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Fixed orison spell
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DBFBlackbull committed Jan 11, 2024
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3 changes: 2 additions & 1 deletion ADnD_2E_Revised/2ESheet.html
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ <h2 style="color: black;">Changes in <span name="attr_version"></span></h2>
<li>Improved the layout for Player's Option critical hits a bit</li>
<li>Fixed cast time for <strong>Protection From Evil (Wizard)</strong> from 1 turn to +1 initiative modifier</li>
<li>Removed incorrect material components for <strong>Endure Cold/Endure Heat</strong></li>
<li>Fixed spell description layout for <strong>Orison</strong></li>
</ul>
<hr>
<p>
Expand Down Expand Up @@ -63098,7 +63099,7 @@ <h2>Monster Sheet specific</h2>
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'The most humble of priestly spells is the *orison*, a brief prayer or invocation of a minor nature. Typically, priests learn a number of *orisons* as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an *orison*s is not even on par with other 1st-level magic, a priest memorizes a number of individual *orisons* equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to *orison*. Currently [[{3+[[@{level-priest}]],9}kl1]]. In other words, a 1st-level priest can memorize four *orisons* for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.\n&emsp;Unlike cantrip, an *orison* must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the *orison’s* duration is never more than one round per level. Currently [[@{level-priest}]] rounds. Known *orisons* include the following:}}{{style=min1}}{{c1-2=**•**}}{{c2-2=**•**}}{{c3-2=**•**}}{{c4-2=**•**}}{{c5-2=**•**}}{{c6-2=**•**}}{{c7-2=**•**}}{{c8-2=**•**}}{{c9-2=**•**}}{{c10-2=**•**}}{{c1-1=**Alleviate:** A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.}}{{c2-1=**Calm:** A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.}}{{c3-1=**Clarity:** For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as *confuse languages* cannot be overcome by this *orison*.}}{{c4-1=**Courage:** The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.}}{{c5-1=**Guidance:** The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.}}{{c6-1=**Healing:** By his touch, the priest may heal a creature of 1 point of damage.}}{{c7-1=**Magic sense:** If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.}}{{c8-1=**Memory:** Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.}}{{c9-1=**Resistance to magic:** The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the *orison’s* duration.}}{{c10-1=**Resistance to poison:** The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the *orison’s* duration.}}{{effects2=&emsp;Other *orison*s of similar power or scope may be permitted by the DM. Generally, an *orison* should not affect more than one creature or die roll at a time, and an *orison* that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive *orison* would be quite rare and most probably associated with an evil or chaotic priesthood.'
'effect': 'The most humble of priestly spells is the *orison*, a brief prayer or invocation of a minor nature. Typically, priests learn a number of *orisons* as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an *orison*s is not even on par with other 1st-level magic, a priest memorizes a number of individual *orisons* equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to *orison*. Currently up to [[{3+[[@{level-priest}]],9}kl1]] *orisons*. In other words, a 1st-level priest can memorize four *orisons* for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.\n&emsp;Unlike cantrip, an *orison* must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the *orison’s* duration is never more than one round per level. Currently up to [[@{level-priest}]] rounds. Known *orisons* include the following:}}{{style=min1}}{{c1-1=**•**}}{{c2-1=**•**}}{{c3-1=**•**}}{{c4-1=**•**}}{{c5-1=**•**}}{{c6-1=**•**}}{{c7-1=**•**}}{{c8-1=**•**}}{{c9-1=**•**}}{{c10-1=**•**}}{{c1-2=**Alleviate:** A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.}}{{c2-2=**Calm:** A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.}}{{c3-2=**Clarity:** For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as *confuse languages* cannot be overcome by this *orison*.}}{{c4-2=**Courage:** The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.}}{{c5-2=**Guidance:** The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.}}{{c6-2=**Healing:** By his touch, the priest may heal a creature of 1 point of damage.}}{{c7-2=**Magic sense:** If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.}}{{c8-2=**Memory:** Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.}}{{c9-2=**Resistance to magic:** The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the *orison’s* duration.}}{{c10-2=**Resistance to poison:** The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the *orison’s* duration.}}{{effects2=&emsp;Other *orison*s of similar power or scope may be permitted by the DM. Generally, an *orison* should not affect more than one creature or die roll at a time, and an *orison* that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive *orison* would be quite rare and most probably associated with an evil or chaotic priesthood.'
