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--git a/assets/images/Monsters/wolves.jpg b/assets/images/Monsters/wolves.jpg new file mode 100644 index 00000000..aff4d114 Binary files /dev/null and b/assets/images/Monsters/wolves.jpg differ diff --git a/assets/images/Monsters/wyvern.jpg b/assets/images/Monsters/wyvern.jpg new file mode 100644 index 00000000..34bca50d Binary files /dev/null and b/assets/images/Monsters/wyvern.jpg differ diff --git a/assets/images/hearth.png b/assets/images/hearth.png new file mode 100644 index 00000000..0e2d851b Binary files /dev/null and b/assets/images/hearth.png differ diff --git a/lang/en.json b/lang/en.json index 0cbfeecf..4d0c9e0f 100644 --- a/lang/en.json +++ b/lang/en.json @@ -81,7 +81,7 @@ "WITCHER.Actor.CoreStat.Rec": "REC", "WITCHER.Actor.DerStat.Vigor": "VIGOR", - "WITCHER.Actor.DerStat.HP": "HP", + "WITCHER.Actor.DerStat.HP": "Max HP", "WITCHER.Actor.DerStat.Sta": "STA", "WITCHER.Actor.DerStat.Resolve": "RESOLVE", "WITCHER.Actor.DerStat.Focus": "FOCUS", diff --git a/module/chat.js b/module/chat.js index 47b239bd..6fc7d5c8 100644 --- a/module/chat.js +++ b/module/chat.js @@ -1,13 +1,14 @@ -export async function RollCustomMessage(rollResult, template, extraData) { +export async function RollCustomMessage(rollResult, template, actor, extraData) { let templateContext = { ...extraData, roll: rollResult, tooltip: await rollResult.getTooltip() }; - + let speaker = ChatMessage.getSpeaker(actor) + speaker.alias = actor.data.name let chatData = { user: game.user._if, - speaker: ChatMessage.getSpeaker(), + speaker: speaker, roll: rollResult, content: await renderTemplate(template, templateContext), sound: CONFIG.sounds.dice diff --git a/module/sheets/WitcherActorSheet.js b/module/sheets/WitcherActorSheet.js index 2812d83a..8f47f3f0 100644 --- a/module/sheets/WitcherActorSheet.js +++ b/module/sheets/WitcherActorSheet.js @@ -186,7 +186,7 @@ export default class WitcherActorSheet extends ActorSheet { } let rollResult = new Roll(roll).roll() - await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/spell-chat.html", { + await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/spell-chat.html", this.actor, { type: "Spell Roll", title: spellItem.name, staCost: spellItem.data.data.stamina, @@ -244,7 +244,7 @@ export default class WitcherActorSheet extends ActorSheet { } let rollResult = new Roll(`1d10+${statValue}+${level}`).roll() - await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/profession-chat.html", { + await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/profession-chat.html", this.actor, { type: "Stats Roll", title: name, effet: effet, @@ -255,14 +255,14 @@ export default class WitcherActorSheet extends ActorSheet { async _onCritRoll(event) { let rollResult = new Roll("1d10x10").roll() - await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/crit-chat.html", { + await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/crit-chat.html", this.actor, { type: "Stats Roll", }) } async _onDeathSaveRoll(event) { let rollResult = new Roll("1d10").roll() - await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/stat-chat.html", { + await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/stat-chat.html", this.actor, { type: "Stats Roll", statName: "WITCHER.DeathSave", difficulty: this.actor.data.data.coreStats.stun.value @@ -313,7 +313,7 @@ export default class WitcherActorSheet extends ActorSheet { } let rollResult = new Roll("1d10").roll() - await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/stat-chat.html", { + await RollCustomMessage(rollResult, "systems/TheWitcherTRPG/templates/partials/chat/stat-chat.html", this.actor, { type: "Stats Roll", statName: statName, difficulty: statValue @@ -380,74 +380,74 @@ export default class WitcherActorSheet extends ActorSheet { content: `

${item.name} damage: ${formula}

`, buttons: { LocationRandomHuman: { - label: "Human", + label: "Random Human", callback: (html) => { let location = getRandomInt(10) switch(location){ case 1: - messageData.flavor= `

Attack: ${item.name}

Location: Head`; + messageData.flavor= `

Attack: ${item.name}

Location: Head
Effect: ${item.data.data.effect}
`; formula = `(${formula})*3`; break; case 2: case 3: case 4: - messageData.flavor= `

Attack: ${item.name}

Location: Torso`; + messageData.flavor= `

Attack: ${item.name}

Location: Torso
Effect: ${item.data.data.effect}
`; break; case 5: - messageData.flavor= `

Attack: ${item.name}

Location: R Arm`; + messageData.flavor= `

Attack: ${item.name}

Location: R Arm
Effect: ${item.data.data.effect}
`; formula = `(${formula})*0.5`; break; case 6: - messageData.flavor= `

Attack: ${item.name}

Location: L Arm`; + messageData.flavor= `

Attack: ${item.name}

Location: L Arm
Effect: ${item.data.data.effect}
`; formula = `(${formula})*0.5`; break; case 7: case 8: - messageData.flavor= `

Attack: ${item.name}

Location: R Leg`; + messageData.flavor= `

Attack: ${item.name}

Location: R Leg
Effect: ${item.data.data.effect}
`; formula = `(${formula})*0.5`; break; case 9: case 10: - messageData.flavor= `

Attack: ${item.name}

Location: R Leg`; + messageData.flavor= `

Attack: ${item.name}

Location: R Leg
Effect: ${item.data.data.effect}
`; formula = `(${formula})*0.5`; break; default: - messageData.flavor= `

Attack: ${item.name}

Location: Torso`; + messageData.flavor= `

Attack: ${item.name}

Location: Torso
Effect: ${item.data.data.effect}
`; } new Roll(formula).roll().toMessage(messageData) } }, LocationRandomMonster: { - label: "Monster", + label: "Random Monster", callback: (html) => { let location = getRandomInt(10) switch(location){ case 1: - messageData.flavor= `

Attack: ${item.name}

Location: Head`; + messageData.flavor= `

Attack: ${item.name}

Location: Head
Effect: ${item.data.data.effect}
`; formula = `(${formula})*3`; break; case 2: case 3: case 4: case 5: - messageData.flavor= `

Attack: ${item.name}

Location: Torso`; + messageData.flavor= `

Attack: ${item.name}

Location: Torso
Effect: ${item.data.data.effect}
`; break; case 6: case 7: - messageData.flavor= `

Attack: ${item.name}

Location: R Limb`; + messageData.flavor= `

Attack: ${item.name}

Location: R Limb
Effect: ${item.data.data.effect}
`; formula = `(${formula})*0.5`; break; case 8: case 9: - messageData.flavor= `

Attack: ${item.name}

Location: L Limb`; + messageData.flavor= `

Attack: ${item.name}

Location: L Limb
Effect: ${item.data.data.effect}
`; formula = `(${formula})*0.5`; break; case 10: - messageData.flavor= `

Attack: ${item.name}

Location: Tail or Wing`; + messageData.flavor= `

Attack: ${item.name}

Location: Tail or Wing
Effect: ${item.data.data.effect}
`; formula = `(${formula})*0.5`; break; default: - messageData.flavor= `

Attack: ${item.name}

Location: Torso`; + messageData.flavor= `

Attack: ${item.name}

Location: Torso
Effect: ${item.data.data.effect}
`; } new Roll(formula).roll().toMessage(messageData) } @@ -455,35 +455,35 @@ export default class WitcherActorSheet extends ActorSheet { LocationHead: { label: "Head", callback: (html) => { - messageData.flavor= `

Attack: ${item.name}

Location: Head`, + messageData.flavor= `

Attack: ${item.name}

Location: Head
Effect: ${item.data.data.effect}
`, new Roll(`(${formula})*3`).roll().toMessage(messageData) } }, LocationTorso: { label: "Torso", callback: (html) => { - messageData.flavor= `

Attack: ${item.name}

Location: Torso`, + messageData.flavor= `

Attack: ${item.name}

Location: Torso
Effect: ${item.data.data.effect}
`, new Roll(formula).roll().toMessage(messageData) } }, LocationArm: { label: "Arm", callback: (html) => { - messageData.flavor= `

Attack: ${item.name}

Location: Arm`, + messageData.flavor= `

Attack: ${item.name}

Location: Arm
Effect: ${item.data.data.effect}
`, new Roll(`(${formula})*0.5`).roll().toMessage(messageData) } }, LocationLeg: { label: "Leg", callback: (html) => { - messageData.flavor= `

Attack: ${item.name}

Location: Leg`, + messageData.flavor= `

Attack: ${item.name}

Location: Leg
Effect: ${item.data.data.effect}
`, new Roll(`(${formula})*0.5`).roll().toMessage(messageData) } }, LocationTail: { label: "Tail", callback: (html) => { - messageData.flavor= `

