{{effects=Complete immunity to mild conditions. Can resist normal fire, and magical fire to gain +[[3]] on saves and [[50]]% damage ([[25]]% if save) from e.g. burning oil or fireball or flaming swords or fire storm or meteors or red dragon breath.}}{{materials=A drop of mercury, a rare \'magical\' liquid metal costing 1gp a drop}}'},
- {name:'Silence-15ft-radius',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSilence 15ft radius\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Guardian)}}Specs=[Silence-15ft-radius,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[120]] yards}}{{duration=[[2*@{selected|pr-casting-level}]] rounds}}{{aoe=[15ft radius sphere](!rounds --aoe @{selected|token_id}|circle|yards|120|10||dark)}}{{save=Special}}{{reference=PHB p206}}SpellData=[w:Silence-15ft-radius,lv:2,sp:5,gp:0,cs:VS,sph:Guardian]{{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|2*@{selected|pr-casting-level}|-1|Silenced - no verbalisation possible|ninja-mask?{Unwilling Target?|Yes,|svspe\\clon;+0|No, }) and select the creature, which will then ask if a willing target, and if not then prompt for a saving throw}}{{effects=All sound stopped in affected area: conversation impossible and spells with V components can\'t be cast. Centre stationary unless cast on movable object or creature. Unwilling creature gets save vs. spell and success indicates silence centred behind creature.}}{{hide1=Complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, *horn of blasting*, etc.}}'},
+ {name:'Silence-15ft-radius',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSilence 15ft radius\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Guardian)}}Specs=[Silence-15ft-radius,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[120]] yards}}{{duration=[[2*@{selected|pr-casting-level}]] rounds}}{{aoe=[15ft radius sphere](!rounds --aoe @{selected|token_id}|circle|yards|120|10||dark)}}{{save=Special}}{{reference=PHB p206}}SpellData=[w:Silence-15ft-radius,lv:2,sp:5,gp:0,cs:VS,sph:Guardian]{{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|2*@{selected|pr-casting-level}|-1|Silenced - no verbalisation possible within 15ft radius|ninja-mask?{Unwilling Target?|Yes,|svspe\\clon;+0|No, }) and select the creature, which will then ask if a willing target, and if not then prompt for a saving throw}}{{effects=All sound stopped in affected area: conversation impossible and spells with V components can\'t be cast. Centre stationary unless cast on movable object or creature. Unwilling creature gets save vs. spell and success indicates silence centred behind creature.}}{{hide1=Complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, *horn of blasting*, etc.}}'},
{name:'Slow-Poison',type:'prspelll2',ct:'1',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSlow Poison\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Slow-Poison,PRspellL2,1H,Necromancy]{{components=V,S,M}}{{time=[[1]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] hours}}{{aoe= Creature touched}}{{save=None}}{{reference=PHB p207}}{{healing=[Slow the poison](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select sufferer|token_id}|Slow-Poison|60*@{selected|pr-casting-level}|-1|Slowed poison, no substantial harm yet|stopwatch)}}SpellData=[w:Slow-Poison,lv:2,sp:1,gp:0.02,cs:VSM,sph:Healing]{{effects=Reduces effect of poison if cast during onset time (DMG p73 table 51). Does not neutralise the poison but stops it substantially harming the victim for duration in hope of finding a cure.}}{{materials=Cleric\'s holy symbol and a clove of garlic costing 2cp to crush and smear on the wound, or eaten for ingested poisons.}}'},
{name:'Snake-Charm',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSnake Charm\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Snake-Charm,PRspellL2,1H,Enchantment-Charm]{{components=V,S}}{{time=[[5]]}}{{range=[[30]] yards}}{{duration=Special}}{{aoe=[30ft cube](!rounds --aoe @{selected|token_id}|square|yards|30|10||magic)}}{{save=None}}{{reference=PHB p207}}SpellData=[w:Snake-Charm,lv:2,sp:5,gp:0,cs:VS,sph:Animal]{{effects=Causes one or more snakes to cease all activity except a semi-erect, swaying movement. If charmed while [in a torpor](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Snake-Charm|10*\\amp#40;\\amp#40;1d4\\amp#41;+2\\amp#41;|-1|Charmed the snakes, at least for now!|chained-heart|mrspe\\clon;+0), duration of the spell is 1d4+2 turns; if [not torpid](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Snake-Charm|\\amp#40;1d3\\amp#41;*10|-1|Charmed the snakes, at least for now!|chained-heart|mrspe\\clon;+0), the charm lasts 1d3 turns; if the snakes are [angry or attacking](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Snake-Charm|\\amp#40;1d4\\amp#41;+4|-1|Charmed the snakes, at least for now!|chained-heart|mrspe\\clon;+0), the spell lasts 1d4+4 ***rounds***. Can charm snakes whose total HP are less than or equal to those of the priest.}}{{hide1=On the average, a 1st-level priest could charm snakes with a total of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points, etc. The hit points can be those of a single snake or those of several of the reptiles, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit point caster charming a dozen 2-hit point snakes would charm 11 of them. This spell is also effective against any ophidian or ophidianoid monster, such as naga, couatl, etc., subject to magic resistance, hit points, and so forth.\nVariations of this spell may exist, allowing other creatures significant to a particular mythos to be affected. Your DM will inform you if such spells exist.}}'},
{name:'Speak-With-Animals',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpeak With Animals\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Animal,Divination}}Specs=[Speak-with-Animals,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[30 ft](!rounds --aoe @{selected|token_id}|circle|feet|0|60||magic|true)}}{{duration=[[[2*@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Speak-With-Animals|2*@{selected|pr-casting-level}|-1|Able to speak with the animals, no guarantee they\'ll deign to talk to you!|snail)}}{{aoe=[[1]] normal or giant animal that is not mindless}}{{save=None}}{{reference=PHB p207}}SpellData=[w:,lv:2,sp:5,gp:0,cs:VS,sph:Animal|Divination]{{effects=Communicate with any warm- or cold-blooded normal or giant animal that is not mindless. Terse \\amp evasive likely, stupid ones make inane comments. If same alignment, might do a favour. Differs from *Speak with Monsters* for this spell allows conversation only with non-fantastic creatures.}}{{hide1=The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). Note that this spell differs from the *speak with monsters* spell, for this spell allows conversation only with normal or giant nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on.}}'},
@@ -5261,7 +5319,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
type:'spells',
avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214',
version:8.05,
- db:[{name:'Aerial-Servant',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAerial Servant\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning}}{{sphere=Summoning}}Specs=[Aerial Servant,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[9]]}}{{range=[[[10]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=[[@{selected|pr-casting-level}]] days}}{{aoe=Special}}{{save=None}}{{reference=PHB p226}}SpellData=[w:Aerial Servant,lv:6,sp:9,gp:0,cs:VS,sph:Summoning]{{effects=Summons an invisible aerial servant to find and bring back an object or creature described to it by the priest.}}{{hide1=Unlike an elemental, an aerial servant cannot be commanded to fight for the caster. When it is summoned, the priest must have cast a protection from evil spell, be within a protective circle, or have a special item used to control the aerial servant. Otherwise, it attempts to slay its summoner and return from whence it came.\nThe object or creature to be brought must be such as to allow the aerial servant to physically bring it to the priest (an aerial servant can carry at least 1,000 pounds). If prevented, for any reason, from completing the assigned duty, the aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the priest releases it, or the priest is slain. The spell lasts for a maximum of one day for each level\nof experience of the priest who cast it.\nIf the creature to be fetched cannot detect invisible objects, the aerial servant attacks, automatically gaining surprise. If the creature involved can detect invisible objects, it still suffers a -2 penalty to all surprise rolls caused by the aerial servant. Each round of combat, the aerial servant must roll to attack. When a hit is scored, the aerial servant has grabbed the item or creature it was sent for.\nA creature with a Strength rating is allowed an evasion roll, equal to twice its "bend bars" chance, to escape the hold. If the creature in question does not have a Strength rating, roll 1d8 for each Hit Die the aerial servant and the creature grabbed have. The higher total is the stronger.\nOnce seized, the creature cannot free itself by Strength or Dexterity and is flown to the priest forthwith.}}'},
