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Added notes for find familiar
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DBFBlackbull committed Dec 20, 2023
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12 changes: 7 additions & 5 deletions ADnD_2E_Revised/2ESheet.html
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<h2 style="color: black;">Changes in <span name="attr_version"></span></h2>
<div class="sheet-announce-items">
<ul style="font-style:italic">
<li>Added better description for Open Door checks</li>
<li>Added notes for Head and Touch AC</li>
<li>Added notes for Touch-delivered spells</li>
<li>Added notes for wishing for ability scores</li>
Expand Down Expand Up @@ -45478,11 +45479,11 @@ <h2>Monster Sheet specific</h2>
'reference': 'p. 173',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 319',
'errata': 'Sage Advice #228 p. 84',
'errata': 'Sage Advice #192 p. 78\nSage Advice #225 p. 82\nSage Advice #228 p. 84',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. Currently [[10*[[@{level-wizard}]] ]] cubic feet. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard (currently grows up to [[10*[[@{level-wizard}]] ]]%), increasing this amount in height, width, and weight.\n&emsp;All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.\n&emsp;Magical properties are not increased by this spell—a huge *sword +1* is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.\n&emsp;For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 × 1.6 = 9.6, rounded up). Currently target is at [[100+(10*[[@{level-wizard}]]) ]]% normal size and damage rolls are multiplied by [[1+([[@{level-wizard}]]/10)]]. Bonuses due to Strength, class, and magic are not altered.\n&emsp;The reverse spell, *reduce*, negates the *enlarge* spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by ⅒-inch increments to a minimum of ⅒ of an inch—the recipient cannot dwindle away to nothingness.\n&emsp;For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6⁄10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). Currently target is reduced by [[@{level-wizard}]] steps. Target is at [[{100-(10*[[@{level-wizard}]]),10}kh1]]% of its original size minus [[{[[@{level-wizard}]]-9,0}kh1]] additional steps and damage rolls are multiplied by [[{1-([[@{level-wizard}]]/10),0.1}kh1]] or lower. A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.\n&emsp;Area of effect for spells, spell-like abilities, breath weapons, gaze attacks, or similar abilities don’t change when a creature’s size changes. Though a gaze attack that actually requires an enemy to meet a creature’s gaze (as opposed to merely being looked at) might be; human-sized creatures, for example probably won’t look into the eyes of a medusa that has been reduced to a height of two inches.'
'effect': 'This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. Currently [[10*[[@{level-wizard}]] ]] cubic feet. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard (currently grows up to [[10*[[@{level-wizard}]] ]]%), increasing this amount in height, width, and weight.\n&emsp;All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.\n&emsp;Magical properties are not increased by this spell—a huge *sword +1* is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.\n&emsp;For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 × 1.6 = 9.6, rounded up). Currently target is at [[100+(10*[[@{level-wizard}]]) ]]% normal size and damage rolls are multiplied by [[1+([[@{level-wizard}]]/10)]]. Bonuses due to Strength, class, and magic are not altered.\n&emsp;The reverse spell, *reduce*, negates the *enlarge* spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by ⅒-inch increments to a minimum of ⅒ of an inch—the recipient cannot dwindle away to nothingness.\n&emsp;For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6⁄10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). Currently target is reduced by [[@{level-wizard}]] steps. Target is at [[{100-(10*[[@{level-wizard}]]),10}kh1]]% of its original size minus [[{[[@{level-wizard}]]-9,0}kh1]] additional steps and damage rolls are multiplied by [[{1-([[@{level-wizard}]]/10),0.1}kh1]] or lower. A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.\n&emsp;Area of effect for spells, spell-like abilities, breath weapons, gaze attacks, or similar abilities don’t change when a creature’s size changes. Though a gaze attack that actually requires an enemy to meet a creature’s gaze (as opposed to merely being looked at) might be; human-sized creatures, for example probably won’t look into the eyes of a medusa that has been reduced to a height of two inches.\n&emsp;**C&T:** If the *Combat & Tactics* system is used check the characters new size against the size categories from the *MONTROUS MANUAL™* to find new melee reach, knockdown die and base initiative. The size categories are: Tiny (up to 2’ tall); Small (2’+ to 4’); Man-sized (4’+ to 7’) Large (7’+ to 12’), +1 melee reach and knockdown; Huge (12’+ to 25’), +2 melee reach and knockdown; and Gargantuan 25’+), +3 melee reach and knockdown.'
};