Attack: ${item.name}

Location: Tail or Wing`, + messageData.flavor= `

Attack: ${item.name}

Location: Tail or Wing
Effect: ${item.data.data.effect}
`, new Roll(`(${formula})*0.5`).roll().toMessage(messageData) } } diff --git a/module/witcher.js b/module/witcher.js index 232a8a05..6df7d8fd 100644 --- a/module/witcher.js +++ b/module/witcher.js @@ -11,7 +11,10 @@ with the Hand to Hand Table, page 48 of Witcher TRPG Handbook. @param {Actor} actor - The actor passed in from actor-sheet.js to have its properties updated */ function updateDerived(actor){ - + if (actor.data.data.customStats){ + return null; + } + console.log(actor.data.data.customStats) let thisActor = actor; let base = Math.floor((thisActor.data.data.stats.body.current + thisActor.data.data.stats.will.current)/2); let currentBody = thisActor.data.data.stats.body.current; @@ -80,7 +83,6 @@ function updateDerived(actor){ } let newResolve = Math.floor((thisActor.data.data.stats.will.current + thisActor.data.data.stats.int.current)/2*5); - console.log(meleeBonus) thisActor.update({ 'data.derivedStats.hp.max': newHP, 'data.derivedStats.sta.max': newSta, diff --git a/packs/armors.db b/packs/armors.db new file mode 100644 index 00000000..deaea41b --- /dev/null +++ b/packs/armors.db @@ -0,0 +1,60 @@ +{"name":"Racing Blinders","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"","quantity":1,"weight":0.1,"cost":125,"stopping":0,"reliable":0,"avail":"Everywhere","enhancements":0,"effect":"+2 to calm your mount","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/saddle.svg","effects":[],"_id":"0kBPBcpmL59sKkSp"} +{"name":"Pavise Shield","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"When ya want to protect your whole body, just put a ploughin’ wall between yourself and the en-emy, ya grab a pavise. These mon-sters are so large, standing near up to a human’s shoulders and wide as a dwarf, that ya can kneel behind ‘em and just wait out arrow storms.","quantity":1,"weight":4,"cost":500,"stopping":0,"reliable":20,"avail":"Poor","enhancements":0,"effect":"","encumb":1},"flags":{},"img":"modules/game-icons-net/blackbackground/checked-shield.svg","effects":[],"_id":"1FzHZV6oCdYsHYkx"} +{"name":"Saddle","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"","quantity":1,"weight":5,"cost":100,"stopping":0,"reliable":0,"avail":"Everywhere","enhancements":0,"effect":"No penalties for Riding","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/saddle.svg","effects":[],"_id":"1UgVp8Qtf1udHfj9"} +{"name":"Verden Archer's Hood","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Verden archers are a pretty tough lot. They don’t tend to wear much armor. Guess they don’t bother since the dryads just put a shaft into the cracks. Their armored hoods are good, though, woven tightly with a blue and black arrow pattern.","quantity":1,"weight":0.5,"cost":100,"stopping":3,"reliable":0,"avail":"Common","enhancements":1,"effect":"","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/hood.svg","effects":[],"_id":"1XXVBRDriPwdMFb6"} +{"name":"Aedirnian Gambeson","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"The Aedirnians probably had it the worst when Nilfgaard attacked. Lost their king—not even sure whether they had a new king be-fore a wave of black and gold hit ‘em. The Aedirnian gambeson’s ev-idence of that. Just a gambeson with scraps of leather and hardened hide stitched on here and there.","quantity":1,"weight":1.5,"cost":175,"stopping":5,"reliable":0,"avail":"Poor","enhancements":1,"effect":"","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/ninja-armor.svg","effects":[],"_id":"26SGy05VuyOWt0O4"} +{"name":"Scoia'tael Armor - Complete","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Can’t say every Scoia’tael wears this armor but the commanders of commandos generally do. Iorveth, Yaevin, and such. It’s good armor, designed to help ya blend into the background. Hate the Scoia’tael but their armor’s good.","quantity":1,"weight":12,"cost":2325,"stopping":20,"reliable":0,"avail":"Rare","enhancements":2,"effect":"Cover Head Torso and Legs","encumb":1},"flags":{},"img":"modules/game-icons-net/blackbackground/leather-armor.svg","effects":[],"_id":"4qQ38rijukaPO1Ks"} +{"name":"Gnomish Dragon Armor - Complete","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Gnomes aren’t normally cavalry-men, for obvious reasons, heh. But they have made armor for the hu-man cavalry commanders of Nilf-gaard. It’s light plate armor. Black with a blue sheen to it and gnomish etchwork all over it. Holds up real well in jousts and on the field.","quantity":1,"weight":20,"cost":2850,"stopping":25,"reliable":0,"avail":"Rare","enhancements":2,"effect":"Resistance(Slash, Piercing), Cover Head Torso and Legs","encumb":2},"flags":{},"img":"modules/game-icons-net/blackbackground/leather-armor.svg","effects":[],"_id":"598RPLL3R977p6dR"} +{"name":"Kaedweni Shield","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Kaedweni shield’s not much differ-ent from a Temerian shield. Only difference is the dark iron they use on the faces. They’re heavier, but they’re also tougher.","quantity":1,"weight":2.5,"cost":400,"stopping":0,"reliable":14,"avail":"Poor","enhancements":1,"effect":"","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/bordered-shield.svg","effects":[],"_id":"7CGK5hYbFvzEGbRH"} +{"name":"Calvalry Saddle","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"","quantity":1,"weight":6,"cost":325,"stopping":0,"reliable":0,"avail":"Poor","enhancements":0,"effect":"+1 Ctrl for attacking, Built-in sheath for a weapon","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/saddle.svg","effects":[],"_id":"8DOysXI67NkWRqi1"} +{"name":"Elven Shield","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Don’t see these much anymore. Guess guerilla tactics don’t lend themselves to shield and sword combat. Or the brave rebels are too concerned with not looking like cowards. Either way the elven shield’s a beautiful piece. Built like a kite shield, with gold inlays and leaf patterns.","quantity":1,"weight":3,"cost":700,"stopping":0,"reliable":25,"avail":"Rare","enhancements":2,"effect":"","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/edged-shield.svg","effects":[],"_id":"8eD5DHyp2ptKGFRa"} +{"name":"Hindarsfjall Heavy Chausses","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Hindarsfjall heavy armor has chausses. They’re basically trousers made of chain mail. Tough stuff too. Most people don’t bother with heavy leg armor but chain’s a good way to go about it. Very flexible.","quantity":1,"weight":5,"cost":650,"stopping":25,"reliable":0,"avail":"Rare","enhancements":3,"effect":"","encumb":1},"flags":{},"img":"modules/game-icons-net/blackbackground/leg-armor.svg","effects":[],"_id":"8giW1OPAg46HeiTS"} +{"name":"Fiber","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"enhancement","data":{"description":"","quantity":1,"weight":0.5,"cost":40,"avail":"Everywhere","effect":"Bleed Resistance","stopping":1,"bludgeoning":false,"slashing":false,"percing":false},"flags":{},"img":"modules/game-icons-net/blackbackground/rolled-cloth.svg","effects":[],"_id":"B2PTRIQVYdE1L3OK"} +{"name":"Armored Hood","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"In the wilds, where ya need a bit more vision, people wear hoods. ‘specially the elves. Made of heavy leather, thick twine, and layers of linen. They’re treated to be hard enough to stop a slash or a bolt from a small hand crossbow.","quantity":1,"weight":1.5,"cost":350,"stopping":14,"reliable":0,"avail":"Common","enhancements":0,"effect":"","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/hood.svg","effects":[],"_id":"BX4SZE64XjtMJmfT"} +{"name":"Gnomish Chain - Complete","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Heh, gnomish chain mail is sol-id black an’ covers the whole body with a coif, hauberk, and chausses. Beautiful, simple, and easy to wear. The rings’re tiny and strong so the chain’s light.","quantity":1,"weight":5,"cost":975,"stopping":10,"reliable":0,"avail":"Rare","enhancements":1,"effect":"Resistance: Slas; cover Head Torso and Legs","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/chest-armor.svg","effects":[],"_id":"CpJRynv9tHu682Yl"} +{"name":"Double Woven Hood","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Hoods can be armored pretty easily. Addin’ leather, chain, and such like that. These hoods are woven tighter than any other to make it harder for weapons to penetrate ‘em. Heh, sim-ple and effective.","quantity":1,"weight":1,"cost":175,"stopping":5,"reliable":0,"avail":"Common","enhancements":1,"effect":"","encumb":0},"flags":{},"img":"modules/game-icons-net/blackbackground/hood.svg","effects":[],"_id":"DeZvNHErs7Y9CWwJ"} +{"name":"Plate Armor","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Plate armor’s the fare of knights and kings. It’s tough steel plating, fitted to the body of the wearer. Heh, it’s a bit heavy and sometimes stiff but it’ll stop a ton of damage. It can be simple and basic but it can also be gaudy as all hell.","quantity":1,"weight":14,"cost":625,"stopping":20,"reliable":0,"avail":"Rare","enhancements":1,"effect":"","encumb":2},"flags":{},"img":"modules/game-icons-net/blackbackground/breastplate.svg","effects":[],"_id":"EvxTR3tNhLiitFFl"} +{"name":"Lyrian Leather Trousers","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"armor","data":{"description":"Lyrian leather, fashioned into trou-sers. Heh, rough stuff and it doesn’t breathe much, but yeah, it’ll keep your legs nice and safe. 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Axe","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"diagrams","data":{"description":"","quantity":1,"weight":0.1,"cost":306,"type":"weapon","level":"novice","isFormulae":false,"craftingDC":10,"alchemyDC":0,"craftingTime":"3 Hour","components":"Hardened Timber(x1), Steel(x1), Hardened Leather(x1), Leather(x1), Resin(x4)","investment":148,"learned":false,"alchemyComponents":{"vitriol":0,"rebis":0,"aether":0,"hydragenum":0,"vermilion":0,"sol":0,"caelum":0,"fulgur":0}},"flags":{},"img":"scroll-unfurled.png","effects":[],"_id":"zX9WGbsldqyr8S6K"} diff --git a/packs/magic.db b/packs/magic.db new file mode 100644 index 00000000..59bed848 --- /dev/null +++ b/packs/magic.db @@ -0,0 +1,122 @@ +{"name":"Telekinesis","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"3","roll":"","effect":"Telekinesis allows you to lift and manipulate an object (up to 5 ENC per 1 point of Spell Casting) as though you were holding it.","range":"5m","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"052DhsEGWgM9D55q"} +{"name":"Igni","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":["novice","basic"],"source":"Witcher Signs","domain":"","stamina":"Variable","roll":"","effect":"Igni throws out a wave of sparks and fire which does 1d6 damage per STA point spent and has a 50% chance of lighting anything it hits on fire. Igni always deals damage to the torso unless used at point blank range. When used at point blank range Igni can be aimed at body locations.","range":"2m Cone","duration":"Immediate","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"0MWEROW1MkGmAvIL"} +{"name":"Cleansing Ritual","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"3","roll":"","effect":"Cleansing Ritual cleanses one target’s body of poisons or diseases. When activated, the caster makes a Ritual Crafting check against a specific DC to cleanse the target’s body. Alcohol and drugs are reasonably easy, with a DC of 12. Poisons and oils are harder, with a DC of 15. Major illnesses are very dificult to cleanse, with a DC of 18. Cleansing Ritual cannot cure plagues such as Catriona.","range":"","duration":"Immediate","defence":"","components":"Chalk(x2), Spirits(x1), Mistletoe(x2), Crow’s Eye(x1), Balisse Leaves(x1)","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"Variable","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"0Ox8pTAsQ9BslQ4R"} +{"name":"Transmutation","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"earth","domain":"","stamina":"25","roll":"","effect":"Transmutation allows you to change the properties of a mineral or metal. You can change one unit of metal into any other metal, or change an imperfect gem into a perfect gem suitable for magic. Dimeritium or other metals in contact with dimeritium cannot be created or changed by this spell.","range":"2m","duration":"Permanent","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"0SFQJlVxfVC4lkWp"} +{"name":"Freshen Air","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"2","roll":"","effect":"Freshen Air allows you to clear a 4m radius area (centered around you) of any smoke, poison, or any other tainted air for the duration of the spell.","range":"4m Radius","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"1MNDHg5582HvKcst"} +{"name":"Flaming Vortex","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"fire","domain":"","stamina":"15","roll":"","effect":"Flaming Vortex creates a flaming tornado 2m wide. You can direct the tornado to move a number of meters equal to your Spell Casting skill value per turn. If it runs over or into a target, make a Spell Casting roll versus their Dodge/Escape roll. If they fail, they take 5d6 damage and have a 50% chance of being set on fire. The vortex will not travel beyond the spell’s range.","range":"10m","duration":"Active (4 STA)","defence":"Dodge","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"1OV399fW4dfJcESB"} +{"name":"Luck of the Father","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"arch priest","domain":"","stamina":"16","roll":"","effect":"Deity: Kreve\nWith power granted to you by Kreve, the All-Father, you gather divine providence to you. For the duration of the spell you can spend a number of LUCK points equal to your Spell Casting skill value times 3. You can augment any rolls you make, but can also impose penalties or grant bonuses to the roll of anyone within 10m.","range":"Self//10m","duration":"1 Hour","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"1fKsXaKsVb9JPP9Y"} +{"name":"Primal Reservoir","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"journeyman","source":"druid","domain":"","stamina":"6","roll":"2d6","effect":"Primal Reservoir allows you to tap into the primal power of a target and awaken it. It grants them a +2 to Melee Damage, but a -2 to INT for the duration of the spell.","range":"5m","duration":"2d6 Rounds","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"2FTxeHkmwSqeyGIX"} +{"name":"Dervish","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"air","domain":"","stamina":"22","roll":"","effect":"Created by a mysterious Ofieri magician, Dervish allows you to create a 2m tornado around yourself. This tornado immediately redirects ranged attacks as per Gwynt Troelli and acts a Zephyr spell against anyone within 2m of you. You cannot run while within this tornado, or make attacks out of it. But if you move within 2m of a target they are effected by Zephyr.","range":"2m Radius","duration":"Active (6 STA)","defence":"Dodge","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"2RlFExZPnAPXOQle"} +{"name":"The Hex of the Beast","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Hexes","level":"","source":"Hexes","domain":"","stamina":"12","roll":"","effect":"The Hex of the Beast makes the target anathema to animals and beasts. Any time the target comes within 10m of an animal that animal will react poorly to the subject, giving them a -3 to Wilderness Survival for handling animals. Each time they come within 10m of an animal there is a 50% chance the animal will attack.","range":"","duration":"","defence":"","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"High","liftRequirement":"The subject must gather a small live animal of some sort, 2 units of mistletoe, 1 unit of phosphorus, 2 units of crow’s eye, 3 units of mandrake root. Under a full moon the subject must cut the throat of the animal and consume its blood. Then the animal’s body must be wrapped in bundles of mistletoe, crow’s eye, and mandrake root and placed in an open fire. As the scales or fur of the animal start to burn away, the phosphorus must be thrown into the fire. When the fire has burned out the subject must remove the bones of the animal and wear them on their person for a full day."},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"2moYgwjGnbIsGic2"} +{"name":"Blessing of Healing","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"journeyman","source":"druid","domain":"","stamina":"5","roll":"","effect":"Blessing of Healing jumpstarts a target’s healing, allowing them to heal at 3 points per round. This blessing can be used multiple times to heal a critical wound.","range":"2m","duration":"Active (3 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"4zETZnhKuT3ER0xE"} +{"name":"Pyromancy","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"5","roll":"","effect":"Pyromancy allows you to stare into a burning fire and witness events that are currently happening. Pyromancy is more dangerous than Hydromancy, making it harder to maintain and impossible to peer backwards. However, it is easier to view events that are currently happening. Similarly to Hydromancy, a mage you view can sense the augury with a Magic Training roll that beats your Ritual Crafting roll.","range":"","duration":"Active (4 STA)","defence":"","components":"A Small Fire, Fifth Essence(x2), Ashes(x2), Calcium Equum(x5), Crow’s Eye(x2), Wax(x2)","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"15","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"5ZikanWknsiNhEKw"} +{"name":"Blessing of Love","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"preacher","domain":"","stamina":"2","roll":"1d10","effect":"The Blessing of Love gives the caster a +3 to Charisma and Seduction for the duration of the invocation.","range":"5m","duration":"1d10 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"5vb4gS8CqRPkSN5W"} +{"name":"Urien's Shelter","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"3","roll":"1d6","effect":"Urien’s Shelter, created by the nautical air magician Urien of Cidaris, allows you to negate hostile weather effects in an 8m radius centered on you. This negates extreme heat, extreme cold, rain, and snow.","range":"8m Radius","duration":"1d6 Hours","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"6AGTbJqTJ1bE2J5J"} +{"name":"Aenye","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"fire","domain":"","stamina":"5","roll":"4d6","effect":"Aenye allows you to throw a ball of pure fire at an opponent within the range of the spell. This ball of fire does 4d6 damage and has a 75% chance of lighting the target on fire.","range":"12m","duration":"Immediate","defence":"Dodge, Block or Magic Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"7h85btYJ3OABmbxa"} +{"name":"Merigold’s Hailstorm","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"wather","domain":"","stamina":"15","roll":"2d6","effect":"Named for its creator Triss Merigold, ex-advisor of King Foltest of Temeria, Merigold’s Hailstorm creates a hailstorm encompassing the area of the spell. Everyone within the storm must make a Dodge/Escape check at a DC equal to your Spell Casting check each round or take 2d6 damage to a body part.","range":"30m Radius","duration":"Active (4 STA)","defence":"Dodge","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"7zfbEEVgLItG6ZHJ"} +{"name":"Control Water","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"5","roll":"","effect":"Control Water allows you to control the speed at which a body of water is moving and in what direction it’s moving for the duration of the spell. This can be used to slow swimming targets by half, speed up ships by half, or slow or halt river currents.","range":"10m","duration":"Active (2 STA)","defence":"DC set by the GM","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"8gPdYY04s9YEMvsh"} +{"name":"Spirit Seance","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"5","roll":"","effect":"Spirit Seance contacts the spirit of a dead person. The seance brings the soul back as a specter with the sentience of the original person. The specter retains all memories, including the memory of their death, and can be spoken with at its burial site. The specter cannot be sent back to the realm of the dead except at its own choice, or by killling it. The Seance will summon the spirits of anyone of the same bloodline within 20m so using this spell in family crypts is not advised.","range":"","duration":"Permanent","defence":"","components":"Some Blood of the Deceased or a Relative, Mandrake Root(x1), Sewant Mushrooms(x2), Wolfsbane(x2), Sulfur(x2)","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"12","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"8psjoT2FbUVfpVrx"} +{"name":"Nature’s Sight","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"druid","domain":"","stamina":"2","roll":"","effect":"Nature’s