};
pri1['Protection from Chaos'] = {
'level': '1',
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1 change: 1 addition & 0 deletions ADnD_2E_Revised/html/changelog.html
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@ <h2 style="color: black;">Changes in <span name="attr_version"></span></h2>
<li>Improved the layout for Player's Option critical hits a bit</li>
<li>Fixed cast time for <strong>Protection From Evil (Wizard)</strong> from 1 turn to +1 initiative modifier</li>
<li>Removed incorrect material components for <strong>Endure Cold/Endure Heat</strong></li>
<li>Fixed spell description layout for <strong>Orison</strong></li>
</ul>
<hr>
<p>
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2 changes: 1 addition & 1 deletion ADnD_2E_Revised/javascript/priestSpells.js
Original file line number Diff line number Diff line change
Expand Up @@ -7780,7 +7780,7 @@ pri1['Orison'] = {
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'The most humble of priestly spells is the *orison*, a brief prayer or invocation of a minor nature. Typically, priests learn a number of *orisons* as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an *orison*s is not even on par with other 1st-level magic, a priest memorizes a number of individual *orisons* equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to *orison*. Currently [[{3+[[@{level-priest}]],9}kl1]]. In other words, a 1st-level priest can memorize four *orisons* for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.\n&emsp;Unlike cantrip, an *orison* must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the *orison’s* duration is never more than one round per level. Currently [[@{level-priest}]] rounds. Known *orisons* include the following:}}{{style=min1}}{{c1-2=**•**}}{{c2-2=**•**}}{{c3-2=**•**}}{{c4-2=**•**}}{{c5-2=**•**}}{{c6-2=**•**}}{{c7-2=**•**}}{{c8-2=**•**}}{{c9-2=**•**}}{{c10-2=**•**}}{{c1-1=**Alleviate:** A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.}}{{c2-1=**Calm:** A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.}}{{c3-1=**Clarity:** For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as *confuse languages* cannot be overcome by this *orison*.}}{{c4-1=**Courage:** The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.}}{{c5-1=**Guidance:** The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.}}{{c6-1=**Healing:** By his touch, the priest may heal a creature of 1 point of damage.}}{{c7-1=**Magic sense:** If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.}}{{c8-1=**Memory:** Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.}}{{c9-1=**Resistance to magic:** The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the *orison’s* duration.}}{{c10-1=**Resistance to poison:** The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the *orison’s* duration.}}{{effects2=&emsp;Other *orison*s of similar power or scope may be permitted by the DM. Generally, an *orison* should not affect more than one creature or die roll at a time, and an *orison* that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive *orison* would be quite rare and most probably associated with an evil or chaotic priesthood.'
'effect': 'The most humble of priestly spells is the *orison*, a brief prayer or invocation of a minor nature. Typically, priests learn a number of *orisons* as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an *orison*s is not even on par with other 1st-level magic, a priest memorizes a number of individual *orisons* equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to *orison*. Currently up to [[{3+[[@{level-priest}]],9}kl1]] *orisons*. In other words, a 1st-level priest can memorize four *orisons* for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.\n&emsp;Unlike cantrip, an *orison* must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the *orison’s* duration is never more than one round per level. Currently up to [[@{level-priest}]] rounds. Known *orisons* include the following:}}{{style=min1}}{{c1-1=**•**}}{{c2-1=**•**}}{{c3-1=**•**}}{{c4-1=**•**}}{{c5-1=**•**}}{{c6-1=**•**}}{{c7-1=**•**}}{{c8-1=**•**}}{{c9-1=**•**}}{{c10-1=**•**}}{{c1-2=**Alleviate:** A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.}}{{c2-2=**Calm:** A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.}}{{c3-2=**Clarity:** For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as *confuse languages* cannot be overcome by this *orison*.}}{{c4-2=**Courage:** The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.}}{{c5-2=**Guidance:** The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.}}{{c6-2=**Healing:** By his touch, the priest may heal a creature of 1 point of damage.}}{{c7-2=**Magic sense:** If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.}}{{c8-2=**Memory:** Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.}}{{c9-2=**Resistance to magic:** The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the *orison’s* duration.}}{{c10-2=**Resistance to poison:** The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the *orison’s* duration.}}{{effects2=&emsp;Other *orison*s of similar power or scope may be permitted by the DM. Generally, an *orison* should not affect more than one creature or die roll at a time, and an *orison* that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive *orison* would be quite rare and most probably associated with an evil or chaotic priesthood.'
};
pri1['Protection from Chaos'] = {
'level': '1',
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