+ db:[{name:'Aerial-Servant',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAerial Servant\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning}}{{sphere=Summoning}}Specs=[Aerial Servant,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[9]]}}{{range=[[[10]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=[[@{selected|pr-casting-level}]] days}}{{aoe=Special}}{{save=None}}{{reference=PHB p226}}SpellData=[w:Aerial Servant,lv:6,sp:9,gp:0,cs:VS,sph:Summoning]{{effects=Summons an invisible aerial servant to find and bring back an object or creature described to it by the priest.}}{{hide1=Unlike an elemental, an aerial servant cannot be commanded to fight for the caster. When it is summoned, the priest must have cast a protection from evil spell, be within a protective circle, or have a special item used to control the aerial servant. Otherwise, it attempts to slay its summoner and return from whence it came.\nThe object or creature to be brought must be such as to allow the aerial servant to physically bring it to the priest (an aerial servant can carry at least 1,000 pounds). If prevented, for any reason, from completing the assigned duty, the aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the priest releases it, or the priest is slain. The spell lasts for a maximum of one day for each level of experience of the priest who cast it.\nIf the creature to be fetched cannot detect invisible objects, the aerial servant attacks, automatically gaining surprise. If the creature involved can detect invisible objects, it still suffers a -2 penalty to all surprise rolls caused by the aerial servant. Each round of combat, the aerial servant must roll to attack. When a hit is scored, the aerial servant has grabbed the item or creature it was sent for.\nA creature with a Strength rating is allowed an evasion roll, equal to twice its "bend bars" chance, to escape the hold. If the creature in question does not have a Strength rating, roll 1d8 for each Hit Die the aerial servant and the creature grabbed have. The higher total is the stronger.\nOnce seized, the creature cannot free itself by Strength or Dexterity and is flown to the priest forthwith.}}'},
{name:'Animal-Summoning-III',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimal Summoning III\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration,Summoning}}{{sphere=Animal,Summoning}}Specs=[Animal-Summoning-III,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[[100*@{selected|pr-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|200*@{selected|pr-casting-level}||magic|true)}}{{time=[[9]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p226}}SpellData=[w:Animal-Summoning-III,lv:6,sp:9,gp:0,cs:VS,sph:Animal|Summoning]{{effects=Calls up to four animals of [[16]] Hit Dice or less, or eight of no more than [[8]] Hit Dice, or 16 animals of [[4]] Hit Dice or less--of whatever sort the caster names that are in range.}}{{hide1=Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals - e.g., suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may not be within summoning range. Your DM will determine the chance of a summoned animal type being within range of the spell. The animals summoned will aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).}}'},
{name:'Animate-Object',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimate Object\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration}}{{sphere=Creation, Summoning}}Specs=[Animate Object,PRspellL6,1H,Alteration]{{components=V,S}}{{range=[[30]] yards}}{{time=[[9]]}}{{duration=[[[@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Animate-Object|@{selected|pr-casting-level}|-1|Animating an object|spanner)}}{{aoe=[@{selected|pr-casting-level} cu.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|90|||magic)}}{{save=Special}}{{reference=PHB p226}}SpellData=[w:Animate Object,lv:6,sp:9,gp:0,cs:VS,sph:Creation|Summoning]{{effects=Imbue inanimate objects with mobility and a semblance of life.}}{{hide1=The animated object, or objects, then attacks whomever or whatever the priest first designates. The animated object can be of any nonmagical material whatsoever[md]wood, metal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone\'s possession grants that person a saving throw to prevent the spell\'s effect. The speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of damage.\nThe frequency of attack of animated objects depends on their method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per round. The Armor Class of the object animated is basically a function of material and movement ability. Damage depends on the type of weapon is effective against fabric, leather, wood, and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your DM will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The priest can animate one cubic foot of material for each experience level he has attained. Thus, a 14th-level priest could animate one or more objects whose solid volume did not exceed 14 cubic feet[md]a large statue, two rugs, three chairs, or a dozen average crocks.}}'},
{name:'Anti-Animal-Shell',type:'prspelll6',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnti-Animal Shell\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Abjuration}}{{sphere=Animal, Protection}}Specs=[Anti-Animal Shell,PRspellL6,1H,Abjuration]{{components=V,S,M}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Anti-Animal-Shell|10*@{selected|pr-casting-level}|-1|Protected by the Anti-Animal shell|white-tower)}}{{range=[[0]]}}{{time=[[1]] round}}{{aoe=[[10]] ft. radius (moves with caster)}}{{save=None}}{{reference=PHB p226}}SpellData=[w:Anti-Animal Shell,lv:6,sp:10,gp:0.01,cs:VSM,sph:Animal|Protection]{{effects=Brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar).}}{{hide1=Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field.}}{{materials=The caster\'s holy symbol and a handful of pepper, costing 1cp}}'},
@@ -5325,18 +5383,19 @@ 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\\vbar;mrspe\\clon;+0\\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\\vbar;mrspe\\clon;+0\\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 v7.11 17/11/2025
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: v7.11 17/11/2025 Tidied maths in some command calls to use RPGM maths capability v7.10 10/10/2025 Added powers for Zombie Lord and Sea Zombie 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',
+ Powers_DB: {bio:'Powers Database v7.12 19/07/2026
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: v7.12 19/07/2026 New powers for added creatures v7.11 17/11/2025 Tidied maths in some command calls to use RPGM maths capability v7.10 10/10/2025 Added powers for Zombie Lord and Sea Zombie 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:7.11,
+ version:7.12,
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}}'},
{name:'Animate-Tree',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Animate Tree}}{{splevel=Power}}{{school=Alteration}}Specs=[Animate Tree,Power,1H,Alteration]{{components=V,M}}{{time=[[10]]}}{{range=Touch}}{{duration=6 rounds, plus 1 to animate \\amp 1 to take root}}{{aoe=One tree}}{{save=None}}SpellData=[w:Animate Tree,sp:10,cs:VM]{{effects=Cause a large [tree to move](!rounds --target-nosave caster|@{selected|token_id}|Animate Tree|8|-1|Tree starts to animate in round 1, can attack rounds 2 to 7 and roots in round 8|three-leaves) at a movement rate of 3 and attack as if it were a largest-sized treant, and in all other respects becoming a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for the attack function.}}{{Use=Press the [tree to move] button to set a status timer for the duration of the power}}'},
+ {name:'Ankheg Acid Jet',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Acid Jet}}{{splevel=Creature Power}}{{school=Power}}Specs=[Ankheg Acid Jet,Power,0H,Innate Ability]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[30yds narrow jet](!rounds --aoe @{selected|token_id}|bolt|yds|0|30|3|acid|true --target caster|@{selected|tokenID}|Ankheg Acid|360|-1|Ankheg\'s acid is recharging|stopwatch)}}{{save=Save vs. Poison to halve damage}}SpellData=[w:Ankheg Acid Jet,sp:0,pd:1]{{effects=A 30ft long jet of acid is spat by the Ankheg against one creature. Anyone struck by the acid must take [[8d4]] points of damage, save vs. poison to halve.}}{{use=Point the Ankheg token in the right direction, then press the Area Of Effect button. Ask any creature hit to save vs. poison or take the damage.}}'},