Sight allows you to see creatures that are not natural to this realm. This allows you to see monsters within 50m, even through obstacles. Monsters seen in this view appears as glowing versions of themselves.","range":"Self","duration":"Active (1 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"8uR6DH1lGdNI7SZB"} +{"name":"Consecrate","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"journeyman","source":"Rituals","domain":"","stamina":"12","roll":"","effect":"Consecrate creates a magic circle which temporarily repels monsters. This circle can be up to 10m in radius and forces any monster that tries to enter the area to roll a Resist Magic check at a DC equal to the Ritual Crafting check used to create the circle. Spell effects generated by monsters cannot enter the circle, but non-magical projectiles thrown by monsters ignore it. A monster that makes a successful roll to enter the circle can remain in it, but must make another roll to exit the circle. If you are using the traditional rules for monster vulnerabilities, you must use silver for monsters vulnerable to silver and meteorite for monsters vulnerable to meteorite.","range":"","duration":"Until Dispelled","defence":"","components":"Fifth Essence(x5), Infused Dust(x2), Chalk(x4), Silver or Meteorite(x5)","alternateComponents":"","preparationTime":"10 Rounds","dificultyCheck":"18","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"95Miyjk0nUDRJFIZ"} +{"name":"Seirff Haul","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"fire","domain":"","stamina":"10","roll":"2d10","effect":"Seirff Haul creates a number of serpents from fire magic that swarm over a target. The target is grappled and on fire until they make a Dodge/Escape check vs. your Spell Casting roll. Every round that the target fails the Dodge/Escape check, the DC rises by 1 point as the serpents tighten.","range":"10m","duration":"2d10","defence":"Dogdge","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"9DsJlI3XuZhCoKno"} +{"name":"Melgar’s Fire","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"fire","domain":"","stamina":"25","roll":"4d6","effect":"This spell is well known for sowing chaos on the fields of the Pontar Valley. Melgar’s Fire allows you to rain balls of fire from the sky over a huge area. Anyone (except you) in the area has a 75% chance of being struck by a ball of fire. If they miss this roll, they must defend at a DC equal to your Spell Casting check or take 4d6 damage to a random location and have a 75% chance of being ignited.","range":"40m Radius","duration":"2d6 Rounds","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"9FPQ3ugQahTtIFHA"} +{"name":"Carys' Hail","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"3","roll":"1d6","effect":"Named for its creator Carys of Cintra, this spell hurls pellets of ice at high speeds at 1 opponent. For every 1 point you roll over your opponent’s Dodge/Block (maximum 5), you deal 1d6 damage and have a 25% chance to freeze your opponent. Each roll counts as its own separate attack when determining location and dealing damage.","range":"5m","duration":"Immediate","defence":"Dodge, Block or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"9Kcyw2XB7e86fkfg"} +{"name":"Tryferi Gaeaf","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"wather","domain":"","stamina":"22","roll":"1d10","effect":"Tryferi Gaeaf allows you to shoot a number of 2m spikes of ice equal to half your Spell Casting skill value at any number of targets within range. These spikes do 5d6 points of damage and, if they do damage through armor, freeze the opponent and do 2 point of damage each round until they are broken off with a DC:20 Physique check or by doing 20 points of damage to them. Otherwise, these spikes last for the duration of the spell. Each attack resolves separately.","range":"20m","duration":"1d10 Rounds","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"9ecvvnVGk82bxCmv"} +{"name":"Divine Wisdom","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"preacher","domain":"","stamina":"10","roll":"","effect":"Divine Wisdom searches with a powerful augury for the answer to a question. This answer cannot predict the future. The GM sets your DC based on the secrecy of the information.","range":"50m","duration":"Active (5 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"9pmIU6oF15xKkUxb"} +{"name":"White Flame","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"arch priest","domain":"","stamina":"16","roll":"","effect":"Deity: The Great Sun\nSummoning the power of the Great Sun, you create a bright aura of White Fire which lights the surrounding area to the level of bright light. This aura of fire doesn’t burn anyone who touches it but does thaw anyone in the spell’s area, and dispels water-based spells in the area. Water-based spells can only be cast in the area of the spell if the caster’s Spell Casting check beats that of the Priest of the Great Sun. On top of this, any monster in the area that is vulnerable to sunlight takes double the normal penalties.","range":"10m Radius","duration":"1 Hour","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"AmemGQVUj6CBLtst"} +{"name":"Rhywystr Graig","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"earth","domain":"","stamina":"15","roll":"2d10","effect":"Rhwystr Graig allows you to create a 2m by 3m rock wall with 30 points of SP anywhere within 10m with any facing. This wall remains until de-stroyed.","range":"20m","duration":"Until Destroyed","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"AtC6OAEZcUoWPQF8"} +{"name":"Telepathy","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"2","roll":"","effect":"Telepathy allows you to communicate telepathically with one subject for the duration of the spell. Telepathy crosses language barriers.","range":"N/A","duration":"Active (1 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Bmz7GE1dZ3CMf1Nd"} +{"name":"Standing Portal","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"mixedElements","domain":"","stamina":"22","roll":"","effect":"Standing Portal creates a 1m by 2m floating portal up to 10m from you. Stepping through this portal teleports you anywhere you can recall. The portal can transport anything that fits through it. If you end the portal while something is partially through, the portal slices the object (or creature) in two. The person is counted as being dismembered, as per the Critical Wound. You can create a portal to a location you don’t know as per Teleportation.","range":"N/A","duration":"Active (6 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Cc7gMvoONqbSrDGS"} +{"name":"Dormyn's Fog","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"3","roll":"","effect":"Created by Dormyn of Gemmera, Dormyn’s Fog creates an area with a 10m radius, centred on you, of thick fog which puts anyone in it at a -3 to Awareness and limits vision range to 4m.","range":"10m Radius","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"D8X6kcTMdtN1rmsm"} +{"name":"Puro Dwr","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"2","roll":"1d10","effect":"Puro Dwr allows you to purify 1 cubic meter of water. This negates poison and disease, but will not force living creatures out of it. If cast on a small part of a larger body of polluted water, the water will begin to pollute again after the duration of the spell ends.","range":"4m","duration":"1d10 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"DYvqNFpwBOYBqvXS"} +{"name":"Waves of the Naglfar","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"wather","domain":"","stamina":"10","roll":"4d6","effect":"Created by a mage who claimed to have witnessed the ride of the Wild Hunt, this spell creates a wave of ice magic that spreads out 3m from you in all directions. Anyone who doesn’t dodge or block the spell is frozen and takes 4d6 damage.","range":"3m Radius","duration":"Immediate","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Dep5hJYswwZ2d0sJ"} +{"name":"Adenydd","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"4","roll":"","effect":"Adenydd allows you to lighten yourself slightly and create a simple glide path when falling. This means for each 2m you fall you travel 2m in a direction. If you make it to the ground within the duration of the spell you take no damage.","range":"Self","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"EmIjFv60kawLrTls"} +{"name":"Dispel","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"","roll":"","effect":"Dispel allows you to end a spell/ritual/hex within the range of this spell. This spell can cancel magic with a duration and block magic attacks with or without physical components. To cancel a magical effect you must spend half as many vigor points as the caster spent to cast the magic and make a spell Casting roll that beats their casting roll.","range":"10m","duration":"Immediate","defence":"spell Casting","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"FVA9yyhh2nI7h9Zu"} +{"name":"Nature’s Gift","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"druid","domain":"","stamina":"var","roll":"","effect":"Nature’s Gift grows a small cluster of edible plants in soil of any kind. These plants are enough to sustain a number of people equal to the number of STA points spent for 1 day.","range":"2m","duration":"Immediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"GOtRMmuY8mB42JvP"} +{"name":"Sigil of the Hidden","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"druid","domain":"","stamina":"2","roll":"","effect":"Drawing the Sigil of the Hidden covers a 3m area in branches, foliage, and other natural elements to provide complete visual cover. tHis grants you a +5 to Stealth, but immobilizes those inside and must be cast again to uncover yourself. You can cut away the brush by doing 10 points of damage to it.","range":"Self","duration":"Until Dispelled","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"GUtGHb4D7Msd9i8U"} +{"name":"Cadfan's Grasp","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"fire","domain":"","stamina":"4","roll":"1d6","effect":"Cadfan’s Grasp, named for the magician and smith Cadfan of Ebbing, allows you to superheat a metal item, making it impossible to hold. The spell can also heat weapons to give +2d6 damage and a 50% chance to ignite a target.","range":"8m","duration":"1d6 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"GkYLHREGmqyX5j63"} +{"name":"Part Water","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"wather","domain":"","stamina":"25","roll":"","effect":"Part Water allows you to create an open area in a body of water, up to 10m by 100m by 10m. Fish, monsters, and other creatures in the water are swept back with the water. You can pass in and out of the wall as easily as stepping in or out of a body of water without disturbing the walls. If used while in the water the the effect pushes the caster aside as well. The area can be summoned in any orientation, even vertical.","range":"10m Radius","duration":"Active (6 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"He93iHr3VhN0ZVgT"} +{"name":"The Nightmare","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Hexes","level":"","source":"Hexes","domain":"","stamina":"8","roll":"","effect":"The Nightmare forces the subject to relive the same horrifying nightmare. Every night the subject must make a Resist Coercion check at a DC equal to the Hex Weaving roll the caster made to hex them. If they succeed they manage to get a full, though restless, night’s sleep. If they fail, they barely sleep and do not recover STA or HP during the night. If they fail 3 nights in a row they halve their Stamina and take a -2 to all actions until they can get a full night’s rest.","range":"","duration":"","defence":"","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"Medium","liftRequirement":"The subject must gather 5 candles, 5 units of beast bones, and 1 unit of glowing ore. The night of the ceremony the subject must arrange the candles in a circle around them, linked by bones, and place the glowing ore under their head. If the subject is able to sleep through the night they will be freed of the hex."},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"HjRnlhh6DSqIUyOv"} +{"name":"Eternal Judgement","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"arch priest","domain":"","stamina":"16","roll":"","effect":"Deity: The Eternal Fire\nUsing the power granted to you by the Eternal Fire, you cause a target to burst into a bright white fire, tinged with red. The fire does double the normal fire damage and cannot be extinguished except by magic, or by completely submerging underwater for 3 rounds. Anything that touches this magical fire ignites with normal fire and can be put out in one full round.","range":"10m","duration":"Until Put Out","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"I89TD74SJuxmOQXZ"} +{"name":"Earthen Spike","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"earth","domain":"","stamina":"5","roll":"5d6","effect":"Earthen Spike creates an angled stalagmite to stab up into the target. This spike does 5d6 damage and remains until destroyed. It can be destroyed by doing 20 points of damage to it.","range":"6m","duration":"Immediate","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"IcSOL8ij69KYvJzQ"} +{"name":"Blessing of Fortune","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"preacher","domain":"","stamina":"1","roll":"","effect":"The Blessing of Fortune gives the target LUCK points equal to half the value you rolled over DC:12 (max 5).","range":"10m","duration":"Until Expended","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"JFPwOJsGem2I0yqB"} +{"name":"Elgan's Theory","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"earth","domain":"","stamina":"10","roll":"2d10","effect":"Elgan’s Theory was discovered by Elgan of Verden who travelled to the heart of Mahakam and worked for years studying earth magic. The spell allows you to magnetize a metal object within 8m. Anything metal within 2m is drawn and sticks to the magnet. It takes a DC:18 Physique check to pry an object off. All metal that sticks to someone’s weapons or armor counts against their ENC.","range":"8m","duration":"2d10 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Jbhaxtkn5AcSzwOs"} +{"name":"Magical Message","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"3","roll":"","effect":"Magical Message records a message of up to 5 minutes into a gemstone or piece of glass etched with a magical sigil. You can set up to 3 specific triggers that activate the message. Once played, the message goes dormant until another trigger occurs. When triggered, an illusion of the caster appears and gives the message. When crafted with a perfect gemstone, the message appears as clear as if the ritual crafter were truly there.","range":"","duration":"Permanent","defence":"","components":"Glass(x1), Fifth Essence(x1), Quicksilver Solution(x1)\nAlternate Components: Perfect Gemstone","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"12","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Jg4W6khJuYLjD09L"} +{"name":"Raise Flame","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"fire","domain":"","stamina":"3","roll":"","effect":"Raise Flame allows you to spread an existing fire at a speed of 2m per round in any direction, dull down a fire to a weak blaze (lowering the fire damage by 1), or intensify the fire (raising the fire damage by 1).","range":"10m","duration":"ACtive (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"K7Q8XaigVOwZzv5f"} +{"name":"The Devil’s Luck","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Hexes","level":"","source":"Hexes","domain":"","stamina":"8","roll":"","effect":"The Devil’s Luck plagues the subject with bouts of bad fortune. In situations of high stress such as combat or when performing any task with a deadline or a DC higher than 15, the subject rolls a fumble on a natural 1 or 2.","range":"","duration":"","defence":"","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"Medium","liftRequirement":"The subject must hammer a silver nail into their door frame and hang 2 units of wolvesbane, tied with a lock of virgin’s hair, from it. Finally the subject must stand under the silver nail, set fire to the bundle of wolvesbane and virgin hair, and breath deeply."},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"KWX4hbjxnUa2hLIg"} +{"name":"Healing Rest","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"arch priest","domain":"","stamina":"16","roll":"","effect":"Deity: Melitele\nWith the power granted to you by Melitele, the mother goddess, you can place a number of people equal to the value of your Spell Casting skill into a deep coma in which their bodies heal themselves. They cannot act for the entirety of the rest and are unaware of their surroundings even if touched, moved, or attacked. At the end of the rest, targets revive at full health. If they had any critical wounds that had been treated, these wounds have been healed. This does not remove permanent penalties from Deadly Critical Wounds.","range":"5m","duration":"1 Day","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"L99JEwtS8100Q8D8"} +{"name":"Zephyr","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"5","roll":"1d6","effect":"Zephyr allows you to shoot out a burst of wind that blasts anyone within 2m of you back a number of meters equal to the number of points you rolled over their defense. This attack does only 1d6 damage, but if your opponent hits something they suffer ramming damage.","range":"2m Radius","duration":"Immediate","defence":"Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Le1PuB5tlT3XO5Sh"} +{"name":"Aard Sweep","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":"journeyman","source":"alternate","domain":"","stamina":"Variable","roll":"","effect":"Aard now shoots a burst of telekinetic force around you. For each STA point spent, everything caught in the burst has a 10% chance of being knocked to the ground and staggered. The burst travels out in all directions as a sphere. Flying creatures struck with Aard Sweep are knocked out of the air as well as being knocked down.","range":"4m Radius","duration":"Immediate","defence":"Dodge","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"MSRQfdEcbTDu5tu6"} +{"name":"The Hex of Shadows","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Hexes","level":"","source":"Hexes","domain":"","stamina":"4","roll":"","effect":"The Hex of Shadows creates whispers in the shadows, and silhouettes around corners. The subject must make random Awareness checks with an unspecified DC, always almost catching a glimpse of something or someone. The awareness checks are never a real threat, just visions.","range":"","duration":"","defence":"","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"Low","liftRequirement":"The subject must bring a bowl of clear water, a branch from a white myrtle bush, and a bottle of ink to a clearing under a crescent moon. When the moon is at its highest the subject must pour the ink into the water, dip the branch in the mixture, and shake droplets in a circle around themselves while holding their breath."