wiz1['Erase'] = {
Expand Down Expand Up @@ -45540,10 +45541,11 @@ <h2>Monster Sheet specific</h2>
'reference': 'p. 174',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 353',
'errata': 'Sage Advice #195 p. 37-38\nSage Advice #206 p. 88\nSage Advice #240 p. 12\n',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.\n&emsp;The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2–4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).\n&emsp;The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic—while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes.\n&emsp;If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard’s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.\n&emsp;The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a *dispel magic* spell send them away.\n&emsp;Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavor from certain powerful entities, with dire results.}}{{style=center1 sheet-spell-fixed3 sheet-spell-min3}}{{cc1-1=bottom}}{{c1-1=**D20 Roll**}}{{c2-1=1–5}}{{c3-1=6–7}}{{c4-1=8–9}}{{c5-1=10–11}}{{c6-1=12–13}}{{c7-1=14–15}}{{c8-1=16–20}}{{cc1-2=bottom}}{{c1-2=**Familiar* **}}{{c2-2=Cat, black}}{{c3-2=Crow}}{{c4-2=Hawk}}{{c5-2=Owl}}{{c6-2=Toad}}{{c7-2=Weasel}}{{c8-2=No familiar available within spell range}}{{cs8-2=2}}{{cc1-3=bottom}}{{c1-3=**Sensory Powers**}}{{c2-3=Excellent night vision\n& superior hearing}}{{c3-3=Excellent vision}}{{c4-3=Very superior distance vision}}{{c5-3=Night vision equals human daylight\nvision, superior hearing}}{{c6-3=Wide-angle vision}}{{c7-3=Superior hearing & very\nsuperior olfactory power}}{{effects2=* The DM can substitute other small animals suitable to the area.'
'effect': 'This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.\n&emsp;The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2–4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).\n&emsp;The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic—while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes.\n&emsp;If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard’s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.\n&emsp;The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a *dispel magic* spell send them away.\n&emsp;Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavor from certain powerful entities, with dire results.}}{{style=center1 sheet-spell-fixed3 sheet-spell-min3}}{{cc1-1=bottom}}{{c1-1=**D20 Roll**}}{{c2-1=1–5}}{{c3-1=6–7}}{{c4-1=8–9}}{{c5-1=10–11}}{{c6-1=12–13}}{{c7-1=14–15}}{{c8-1=16–20}}{{cc1-2=bottom}}{{c1-2=**Familiar* **}}{{c2-2=Cat, black}}{{c3-2=Crow}}{{c4-2=Hawk}}{{c5-2=Owl}}{{c6-2=Toad}}{{c7-2=Weasel}}{{c8-2=No familiar available within spell range}}{{cs8-2=2}}{{cc1-3=bottom}}{{c1-3=**Sensory Powers**}}{{c2-3=Excellent night vision\n& superior hearing}}{{c3-3=Excellent vision}}{{c4-3=Very superior distance vision}}{{c5-3=Night vision equals human daylight\nvision, superior hearing}}{{c6-3=Wide-angle vision}}{{c7-3=Superior hearing & very\nsuperior olfactory power}}{{effects2=* The DM can substitute other small animals suitable to the area.\n&emsp;Quasits, pseudodragons, and imps can become familiars. Note that imps will serve only lawful evil characters and some neutral evil characters; quasits will serve only chaotic evil characters and some neutral evil characters; pseudodragons will serve only good characters. In any case, the chance to get such exotic familiars as these should be very small, perhaps only on a roll of a "1" or after the character casting the find familiar spell has taken extra steps to locate and attract the creature.'
};

wiz1['Friends'] = {
Expand Down Expand Up @@ -55603,11 +55605,11 @@ <h2>Monster Sheet specific</h2>
'reference': 'p. 253',
'book': 'PHB',
'book-compendium': 'Priest’ Spell Compendium Volume One p. 201',
'errata': 'Sage Advice #213 p. 85\nSage Advice #245 p. 17',
'errata': 'Dungeon Master Guide p. 161\nSage Advice #213 p. 85\nSage Advice #214 p. 78-79\nSage Advice #243 p. 22\nSage Advice #245 p. 17-18\nSage Advice #254 p. 24',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When the *detect magic* spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level ([[{10*[[@{level-priest}]],100}kl1]]%) to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.\n&emsp;*Detect magic* can detect an invisible creature’s magical aura, but not pinpoint the invisible creature’s exact location. See *DUNGEON MASTER Guide* p. 161.\n&emsp;Casting *detect magic* on a cursed item generally indicates the sphere of magic the cursed item is imitating, i.e. *cloak of poisonousness* that imitates *cloak of protection* would radiate the protection sphere.'
'effect': 'When the *detect magic* spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level ([[{10*[[@{level-priest}]],100}kl1]]%) to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, solid wood at least 1 yard thick, or a *wall of force*.\n&emsp;*Detect magic* can detect an invisible creature’s magical aura, but not pinpoint the invisible creature’s exact location. See *DUNGEON MASTER Guide* p. 161.\n&emsp;Casting *detect magic* on a cursed item generally indicates the sphere of magic the cursed item is imitating, i.e. *cloak of poisonousness* that imitates *cloak of protection* would radiate the protection sphere.'
};

pri1['Detect Poison'] = {
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1 change: 1 addition & 0 deletions ADnD_2E_Revised/html/changelog.html
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<h2 style="color: black;">Changes in <span name="attr_version"></span></h2>
<div class="sheet-announce-items">
<ul style="font-style:italic">
<li>Added better description for Open Door checks</li>
<li>Added notes for Head and Touch AC</li>
<li>Added notes for Touch-delivered spells</li>
<li>Added notes for wishing for ability scores</li>
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