{name:'Aquatic-Shapechange',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nAquatic Shape Change\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Aquatic Shapechange,Power,1H,Alteration]{{components=V,S}}{{time=[[9]]}}{{range=[[0]]}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target-nosave caster|@{selected|token_id}|Shapechange-Power|10*@{selected|pr-casting-level}|-1|Masqurading as a different natural aquatic creature|aura)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p37}}SpellData=[w:Aquatic Shapechange,sp:9,cs:VS]{{effects=A Priest of the Sea (or other priest) gains the ability to shapechange into an aquatic animal up to one or three times per day (DMs discression) after they reach 8th level. Each animal form can be used only once per day. The type of marine animal is at the DMs discression (an option is to leave to player\'s choice). Upon assuming a new form, the priest heals 10-60% (1d6 x 10%) of all damage he has suffered (round fractions down). The priest 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 priest\'s clothing and one item held in each hand also become part of the new body; these reappear when the priest resumes his normal shape. The items cannot be used while the priest is in animal form.}}'},
{name:'Astral-Travel-5',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} is using\nAstral Travel (five)\nas a power as a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Astral Travel 5,Power,1H,Evocation]{{components=V,M}}{{time=9}}{{range=Caster}}{{duration=Special}}{{aoe=Self}}{{save=None}}{{reference=DMG p153}}SpellData=[w:Astral Travel 5,sp:9,cs:VM]{{effects=Unlike the spell *Astral Spell*, transfers five creatures\' including the caster\'s, *material body* into the Astral Plane, meaning they can travel materially through the Astral Plane and emerge elsewhere on the Material Plane. Of course, as the creatures material body actually becomes Astral, no silver thread remains joining the two as the two are one.}}'},
{name:'Astral-Travel-self',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} is using\nAstral Travel (self)\nas a power as a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Astral Travel self,Power,1H,Evocation]{{components=V,M}}{{time=9}}{{range=Caster}}{{duration=Special}}{{aoe=Self}}{{save=None}}{{reference=DMG p153}}SpellData=[w:Astral Travel self,sp:9,cs:VM]{{effects=Unlike the spell *Astral Spell*, transfers the caster\'s *material body* into the Astral Plane, meaning they can travel materially through the Astral Plane and emerge elsewhere on the Material Plane. Of course, as the caster\'s material body actually becomes Astral, no silver thread remains joining the two as the two are one.}}'},
@@ -5443,6 +5502,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Incite-Rage',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nIncite Berserker Rage\nas a Power}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Incite-Rage,Power,1H,Enchantment-Charm]{{components=VS}}{{time=[[10]]}}{{range=[[0]]}}{{duration=[6 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who to Incite to Rage?|token_id}|Incite-Rage|60|-1|Raging with +2 on attacks and damage|aura|mrspe\\clon;+0)}}{{aoe=Creature touched}}{{save=None}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Incite-Rage,sp:10,cs:VS]{{effects=allows a priest to inspire a fighter (anyone belonging to the warrior class) to a state like berserker rage. The warrior must be willing to have this war-blessing bestowed upon him.\nIt takes one round for a priest to incite a single warrior to berserker rage; the rage last six turns. A priest can use this power on any number of warriors per day, one at a time. A warrior may only be incited to berserker rage once per day; even if a different priest tries it on him, it cannot incite a warrior to a second rage in the same day.\nThe rage isn\'t identical to the abilities of the true berserker (see the description for the berserker in The Complete Fighter\'s Handbook). However, it does give the warrior a +2 to hit and damage for the duration of the rage. While enraged, the warrior cannot flee from a fight; he cannot leave the field of battle until no enemies face him. Once he does leave the field of battle, he can choose whether or not he will emerge from the rage or sustain it; a warrior would sustain it if he felt that another fight was likely to take place soon. When he emerges from the rage, the warrior takes no extra damage or ill effects.\nThis power is most appropriate to priests of the god of war.}}'},
{name:'Indomitable',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Indomitable\n@{selected|token_name} can Save Again}}{{splevel=Innate Power}}{{school=Alteration}}Specs=[Indomitable,Power,1H,Alteration]{{components=S}}{{time=[[0]] and in parallel with other activity}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=The creature}}{{save=None)}}SpellData=[w:Indomitable,sp:0,cs:S]{{effects=This creature can choose to re-roll a failed saving throw due to his Indomitable nature}}'},
{name:'Inspire-Fear',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nInspire Fear\nas a Power}}{{splevel=Power}}{{school=Illusion/Phantasm}}Specs=[Inspire-Fear,Power,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[60ft. cone, 30ft. at end, 5ft. at base](!rounds --aoe @{selected|token_id}|cone|yards|0|20|10|magic)}}{{save=Negates}}{{Use=Click the *area of effect* button then click [Frighten them](!rounds --target multi|@{selected|token_id}|Inspire-Fear|@{selected|pr-casting-level}|-1|Frightened, flee at fastest rate from @{selected|Casting-name}|screaming|svspe\\clon;+0) and select all the creatures in the area. The press *add status changes* in the chat window, which will prompt for appropriate saving throws}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Inspire-Fear,sp:4,cs:VS]{{effects=A priest with this power can use it twice per day, and is most appropriate to priests of gods with dark or fearsome aspects: Death, for example.\nSends forth invisible cone of terror. Creatures within area of effect to turn away from the caster and flee.}}'},
+ {name:'Iron-Golem-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Iron Golem Breath}}{{Use=**Iron Golem Poison Cloud:** Show the [10ft cube](!rounds --aoe @{selected|token_id}|bolt|feet|0|10|10|acid|false|@{selected|token_id}|Caster|Recharge-IG-Breath|7|-1|Gas cloud recharging|stopwatch) then ask all in area to save vs. poison or die. This also sets the recharge timer}}{{desc=Once every 7 rounds, beginning either the first or second round of combat, the iron golem breathes out a cloud of poisonous gas. It does this automatically, with no regard to the effects it might have. The gas cloud fills a 10 foot cube directly in front of it, which dissipates by the following round, assuming there is somewhere for the gas to go.}}'},
{name:'Iron-Statue-Whirl-Attack',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nWhirl Attack}}{{splevel=Power}}{{school=Alteration}}Specs=[Whirl-Attack,Power,0H,Alteration]{{components=S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|lightning|true --target-nosave caster|@{selected|token_id}|Whirl Attack Recharge|4+1d2|-1|Whirl Attack is recharging|stopwatch)}}{{save=vs. Dexterity-3 to halve damage}}{{damage=[3+3d10](!\\amp#13;\\amp#47;gr 3+3d10 hp damage, save to halve)}}SpellData=[w:Whirl Attack,sp:5,]{{effects=The top of the Living Iron Statue starts whirling, with its deadly blade flashing. All chosen creatures within 10ft of the statue take 3d10+3HP damage, save vs. Dexterity-3 to halve damage. Ability recharges in 5 to 6 rounds}}{{use=Use the Area of Effect button to show which creatures are possible targets, and also set a recharging timer, putting a stopwatch on the token: when it disappears, this power can be used again.}}'},
{name:'Jaws-of-Semuanya',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nJaws of Semuanya}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Jaws of Semuanya,Power,0H,Creature]{{components=S}}{{time=[[5]]}}{{range=[60 Feet](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|dark|true --target-nosave caster|@{selected|token_id}|Jaws recharging|5|-1|The jaws are recharging|stopwatch)}}{{duration=Instantaneous}}{{aoe=1 creature.}}{{save=save vs. spell or suffer [4d6 and Fear](!rounds --target single|@{selected|token_id}|\\amp#64;{target|The Jaws of Semuanya bite who?|token_id}|Fear of the Jaws|2|-1|Running in fear from the Jaws|screaming|svspe\\clon;+0\\amp#13;\\amp#47;gmroll 4d6)}}SpellData=[w:Jaws of Semuanya,sp:5,cs:VS]{{effects=The caster invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must save vs. spell, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.}}{{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 a single chosen creature in the area shown must make a save vs. spell. If fails, select the Damage button. The power cannot be used again until the status marker disappears.}}'},