},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Mmgp6FC355XVLSUq"} +{"name":"Blessing of Death","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"arch priest","domain":"","stamina":"16","roll":"","effect":"Deity: Corram Agh Tera\nSummoning the power of the Lion-Headed Spider, you cut the ties of life holding a target to this world. The target must roll Resist Magic or be thrust into Death state as if by taking normal damage. However if they are treated with a successful First Aid or Healing Hands roll at a DC of 16, they immediately recover their previous number of Health Points.","range":"10m","duration":"Immediate","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"MxRweaZ8RTtSd5Ep"} +{"name":"Magic Flare","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"fire","domain":"","stamina":"2","roll":"1d6","effect":"Magic Flare creates a bright flash above you. Everyone within an 8m radius must make a resistance check or be blinded for 1d6 rounds. This flare can be seen for 10 kilometers.","range":"8m Radius","duration":"Immediate","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"NjkSriivbVIAJ7Sx"} +{"name":"Mind Manipulation","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"3","roll":"1d10","effect":"Mind Manipulation allows you to force one target to feel one of the following emotions for the duration of the spell: hatred, love, depression, or euphoria.","range":"5m","duration":"1d10 Hours","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"NpPDl3ypIsnYNTCF"} +{"name":"Talfryn's Prison","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"earth","domain":"","stamina":"3","roll":"","effect":"Talfryn’s Prison is named for Talfryn of Nazair, a treacherous knight who was trapped for three days in the garden of the magician Drystan. The spell allows you to bind a target in roots. The roots take 15 points of damage to break. Otherwise a Dodge/Escape check must be made at a DC equal to your original Spell Casting roll to escape.","range":"10m","duration":"Undil Destroyed","defence":"Dodge or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"NsmLUpCqICM5c4es"} +{"name":"Ritual of Magic","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"3","roll":"","effect":"The Ritual of Magic creates a magic circle which bolsters magical tolerance, granting a bonus to Vigor Threshold equal to half the caster’s Ritual Crafting skill value. This benefit is bestowed on the first person with magical ability to enter the circle and focus on it, and lasts for 5 hours. Alternatively, the caster can expend the circle to gain 1d6/2 units of Fifth Essence.","range":"","duration":"One Use","defence":"","components":"Chalk(x2), Glass(x2), Sulfur(x2), Infused Dust(x1)","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"15","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"OPlyxpxffeQSZHhp"} +{"name":"Mental Command","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"mixedElements","domain":"","stamina":"25","roll":"","effect":"Mental Command allows you to plant an order in the mind of a target. This command must be executed to the letter by the target. If the command is something the target would never do, they get a +5 to their Resist Magic check.","range":"10m","duration":"Until Task is Done","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"OaWKxKTfLU3z02Hk"} +{"name":"Magic Compass","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"3","roll":"1d6","effect":"Magic Compass allows you to instantly determine the direction to a place you have been before. Alternately, the spell tells which direction is north.","range":"Self","duration":"1d6 Hours","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"PG7TpkCbXcUsYFeK"} +{"name":"Quen","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":["novice","basic"],"source":"Witcher Signs","domain":"","stamina":"V","roll":"","effect":"Quen creates a shield with 5 Health Points per point of Stamina spent to protect you. If you fail (or choose not to or are unable to) to defend against an attack or effect which causes damage, the damage is first applied to the Quen shield. Lethal and non-lethal damage reduce the Quen shield’s Health Points equally. If the shield is reduced to 0 Health any remaining damage is applied to you as per normal and must penetrate your armor and damage resistances to impact your Health Points or Stamina just like any other attack. Quen can be used to defend against any spell which can be Blocked but is ineffective against damage caused by spells which cannot be Blocked or against damage caused by already being poisoned, having a disease, or suffocation due to a lack of oxygen in the surrounding area. You cannot cast Quen again until your current Quen shield has been exhausted or the duration ends.","range":"Self","duration":"10 rounds or until exhausted","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"PJvIQ2cTg8M3kYce"} +{"name":"Browyn's Gust","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"2","roll":"1d6","effect":"Bronwyn’s Gust is named after the Skellige mage and raider, Bronwyn Deadeye. The spell allows you to knock a target back a number of meters equal to the number of points you rolled over the opponent’s defense. This attack only does 1d6 damage, but if your opponent strikes something they take ramming damage.","range":"2m","duration":"Immediate","defence":"Dodge or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"POK1iSe87NulKqsL"} +{"name":"Fire Stream","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":"journeyman","source":"alternate","domain":"","stamina":"V","roll":"","effect":"Igni now throws out a constant stream of fire and sparks from your hand which does 1d6 damage per STA point spent, and has a 75% chance of lighting the opponent on fire. Fire Stream must be maintained every round with a number of STA points equal to 1/2 the number of STA points spent to cast the sign. You can switch targets on your turn and the stream can be aimed at body locations.","range":"3m","duration":"Active (1/2 Initial STA)","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"PS1zvkzNJKCGd3aS"} +{"name":"Holy Fortification","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"journeyman","source":"preacher","domain":"","stamina":"5","roll":"","effect":"Holy Fortification bolsters a target’s willpower and allows the target to make a new check against the effects of any spell that is currently affecting them.","range":"10m","duration":"Immediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"PVGPSBgGkEzPv1zm"} +{"name":"Wave of Fire","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"fire","domain":"","stamina":"4","roll":"2d6","effect":"Wave of Fire shoots a 3m cone of fire in one direction that does 2d6 damage to anyone who isn’t able to dodge or block, and has a 50% chance of igniting a target.","range":"3m Cone","duration":"Immediate","defence":"Dodge, Block or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Qe9mhsCmRFStPmdg"} +{"name":"Divine Portal","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"preacher","domain":"","stamina":"12","roll":"","effect":"Divine Portal creates a standing portal for a brief instant. The portal lasts for just one round and allows you to transport yourself or others anywhere you can recall. This portal otherwise functions like the mage spell, Standing Portal.","range":"N/A","duration":"1 Round","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"QjyOqUdmwcgj9QtS"} +{"name":"Luthien's Quill","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"earth","domain":"","stamina":"2","roll":"","effect":"Named for its inventor, Luthien of Ebbing, Luthien’s Quill can etch writing or drawings into any solid surface. It cannot be used on living creatures.","range":"1m","duration":"Immediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"QrO09ARornJjD6QX"} +{"name":"Cleansing Fire","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"journeyman","source":"preacher","domain":"","stamina":"6","roll":"","effect":"Cleansing Fire ignites one target, doing 3d6 damage and setting them on fire.","range":"10m","duration":"Until Put Out","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"RnV2iX5e7rrgZ7th"} +{"name":"Alzur's Thunder","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"air","domain":"","stamina":"15","roll":"8d6","effect":"Alzur’s Thunder allows you to shoot a powerful lightning bolt at a target which does 8d6 damage and has a 75% chance of setting the target on fire. Alzur’s Thunder can travel in a straight line through targets. For every target it passes through the damage to the next target decreases by 1d6.","range":"25m","duration":"Immediate","defence":"Dodge or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"RvoNKjS8fKPeKMAB"} +{"name":"Teleportation","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"mixedElements","domain":"","stamina":"10","roll":"1d6","effect":"Teleportation allows you to teleport to a known location instantaneously. You cannot take anyone with you and can only transport the items on your person or in your hands. Attempting to teleport with a person simply teleports you and leaves them behind. Teleporting require a DC: 15 Spell Casting roll. If you fail the roll, you wind up in a random location 1d6 miles away.","range":"N/A","duration":"Immediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"SL5VtUSC8FV10MpQ"} +{"name":"The Eternal Itch","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Hexes","level":"","source":"Hexes","domain":"","stamina":"4","roll":"","effect":"The Eternal Itch causes enflamed, itchy pustules to grow on the subjects genitals. The itch does no damage but is a constant annoyance, causing a -1 to all tasks. As well as this -1 the target takes a -5 to Seduction once ‘in the bedroom.’","range":"","duration":"","defence":"","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"Low","liftRequirement":"The subject must gather a unit of scleroderm, fool’s parsely, and bryonia. The subject must light a campfire and bundle up the herbs. With everything prepared the subject must light the herbs and crumble the burning ashes onto the afficted area while reciting a series of magic words."},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Smtmv0d4AB8tZoVi"} +{"name":"Aine Verseos","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"fire","domain":"","stamina":"1","roll":"","effect":"Aine Verseos creates an area of bright light in a 4m radius centred on you.","range":"4m Radius","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"U06jlCjbXLuVYA9y"} +{"name":"Puppet","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":"journeyman","source":"alternate","domain":"","stamina":"V","roll":"","effect":"Axii now controls an opponent’s mind, making them your ally for a number of rounds equal to the number of STA points you spent on the spell. Each round, the target can make a Resist Magic roll against your Spell Casting roll to try and free themselves.","range":"8m","duration":"Until Shaken Off or STA","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"UGMBMngyd18tOZbd"} +{"name":"Lightning Storm","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"air","domain":"","stamina":"25","roll":"8d6","effect":"Lightning Storm allows you to create a lightning storm. Lightning strikes randomly around the area. Anyone (except you) in the area has a 35% chance of being struck by lightning. If they miss this roll, they must make a Dodge/Escape check or take 8d6 damage to the torso and have a 75% chance to be ignited.","range":"20m Radius","duration":"Active (6 STA)","defence":"Dodge","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"UTUtGDKr9ziN886u"} +{"name":"Magic Trap","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":"journeyman","source":"alternate","domain":"","stamina":"V","roll":"","effect":"Yrden now creates a magical trap that takes one round to prepare. This trap attacks using your Spell Casting & WILL and does 3d6 damage. The trap will make one attack against the closest enemy each round.","range":"3m Radius","duration":"1 Round per STA","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"UW72AcevxT6NexjK"} +{"name":"Light of Truth","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"journeyman","source":"preacher","domain":"","stamina":"4","roll":"","effect":"The Light of Truth allows you to create a bright white light that forces one target to speak truthfully. Every round the target must make another check. If they fail, they must answer any question truthfully.","range":"5m","duration":"Active (2 STA)","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"VooOIfr9dWIcDmGw"} +{"name":"Codi Bywyd","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"earth","domain":"","stamina":"2","roll":"","effect":"Codi Bywyd can grow a small plant from seed to maturity in one turn. This allows you to grow herbs and alchemical plants, but not larger plants such as trees.","range":"4m","duration":"Immediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"WMzSiuYwq6GTXlor"} +{"name":"Golem Crafting","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"master","source":"Rituals","domain":"","stamina":"15","roll":"","effect":"Golem Crafting creates a golem that serves the caster until it dies. The process creates a simple golem that is bound to your will. It will do anything that you ask it to, but it cannot think and can’t perform finesse tasks that require fingers or grabbing small things. A golem will execute the last order it was given. If it fails, it will try again endlessly until it succeeds or you order it to stop. If the order is ongoing (“fetch some water”) the golem will continue to perform that order until it dies or you order it to stop.","range":"","duration":"Permanent","defence":"","components":"Chalk(x2), A Perfect Gemstone(x1), Hardened Timber(x10), Stone(x10), Infused Dust(x5), Fifth Essence(x2)","alternateComponents":"","preparationTime":"10 Rounds","dificultyCheck":"20","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"WiO1QZD6PoQAOJ8Q"} +{"name":"Eilhart's Technique","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"mixedElements","domain":"","stamina":"12","roll":"","effect":"Named for its creator Phillipa Eilhart, this gruesome spell allows you to dig into a target’s mind and tear out information. If you succeed on your Spell Casting roll you gain one piece of information from the target. If the target fumbles their defense, their INT is reduced by 1 permanently.","range":"3m","duration":"Immediate","defence":"Resist Magic or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"WiUbITG31SDk2Y78"} +{"name":"Freya’s Bravery","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"arch priest","domain":"","stamina":"16","roll":"1d6","effect":"Deity: Freya\nCalling upon the power of the goddess Freya, you summon her spirit into your body, creating a glow around yourself which emanates 20m in all directions. Every person within that area is emboldened by Modron Freya’s love and guidance. They become immune to fear and gain 25 Health Points for the duration of the spell. If they leave the area of the invocation, its effects last for 1d6 rounds. These rounds renew if the person reenters the area of the invocation and leaves again. This invocation affects those who don’t believe in Freya, but the power can be withheld from anyone the caster chooses.","range":"20m Radius","duration":"20 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"WvZWKnvB1aH11ps2"} +{"name":"Afan's Mirror","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"3","roll":"1d10","effect":"Created by the talented Aedirnian mage Afan of Gulet, Afan’s Mirror creates 1d10 illusory copies of the caster. These copies are intangible, but indistinguishable from the caster and controlled by the caster’s mind. They cannot leave the spell’s range","range":"10m","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"WwHidW6ckdLAzRtX"} +{"name":"Stammelford’s Earthquake","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"earth","domain":"","stamina":"12","roll":"1d10","effect":"Stammelford’s Earthquake allows you to disrupt the ground in a 10m area and create a jagged, crumbling terrain which puts everyone in the area at a -2 to Reflex and a -3 to SPD. Small structures on the shattered ground have a 10% chance of collapsing. Each round, a creature in the spell’s area must make an Athletics roll or sink into the crumbling ground, which causes them to suffocate until they make a successful Athletics check to climb out. After the duration of the spell ends, the ground stops churning but it will remain shattered.","range":"30m","duration":"1d10 Rounds","defence":"Athletics","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"X2MNgzG02B1k5hGS"} +{"name":"Holy Light","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"preacher","domain":"","stamina":"1","roll":"3d10","effect":"Holy Light lights up an area as though the caster was carrying a torch. The light gives off no heat and cannot be used to ignite other objects like a torch can.","range":"Self","duration":"3d10 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"X62zmzTdOpa4IU09"} +{"name":"Static Storm","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"5","roll":"2d6","effect":"Static Storm allows you to infuse a 5m radius centred around you with electricity. Anyone within this area (excluding you) who is wearing metal armor or carrying metal weapons takes 2 points of damage per round.","range":"5m Radius","duration":"2d6 Rounds","defence":"Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Y0MESyk7APirjlyL"} +{"name":"Interactive Illusion","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"master","source":"Rituals","domain":"","stamina":"12","roll":"","effect":"Interactive Illusion creates an illusion with sight, sound, smell, and tangible feelings. Nothing about the illusion is real but it all feels real to anyone who enters its area. The illusion covers a 20m radius and its caster actively controls and shapes it. If they create a danger within the illusion to battle intruders, each intruder may make a Magic Resistance or Endurance check at DC:12. If they succeed, they realize that nothing is actually happening to them and take no damage. If they fail they think that the damage is real, and must roll a Stun save. The damage cannot kill but it can stun.","range":"","duration":"Until Dispelled","defence":"","components":"Perfect Gemstone(x1), Fifth Essence(x5), Infused Shard(x1), Glass(x2), Ducal Water(x3)","alternateComponents":"","preparationTime":"10 Rounds","dificultyCheck":"18","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"YF58lyrHx8er7mvG"} +{"name":"Magic Barrier","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"journeyman","source":"Rituals","domain":"","stamina":"10","roll":"","effect":"Magic Barrier creates a circular barrier of pure force that is 10m in diameter. This barrier takes 50 Health Points before it is destroyed. On your turn you can spend an additional STA point on top of the active cost to regenerate Health Points in the shield at a rate of 5 Health per STA point. This shield is solid and impassible to any solid object. Once the shield has been erected, nothing can enter. Air is replenished within the shield, so those within can breathe. If a mage wishes, they can stop this replenishment, leaving only 20 rounds of air. For every extra person in the shield the rounds of air are reduced by 1. Ethereal creatures can pass through this shield, and you can teleport in or out.","range":"","duration":"Active (2 STA)","defence":"","components":"Fifth Essence(x5), Infused Dust(x2), Chalk(x4)","alternateComponents":"","preparationTime":"10 Rounds","dificultyCheck":"18","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"YOHbjX3SoU1aCuti"} +{"name":"Korath'S Breath","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"earth","domain":"","stamina":"2","roll":"1d6","effect":"Korath’s Breath breaks down a nearby stone or earth surface and sprays burning sand in a 3m cone in front of you. Opponents in that area that fail their defense are blinded for 1d6 rounds","range":"3m Cone","duration":"Immediate","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"ZE490GVp2zmMVhzD"} +{"name":"Hydromancy","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"5","roll":"","effect":"Hydromancy allows you to stare into a small body of water and glimpse an event that happened within the last two days or that is currently happening. Watching an event in the past uses the base DC. If you are trying to glimpse an event that is currently happening, increase the DC by 3 points. If you are viewing a current event, a magician present at that event can sense the augury with a Magic Training roll that beats your Ritual Crafting roll.","range":"","duration":"Active (2 STA)","defence":"","components":"A Small Body of Water or a Bowl of Water, Fifth Essence(x2), White Myrtle Petals(x2), Pearl(x2), Lunar Shards(x1), Berbercane Fruit(x1)","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"15 (18)","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"ZNBjYCGueH9sslrW"} +{"name":"Waters of Clearance","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"preacher","domain":"","stamina":"1","roll":"","effect":"Waters of Clearance sobers the target immediately. This incantation counteracts alcohol and alchemical solutions that cause intoxication.","range":"5m","duration":"Immediate","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"ZT4ev4jYIJWuL4NK"} +{"name":"Illusion","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"mixedElements","domain":"","stamina":"8","roll":"","effect":"Illusion allows you to create any visual illusion you want within 20m of yourself. Anyone who fails the resistance check sees the illusion and believes it. The illusion cannot be touched, smelled, or heard, however.","range":"20m","duration":"Active (2 STA)","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"aTvv4KDyp2qOk1lR"} +{"name":"Summon Staff","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"2","roll":"","effect":"Summon Staff allows you dematerialize your staff and transport it to a place you have been within the last day. You can cast the spell again to summon the staff back to you.","range":"N/A","duration":"Imediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"ast9LG4abYi4b5DS"} +{"name":"Oneiromancy","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"journeyman","source":"Rituals","domain":"","stamina":"8","roll":"","effect":"Oneiromancy grants the caster a dream which unveils secrets and events of the past and present. A caster can