{name:'Jims-Fear',type:'itempower',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFear\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Illusion/Phantasm}}Specs=[Jims-Fear,ItemPower,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=[[0]]}}{{duration=1d4 rounds}}{{aoe=[60ft. cone, 30ft. at end, 5ft. at base](!rounds --aoe @{selected|token_id}|cone|yards|0|20|10|magic)}}{{save=Negates}}{{Use=Display the *area of effect* then click [Frighten them](!rounds --target multi|@{selected|token_id}|Fear|@{selected|casting-level}|-1|Frightened, flee at fastest rate from @{selected|Casting-name}|screaming|svspe\\clon;+0) and select all within the area, then press *add status changes* in the chat window to prompt for saving throws}}SpellData=[w:Jims Fear,sp:4,cs:VS]{{effects=Sends forth invisible cone of terror. Creatures within area of effect to turn away from the caster and flee. Affected creatures are likely to drop whatever they are holding; base chance is [[60]]% at 1st level/1HD, each level/HD above reduces probability by [[5]]%. Creatures affected flee at fastest rate for Duration. Undead and successful saves vs. spell are not affected.}}{{materials=Either the heart of a hen or a white feather.}}'},
@@ -5517,6 +5577,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
{name:'Steam-Mephit-Rain',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Steam Mephit causes\nScalding Rain}}{{splevel=Power}}{{school=Power}}Specs=[Steam-Mephit-Rain,Power,0H,Evocation]{{components=S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[20ft.sq](!rounds --aoe @{selected|token_id}|square|feet|0|20||acid)}}{{save=None}}{{damage=[2d6](!\\amp#13;\\amp#47;gmroll 2d6)}}SpellData=[w:Steam Mephit Rain,sp:5,cs:S]{{effects=Once per day a steam mephit may create a rainstorm of boiling water over a 20-by 20-foot area. This storm inflicts 2d6 points of damage to all victims caught in the area of effect, with no saving throw allowed.}}'},
{name:'Steam-Mephit-Water-Jet',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Steam Mephit breathes out \na Boiling Water Jet}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Steam Mephit Jet,Power,0H,Breath Weapon]{{components=None}}{{time=1 every 2 rounds}}{{range=[20 ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|20|1|lightning --target-nosave caster|@{selected|token_id}|timer|1|-1|Counting down until Water Jet can be breathed again|stopwatch)}}{{duration=Instantaneous}}{{aoe=1 creature}}{{save=None}}{{damage=Automatic hit [1d3](!\\amp#13;\\amp#47;gmroll 1d4+1 HP damage) HP, and [50% chance](!\\amp#13;\\amp#47;gr 1d100\\lt50 chance of stunning) of [stunning](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s the victim?|token_id}|Stunned|+1|-1|Stunned by heat damage \\amp considered prone|back-pain|mrbre\\clon;+0) for 1 round, cumulative}}SpellData=[w:Steam Mephit Water Jet,sp:0,cs:None,pd:-1]{{effects=A scalding jet of water every other round; no limit to the number of times per day this can be used. This jet has a 20-foot range and automatically hits its target. Damage is 1d3 points (no saving throw) with a 50% chance of stunning the victim for one round.}}{{Use=Display the area of effect using the Range button (also sets timer to count down 1 round to next breath available). Then roll damage using the damage dice roll button, then use the percentage dice roll button and if less than 50% add stunned effect using the stunned button and selecting the victim\'s token}}'},
{name:'Stench-of-Decay',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=undefined is *Disgusting*}}{{splevel=Power}}{{school=Necromancy}}Specs=[Stench of Decay,Power,0H,Necromancy]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Permanent}}{{aoe=[Up to 20ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|acid|true)}}{{save=vs. Poison Negates}}{{Use=All creatures in area of effect (the area of the *Stench of Decay*) *and* those that can see the disgusting visage are affected. Click [Stench](!rounds --target multi|@{selected|token_id}|@{selected|token_id}|Stench of Decay|2d4|-1|Nausious causing -1 to attk \\amp +1 to AC|pummeled|svpoi;+0) then select all who are affected before confirming using the dialog displayed in chat. Then ask those affected to save vs. poison - the outcome will be automatically applied}}SpellData=[w:Stench-of-Decay,sp:0,cs:]{{effects=The visage and the stench of decay surrounding drowned ones (Sea Zombies) are so disgusting that anyone seeing a drowned one or coming within 20 feet of one must roll a saving throw vs. poison. A failed saving throw indicates that the character is nauseated, suffering a -1 penalty to his attack roll and a +1 penalty to his AC for 2d4 rounds}}'},
+ {name:'Storm-Giant-Lightning-Bolt',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLightning Bolt}}Specs=[Storm Giant Lightning Bolt,Power,1H,Evocation]{{}}SpellData=[w:Lightning-Bolt,lv:3,sp:3,gp:0,cs:]{{}}%{MU-Spells-DB|Lightning-Bolt}{{splevel=Power}}{{components=None}}{{damage=roll [ @{selected|mu-casting-level}d6](!\\amp#13;\\amp#47;r @{selected|mu-casting-level}d6)}}{{damagetype=Lightning}}{{materials=}}'},
{name:'Summon-Djinni',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} \n**Summons a Djinni**\nas a Power}}Specs=[Summon-Djinni,Power,1H,Conjuration-Summoning]{{Speed=[[1]]}}{{Range=0}}SpellData=[w:Summon-Djinni,sp:1,cs:S]{{Use=The GM should create a *Drag \\amp Drop* Djinni by creating a blank character sheet (with a name and suitable image) and dragging it onto the playing surface to drop a token. Select it and use the *Drag \\amp Drop* dialog that will have appeared in the Chat Window to select the Djinni as a Creature.}}{{desc=The dragon usually asks the djinni to preform some service. Although the djinni serves willingly, the dragon will order it into combat only in extreme circumstances, as the dragon would be dismayed and embarrassed if the djinni were killed.}}'},
{name:'Summon-Earth-Elemental',type:'power',ct:'10*1d4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} \n**Summons Earth Elemental**\nas a Power}}Specs=[Summon-Earth-Elemental,Power,0H,Conjuration-Summoning]{{Speed=1d4 rounds}}{{Range=0}}SpellData=[w:Summon-Earth-Elemental,sp:10*1d4,cs:VM]{{Use=The GM should create a *Drag \\amp Drop* Earth Elemental (see below regards number of hit dice) by creating a blank character sheet (with a name and suitable image) and dragging it onto the playing surface to drop a token. Select it and use the *Drag \\amp Drop* dialog that will have appeared in the Chat Window to select the appropriate Earth Elemental as a Creature.}}{{desc=The user of this power 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.}}'},
{name:'Summon-Giant-Rats',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Summon Giant Rats}}Specs=[Summon Giant Rats,Power,0H,Conjuration-Summoning]{{Speed=[[10]]}}SpellData=[w:Summon Giant Rats,sp:10,cs:V]{{Use=Just specify use of the power during initiative, and use it during the round to display its description. Then use *Drag \\amp Drop* creature creation to add [2d6](!\\amp#13;\\amp#47;r 2d6) Giant Rats to the map}}{{desc=Wererats can summon and control 2-12 giant rats to assist them in their battle to overcome opponents.}}'},
@@ -5599,7 +5660,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
const itemInheritance = '1.3 Item Inheritance'
+'All race, class, and magic item definitions (including those for weapons, ammunition & armour) can inherit data specifications and text from other similar magic item definitions. For example, the "Ring of Protection+2" is very similar to the "Ring of Protection+1" described in 2.2 above, and can inherit most of its specification from there: '
- +'&{template:RPGMring}{{}}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}} '
+ +'&{template:RPGMring}{{}}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}} '
+'Inheritance comes in two forms: data inheritance and text inheritance. '
+'Data Inheritance: an optional 5th parameter can be added to the Specs section, and RPGMaster will look for an item of that name (but only in the same root database tree): if not provided the 4th parameter will be used in the same way. If an item of that name is found (e.g. in this case "Ring-of-Protection+1") the data in data sections of the same name (e.g. "ACdata=") will be merged - data provided in the inheriting item (in this case "Ring-of-Protection+2") will take priority over inherited data (e.g. svsav:2 will override the inherited svsav:1). The inheritance of repeating sections in the Data (the sequence of extra data in square brackets [...],[...],[...],...) can be controlled using the ns: data tag: '
+'ns:1 implies inherit and merge the extra data sections;ns:=1 means don\'t inherit or merge data sections from the parent chain (but can use extra data sections from elsewhere);ns:-1 means only inherit data sections from the parent chain, not from other sources;ns:=-1 Don\'t inherit extra data sections from anywhere else, only use the following sections;- Not specifying ns: means no extra data sections will be read, even if provided.