perform the ritual alone, much like Hydromancy. It also requires a Ritual Casting check to witness events that have occurred previously and a more diffcult DC to witness events that are occurring at the moment. Oneiromancy can be detected like Hydromancy. However the Oneiromancer can also guide a number of people equal to their Ritual Crafting skill value to share their enlightening dream. To do this, the oneiromancer must make a bond with the people they want to enlighten. This requires the participants to answer a series of personal questions, as truthfully as possible. The dream lasts for the duration of the ritual.","range":"","duration":"1d10 Rounds","defence":"","components":"A Place to Sleep","alternateComponents":"","preparationTime":"10 Rounds","dificultyCheck":"15(18)","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"avIa3u5HqhzueTff"} +{"name":"Glamour","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"5","roll":"1d6","effect":"Glamour allows you to cast an illusion around yourself that makes you look stunning. This spell grants you +3 to Seduction, Charisma, and Leadership.","range":"Self","duration":"1d6 Hours","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"bBDQoo8Ar7xWjvQh"} +{"name":"Ice Slick","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"2","roll":"2d10","effect":"Ice Slick allows you to create a 2m square area of ice. Anyone who crosses that area must make an Athletics check at a DC equal to your Spell Casting check or trip on the ice.","range":"10m","duration":"2d10 Rounds","defence":"Athletics","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"bBLh9PgolLYrrZt0"} +{"name":"Web of Lies","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"preacher","domain":"","stamina":"3","roll":"1d10","effect":"Web of Lies allows you to scramble the information in a target’s head, making them question every piece of information and memory. This stuns the target. Once per round, on their turn, the target can roll 1d10. If they roll under their INT the effect ends.","range":"8m","duration":"INT roll ends","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"c7Hp6jdbzi4gE8wm"} +{"name":"Friend to Wild Kind","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"druid","domain":"","stamina":"1","roll":"1d6","effect":"Friend to Wild Kind grants the caster a +3 to Wilderness Survival for handling animals. Alternately it can calm one animal if the Spell Casting roll exceeds the animal’s WILLx3.","range":"Self or 5m","duration":"1d6 Hours","defence":"Creature’s WILLx3","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"cC4zo81XFtlL4OnV"} +{"name":"Curse of Sedna","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"5","roll":"","effect":"Named after the tumultuous Sedna Abyss, which is considered a suicidal destination for ships, Curse of Sedna creates a powerful whirlpool in a 4 meter area. Anyone within 5m must make a Swimming check equal to your Spell Casting check or be dragged underwater. They must make a check each round or remain underwater, where they will start suffocating.","range":"12m","duration":"Active (2 STA)","defence":"Athletics","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"cTFOkpWbUi7ARKqd"} +{"name":"Demetia’s Crest Surge","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"fire","domain":"","stamina":"12","roll":"","effect":"Demetia’s Crest Surge allows you to create a shield of pure fire magic around you that blocks a number of water spells equal to 2 times your Spell Casting skill value. Projectiles that enter the shield are destroyed, and living creatures cannot enter the area of the shield.","range":"10m","duration":"Active (4 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"esf7yJytQlOj0caC"} +{"name":"Cursed Illness","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"druid","domain":"","stamina":"Variable","roll":"","effect":"Cursed Illness causes one target to fall ill. The illness manifests differently based on how many Stamina points are spent. 2 points causes the target to double over coughing and staggers them. 4 points causes the target to become violently ill, stunning them. 6 points causes the target to become ill with a ravaging disease which is treated as a poison. The invocation ends when the target makes an Endurance roll at a DC equal to the casting roll.","range":"8m","duration":"Endurance Roll Ends","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"ffh9x6oqEuKIUNvi"} +{"name":"Yrden","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":["novice","basic"],"source":"Witcher Signs","domain":"","stamina":"V","roll":"","effect":"Yrden creates a large magic circle on the ground around you. Anything that steps into that circle takes a negative to SPD and REF (equal to the number of STA you spent) until they exit the circle. Any incorporeal creatures that enter the circle become corporeal.","range":"3m Radius","duration":"5 rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"gGXjBQrpxxQO6FnE"} +{"name":"Aard","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":["novice","basic"],"source":"Witcher Signs","domain":"","stamina":"Variable","roll":"","effect":"Aard shoots a wave of telekinetic force, staggering creatures with a 10% chance of those affected being knocked prone. The percentage rises by 10% for each point of STA spent.","range":"2m Cone","duration":"Immediate","defence":"Dodge","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"h5gJCv89fHA1wZ5S"} +{"name":"Diagnostic Spell","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"earth","domain":"","stamina":"3","roll":"","effect":"Diagnostic Spell allows you to quickly assess a person’s health and determine how many Health Points they have, what critical wounds they have, and if they are sick or poisoned.","range":"5m","duration":"Immediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"h9pJ3eAQC6GFvYRL"} +{"name":"Threads of Life","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"journeyman","source":"druid","domain":"","stamina":"4","roll":"","effect":"Threads of Life allows you to see the life energy binding every target within the radius of the spell, which tells you their current Health Points and any critical wounds they have suffered.","range":"10m","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"iTgidWNLmlehUpci"} +{"name":"Artifact Compression","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"master","source":"Rituals","domain":"","stamina":"16","roll":"","effect":"Artifact Compression converts a target creature within 10m to 1/10th original scale and encases them in jade. While in the statuette this target is unconscious. The process of transformation is excruciatingly painful for the target and the target must make a DC:15 Endurance check or take 6d6 damage to their torso. A target can be kept in a state of Artifact Compression for an indefinite amount of time and their body is held in suspension so they don’t age. While in condensed form, a target has 1/5th (rounded up) their normal Health Points. If these points are expended the target dies. If a limb is broken off, either with a DC:14 Physique check or 5 points of damage, the target is treated as if that limb was dismembered. If the head is snapped off, the target dies. Gluing pieces back onto a compressed figurine doesn’t reattach the limb. After a target is uncompressed they are stunned until they make a successful Stun save.","range":"","duration":"Until Reversed","defence":"","components":"Perfect Gemstone(x1), Fifth Essence(x5), Infused Dust(x2), River Clay(x4)","alternateComponents":"","preparationTime":"10 Rounds","dificultyCheck":"18","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"idVqGeCJC6T9WEPm"} +{"name":"Axii","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":["novice","basic"],"source":"Witcher Signs","domain":"","stamina":"Variable","roll":"","effect":"Axii stuns an opponent until they can make Stun save at -1. For every 2 points of additional STA you spend past 1, the Stun save becomes harder by 1 point.","range":"8m","duration":"Until Shaken Off","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"jJWzHqdqRPhYORYi"} +{"name":"Shape Nature","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"journeyman","source":"druid","domain":"","stamina":"10","roll":"1d10","effect":"Shape Nature allows you to create a golem from a small nearby tree. The golem serves you for the duration of the spell and will turn back into a tree when the duration ends. If killed, the golem only yields 2d10 units of timber. In all other ways, the tree acts as a normal golem.","range":"10m","duration":"1d10","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"jyNobAAAjkRt3yd2"} +{"name":"Active Shield","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Witcher","level":"journeyman","source":"alternate","domain":"","stamina":"V","roll":"","effect":"Quen now creates a glowing shield around you. The shield has 10 HP for every Stamina point spent. Each round after the first, you must spend a number of STA points equal to the initial STA cost to maintain the shield. Active Shield only covers you, but you can fit one other person into it if you are pressed together. While in the active shield nothing tangible can pass in or out without destroying the shield first and you must move slowly to keep the shield up, meaning you cannot run. When the shield is expended or dropped, anything adjacent to you is pushed back 2m and takes 1d6 damage to the torso. This includes objects, furniture, and allies. Anything rooted to the ground or heavier than 226kg is not pushed back but still takes damage.","range":"Self","duration":"Active (Initial STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"kt89114wX412bdTv"} +{"name":"Gwynt Troelli","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"air","domain":"","stamina":"12","roll":"","effect":"Gwynt Troelli creates a barrier of wind around you that blocks ranged attacks and projectiles. Any projectile attack must beat your Spell Casting roll. If they fail, the barrier knocks the projectile 8m away in a random direction.","range":"10m Radius","duration":"Active (4 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"l41ZmIGwjqjXdKih"} +{"name":"Anialwch","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"wather","domain":"","stamina":"8","roll":"4d6","effect":"Anialwch allows you to suck some of the liquid from a target’s body, damaging and exhausting them. The spell does 4d6 damage which cannot be blocked by armor or shields. The extreme dehydration creates a fatigue which lowers the target’s current STA by 4d6 as well.","range":"10m","duration":"Immediate","defence":"Resist Magic","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"lvBTFvUirvLeDYTr"} +{"name":"Tanion Ilchar","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"fire","domain":"","stamina":"3","roll":"","effect":"Tanio Ilchar creates a burst of fire in a 2m by 2m area. This has a 100% chance of lighting a target in the area on fire.","range":"8m","duration":"Immediate","defence":"Dodge or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"n4Tjg2awhtaie7wt"} +{"name":"Ritual of Life","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"5","roll":"","effect":"The Ritual of Life creates a magic circle which influences the healing capabilities of a target within it. The circle grants regeneration of 3 Health Points per turn. This regeneration lasts for 10 rounds, and only while the target remains in the circle. If the target leaves the circle it disappears. Preparation Time: 5 Rounds","range":"","duration":"One Use","defence":"","components":"Chalk(x2), Ashes(x2), Wax(x2), Mandrake Root(x2)","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"15","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"nJnbV1vGeyOyhmlP"} +{"name":"Suffocate","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"journeyman","source":"air","domain":"","stamina":"14","roll":"1d10","effect":"Suffocates a target for 1d10 damage per turn. The suffocation ends if the caster is struck with a weapon or stops focusing on the spell. While suffocating, a target is treated as staggered.","range":"10m","duration":"Active (4 STA)","defence":"Resist Magic or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"o59beSdXREtAzu6M"} +{"name":"Boiling Blood","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"novice","source":"druid","domain":"","stamina":"3","roll":"1d10","effect":"Boiling Blood causes an animal or non-sentient monster within range to become enraged at a target. The creature will try to attack the chosen target until the duration ends.","range":"8m","duration":"1d10 Rounds","defence":"Creature’s WILLx3","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"o5olpFsKVRDfQLGJ"} +{"name":"Air Pocket","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"air","domain":"","stamina":"4","roll":"2d10","effect":"Air Pocket allows you to create a pocket of fresh air underwater or in an area where there normally wouldn’t be fresh air. The pocket has a 1m radius for the duration of the spell.","range":"12m","duration":"2d10 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"olue0jRPbZDFJ81g"} +{"name":"Downpour","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"2","roll":"","effect":"Downpour creates a 10m radius area of rain that puts out any fire it hits. This spell counteracts fire effects.","range":"8m","duration":"Active (2 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"pXJsqVe8yz5yezyC"} +{"name":"Song of the Sky","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Invocations","level":"master","source":"druid","domain":"","stamina":"10","roll":"","effect":"The Song of the Sky changes the weather in the area directly around you. You can change the weather to: clear sky (no modifiers), cloudy (little sunlight), rainstorm (puts out fires), wind storm (-2 to DEX for ranged attacks), or lightning storm (35% chance of being struck by lightning, equivalent to the Lightning Storm spell).","range":"50m","duration":"Active (5 STA)","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"qpDTa12n6R9sQaxF"} +{"name":"The Pesta’s Kiss","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Hexes","level":"","source":"Hexes","domain":"","stamina":"12","roll":"","effect":"The Pesta’s Kiss breaks down the subject’s ability to fight illness and resist nausea. Anytime the subject comes in contact with a diseased person they have a 75% chance of catching the illness. Any time they smell something even slightly nauseating they must succeed at a DC:16 Endurance check or be nauseated.","range":"","duration":"","defence":"","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"High","liftRequirement":"The subject must gather 3 units of river clay, 1 unit of coal, 3 units of resin, and 1 unit of infused dust. First the subject must crafta totem from the clay mixed with infused dust and coated in resin, with the coal forming its eyes. This takes a DC:14 Fine Arts roll. Then the subject must repeat a series of magic words, infusing the totem with power. Immediately after, the totem must be smashed and the coal eyes must be powdered and consumed by the subject."},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"rW7f1no0iPYKm6D1"} +{"name":"Rhewi","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"wather","domain":"","stamina":"2","roll":"1d10","effect":"Rhewi creates a thick layer of ice around a target for the duration of the spell. The target is treated as frozen. If used on a non-living target, the target cannot to be manipulated or moved.","range":"8m","duration":"1d10 Rounds","defence":"Dodge or Magical Shield","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"rjjYLPDisyb6rhBF"} +{"name":"Blinding Dust","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"mixedElements","domain":"","stamina":"3","roll":"1d10","effect":"Blinding Dust allows you to shoot a magical dust into the eyes of a target that blinds them for the duration of the spell.","range":"4m","duration":"1d10 Rounds","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"sIck47XQr4ogkXrn"} +{"name":"Telecommunication","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Rituals","level":"novice","source":"Rituals","domain":"","stamina":"3","roll":"","effect":"A Telecommunicator allows you to communicate with another person with a Telecommunicator. The ritual is simple but requires both participants to have a telecommunicator and perform the ritual. However it allows you to communicate across tremendous distances, allowing communication between all parts of the known Continent.","range":"","duration":"1 Hour","defence":"","components":"A Telecommunicator","alternateComponents":"","preparationTime":"5 Rounds","dificultyCheck":"None","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"t1gkKIBY6FhokeMi"} +{"name":"Mirror Effect","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"fire","domain":"","stamina":"25","roll":"2d6","effect":"Mirror Effect creates a blinding beam of light which does 10d6 damage. This laser can be dodged and blocked (destroying whatever blocks it) but it cannot be displaced by wind and can only be parried by a reflective surface, which still takes damage. The reffected laser goes off in a random direction. This spell uses the rays of the sun and cannot be used where the sun’s rays can’t penetrate. By the light of the moon or on overcast days, it does half damage.","range":"20m","duration":"2d6 Rounds","defence":"Dodge or Block","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{"exportSource":{"world":"witcher","system":"TheWitcherTRPG","coreVersion":"0.7.9","systemVersion":0.01}},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"uHw8wvN5AwvHXIV9"} +{"name":"Magic Healing","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"novice","source":"earth","domain":"","stamina":"5","roll":"1d10","effect":"Magic Healing stimulates the natural healing of a target to heal them at a rate of 5 points of damage per turn. This lasts for the duration of the spell. Alternatively, this spell can be used repeatedly to heal a critical wound.","range":"2m","duration":"1d10 Rounds","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"ueBt7xJXDBzd82T0"} +{"name":"Polymorphism","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"spell","data":{"class":"Spells","level":"master","source":"earth","domain":"","stamina":"22","roll":"","effect":"Polymorphism allows you to take the shape of a serpent, a cat, a bird, or a dog. While in this form, you have the physical statistics of that animal (See Bestiary, pg.310). Any items on your person transform with you. 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This does 1d6 damage to the target and leaves a large, permanent scar. Aine Verseos creates an area of bright light in a 4m radius centred on you.","range":"4m Radius","duration":"Immediate","defence":"None","components":"","alternateComponents":"","preparationTime":"","dificultyCheck":"","danger":"","liftRequirement":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"zoZHLrfPwpNThfE0"} diff --git a/packs/monsters.db b/packs/monsters.db new file mode 100644 index 00000000..18f35f00 --- /dev/null +++ b/packs/monsters.db @@ -0,0 +1,22 @@ 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However, nekkers have recently been discovered to be far more intelligent than most give them credit for. They hunt in war bands led by a chieftain, they wear loin cloths and headdresses, sometimes carry staves, and in some places even decorate their caves with primitive paintings commemorating battles and hunts that they have gone on. All of this being said, they are still a threat to humanity and other sentient creatures.If you have to fight a group of nekkers (which you likely will if you travel the war-torn roads in the Northern Kingdoms) keep in mind that nekkers are pack hunters who take orders from a chieftain, and killing it should be a priority. The chieftain will usually wear a skull headdress and carry a staff of some kind. Nekkers will try to gang up on you, so stay moving constantly. Area of effect or cone-based attacks, such as spells or bombs, are good to thin the ranks of the nekkers. Ogroid oil applied to a blade is also a good idea if you have some to hand. Technically, nekkers are somewhat intelligent–with great difficulty you might be able to convince them to leave you alone if you show them more fruitful prey. 