'
@@ -5631,71 +5692,54 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
const handouts = Object.freeze({
RPGM_Release_Notes: {name:'RPGM Release Notes',
- version:5.300,
+ version:5.400,
avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703',
bio:''
- +'RPGM Release Notes v5.300'
+ +'RPGM Release Notes v5.400'
+' '
+''
+' RPGMaster Release Notes'
- +' for version 5.3.0'
+ +' for version 5.4'
+' '
- +' v5.3.0 Release Notes'
- +' New: The Encyclopaedia of Known Magic'
- +' The Drag & Drop Service "Wizard\'s University" now comes equipped with The Encyclopaedia of Known Magic, composed of nine volumes called "Book of L# Spells" where # is 1 to 9. Each contains learnable spells of the appropriate levels. Trainee or levelling up wizards can "rent" the volumes from the University to try to learn spells: percentage chance based on Intelligence, and spells allowed and banned by specialism are applied. The player and the DM should manually agree numbers and cost of learning spells. '
- +' New: DMG Treasure Tables'
- +' The DMG Treasure Tables (Tables 84 to 110) have been added to the new database MI-Tables-DB. The CommandMaster command !cmd --add-treasure has been created which will display a dialog to select the treasure types from Table 84 to be randomly rolled and added to the character sheet represented by a selected token: a creature, an NPC, a container, or even a PC. '
- +' New: Bulk Looting, Storing, Buying and Selling'
- +' Multiple items can now be selected at the same time when searching/picking up/looting a container, storing items in a container, picking pockets, buying or selling items. The player will be stopped from completing the action if the recipient does not have enough free item slots, and returned to the dialog to reselect a subset of the items chosen. Costs for buying and selling will be the sum of the costs for each item. Hyperlink buttons exist on the appropriate dialogs to select all of any type of item in the inventory, or even all items in the container, and items can be unselected just by clicking them again. '
- +' New: Item Journaling'
- +' When a character picks up/loots an item, puts an item away, buys an item or sells an item, the action and item(s) concerned are timestamped and journaled in the Journal tab of the character sheet. This can aid treasure division at the end of a Campaign, if all treasure is acquired using the RPGMaster facilities. '
- +' New: Player\'s option - Touch Spells'
- +' A configuration option has been added to enable appropriate spells that require a touch attack by the spell-caster to treat the target\'s armour class as base AC10. This is only applied for spells identified in the Player\'s Option Spells & Magic manual that are not intended to act like a melee weapon attack. If left off, this option means touch spells take into account the normal base AC of the target. Use the !attk --config command to display the configuration dialog. '
- +' Updated: Weapons & Magic Items Attacks Per Round'
- +' RPGMaster calculates numbers of attacks per round each weapon/character combination gets based on the weapon, and the class, race and level of the character. However, some weapons and magic item\'s numbers of attacks do not vary in that way - for example an Oil Flask can only be hurled once per round (counted as an item by the system in accordance with the PHB rules on "What you can do in one round"). A new database syntax option for the n: data tag now exists as "n:=#", the equals signifying no adjustment (except for Haste or Slow or other similar magical effects, which will work). Appropriate item definitions have been updated to use this syntax. '
- +' New: Prioritise Best Saving Throw Magic Effects'
- +' Where a character possesses magic items that might have conflicting effects on magical modifiers to attack rolls, damage rolls, armour class, hit points and saving throws, the player has been able to prioritise the application of the modifiers by any of these factors except the effect on saving throws. This has now been corrected, and an option to prioritise by best effect on saving throws now exists. '
- +' Updated: Turning Undead'
- +' Using the Turn Undead power now will calculate the outcome of the dice roll, based on the level (or creature Hit Dice) of the person doing the turning and the Hit Dice of the creature being turned. Class database definitions specify the Classes that can turn undead and any modifier to level. Creature database definitions specify which creatures can be turned and any modifier to Hit Dice to determine their entry on the turning table. Outcomes are enacted appropriately: turning sets a status and marker, destruction marks creature as dead, and D-star also can automatically turn 2d4 more of the same creature type. '
- +' New: Magic Resistance'
- +' Creatures and charaters can have magic resistance specified, not just total magic resistance but also resistance against specific conditions using the character sheet resistance table. Their database definitions can specify this resistance using the syntax in the Race & Creature Database Help handout, or manual entries can be entered. '
- +' When a creature with magic resistance of any type needs to make a saving throw, a roll against the relevant type of resistance (or none) will be prompted for automatically. If a magic effect that does not get a saving throw be targeted at the creature with magic resistance, a new menu option (and assoiated API command) exists to make the resistance check. In either case, a successful roll will cancel the magical effect, and a failed roll (or selecting the button that says magic resistance is not relevant) follows through to the saving throw or applies the effect if no saving throw is relevant. '
- +' New: Encumbrance'
- +' Items of equipment and magic items all have their weight specified in their database entries. Now, where weight and effective encumbrance are different (e.g. magical armour) the encumbrance can be separately specified (see Item Database Help handout). Encumbrance can optionally impact maximum move, attacks and armour class in line with encumbrance rules (DM configuration option). A new dialog and associated API command exists to detail how the encumbrance is calculated. '
- +' New: Dialog Highlights'
- +' Play testing revealed that some players often forget to press a [Submit] button after selecting an action. These extra button presses are implemented so that players have a chance to rethink and change actions before committing if, for instance, they accidentally selected a button. Such dialogs now highlight the dialog row where the [Submit] button is in a vivid colour when, and only when, it is valid to press it. '
- +' New: Dialog Text Sizing'
- +' The text in dialogs can now be sized by individual players to small, medium or large. The player just selects the "cog" at the right end of the dialog title of any RPGMaster dialog and a dialog options menu will appear. Tick the appropriate boxes and that dialog and all future dialogs for that player will be displayed that way. These options are individual to each player and remembered across game sessions (though not between Campaigns - each Campaign is separate). However, note that there is a Roll20 issue with formatting in a "popped-out" chat window: text sizing and some other formatting options do not work in popped-out chat windows at the time of writing. '
+ +' v5.4 Release Notes'
+ +' New: Speed Improvements'
+ +' The RPGMaster APIs were starting to slow to the extent that they were becoming unplayable! Some in-depth timing of Roll20 and RPGM library functions used by RPGMaster identified that, while the APIs were very effectively caching database objects and table fields, they were not cacheing character sheet attributes. With more than 800 attribute accesses for some common API commands such as making a weapon attack this was having an impact! Some campaigns can have hundreds of thousands of attribute objects in Roll20 - searching for one particular one each time you need it using Roll20 object management functions takes just a few thousandths of a second, but they all add up to whole seconds! So, attributes are now cached as they are accessed, ensuring those accessed repeatedly come from local memory and do not have to be searched for. A performance improvement of 400% has been achieved for the most common API actions. '
+ +' New: Surprise'
+ +' It is now possible for the GM to roll for Surprise between any two individuals, or groups of individuals in the campaign. This is only available to the GM (so fudge can be applied)via a new collections macro button or the !init --surprise command, but the GM has the option to allow the Players to roll a d10 and then the GM enter this value for the surprise roll. Any appropriate situational modifiers are displayed for selection and can optionally be taken into account. A surprised party or group of NPCs or creatures (or individuals) will have statuses set and effects applied that remove their dexterity AC bonuses and save modifiers for the one round of surprise, as per the DMG rules on surprise. '
+ +' New: Called Shots'
+ +' It is now possible to do initiative for a Called Shot, which follows the rules for such in the Dungeon Masters Guide (or where Parrying is concerned optionally the rules in the Complete Fighter\'s Handbook). Some creatures have specific allowable Called Shot targets (for example, Beholders) and these can be selected when specified in the creature database definition (see the Race & Creature Database Help handout for details). All attacks have the option of certain Called Shots, such as Other for specifying a custom called shot, or None to cancel a called shot, and when facing creatures or NPCs that weild weapons and have hands it is possible to disarm or smash a held item. The appropriate Initiative and Attack Roll modifiers are automatically applied. See the AttackMaster Help handout for more info on performing Called Shots, and the Race & Creature Database Help handout for how to specify appropriate Called Shots for a creature or NPC. '
+ +' New: Body Part Specific AC'
+ +' An extension of Called Shots is Body Part Specific AC. Different targeted Body Parts can have different armour classes - e.g. the upper body and underbelly of an Ankheg. Called Shots for these body parts (if specified in the creature database definition) will apply the appropriate AC to the creature specified when doing Initiative for the duration of this attack only (even if not doing a Targeted Attack). Even if a Called Shot is not specified when doing Initiative, a percentage random chance of hitting a vulnerable area can be calculated (again, if specified in the creature definition - see the Race & Creature Database Help handout for details). If not using targeted attacks (using [PC Rolls] or [You Roll] instead) the opponent\'s AC circle on their token (if mapped) will display the appropriate Body Part AC for that attack only. This can also be seen on the Attk Menu > check AC dialog. '
+ +' New: Situational Attack Modifiers'
+ +' Table 51 in the Player\'s Handbook identifies a number of situational modifiers to attack rolls. Some of these, such as an invisible defender, are managed already by the APIs (if the relevant statuses and effects are applied using spells and calling the relevant RoundMaster API commands). Others can now be applied by the attacker using tick boxes on the attack dialog. '
+ +' In addition, some races such as dwarves, gnomes and halflings gain attack and defense benefits against certain creatures. Some creatures also get situational attack benefits and penalties. The definitions for races and creatures can include data tags to add situational attack options to be selected or not. See the Race and Creature Database Help handout for information. '
+' A few New Drag & Drop Creatures'
- +' - Drowned Ones / Sea Zombies
'
- +'- Gargoyles, Kapoacinth, Margoyles
'
- +'- Ochre Jelly & Slithering Tracker
'
- +'- Hydras, 5 to 12 headed
'
- +'- Minotaur, Minotaur Elder & Minotaur Shaman
'
- +' Speed Optimisation'
- +' A number of changes have been made to try and speed up functions that are commonly used, such as attack menus. '
+ +' - Ankheg, Aurumvorax
'
+ +'- Galltrit
'
+ +'- Storm Giant
'
+ +'- Lesser and Greater Golems'
+ +'
'
+' 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... '
+' '
- +'- For some reason, Drag & Drop NPCs did not include Halfling or Gnome fighters. This has been corrected.
'
- +'- Fix Sea Hag Fear effect to end more accurately by doubling strength
'
- +'- Haste/Slow do not now change weapon speeds, only number of attacks, as per DMG/PHB
'
- +'- Fixed searching/finding traps on a token that is not attached to a character sheet
'
- +'- New --noWaitMsg command to APIs which suppresses Please Wait messages to reduce "noise"
'
- +'- Changed database definitions to make better use of RPGM maths processing
'
- +'- Fixed issue with some ranged weapons not being available for attacks
'
- +'- Allow !magic --mi-charges to take full RPGM maths expressions for parameters, and check for item name if trueName not found.
'
- +'- Allow !magic --mi-charges to take API commands for success & fail parameters, as an alternative to messages
'
- +'- Fixed reoccurrence of containers resizing themselves when interacted with
'
- +'- Many other bug fixes unfortunately introduced in the major upgrade to v5.0 which introduced new table management code.
'
+ +'- Fixed default=0 returning empty string issue with attrLookup().
'
+ +'- Added new RPGMdialog template.
'
+ +'- Added tool-tips to RPGM --config table row headers.
'
+ +'- Replaced use of attrLookup() for table lookup with table management functions.
'
+ +'- Fix targeted "Punch/Wrestle" and "Rod of Cancellation" attacks which did not build the necessary damage ability macros.
'
+ +'- Fixed --set-mods to be able to use a round count of zero to expire in current round.
'
+ +'- Considerable reworking of doSetMod().
'
+ +'- More parameters evaluated by evalAttr().
'
+ +'- Fixed Saving Throw negative targets forcing "Natural 1" rolls.
'
+ +'- Fixed encumbrance calculation on Pick/Put (was wrong for storing items).
'
+' '
+' ',
},
RPGM_Templates_Handout: {name:'RPGMaster Library Help',
- version:1.08,
+ version:1.09,
avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703',
bio:''
- +'RPGMaster Library Help v1.08'
+ +'RPGMaster Library Help v1.09'
+' '
+''
+' RPGMaster Library and Templates'
@@ -5793,12 +5837,12 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' If there were more rolls, these would be referenced using $[[2]], $[[3]], ... etc. '
+' Updated: 2.4 API Buttons and Hyperlinks'
+' The RPGMaster templates support the standard syntax for API buttons defined by Roll20 (see Roll20 Help), structured as "[Button Text](!api --command parameters)". RPGMaster templates create their own bespoke versions of API buttons on screen, smaller than standard Roll20 API buttons but which have text that sizes according to the options chosen by the player. Otherwise, they perform in exactly the same way. '
- +' A different form of API button is the *Hyperlink API Button*: this appears as just coloured itallicised selectable text but otherwise performs the same as an API button. The syntax in RPGMaster templates is " _Button Text_(!api --command parameters)". Just like normal API buttons, hyperlink API buttons can be used in any RPGM Template, but not elsewhere. '
+ +' A different form of API button is the *Hyperlink API Button*: this appears as just coloured itallicised selectable text but otherwise performs the same as an API button. The syntax in RPGMaster templates is " _Button Text_(!api --command parameters)". Hyperlink API buttons can be used in any RPGM Template, but not elsewhere. '
+' 2.5 Template Definitions'
+' RPGMattack'
+' As with any template, the text in any of the fields can be anything allowed by Roll20 in a macro or template, except where noted otherwise. If to be used with a RPGMaster API database, the Specs and Data fields must be configured in line with the relevant database documentation and placed between the template fields so as not to be seen by the Players when the Roll Template is displayed. This is a highly graphical template (even in Plain Mode) and the Field Tags are generally not displayed. '
+' '
- +' | Title / Name | Mandatory | The title text for the attack template. Either field tag can be used, and the tag is not displayed. | '
+ +' | Title / Name | Mandatory | The title text for the attack template. Either or both field tags can be used, and the tag is not displayed. | '
+' | Subtitle | Optional | The subtitle text for the attack template. The tag is not displayed. | '
+' | AC hit | Mandatory | The value of the Armour Class that has been successfully hit by the attack. Can be a Roll20 calculation and/or dice roll specification. If the "Crit Roll" and "Fumble Roll" field tags are to function correctly, the AC hit tag must include one Roll20 calculation field tagged as the Dice Roll e.g. matches ##[Dice roll]. | '
+' | Attk type | Optional | The type of damage done by the attack: S, P, B, or any combination of these. | '
@@ -5959,30 +6003,30 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+ 'valToFind: the value to be searched for in the attributeDef field'
+ 'row: the row number of the first row on which a match occurs, or < undefined > if no match was found'
+ ''
- +'3.3 Attribute Management'
+ +'Updated: 3.3 Attribute Management'
+'Two functions that get and set attribute values on the character sheet: '
- +'value = attrLookup( character, attributeDef, tableDef, row, column, caseSensitive, defaultValue ); '
- +'A function that can get the value of an attribute from a character sheet, either from a standard attribute, or from a repeating table. However: for table field values using the Table Management functions, objects and methods is prefered and may suffer from fewer issues in future. Takes the following parameters: '
+ +'value = attrLookup( character, attributeDef, tableDef, row, column, caseSensitive, defaultValue ); '
+ +'A function that can get the value of an attribute from a character sheet. This function is faster than the Roll20 findObjs() and filterObjs() functions as it uses caching of frequently used attributes. However: for table field values use the Table Management functions, objects and methods. Takes the following parameters: '
+''
+ '- character: the character sheet object for the character sheet from which to get the value
'
+ '- attributeDef: the attribute field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). For a field fieldName this will be the entry \'fields.fieldName\' that defines the character sheet attribute field name and property (current or max)
'
- + '- tableDef: (optional) the table definition from the fields object obtained with the getRPGMap() function (see Section 3.1). This will be the entry \'fields.xxx_table\' that defines the character sheet repeating table name and the first row index for the table
'
- + '- row: (optional) the row number of the row to get the field value from. If the row number is beyond the current end of the table, will return a default value or < undefined >, depending on the value of the defaultValue parameter
'
- + '- column: (optional) for tables that have multiple columns, this is the column number from which to obtain the field value.
'
+ + '- tableDef: (redacted) put \'null\' for this parameter if caseSensitive or defaultValue are required.
'
+ + '- row: (redacted) put \'null\' for this parameter if caseSensitive or defaultValue are required.
'
+ + '- column: (redacted) put \'null\' for this parameter if caseSensitive or defaultValue are required.
'
+ '- caseSensitive (optional) a true/false flag which, if true, makes all matches with table and field names case sensitive (default is false, i.e. not case sensitive)
'
+ '- defaultValue: (optional) a value or true or false (absolute boolian values). Defaults to true. If the field requested does not exist or does not have a value: true (or not provided) returns the default value stored for that field in the fields object; false returns < undefined >; any other value is returned instead of the default value stored for that field in the fields object
'
+' '
+'attributeObj = setAttr( character, attributeDef, value, tableDef, row, column, caseSensitive ); '
- +'A function that sets the value held by an attribute on a character sheet. Can also set values in repeating tables on the character sheet. However: for table attributes it is highly recommended that the Table Management functions, objects and methods (see Section 3.2) are used to get and set repeating table field values, as this might suffer from fewer issues in the future. Takes for following parameters: '
+ +'A function that sets the value held by an attribute on a character sheet. If the specified attribute did not previously exist on the specified character sheet, it creates a new object for it. For table attributes the Table Management functions, objects and methods (see Section 3.2) are used to get and set repeating table field values. Takes for following parameters: '
+''
+ '- character: the character sheet object for the character sheet on which to set the value
'
+ '- attributeDef: the attribute field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). For field fieldName this will be the entry \'fields.fieldName\' that defines the character sheet attribute field name and property (current or max). If the attribute object does not exist on the character sheet (and is not a table field) it will be created
'
+ '- value: the value to store in the specified attribute of the specified character sheet
'
- + '- tableDef: (optional) the table definition from the fields object obtained with the getRPGMap() function (see Section 3.1). This will be the entry \'fields.xxx_table\' that defines the character sheet repeating table name and the first row index for the table
'
- + '- row: (optional) the row number of the row to set the field value in. If the row number is beyond the current end of the table, the function will attempt to create the new row, and put the value in it
'
- + '- column: (optional) for tables that have multiple columns, this is the column number in which to set the field value. If the column does not exist, the function will return < undefined >
'
+ + '- tableDef: (redacted) put \'null\' for this parameter if caseSensitive is required.