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Just lay down and play dead. Probably an arachas, and that spells trouble for you. Arachas are big, nasty whoresons that hide in the flood plains and marshes usin’ some kinda magical camouflage. They’re poisonous as all hell and suprisin’ly agile. Lucky for you, they got shite eyesight so they gotta see ya move. If ya hold still ya might make it. Just gotta sit still as a statue and wait for it to move on.","commonSkillValue":15,"monsterLore":"Arachas are indeed very dangerous ambush predators. They stalk the swamps and flood plains of the Continent, primarily along the Pontar and the Yaruga, and they apply a sort of camouflage to hide their entire massive body from sight. However this camouflage isn’t magical. An arachas hides its body inside a hollowed-out log or giant shell that matches the environment it lives in. Arachasae are perfectly capable of seeing you if you stand still, and doing so will make you a perfect target. Hunting arachasae prefer to sneak up as close as they can while camouflaged and then pounce on their prey. If the prey notices the arachas and runs, it will shoot sticky webbing at the target to immobilize it before pouncing. Once locked in melee combat an arachas will try to claw the oppo-nent to death, often blocking attacks with its hard pincers and trying to pin their opponent.\n When fighting an arachas, apply something to help fight poison, such as gold oriole potion. It’s also good to load up on insectoid oil and, when possible, stay behind the arachas. Arachas back armor is always the weakest—a well placed strike to the back will usually penetrate. It’s also good to position yourself so a pouncing arachas may plummet off of drops or ram hard objects and take damage. Arachasae are often confused with endrega queens. An endrega queen is so similar to an arachas that many academics believe the two species may be related, with many thinking that arachasae mutated from endrega. The best way to distinguish an arachas from an endrega queen is their location. Arachasae are solitary predators and can be found alone in the wilderness. 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If it hits, the target is grappled until they can make a DC:16 Physique check or do 10 points of damage to the webbing."},"sort":1000000,"flags":{},"effects":[]},{"_id":"RKYQBOcUvCGb7nZX","name":"Feral","type":"note","data":{"description":"For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 6."},"sort":300001,"flags":{"core":{"sourceId":"Item.V335z5M1sivK1JOE"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"o4Gek77Z7yBJXKYY","name":"Arachas","type":"mutagen","data":{"description":"","quantity":1,"weight":0.1,"cost":0,"type":"green","source":"Arachas","effect":"+5 HP","alchemyDC":"18","minorMutation":"Green bodily fluids"},"sort":100001,"flags":{"core":{"sourceId":"Item.bPZGIwD3Z12AnhMx"}},"img":"parmecia-green.png","effects":[]}],"effects":[]} 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Heh, I remember when you could go your whole life without spottin’ one. But with all the corpses rottin’ in the fields and all the blood spillin’ in rivers and valleys, ghouls are croppin’ up all over. Most people assume they’re corpses, mutated and re-animated by magic into beasts. Rotten fiends that feed on the dead and attack just about anyone who comes near. Travel in packs and attack like wolves, circlin’ their prey, all attackin’ and keepin’ the target off kilter.","commonSkillValue":14,"monsterLore":"Much like other necrophages, common folk assume ghouls are re-animated corpses. They are actually of a species from another dimension that acts much like other animals. Ghouls are scavengers who feed on corpses left behind at battlefields, though they will attack fresh prey if it wanders by. You’ll usually find ghouls in small packs that often fight over food once danger has passed. When fighting ghouls, always watch your back. They will attack together and try to surround you, staggering their attacks to flank you and darting back. Single one ghoul out and attack it exclusively, to shave down the number of ghouls attacking. Keep in mind that ghouls can pounce from 5m away. Small chasms, short walls and the like are much less effective against ghouls than their slower necrophage bretheren. When in melee combat, a ghoul strikes with its claws, but if it grapples a target (or the target is otherwise hindered) it may bite the target to cause a bleeding wound.\n If you knock a ghoul below 10 Health Points, it will enter a fury. In this fury the ghoul attacks rabidly and its wounds quickly close. Kill the ghoul quickly to keep it from regenerating its health. It’s also vital to reposition often so the ghouls can’t gang up on you and get bonuses to attack. \n If you are fighting as a party, stand back to back so the ghouls can’t easily get into your back arc.If you need to lure a group of ghouls out of an area, it’s best to start by exhuming any buried bodies. Once exhumed, the bodies should be moved to draw the ghouls away.","monsterLoreSkillValue":10,"customStat":false,"attackStats":{"meleeBonus":"+0","punch":{"value":"1d6+0"},"kick":{"value":"1d6+4"}}},"sort":100001,"flags":{},"img":"ghoul.jpg","token":{"flags":{},"name":"Ghoul","displayName":0,"img":"goule.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"2pJd3KaYultxxgh8","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"zfCNnZWo6PijlKNT","name":"Pounce","type":"note","data":{"description":"The creature doesn’t need to take a running start when 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+{"_id":"9Z9OPIr0xn7FqFMI","name":"Fiend","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"monster","data":{"stats":{"int":{"max":0,"current":1,"label":"WITCHER.Actor.Stat.Int"},"ref":{"max":0,"current":13,"label":"WITCHER.Actor.Stat.Ref"},"dex":{"max":0,"current":10,"label":"WITCHER.Actor.Stat.Dex"},"body":{"max":0,"current":15,"label":"WITCHER.Actor.Stat.Body"},"spd":{"max":0,"current":7,"label":"WITCHER.Actor.Stat.Spd"},"emp":{"max":0,"current":1,"label":"WITCHER.Actor.Stat.Emp"},"cra":{"max":0,"current":1,"label":"WITCHER.Actor.Stat.Cra"},"will":{"max":0,"current":9,"label":"WITCHER.Actor.Stat.Will"},"luck":{"max":0,"current":0,"label":"WITCHER.Actor.Stat.Luck"}},"coreStats":{"stun":{"value":10,"label":"WITCHER.Actor.CoreStat.Stun"},"run":{"value":21,"label":"WITCHER.Actor.CoreStat.Run"},"leap":{"value":4,"label":"WITCHER.Actor.CoreStat.Leap"},"enc":{"value":150,"label":"WITCHER.Actor.CoreStat.Enc"},"rec":{"value":12,"label":"WITCHER.Actor.CoreStat.Rec"}},"derivedStats":{"hp":{"max":"110","value":"110","label":"WITCHER.Actor.DerStat.HP"},"sta":{"max":"55","value":"55","label":"WITCHER.Actor.DerStat.Sta"},"resolve":{"max":25,"current":0,"label":"WITCHER.Actor.DerStat.Resolve"},"focus":{"max":0,"current":0,"label":"WITCHER.Actor.DerStat.Focus"},"vigor":{"value":"0","label":"WITCHER.Actor.DerStat.Vigor"}},"skills":{"int":{"awareness":{"value":17,"label":"WITCHER.SkIntAwareness"},"business":{"value":0,"label":"WITCHER.SkIntBusiness"},"deduction":{"value":0,"label":"WITCHER.SkIntDeduction"},"education":{"value":0,"label":"WITCHER.SkIntEducation"},"commonsp":{"value":0,"label":"WITCHER.SkIntCommon"},"eldersp":{"value":0,"label":"WITCHER.SkIntElder"},"dwarven":{"value":0,"label":"WITCHER.SkIntDwarven"},"monster":{"value":0,"label":"WITCHER.SkIntMonster"},"socialetq":{"value":0,"label":"WITCHER.SkIntSocialEt"},"streetwise":{"value":0,"label":"WITCHER.SkIntStreet"},"tactics":{"value":0,"label":"WITCHER.SkIntTactics"},"teaching":{"value":0,"label":"WITCHER.SkIntTeaching"},"wilderness":{"value":13,"label":"WITCHER.SkIntWilderness"}},"ref":{"brawling":{"value":8,"label":"WITCHER.SkRefBrawling"},"dodge":{"value":7,"label":"WITCHER.SkRefDodge"},"melee":{"value":9,"label":"WITCHER.SkRefMelee"},"riding":{"value":0,"label":"WITCHER.SkRefRiding"},"sailing":{"value":0,"label":"WITCHER.SkRefSailing"},"smallblades":{"value":0,"label":"WITCHER.SkRefSmall"},"staffspear":{"value":0,"label":"WITCHER.SkRefStaff"},"swordsmanship":{"value":0,"label":"WITCHER.SkRefSwordmanship"}},"dex":{"archery":{"value":0,"label":"WITCHER.SkDexArchery"},"athletics":{"value":5,"label":"WITCHER.SkDexAthletics"},"crossbow":{"value":0,"label":"WITCHER.SkDexCrossbow"},"sleight":{"value":0,"label":"WITCHER.SkDexSleight"},"stealth":{"value":1,"label":"WITCHER.SkDexStealth"}},"body":{"physique":{"value":10,"label":"WITCHER.SkBodyPhys"},"endurance":{"value":7,"label":"WITCHER.SkBodyEnd"}},"emp":{"charisma":{"value":0,"label":"WITCHER.SkEmpCharisma"},"deceit":{"value":0,"label":"WITCHER.SkEmpDeceit"},"finearts":{"value":0,"label":"WITCHER.SkEmpArts"},"gambling":{"value":0,"label":"WITCHER.SkEmpGambling"},"grooming":{"value":0,"label":"WITCHER.SkEmpGrooming"},"perception":{"value":0,"label":"WITCHER.SkEmpHumanPerc"},"leadership":{"value":0,"label":"WITCHER.SkEmpLeadership"},"persuasion":{"value":0,"label":"WITCHER.SkEmpPersuasion"},"performance":{"value":0,"label":"WITCHER.SkEmpPerformance"},"seduction":{"value":0,"label":"WITCHER.SkEmpSeduction"}},"cra":{"alchemy":{"value":0,"label":"WITCHER.SkCraAlchemy"},"crafting":{"value":0,"label":"WITCHER.SkCraCrafting"},"disguise":{"value":0,"label":"WITCHER.SkCraDisguise"},"firstaid":{"value":0,"label":"WITCHER.SkCraAid"},"forgery":{"value":0,"label":"WITCHER.SkCraForge"},"picklock":{"value":0,"label":"WITCHER.SkCraPick"},"trapcraft":{"value":0,"label":"WITCHER.SkCraTrapCraft"}},"will":{"courage":{"value":10,"label":"WITCHER.SkWillCourage"},"hexweave":{"value":0,"label":"WITCHER.SkWillHex"},"intimidation":{"value":0,"label":"WITCHER.SkWillIntim"},"spellcast":{"value":0,"label":"WITCHER.SkWillSpellcast"},"resistmagic":{"value":10,"label":"WITCHER.SkWillResistMag"},"resistcoerc":{"value":0,"label":"WITCHER.SkWillResistCoer"},"ritcraft":{"value":0,"label":"WITCHER.SkWillRitCraft"}}},"category":"Relicts","threat":"hard","difficulty":"difficult","bounty":"1500 Crowns","armor":10,"regen":0,"resistances":"","immunities":"Aard or anything that knock them off","susceptibilities":"Relict Oil","height":"Around 4m at the shoulders","weight":"Around 1500kg","environment":"Remote areas of wilderness","intelligence":"About as intelligent as a dog","organization":"Solitary","common":"Now, not many folks even know these whoresons exist. Heh, mostly stick to the mountains from what I hear. What people do say’s pretty interestin’ though. These beasts are devils of ill intent and they feed on the evil thoughts of men. If ya encounter one it’ll put ya into a deep trance and feed on your darkest secrets. After it drains your mind dry it’ll tear ya limb from limb and feast on your corpse. Heh, if ya wanna stay safe, ya gotta make an evil eye pendant outta glass and ink. That’ll absorb the beast’s fell magics and whatnot.","commonSkillValue":18,"monsterLore":"Fiends are among the most dangerous relicts you can encounter on the Continent. They are tremendous elk-like creatures, so large that even the most powerful Griffin School witcher couldn’t stagger them with the Aard Sign. When charging with their massive antlers it’s best to leap out of the way–nothing short of a stone wall will stop them. The beasts pose a tremendous threat, since not only are they tremendously strong, they heal almost as you cut them and can hypnotize with a look. Contrary to the common supersition an evil eye pendant will not protect you from a fiend’s hypnosis, which plunges you into a world of darkness where all you can see is the fiend‘s glowing third eye. At this point it will charge, aiming to spear you on its antlers.\n Fiends are not demons, but relicts. There is some debate as to their intelligence since they appear to be related to the very smart and crafty succubi. However, fiends appear about as intelligent as your average bear and never act with complex reasoning. When fighting a fiend, stay light on your feet and dodge it. While you can block and parry, it is more advisable to keep maneuvering around the fiend. Relict oil can be tremendously useful when fighting a fiend, as well as moondust bombs to keep it from regenerating for a time and dimeritium bombs to stop the fiend’s hypnosis. Fiends also have incredibly sensitive hearing–loud noises such as banging on a shield or the explosion of bombs can stagger them.","monsterLoreSkillValue":18,"customStat":false,"attackStats":{"meleeBonus":"+0","punch":{"value":"1d6+0"},"kick":{"value":"1d6+0"}}},"sort":100001,"flags":{},"img":"Fiend.jpg","token":{"flags":{},"name":"Fiend","displayName":0,"img":"fiend.png","tint":"","width":3,"height":3,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"9Z9OPIr0xn7FqFMI","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"SKP0gISBkPqEAgHd","name":"Vulnerability: Moondust Bombs","type":"note","data":{"description":"A fiend caught in the area of a moondust bomb cannot regenerate for the duration of the bomb’s effect."},"sort":100000,"flags":{},"effects":[]},{"_id":"MpctzQeTgXcbS0M4","name":"Vulnerability: Sensitive Hearing","type":"note","data":{"description":"When struck with a bomb or caught in a loud, sharp noise, a fiend is staggered."},"sort":200000,"flags":{},"effects":[]},{"_id":"vhG3MVFYwCc6s57k","name":"Regeneration","type":"note","data":{"description":"The creature regenerates 5 point of damage per round."},"sort":400001,"flags":{"core":{"sourceId":"Item.kTAHvjKaKBtkXSab"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"biSxM3HWyLKEwWdX","name":"Charge","type":"note","data":{"description":"If a target moves more than 10m away from the creature, it can charge and make a powerful horn attack at -4 which does 10d6 damage and knocks the target back 8m. If they strike anything while flying back, the target takes appropriate ramming damage as if on a horse."},"sort":500001,"flags":{"core":{"sourceId":"Item.6hhiYOb8SJXaflzh"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5wknkdHrBa2t0HsU","name":"Hypnosis","type":"note","data":{"description":"A fiend can take a turn to hypnotize its foes. Anyone looking at the fiend must make a Resist Magic check against the fiend’s Spell Casting or take a -4 to defense or attacks against the fiend and be blinded to the terrain around them for 5 rounds."},"sort":600001,"flags":{},"effects":[]},{"_id":"9GxuJOOj9bROhkP8","name":"Feral","type":"note","data":{"description":"For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 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Heh, they’re bloody bastards that live in the woods and stalk travelers. They’ll usually only attack in packs of five or six and fire’ll make ‘em back off. If ya have to fight ‘em, make sure they can’t circle around ya—they’ll box ya in and attack from all directions. Terrible way to go if ya ask me. ‘Specially bad since the war’s been on. With all the corpses and wounded travelers, wolves are gettin’ braver and braver. Have ‘em in towns, pickin’ off infants in no time. Heh, lotsa folk think they’re a poor omen too. Can’t count the number of prophecies and whatnot that start with a wolf. Let me tell ya, none of ‘em are good.","commonSkillValue":8,"monsterLore":"While there are many strange stories and myths based around wolves, everyone can generally agree they aren’t magical creatures. Wargs, on the other hand, are even more shrouded in mystery for the vast majority of the populace. 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The warg will often stay towards the back of a pack until its prey has been weakened, so for the most part ranged attacks will be your best bet. Silver is ineffective on wargs but a good old-fashioned steel weapon will do the trick. With an application of beast oil, killing the warg shouldn’t be tremendously difficult. 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Heh, folk say they live under bridges and prey on travel-ers who get stuck or lose their way. They’re little hideous troll-like things that hunt in packs–ya get enough of ‘em together and they’ll strip a horse of flesh in a few minutes. If ya run into a group of nekkers it’s best to spur your horse and ride as fast as ya can. If you’re on foot, ya got one hell of a problem. Heh, try lightin’ a torch and headin’ for a city. Fire should keep ‘em at bay long enough if you’re lucky.","commonSkillValue":12,"monsterLore":"Nekkers are a quandry for some witchers, a strange middle ground between purely being a monster and being a sentient race. They are short, ugly, bald creatures that tend to hide in holes and caves but will live just about anywhere. They will hunt down anything made of meat that has a heartbeat and devour it from the top of its head to the tip of its toes. This obviously makes them a danger to the world at large, and thus most witchers kill them with no great misgivings. 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When a wolf pack gets large enough, or controls enough territory, you’ll eventually spot a warg among them. The warg is a large, bulky wolf (usually adorned with coarse brown fur) who becomes the leader of a pack. Even studied witchers aren’t sure whether one of the wolves transforms into a warg or whether large groups of wolves eventually draw a warg, but their existence is irrefutable.\n While wargs appear to function like regular wolves, they have gained an eerie reputation for their bright red eyes and cunning minds. When facing a wolf pack lead by a warg, remember to single out the warg as quickly as possible. With the warg alive, the pack can operate as one unit and is capable of greater strategy than normal. Wargs command their brethren to circle around prey, attack specific targets to weaken a group, and even hinder more dangerous targets so the warg can score a killing blow more easily. The warg will often stay towards the back of a pack until its prey has been weakened, so for the most part ranged attacks will be your best bet. Silver is ineffective on wargs but a good old-fashioned steel weapon will do the trick. With an application of beast oil, killing the warg shouldn’t be tremendously difficult. 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Legends say a vampire can turn into a bat or a wolf or the like. Can fly without wings, heal any wound, and claw right through steel. Heh, I hear katakans like to seduce pretty women with their shapeshiftin’ abilities and then drink their blood. Sounds like a whole mess of trouble I’d like to avoid gettin’ caught up in, but if you’ve gotta, keep a head of cut garlic on hand, as well as a holy symbol of your chosen god and a stake to drive through the beast’s heart to kill it for good. Turns out I sell all those items at reasonable prices, by the way.","commonSkillValue":18,"monsterLore":"Of all monster families, the difference in power from least to most is at its most staggering in vampires. Lesser vampires are quick and agile, stronger than the average man, stealthy as a shadow, and vicious in their attacks. But they are animalistic–often less than fully sentient. At the opposite on the spectrum, the power of a nosferat is so vast as to be almost incomparable. Katakan are a good midway point in the vampire family between bestial lesser vampires and overwhelming, brilliant higher vampires. Katakans are intelligent creatures, often more so than the average human. They are highly magical, able to hide from all forms of magical scanning including witcher medallions and other divination, and can communicate with prey telepathically. They cannot take any form but their own. In combat they are stealthy, hiding behind magical invisibility while they drive their prey mad with telepathic fear tactics. Katakan are hard to kill, regenerating from most wounds very quickly and dancing around attacks with their superior speed. They are still more animalistic than their more powerful cousins and are prone to lick blood off the cobblestones after eviscerating their prey with their claws. Popularly-known protections do not work on a katakan. Most will probably just annoy it, save for the stake through the heart. When fighting a katakan, fire is your best weapon since they are very flammable. Black blood can also be quite useful if the katakan tries to bite and feed on you. 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You face a golem for one of three reasons. Reason one: you need something that a powerful mage doesn’t want you to get. In this case at least the golem is stationary–you’ll have time to plan ahead and prepare. Reason two: you are attacking a mage and said mage has a golem. Once again, at least you’ll have time to plan ahead. Reason three: a mage has created a golem specifically to kill you. This is the worst case. It will chase you ‘til the day you die, and probably dig up your corpse to check that you’re really dead. It might even give your corpse a few bone-shattering punches just to make sure. \n If you have to fight a golem, stock up on dimeritium bombs. While they won’t ‘shut off’ a golem, they will make it sluggish. Elementa oil is also good, as are spells that incorporate electricity. When struck by enough electricity a golem will freeze up as its magical bonds try to reassert themselves. 