'
+ + '- row: (redacted) put \'null\' for this parameter if caseSensitive is required.
'
+ + '- column: (redacted) put \'null\' for this parameter if caseSensitive is required.
'
+ '- caseSensitive (optional) a true/false flag which, if true, makes all matches with table and field names case sensitive (default is false, i.e. not case sensitive)
'
- + '- attributeObj: the function returns the attribute object found and in which the value has been set, or < undefined > if a table field or row does not exist
'
+ + '- attributeObj: the function returns the attribute object found and in which the value has been set, or < undefined > if an error occurred
'
+' '
+'3.4 Database Management'
+'The RPGMaster series of APIs use a number of databases holding data about spells, powers, magic items, character classes, attack macros, and other aspects. These are held as objects within the game-version and character sheet-version specific RPGMaster Library, and can be supplemented by GM provided additional databases held in Roll20 character sheets. See the database help handouts distributed with the RPGMaster APIs for more information on each type of database. '
@@ -5996,7 +6040,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+'A function to get an entry from a database. Uses the global DBindex internally to access the correct database entry directly, eliminating the speed of a Roll20 object search. The building of the index using getDBindex() will determine the priority order of the potential sources for database items: see that function description for details. However, if the item does not have an entry in the DBindex (i.e. is not in any currently loaded database), and if a character sheet object is passed as a parameter, this abilityLookup() function will also search the character sheet for a copy of the database item which might have previously been placed there by a getAbility() function call. This allows characters to have items that come from user-defined databases in one campaign that are carried with them to other campaigns which perhaps don\'t have the same user-defined databases loaded. '
+'Takes the following parameters: '
+''
- + '- rootDB: The root database name for the type of item being recovered. Will access indexes from any database name that starts with the rootDB name. Can be one of MU-Spells-DB, PR-Spells-DB, Powers-DB, MI-DB, Attacks-DB, Class-DB
'
+ + '- Updated: rootDB: The root database name for the type of item being recovered. Will access indexes from any database name that starts with the rootDB name. Can be one of MU-Spells-DB, PR-Spells-DB, Powers-DB, MI-DB, Attacks-DB, Styles-DB, Class-DB, Race-DB, Locks-Traps-DB, MI-Tables-DB
'
+ '- dbItemName: The name of the item being searched for. The following characters are ignored: \'-\', \'_\', \'space\'.
'
+ '- character: (optional) the character sheet object for the character sheet for which the item is relevant, and which might hold any orphaned item that is not available in current databases.
'
+ '- silent: (optional) a boolean value which, if true, will surpress any error message if the rootDB is invalid or the item cannot be found. False or not provided will result in error messages being returned.
'
@@ -6009,8 +6053,19 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+ ' this.obj = abilityObj; '
+ ' this.ct = ctObj; '
+ ' this.source = source; '
- + ' this.api = (abilityObj && abilityObj[1]) ? (abilityObj[1].body.trim()[0] == \'!\') : false; '
- + ' }'
+ + ' this.api = (abilityObj && abilityObj[1]) ? (abilityObj[1].body.trim()[0] == \'!\') : false; // True if body of definition '
+ + ' } '
+ + ' Where: '
+ + ' dBName: rootDB name for this object '
+ + ' abilityObj: Array '
+ + ' [0] = character sheet ability obj (if it exists) or undefined '
+ + ' [1] = internal database object (if it exists) or undefined '
+ + ' ctObj: Array '
+ + ' [0] = character sheet casting-time attribute val '
+ + ' [1] = internal database casting-time value '
+ + ' source: "charDB" (sheet dB), "apiDB" (internal dB), "sheet" (orphened dB item) '
+ + ' api: true if dB item body starts with "!" (an api command)'
+ + ''
+' '
+'dbItemObject = getAbility( rootDB, dbItemName, character, silent ) '
+'A special version of abilityLookup() that not only gets the requested database item from the databases, but also saves that item to the stated character sheet for later reference. All parameters are defined the same as those for AbilityLookup() above. The returned dbItemObject.dB object attribute always holds the name of the character sheet, so that after a call to getAbility(), the standard Roll20 syntax of `%{${dbItemObject.dB}|${dbItemName}}` will work to display the database item in the chat window. '
@@ -6751,10 +6806,10 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+'',
},
MIDatabase_Help: {name:'Item Database Help',
- version:1.38,
+ version:1.39,
avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703',
bio:''
- +'Item Database Help v1.38'
+ +'Item Database Help v1.39'
+' '
+''
+' Item Database Help'
@@ -6762,7 +6817,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' '
+' New in this Help Handout'
+' '
- +'- New Item weight and encumbrance can now be applied (configurable option)
'
+ +'- New Items can now affect rolls for surprise
'
+' '
+'[General DB Help]'
+'[Item Inheritance]'
@@ -6779,7 +6834,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' Note: The DM creating new magic items does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases. '
+' 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. '
- +' 2.1 Updated: Simple Magic Items'
+ +' 2.1 Simple Magic Items'
+' The Ability Macro may look something like this: '
+' Oil-of-Etherealness'
+' &{template:RPGMpotion}{{title=Oil of Etherealness}} {{splevel=Oil}} {{school=Alteration}}Specs=[Oil of Etherealness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}} PotionData=[w:Oil of Etherialness,sp:30,wt:0.5,enc:0.5,rc:charged]{{range=User}}{{duration=4+1d4 turns}} {{aoe=User}} {{save=None}} {{healing=[Become Ethereal](!rounds --target single|@{selected|token_id}|@{target|Select a target|token_id}|Oil-of-Etherealness|[[10*(4+1d4)]]|-1|Ethereal|Ninja-mask)}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness. 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. '
@@ -6799,18 +6854,18 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' '
+' | w: | <text> | the name of the item | '
+' | sp: | <[-]# or dice roll spec> | the speed of use in segments for the item. Can be >10 e.g. 30 for 3 rounds, or negative, or even a dice roll | '
- +' | wt: | <#> | New:weight of the item in lbs or kg (can be either as long as consistent). Can be a decimal or integer. | '
- +' | enc: | <#> | New:encumbering weight of the item in lbs or kg. Usually not specified if same as wt. | '
+ +' | wt: | <#> | weight of the item in lbs or kg (can be either as long as consistent). Can be a decimal or integer. | '
+ +' | enc: | <#> | encumbering weight of the item in lbs or kg. Usually not specified if same as wt. | '
+' | rc: | <charge type> | the recharging/curse type of the magic item, and whether it can be "stacked" or is unique. | '
+' '
+' The speed sp: can be negative, meaning it gives a negative modifier to individual initiative (if InitMaster API is being used). It can also be greater than 10 segments, meaning it takes longer than 1 Round to cast. Multiply the number of Rounds it will take to cast by 10, or the number of Turns it will take to cast by 100 (if using the InitMaster API the rounds will be automatically counted down and the spell actually cast in the appropriate round, unless the use of the item is interrupted). It can also be a dice roll specification, which will be rolled at the point that a character selects the item to use in a particular round, which means the speed can vary from round to round. E.g. under AD&D2e rules, potions are always of this nature (see the AD&D2e DMG p141). '
- +' New:Almost every item has a weight, which will contribute to calculating the encumbrance of a character, NPC or creature. However, the encumbrance can be different from the weight: e.g. magical armour has a weight, but does not encumber (enc:0). If the item is a bag (see later) and it has a wt: specified, the weight of all items in the bag will be added to this weight. If only an enc:# is specified for a bag item, the weight and encumbrance of the bag will just be the enc: value without adding the weight of contents (e.g. for a Bag of Holding). If both wt: and enc: are specified for a bag item, the weight of contents will be added and count towards the maximum carryable weight of a character, but the encumbrance value will be used for movement, attack and AC impact. '
+ +' Almost every item has a weight, which will contribute to calculating the encumbrance of a character, NPC or creature. However, the encumbrance can be different from the weight: e.g. magical armour has a weight, but does not encumber (enc:0). If the item is a bag (see later) and it has a wt: specified, the weight of all items in the bag will be added to this weight. If only an enc:# is specified for a bag item, the weight and encumbrance of the bag will just be the enc: value without adding the weight of contents (e.g. for a Bag of Holding). If both wt: and enc: are specified for a bag item, the weight of contents will be added and count towards the maximum carryable weight of a character, but the encumbrance value will be used for movement, attack and AC impact. '
+' All magic items have a recharging/curse type: for details, see the --gm-edit-mi command in the MagicMaster API help documentation, section 4.1. If not supplied for a magic item definition, it defaults to uncharged. Generally, items in the database are not cursed-, but can have their type changed to cursed or some recharging cursed type when the DM stores them in a container or gives them to a Character using the --gm-edit-mi command. '