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Crowns","armor":8,"regen":0,"resistances":"Bleeding, Slashing","immunities":"poison","susceptibilities":"Isectoid Oil","height":"Around 2.5 meters","weight":"Around 200kg","environment":"Swamplands & floodplains","intelligence":"About as intelligent as a dog","organization":"Groups of 3 to 9","common":"Folk say endrega are just like any other bug. Heh, just an infestation ya have to get rid of to keep from spreadin’. Peasant remedies say ya gotta powder up a few peppers or some cinnamon sticks and sprinkle the dust outside your house, and then pour a bit of vinegar in any water nearby. When you’re goin’ through the woods, rub half a lemon all over yourself. Lastly, ya gotta soak any meat ya hunt out in the woods in vinegar so ya kill any eggs the endrega may have laid in ‘em. Folk come up with some pretty creative fixes, heh.","commonSkillValue":12,"monsterLore":"Endrega are technically insects—in the same way a lion is a cat. When you go out in swamp-lands and flood plains you risk running into large groups of endrega. When fighting these beasts, keep in mind that all endrega can pounce 4m from a standing start. A chasm or a wall may not save you. Endrega of all forms are immune to poisons thanks to the highly toxic nature of their bodies, and can resist slashing weapons thanks to their hard outer shells. Before hunting endrega, stock up on anything good against poison, such as golden oriole potions. Nearing a nest, you’ll probably run across workers first– the most common form of endrega. Keep moving and avoid getting boxed in. Worker endrega claws are mild-ly poisonous. Not too bad fighting one on one, but terrible if you’re surrounded by five or six. Survive 8-9 workers and you’ll start seeing warriors. Warrior endrega are the meaner, more dangerous cousins of the simple workers. They are incredibly aggressive and will attack constantly with their poisonous tail, leaping after a target when it gets out of range. Once you’re on top of the nest you’ll meet endrega drones. These drones exist to fight and fertilize their queen. They are the most aggressive endrega, and attack on sight with no provocation at all. Drones will start by launching a barrage of poisonous quills from their abdomen before pouncing with their pincers. Since only the strongest drone can fertilize the queen, drones are always look-ing for a fight. Past all of these hazards you’ll find the queen and her eggs. If you make it to this point, you’ll have to avoid not only the queen but also all other endrega in the area. When threatened, the queen will summon her entire hive to her aid.","monsterLoreSkillValue":10,"customStat":false,"attackStats":{"meleeBonus":"+2","punch":{"value":"1d6+2"},"kick":{"value":"1d6+6"}}},"sort":100001,"flags":{},"img":"Endrega.jpg","token":{"flags":{},"name":"Endrega","displayName":0,"img":"endriague_bourdon.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"uiS8JOFJeRuQynTS","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"zidGI0HKKONCR6kB","name":"Claws","type":"weapon","data":{"description":"","quantity":1,"weight":0,"cost":0,"type":"S/P","isMelee":true,"accuracy":0,"avail":"Everywhere","damage":"3d6","reliable":0,"hands":"1","range":"","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":1},"sort":100001,"flags":{"core":{"sourceId":"Item.XEHe0F5DwUCFBCyn"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fyKHNjkvLzjyQ1mR","name":"Venom Extract (1d6/2)","type":"component","data":{"description":"","quantity":1,"weight":0.1,"cost":38,"type":"substances","rarity":"Poor","location":"Ghouls, grave hags, Endrega, arachasae, wyverns","quantityObtainable":"N/A","forage":"N/A","substanceType":"caelum"},"sort":800000,"flags":{"core":{"sourceId":"Item.78hAe85gNogr1BBs"}},"img":"caelum.png","effects":[]},{"_id":"pzv7QTHpbi78GrRl","name":"Endrega Saliva (1d6/2)","type":"component","data":{"description":"","quantity":1,"weight":0.1,"cost":38,"type":"substances","rarity":"Rare","location":"Endrega","quantityObtainable":"1d6","forage":"15","substanceType":"vermilion"},"sort":200000,"flags":{"core":{"sourceId":"Item.AAtW7SWqClXFOAeD"}},"img":"vermilion.png","effects":[]},{"_id":"f3JmkG1i75CZJc7M","name":"Chitin (1d6/2)","type":"component","data":{"description":"","quantity":1,"weight":5,"cost":106,"type":"substances","rarity":"Rare","location":"arachasae & endrega","quantityObtainable":"N/A","forage":"N/A","substanceType":"vermilion"},"sort":100000,"flags":{"core":{"sourceId":"Item.uxYinv8UPJJNiWpB"}},"img":"vermilion.png","effects":[]},{"_id":"0gqHmcqn2CdvsjmQ","name":"Pounce","type":"note","data":{"description":"The creature doesn’t need to take a running start when leaping."},"sort":200001,"flags":{"core":{"sourceId":"Item.JfBUarlaHTTHxwFt"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tdxZz4aQDHAb43cG","name":"Sub-Species: Drone’s Quills","type":"note","data":{"description":"An endrega drone can shoot quills out in circle with a 5m radius. These quills can be dodged or blocked (DC:15).For every point below the DC the target rolls they take 1d6 damage and are poisoned."},"sort":900000,"flags":{},"effects":[]},{"_id":"ULDUen873Q3lNljc","name":"Sub-Species: Warrior's Tail","type":"note","data":{"description":"An endrega warrior has a large tail that does 4d6+2 damage and has a 50% chance of poisoning."},"sort":1000000,"flags":{},"effects":[]},{"_id":"p2WGPATm1mSuRJSO","name":"Sub-Species: Worker's Claws","type":"note","data":{"description":"An endrega worker’s claws have a 25% chance of poisoning."},"sort":1100000,"flags":{},"effects":[]},{"_id":"qGNJCkCDUk8zmbYH","name":"Feral","type":"note","data":{"description":"For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 6."},"sort":300001,"flags":{"core":{"sourceId":"Item.V335z5M1sivK1JOE"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} diff --git a/packs/professions.db b/packs/professions.db new file mode 100644 index 00000000..2a07c380 --- /dev/null +++ b/packs/professions.db @@ -0,0 +1,10 @@ +{"name":"Criminal","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Practiced Paranoia","stat":"int","definition":"Whether they’re an assassin, a thief, a counterfeitter, or a smuggler, criminals all share a practiced paranoia that keeps them out of trouble. Whenever a Criminal comes within 10m of a trap (this includes experimental traps, Man at Arms booby traps, and ambushes) they immediately can make a Practiced Paranoia roll at either the DC to spot the trap, the ambushing party’s Stealth roll, or a DC set by the GM. Even if they don’t succeed in spotting the trap, they are still aware that something is wrong.","level":0},"skillPath1":{"pathName":"The Thief","skill1":{"skillName":"Case The Area","stat":"int","definition":"A Criminal can take an hour to wander the streets of a Settlement and roll Case the Areaagainst a DC in the Case The Area chart. If successful, the Criminal memorizes guard patterns, street layouts, and hiding spots for a +2 to Stealth in that area for a number of days equal to their Case the Area value.","level":0},"skill2":{"skillName":"Mental Key","stat":"int","definition":"Whenever a Criminal successfully picks a lock they can roll Mental Key at a DC equal to the Lock Picking DC to memorize its tumbler positions. This allows the Criminal to open the lock without a Lock Picking roll. You can memorize as many locks as you have points in INT and can always replace one.","level":0},"skill3":{"skillName":"Go To Ground","stat":"int","definition":"Once per session a Criminal can roll Go To Ground to find a hideout where they can lie low for a while. Take the total value of your Go to Groundroll and split the points between the 3 categories in the Go To Ground table in the sidebar. This hideout remains until destroyed, and you can always return to it.","level":0}},"skillPath2":{"pathName":"The Gang Bodd","skill1":{"skillName":"Weak Spot","stat":"emp","definition":"A Criminal can roll Weak Spot against a sentient target’s Deceit roll to identify the target’s most valued possession or person. This also grants the Criminal a +1 to Intimidate for every 2 points they rolled above the target’s Deceit. This Intimidation bonus lasts until something happens to change the target’s weak spot.","level":0},"skill2":{"skillName":"Marked Man","stat":"will","definition":"A Criminal can roll Marked Man at a DC equal the target’s EMPx3 to mark a target by carving a mark on their door, or the like. If successful the target must make a Charisma, Persuasion, or Intimidation check that beats your Marked Man roll to get any help or ser-vice from anyone in their settlement.","level":0},"skill3":{"skillName":"Rally","stat":"will","definition":"Once per day, by taking an hour, a Criminal can roll a Ral-ly check against a DC set by the GM. For every 2 you roll above the DC they recruit 1 Bandit for a number of days equal to your Rally value. If a Bandit is knocked below half health they must roll under the Criminal’s WILL on a 10 sided die or flee.","level":0}},"skillPath3":{"pathName":"The Assassin","skill1":{"skillName":"Careful Aim","stat":"dex","definition":"A Criminal who’s not in active combat and takes a round to aim can roll Careful Aim at a DC equal to their target’s REFx3 to gain a bonus on their next attack equal to half their Careful Aim value. Being spotted after making this roll but before attacking halves the bonus.","level":0},"skill2":{"skillName":"Ryr Gouge","stat":"dex","definition":"A Criminal can roll Eye Gougein place of an attack to temporarily blind a target. Eye Gouge requires the Criminal to be in melee range and imposes a -3 to hit. However if it hits, the target takes an unmodified 2d6 damage and is blinded for a number of rounds equal to the Eye Gouge value.","level":0},"skill3":{"skillName":"Assassin's Strike","stat":"dex","definition":"When ambushing a target, a Criminal can make an Assassin’s Strike roll against the target’s Awareness roll to conceal themselves after an attack. This ability can be used in any situation but imposes penalties based on light and cover conditions. Multiple opponents can each roll to spot the Criminal.","level":0}}},"flags":{},"img":"prof-criminal.png","effects":[],"_id":"12OO8NHV751PERyA"} +{"name":"Merchant","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Well Traveled","stat":"int","definition":"Your average merchant makes a living from trade, and that trade brings in customers from all around. But a traveling merchant goes to their customers, wandering the roads of the world and learning from its people. A Merchant can make a Well Traveled roll any time they want to know a fact about a specific item, culture, or area. The DC is set by the GM, and if the roll is successful the Merchant remembers the answer to that question, calling on memories of the last time they travelled through the applicable area.","level":0},"skillPath1":{"pathName":"The Broker","skill1":{"skillName":"Options","stat":"int","definition":"A Merchant can roll Options against a DC set by the GM to find a lower price on an item. If they succeed the Merchant finds another person selling the same item for half the price. The higher the item rarity, the higher the DC should be. Options does not affect experimental, witcher, or relic items.","level":0},"skill2":{"skillName":"Hard Bargain","stat":"emp","definition":"When bribing a target a Merchant can roll Hard Bargain at a DC equal to the opponent’s WILLx3. If they succeed, they can bribe the opponent with any item they have at hand that is worth 5 crowns. The object always grants +3 to Persuasion. The DC rises by 5 for truly ridiculous bribes.","level":0},"skill3":{"skillName":"Promise","stat":"emp","definition":"When attempting to buy an item, a Merchant can make a Promise roll at a DC equal to the Salesperson’s EMPx3. If they succeed the salesperson accepts the Merchant’s promise to pay for the item later. This promise holds the salesperson over for a number of weeks equal to your Promise ability.","level":0}},"skillPath2":{"pathName":"The Contact","skill1":{"skillName":"Rookery","stat":"emp","definition":"A Merchant can make a Rookery roll at a DC based on the settlement they are in to gain the aid of 1 urchin or vagrant per 1 point they rolled over the DC(maximum 10). These people can be consulted to grant +1 per person on Streetwise rolls. Informants take 1 crown each as payment each time they are consulted.","level":0},"skill2":{"skillName":"Insider","stat":"int","definition":"A Merchant with Insider can convince a person to spy for them. Spend 10 crowns and roll Insider versus the person’s Resist Coercion roll. If it is successful the person will spy on a target for as many days as your Insider value. At the end of this time you can roll again, but must pay again.","level":0},"skill3":{"skillName":"Treadure Map","stat":"int","definition":"Once per session a Merchant can roll Treasure Map at a DC set by the GM to remember the supposed location of a relic item, or a ruin that may hide something useful. This location will, of course, be out of the way or exceedingly dangerous, requiring a quest. Reaching this item or ruin should require a full session.","level":0}},"skillPath3":{"pathName":"The Havekar","skill1":{"skillName":"Well Connected","stat":"will","definition":"On first entering a settlement, a Merchant can spend an hour spreading word of their arrival, then roll Well Connected at a DC based on the settlement. Success raises their reputation in that settlement by a number equal to the amount you rolled over the DC divided by 2(minimum 1), for 1d6 Weeks.","level":0},"skill2":{"skillName":"Fence","stat":"int","definition":"A Merchant who has to get rid of a dubious or stolen item can make a Fence roll at a DC determined by the GM. If they succeed, they sell the item ,(at full market price) to a buyer who won’t ask any serious questions and won’t turn them in to the Guard.","level":0},"skill3":{"skillName":"Warrior`s Debt","stat":"emp","definition":"A Merchant can roll Warrior’s Debt to call on a fighter who owes them. Split your roll between the 3 sections on the Warrior table in the sidebar. This warrior will work for you for a number of days equal to your Warrior’s Debt value and takes any reasonable order you give without asking questions.","level":0}}},"flags":{},"img":"prof-merchant.png","effects":[],"_id":"3hUpznoNwVe0BHI7"} +{"name":"Witcher","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Witcher Training","stat":"int","definition":"Most of a Witcher’s early life is spent within the walls of their keep, studying huge, dusty tomes and going through hellish combat training. Many have argued that the Witcher’s greatest weapon is their knowledge of monsters and their adaptability in any situation. When in a hostile environment or difficult terrain, a Witcher can lessen the penalties by half their Witcher Training value (minimum 1). Witcher Training can also be used in any situation that you would normally use Monster Lore for.","level":0},"skillPath1":{"pathName":"The Spellsword","skill1":{"skillName":"Meditation","stat":"will","definition":"A Witcher can enter a meditative trance which grants all the benefits of sleeping but allows them to remain vigilant. While meditating a Witcher is considered awake for the purpose of noticing anything within double their Meditation value in meters.","level":0},"skill2":{"skillName":"Magical Source","stat":"will","definition":"As a Witcher uses signs more often their body becomes more used to the effort. For every 2 points a Witcher has in Magical Source they gain 1 points of Vigor threshold. When this ability reaches level 10, your maximum Vigor threshold becomes 7. This skill can be trained like other skills.","level":0},"skill3":{"skillName":"Heliotrope","stat":"will","definition":"When a Witcher is targeted by a spell, invocation, or hex they can roll Heliotrope to attempt to negate the effects. They must roll a Heliotrope roll that equals or beats the opponent’s roll and expend an amount of Stamina equal to half the Stamina spent to cast the magic.","level":0}},"skillPath2":{"pathName":"The Mutant","skill1":{"skillName":"Iron Stomach","stat":"body","definition":"After decades of drinking toxic witcher potions, witcher bodies adapt to the toxins. A witcher can endure 5% more toxicity from drinking potions and decoctions per 2 points they spend on Iron Stomach. This skill can be trained like other skills. At level 10, a witcher’s maximum toxicity is 150%.","level":0},"skill2":{"skillName":"Frenzy","stat":"body","definition":"When poisoned, a witcher goes into a frenzy and deals an extra 1d6 melee damage per level in Frenzy. While in a Frenzy, your single goal is to get to a place of safety or kill the target that poisoned you. When the poison wears off, the Frenzy ends. You can attempt to end Frenzy early with a DC:15 Endurance roll.","level":0},"skill3":{"skillName":"Transmutation","stat":"body","definition":"When taking decoctions a Witcher can roll Transmutation at DC:18. A success allows their body to assimilate slightly more of the mutagen than usual and gain a bonus based on which decoction they take. The decoction lasts half as long as it normally would. The extra mutations are too subtle to spot","level":0}},"skillPath3":{"pathName":"The Slayer","skill1":{"skillName":"Parry Arrows","stat":"dex","definition":"A Witcher can roll Parry Arrows to deflect arrows and other projectiles in same way as melee weapons. This doesn’t affect attack magic with no physical component for a sword to divert. See the bomb table(pg.152) to see where the attack lands. Area of effect attacks detonate after the parry.","level":0},"skill2":{"skillName":"Quick Strike","stat":"ref","definition":"After a Witcher takes their turn they can spend 5 STA and make a Quick Strike roll at a DC equal to their opponent’s REFx3. On success, they make another single strike in that round. This attack must be made against the opponent they rolled against, but can include disarms, trips, and other attacks.","level":0},"skill3":{"skillName":"Whirl","stat":"ref","definition":"By spending 5 STA per round, a witcher can enter a Whirl, where the witcher makes one attack against everyone within sword range each turn, with their Whirl roll acting as the at-tack roll. The witcher can only maintain this Whirl, dodge, and move 2m each round. Do-ing anything else or being hit halts the Whirl.","level":0}}},"flags":{},"img":"prof-witcher.png","effects":[],"_id":"3zErfBcBmk7OMroh"} +{"name":"Craftsman","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Patch Job","stat":"cra","definition":"A skilled craftsman can patch a weapon or armor well enough to keep it working and keep its wearer/wielder in the fight, whether that be by tying a bowstring back together, sharpen-ing the edge of a broken blade, or nailing a plate over a cracked shield. By taking a turn to roll Patch Jobat a DC equal to the item’s Crafting DC-3 a Craftsman can restore a broken shield or armor to half its full SP or restore a broken weapon to half its durability. Until fixed at a forge, a patched weapon does half its normal damage.","level":0},"skillPath1":{"pathName":"The Forge Master","skill1":{"skillName":"Extensive Catalogue","stat":"int","definition":"A skilled Craftsman can keep a mental catalogue of diagrams in their head at all times. When a Craftsman has memorized as many diagrams as they can, they may roll Extensive Catalogue at DC:15 to memorize one more. There is no limit, but every 10 diagrams they have memorized adds 1 to the DC.","level":0},"skill2":{"skillName":"Journeyman","stat":"cra","definition":"A Craftsman who begins crafting an item can roll Journeyman at a DC equal to the item’s crafting DC. If they succeed they add +1 DMG or +1 SP for every 2 points they rolled above the DC. The maximum bonus they can give to DMG or SP is 5. They can’t use LUCK to raise it further.","level":0},"skill3":{"skillName":"Master Crafting","stat":"cra","definition":"Master Crafting allows a Craftsman to make items that are master grade. They can also roll a Master Crafting roll at any time at a DC equal to the item’s crafting DC to permanently grant armor resistance(their choice which) or weapons a 50% bleeding or -2 Stunvalue.","level":0}},"skillPath2":{"pathName":"The Alchemist","skill1":{"skillName":"Mental Pharmacy","stat":"int","definition":"A skilled Craftsman can keep a mental catalogue of formulae in their head at all times. When a Craftsman has memorized as many formulae as they can, they may roll Mental Pharmacy at DC:15 to memorize one more. There is no limit, but every 10 formulae they have memorized adds 1 to the DC.","level":0},"skill2":{"skillName":"Double Dose","stat":"cra","definition":"Any time a craftsman sets out to make an alchemical item they can make a Double Dose roll at a DC equal to the formula’s crafting DC. If they succeed they create two units of the formula with the ingredients of one. This applies to all items created with alchemy, including potions, oils, decoctions, and bombs.","level":0},"skill3":{"skillName":"Adaptation","stat":"cra","definition":"Craftsmen can roll an Adaptation check(3 + the crafting DC) before making a witcher potion to lower its DC to avoid poisoning by 1 for every point over the crafting