+' 2.2 Items that Protect'
+' Items like a Ring of Protection or a Luck Blade protect the possessor by improving their saving throws and/or armour class. '
+' Ring of Protection+2'
- +' &{template:RPGMring}&{template:RPGMring}{{name=Ring of Protection}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Protection=+[[2]] on AC}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{Saves=+[[2]] on saves}}ACData=[a:Ring of Protection+2,st:Ring,+:2,rules:-magic,sz:T,wt:0,svsav:2,w:Ring of Protection+2,sp:0,rc:uncharged,loc:left finger|right finger]{{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. 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: 1. The ring does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls. 2. 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.}} '
+ +' &{template:RPGMring}&{template:RPGMring}{{name=Ring of Protection}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Protection=+[[2]] on AC}}Specs=[Ring of Protection,Protection|Ring,1H,Abjuration-Protection]{{Saves=+[[2]] on saves}}ACData=[a:Ring of Protection+2,st:Ring,+:2,rules:-magic,sz:T,wt:0,svsav:2,w:Ring of Protection+2,sp:0,rc:uncharged,loc:left finger|right finger]{{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. 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: 1. The ring does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls. 2. 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.}} '
+' All items that protect that are not armour or shields have an item class of some type of protection-[item] specified as the second field of the Specs for the item. The [item] text can be anything you desire, e.g. in this case protection-ring, but only the most advantageous protection-[item] that the possessor has on them will operate. E.g. a protection-ring will work with a protection-cloak but not with another protection-ring. '
+' Items that protect that have an effect on armour class must use the ACData section to specify their properties, otherwise the properties can be held in any other \'...data=\' specification. The Weapons & Armour Database Help handout has full specifications for ACData fields. The data field tags relevant to AC and saves are listed in the table below: '
+' '
@@ -6855,11 +6910,22 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+'| rla:[+/-]# | Adjustment to the read languages skill (# can be a calculation) | '
+'| lla:[+/-]# | Adjustment to the legend lore skill (# can be a calculation) | '
+' '
+
+ +' 2.5 New: Items that modify Surprise Rolls'
+ +' Some items can have an effect on rolls for surprise, either affecting those surprised or those attempting to surprise others, or both. '
+ +' Robe of Eyes'
+ +' &{template:RPGMitem}{{title=Robe}}{{name=of Eyes}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous|Robe,0H,Alteration]{{}}MiscData=[w:Robe of Eyes,sp:0,st:Robe,sz:L,wt:1,gp:13500,rc:uncharged,loc:Robe,sme+:Impossible to surprise=10,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.}} '
+ +' The affect on rolls for surprise can be modified using the following data tags: '
+ +' '
+ +'| sme+: | surprise condition[?]=[+-]# | surprise condition[?]=[+-]# | ... | Specify conditions under which those surprised gain a benefit (+ve) or penalty (-ve) from this item | '
+ +'| syou+: | surprise condition[?]=[+-]# | surprise condition[?]=[+-]# | ... | Specify conditions under which those attempting surprise gain a benefit (+ve) or penalty (-ve) from this item | '
+ +' '
+ +' When the GM makes a roll for surprise (see the Initiative Master Help handout) any items possessed by either those surprised or those attepmting to surprise will be scanned for effects on the roll, and any surprise conditions found will be presented to the GM for selection in a set of tick boxes. If a specified surprise condition ends in a question-mark (\'?\') the tick box will default to "off", otherwise it will default to "on". This listing is cumulative with surprise conditions defined for creatures, NPCs, and character Class and Race, and any modifiers to surprise set using the !attk --set-mods command. '
- +' 2.5 More Complex Items'
+ +' 2.6 More Complex Items'
+' Other magic items might use different structures, and be more complex: '
+' Ring of Human Influence'
- +' &{template:RPGMring}{{name=Ring 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:\\apisetattr --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:\\apiresetattr --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.}} '
+ +' &{template:RPGMring}{{name=Ring 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:!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:\\apiresetattr --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.}} '
+' Here, as well as having API buttons to implement powers, the RingData entry specifies commands to execute when the ring is put on using the Change Weapon menu, and another when it is taken off, as well as other aspects of the ring\'s power - but ignore everything after the "ns:" for now. '
+' '
+' | on: | Command string | A simple, single line command to execute on wearing the ring | '
@@ -6876,7 +6942,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' '
+' A service is an item held in the inventory of a NPC service provider (a type of trader - see the Race & Creature Database Help handout) which characters (PCs or other NPCs) can buy and, immediately they are owned, they act in the way described for the item, generally providing some positive action that benefits the purchaser. In the case of "Warrior Level Training", as soon as the item is picked (and paid for) the pick: command is executed from the item definition in the database: in this case, it first removes the purchased instance of the service from the owned items of the purchaser (so that it can\'t be used twice) and then it writes a message to the chat window of the controlling player with an API button to specify the extra HP earned and raise the level of the character by 1 as a Warrior, using the !magic --level-change command: unfortunately, Roll20 does not allow APIs to initiate Roll Queries directly, so to allow the player to roll the hit dice for the level gain and enter the result, a chat window API button has to be used. '
- +' 2.6 Weaponised Items using variable charges'
+ +' 2.7 Weaponised Items using variable charges'
+' Some more complex items can be used as weapons that have different effects or damage depending on how many charges are expended: '
+' Staff of Striking'
+' &{template:RPGMwand}{{name=Staff of Striking}}Specs=[Staff of Striking|Quarterstaff,Rod|Melee,1H,Staff],[Staff of Striking|Quaretstaff,Melee,1H,Staff],[Staff of Striking|Quarterstaff,Melee,1H,Staff],[Staff of Striking,Rod,1H,Conjuration-Summoning|Animal]{{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=[qty:19+1d6]{{Size=Medium}}{{Weapon=1-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.}}{{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.}} '
@@ -6887,7 +6953,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' '
+' When shown in the Attack menu, any version of the weapon which requires more charges than it currently has will be gray, and will not be selectable for an attack. '
- +' 2.7 Magic Items that must be taken in-hand'
+ +' 2.8 Magic Items that must be taken in-hand'
+' Some magic items, especially Rods, Staves and Wands, must be taken in-hand like a weapon in order for their abilities to become fully available to the character by making an Attack action. The Rod of Smiting described above is a weapon of this nature, but others might have magical attacks as well as, or instead of melee or ranged attacks. Here is an example of one such device: '
+' Wand of Frost'
+' &{template:RPGMwand}{{title=Wand of Frost}}WandData=[w:Wand of Frost,wt:1,sp:2,c:0,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Frost,Magic|Wand,1H,Evocation],[Wand of Frost,Magic|Wand,1H,Evocation],[Wand of Frost,Magic|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}}{{effects=A *frost* wand can perform three functions that duplicate wizard spells: '
@@ -6910,7 +6976,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' '
+' Generally speaking, the cmd: and msg: tags can be used together instead of a desc: if there is no equivalent spell or power to display and only a simple status, timer or effect results from the magical attack. The pw: tag operates in an almost identical way to desc: but decrements the "per day" uses for the named power/spell (specified in the item data specification - see Section 4.1 below) each time it is used, which refresh after a Long Rest. '
- +' 2.8 Hiding Magic Item Details'
+ +' 2.9 Hiding Magic Item Details'
+' Sometimes, GMs want Players to have to discover the properties of magic items through quests, spell use, trial and error, or paying a high-level wizard to identify them. This is not always the case, and some groups may prefer for some or all items to reveal their nature on first examination. The database specification of an item allows for both approaches. An example of how to define an item to make it easy to hide its details is '
+' Flask of Curses'
+' &{template:RPGMitem}{{title=Flask}}{{name= of Curses}}{{subtitle=Magic Item}}Specs=[Flask of Curses,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Flask of Curses,st:Flask,wt:1,sp:3,qty:1,rc:charged]{{Size=S}}{{Looks Like=An ordinary flask of some type, containing a little liquid of some unidentifyable sort}}{{Use=The GM will tell you what happens when you use this item}}{{desc=This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. 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.}} '
@@ -6934,7 +7000,7 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars
+' | use | Reveal the item\'s true nature when it is first used, but not if it is viewed before that |
|---|
'
+' |