DC. If they fail, the potion comes out as poisonous as it normally would be. The DC to avoid poisoning can never be lower than 12.","level":0}},"skillPath3":{"pathName":"The Improviser","skill1":{"skillName":"Augmentation","stat":"cra","definition":"A Craftsman can make an Augmentation roll at a DC listed in the Augmentation chart to augment a weapon or Armor with special bonuses. This augmentation takes 3 rounds. While a forge isn’t required, it grants a +2 to the roll. A fumble results in the item taking damage equal to the fumble value.","level":0},"skill2":{"skillName":"Silver Coating","stat":"cra","definition":"A Craftsman can coat an existing weapon in silver with a forge and a number of units of silver ingots based on the size of the weapon. The DC for this roll is 16. If you succeed, add +1d6 silver damage to a weapon per 3 points you rolled above the DC, up to 5d6. Fail-ing the roll breaks the weapon.","level":0},"skill3":{"skillName":"Pinpoint","stat":"cra","definition":"A Craftsman can roll Pinpointwith a DC equal an item’s crafting DC to search for a flaw in the item’s design. This takes 1 turn of studying, but allows the Craftsman to make a targeted attack at a -6 to do ablation damage to the armor or weapon equal to half their Pinpoint value in 6-sided dice.","level":0}}},"flags":{},"img":"prof-crafter.png","effects":[],"_id":"KDAWqEffzeovDZ9y"} +{"name":"Noble","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Notoriety","stat":"int","definition":"Nobility, whether earned by noble deeds or conferred by birth, grants a person a grandeur that must be acknowledged. Peasants may curse a noble’s name and mock them in the safety of their hovels but most dare not insult a noble to their face. A Noble adds their Notoriety value to their Reputation score when in their home country or a country allied with their homeland. If a Noble travels to a kingdom or territory that is actively at war with or neutral toward their homeland, they gain only half their Notoriety value.","level":0},"skillPath1":{"pathName":"The Dilettante","skill1":{"skillName":"Dabble","stat":"emp","definition":"Each time a Noble buys a rank in Dabble, they gain two free skill points to spend. These points must be spent to buy a rank in a skill the Noble has zero ranks in and cannot raise a skill’s value beyond rank one. To buy a Difficult skill at rank 1, the Noble must spend both free points.","level":0},"skill2":{"skillName":"Expert Guise","stat":"emp","definition":"By rolling Expert Guise against a target’s Resist Coercion, the Noble can permanently convince a person of the Noble’s expertise in a specific subject. The target then defers to the Noble and the Noble gains a +3 to Deceit checks against the target when that specific topic is involved.","level":0},"skill3":{"skillName":"Host","stat":"emp","definition":"By taking a day and spending an amount of money equal to their Host value times 100, a Noble can arrange a festive gathering. While at this gathering, the Noble gains a +3 to Charisma, Seduction, and Persuasion. Anyone the Noble invites must make a Resist Coercion check against the Noble’s Host check to not attend.","level":0}},"skillPath2":{"pathName":"The Leader","skill1":{"skillName":"Command","stat":"will","definition":"As an action, a Noble can command a target to perform a specific task on their next turn. If the Noble’s Command check beats a DC equal to the target’s WILLx3, the target gains a bonus to one check involved in this task equal to one-half the Noble’s Command value (minimum 1).","level":0},"skill2":{"skillName":"Servants","stat":"int","definition":"A Noble gains a number of servants equal to half their Servants value(minimum 1). These subjects follow the Noble’s orders to the best of their ability but must be commanded or persuaded to risk their lives. If a servant can no longer serve for any reason, the Noble can request a new one from their household be sent.","level":0},"skill3":{"skillName":"Estate","stat":"int","definition":"A Noble personally owns an estate that consists of a main house, a stable, and a parcel of land. The Noble decides where this estate is located (within reason). The Noble serves as the land’s manager and gains benefit from it. Anyone living on the land is their subject. More details can be found on page 12.","level":0}},"skillPath3":{"pathName":"The Knight","skill1":{"skillName":"Resolute","stat":"int","definition":"A Noble can add their Res-olute value to their Courage and Resist Coercion checks. If they succeed a Courage or Resist Coercion check, any ally who witnesses them do so gains a bonus on their own Courage or Resist Coercion check equal to one-half the Noble’s Resolute value (minimum 1) until the end of the scene.","level":0},"skill2":{"skillName":"Chavalier","stat":"emp","definition":"By taking an hour, a Noble can make a Chevalier check against a mount’s WILLx3 to permanently bond with it. When being ridden by the Noble, the mount’s Control Modifier is raised by half the Noble’s Chevalier value. The Noble can also lower the result of a control loss by half this value.","level":0},"skill3":{"skillName":"Armored Buffer","stat":"ref","definition":"If an enemy scores a critical wound on a Noble, the Noble can immediately make an Armored Buffer check against a DC equal to the enemy’s original Attack Check. If the Noble succeeds, they can negate the critical wound by sacrificing the armor in the hit location. The armor suffers 1d10 ablation damage per level of the critical wound to the hit location.","level":0}}},"flags":{},"img":"prof-noble.png","effects":[],"_id":"KXOu5ABgWqyH5Cb5"} +{"name":"Priest","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Initiate of the Gods","stat":"emp","definition":"The churches of the world are often warm and inviting places, helping their communities and welcoming new converts. A Priest can roll Initiate of the Gods at a DC set by the GM at churches of the same faith to get free lodging, healing, and other services at the GM’s discretion. Initiate of the Gods also works when dealing with members of the same faith, though they will likely be able to offer less than a fully supplied church. Keep in mind that Initiate of the Gods doesn’t work with members of other faiths","level":0},"skillPath1":{"pathName":"The Preacher","skill1":{"skillName":"Divine Power","stat":"will","definition":"A Priest can become more in tune with their god, gaining 1 point of Vigor threshold per skill level in Divine Power. This brings your Vigor threshold to a total of 12 at level 10. Divine Power can be trained like other skills and stacks with Nature Attunement. The Vigor thresholds are not separate.","level":0},"skill2":{"skillName":"Divine Authority","stat":"emp","definition":"Peasants and the common folk of the world see Priests as agents of the gods’ will. A Priest can add their Divine Authority to their Leadership rolls if they are in an area where their religion is worshipped. Even when outside such areas of worship a Priest adds half this value, due to their presence.","level":0},"skill3":{"skillName":"Precognition","stat":"will","definition":"At the will of the GM, a Priest can be overcome by visions of the future, sending them into a catatonic state for 3 rounds. After this time the Priest can roll Precognition at a DC set by the GM to decipher the visions that they are stricken by. Such visions are composed of symbolism and metaphors.","level":0}},"skillPath2":{"pathName":"Druid","skill1":{"skillName":"Nature Attunement","stat":"will","definition":"A Priest can become more in tune with nature, gaining 1 point of Vigor threshold per skill level in Nature Attunement. This brings your Vigor threshold to a total of 12 at level 10. Nature Attunement can be trained like other skills and stacks with Divine Power. The Vigor thresholds are not separate.","level":0},"skill2":{"skillName":"Read Nature","stat":"int","definition":"When in a purely natural environment a druid can roll Read Nature at a DC set by the GM. On a success, the druid reads the signs around them to learn everything that passed through that area and what they did in the area. Read Nature renders a very localized picture and cannot track things.","level":0},"skill3":{"skillName":"Animal Compact","stat":"will","definition":"A Druid adds Animal Compact to any Wilderness Survival rolls they make to handle animals. A Druid can also make a compact with an animal. By taking a full round and rolling Animal Compact, they make one Beast or animal their ally for a number of hours equal to their Animal Compact value. Monsters are unaffected.","level":0}},"skillPath3":{"pathName":"Fanatic","skill1":{"skillName":"Blood Rituals","stat":"will","definition":"A Priest casting a ritual can make a Blood Ritual check against the casting DC of the ritual. If they succeed, they can cast the ritual without required alchemical substances by sacrificing 5 HP in blood per missing alchemical substance. This blood can come from others, but must be spilled at the time of the ritual.","level":0},"skill2":{"skillName":"Fervor","stat":"emp","definition":"A Priest can roll Fervor against a target’s current INTx3. On success, the rallying power of the Priest’s words grants 1d6 temporary health for every point rolled over the DC (max-imum 5). This lasts for as many rounds as their Fervor x2 and only works once per target per d ay.","level":0},"skill3":{"skillName":"Word of God","stat":"emp","definition":"A Priest can roll Word of God to convince people that they are speaking directly for the gods. Anyone who fails a Resist Coercion roll sees the Priest as a messiah and follows along as an apostle. A Priest can have as many apostles as their Word of God value. In combat, use bandit stats for apostles without them.","level":0}}},"flags":{},"img":"prof-priest.png","effects":[],"_id":"W8iVBQFFTvkDCK0Q"} +{"name":"Man at Arms","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Tough As Nails","stat":"body","definition":"True Men At Arms like the Blue Stripes of Temeria and the Impera Brigade of Nilfgaard are hardened soldiers who never give in or surrender. When a Man At Arms falls to or below 0 Health, they can roll Tough As Nails at a DC equal to the number of negative Health times 2 to keep fighting. If they fail, they fall into Death State as per usual. If they succeed, they can keep fighting as if they were only at their Wound Threshold. Any damage forces them to make another roll against a DC based on their Health.","level":0},"skillPath1":{"pathName":"The Marksman","skill1":{"skillName":"Extreme Range","stat":"dex","definition":"When making a ranged attack against a target outside of their weapons range, a Man At Arms can roll Extreme Rangeat a DC based on the target’s distance out of range. Success removes range penalties on the shot, though it still takes any targeting and environmental penalties.","level":0},"skill2":{"skillName":"Twin Shot","stat":"dex","definition":"When making a ranged attack with a thrown weapon or a bow, a Man At Arms can roll Twin Shot in place of their normal weapon skill. If they hit, they strike with two projectiles and damage two randomly rolled parts of the body. Even if the attack is aimed, the second projectile will hit a random location.","level":0},"skill3":{"skillName":"Pin Point Aim","stat":"dex","definition":"A Man At Arms who scores a critical with their ranged weapon can immediately roll Pin Point Aim at a DC equal to the target’s DEXx3. If they succeed, they add their Pin Point Aim value to their critical roll. These points only affect the location value of the Critical Wound.","level":0}},"skillPath2":{"pathName":"The Bounty Hunter","skill1":{"skillName":"Bloodhoud","stat":"int","definition":"When tracking a target or trying to find a trail, a Man At Arms adds their Bloodhound value to Wilderness Survival rolls to find the trail or follow it. If the Man At Arms loses the trail while tracking with this ability, they can roll Bloodhound at a DC set by the GM to pick the trail back up immediately.","level":0},"skill2":{"skillName":"Booby Trap","stat":"cra","definition":"A Man At Arms can make a Booby Trap roll to set a makeshift trap in a specific area. See the BoobyTrap table for traps that can be built. The Man At Arms can only build one type of trap at a time. Every trap has a 2m radius tripwire and requires an Awareness roll at a DC equal to your Booby Trap roll to spot.","level":0},"skill3":{"skillName":"Tactical Awareness","stat":"int","definition":"Instead of moving, a Man At Arms can roll Tactical Awareness to gain insight into a whole group of opponents. The Man At Arms gains +3 to attack and defense rolls against every enemy within 10m whose DEXx3 is lower than that roll, for one round. This ability also tells the Man At Arms what each affected opponent is about to do.","level":0}},"skillPath3":{"pathName":"The Reaver","skill1":{"skillName":"Fury","stat":"will","definition":"A Man At Arms can roll Furyat a DC equal to their EMPx3. If they succeed, the Man At Arms becomes immune to fear, spells that change emotions, and Verbal Combat for a number of rounds equal to their Fury value times 2. During this time, rage clouds their thinking and instinct takes over.","level":0},"skill2":{"skillName":"Zweihand","stat":"body","definition":"By, spending 10 STA and rolling Zweihand minus 3 against an opponent’s defense, a Man At Arms can make one attack which does double damage and has armor piercing. If the weapon already has armor piercing, it gains improved armor piercing. A weapon with improved armor piercing gains 3d6 damage.","level":0},"skill3":{"skillName":"Shrug It Off","stat":"body","definition":"A number of times per game session equal to their BODY value, a Man At Arms can spend 10 STA to immediately roll Shrug It Off when an ene-my strikes a Critical Wound on them. If their roll beats the ene-my’s attack roll, they can negate the Critical Wound, taking damage as if the enemy hadn’t rolled a critical.","level":0}}},"flags":{},"img":"prof-man-at-arm.png","effects":[],"_id":"bcz40Oiums7JJVPp"} +{"_id":"btVAL7mT2pmgt72A","name":"Bard","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Busking","stat":"emp","definition":"A Bard is a wonderful thing to have around, especially when the party’s low on money. A Bard can take an hour and make a Busking roll in the nearest town center. The total of this roll is the amount of money raked in by the Bard while they perform on the street. A fumble can lower the roll, and a negative value means that not only do you fail to make any coin but you are also harrassed by the locals for your poor performance, resulting in a -2 to Charisma with anyone in the town for the rest of the day.","level":0},"skillPath1":{"pathName":"The Charmer","skill1":{"skillName":"Return Act","stat":"emp","definition":"Before attempting a Busking roll a Bard can roll Return Actat a DC set by the GM to see whether they have played in this town before. If the roll is successful the Bard has made a name for themselves in this town already. Not only is their Busking income doubled but they gain a +2 Charisma with everyone in at that venue.","level":0},"skill2":{"skillName":"Raise A Crowd","stat":"emp","definition":"By taking a full round to perform, you can roll Raise A Crowd to captivate anyone within 20m. Anyone who doesn’t make a Resist Coercion roll higher than your initial roll can do nothing but watch you perform until they succeed at rolling above your initial roll. If attacked a target will snap out of it.","level":0},"skill3":{"skillName":"Good Friend","stat":"emp","definition":"Once per session a Bard can make a Good Friend roll to find a friend to aid them. Take the total roll and split these points up between the 3 categories in the Good Friend chart in the sidebar. This friend will do one reasonable thing for old times’ sake, then cannot be called on again for free and must be convinced.","level":0}},"skillPath2":{"pathName":"The Informant","skill1":{"skillName":"Fade","stat":"int","definition":"A Bard can make a Fade roll against multiple targets’ Awareness rolls to fade into the background. This ability allows a Bard to hide even when there are no good hiding places, by slipping into a conversation, drawing attention to something else, or the like. This ability doesn’t work if you are wearing really flashy clothing.","level":0},"skill2":{"skillName":"Spread the Word","stat":"int","definition":"A Bard who rolls a successful Deceit roll against a target can then roll Spread the Wordagainst the target’s Resist Coercion roll. If they succeed the target spreads the Bard’s lie around the target’s settlement or group, giving the Bard a +2 to Deceit when trying to pass off that lie again to someone else.","level":0},"skill3":{"skillName":"Acclimatize","stat":"int","definition":"When in a settlement a Bard can roll Acclimatize (See Acclimatize chart for DC). If suc-cessful, the Bard learns how to appear as a local and will no longer be treated as an outsider. This grants a +2 to Charisma & Persuasion with locals and means that they won’t be questioned or harassed like an outsider.","level":0}},"skillPath3":{"pathName":"The Manipulator","skill1":{"skillName":"Poison The Well","stat":"emp","definition":"A Bard can make a Poison The Well roll against a target’s EMPx3 when they are trying to influence a person or people. If successful, the Bard makes pointed comment that imposes a -1 for each point they rolled above the DC to the target’s Seduction, Charisma, Persuasion, Leadership or Intimidation rolls.","level":0},"skill2":{"skillName":"Needling","stat":"emp","definition":"A Bard can make a Needlingroll against a target’s Resist Coercion roll. If successful, the bard goads them with obscenities and threats until they attack. The target takes a nega-tive to their attack and defense equal to half the Bard’s Nee-dling value, lasting for as many rounds as the Needling value.","level":0},"skill3":{"skillName":"Et Tu Brute","stat":"emp","definition":"A Bard can roll Et Tu Bruteagainst a target’s WILLx3 to turn them against one ally. If successful the Bard’s lies and halftruths makes the target treat that ally with mistrust and animosity for as many days as the Et Tu Brute value or until they make a Resist Coercion roll that beats the Et Tu Bruteroll","level":0}}},"flags":{},"img":"prof-bard.png","effects":[]} +{"name":"Doctor","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Healing Hands","stat":"cra","definition":"Anyone can apply some ointment and wrap a bandage around a cut, but a Doctor has true medical training which allows them to perform complex surgeries. A Doctor with Healing Hands is the only person who can heal a critical wound. To heal critical wounds a doctor must make a number of successful Healing Hands rolls based on the severity of the critical wound. The DC of the roll is based on the severity of the critical wound as well. Healing Hands can also be used for any First Aid task.","level":0},"skillPath1":{"pathName":"The Surgeon","skill1":{"skillName":"Diagnose","stat":"int","definition":"When able to look over a wounded person or monster, a Doctor can roll Diagnose at a DC determined by the GM. If they succeed they assess any Critical Wounds the subject has and learn how many Health Points it has left. This also gives a +2 to any Healing Hands checks to heal those wounds.","level":0},"skill2":{"skillName":"Analysis","stat":"int","definition":"When about to perform a Healing Hands roll, a Doctor can take a turn to make an Analysis roll at a DC equal to the severity of the Critical Wound. If they succeed they gain insight into the wounds, and for every 2 they roll over the DC (minimum 1) the surgery takes 1 turn less.","level":0},"skill3":{"skillName":"Effective Surgery","stat":"cra","definition":"Before starting to heal a Critical Wound a Doctor can make an Effective Surgery roll at a DC equal to the wound’s Healing Hands DC. If they succeed they treat the wounds so skilfully that they heal twice as fast. This bility can be used on critical wounds and can also be used on regular wounds.","level":0}},"skillPath2":{"pathName":"The Herbalist","skill1":{"skillName":"Healing Tent","stat":"cra","definition":"Healing Tent allows a Doctor to roll against a DC set by the GM to create a covered area that provides an optimal medical environment. This takes 1 hour but adds +3 to Healing Hands/First Aid rolls inside, and +2 to the healing rate of anyone in the tent for a number of days equal to your Healing Tent value.","level":0},"skill2":{"skillName":"Improvisation","stat":"int","definition":"A Doctor can make an Improvisation roll at a DC equal to the crafting DC for a specific medical alchemical item to substitute something else on hand for the same effect. This roll takes one round and if it is failed it can be made again. Improvisation is very specific and works only on this one injury.","level":0},"skill3":{"skillName":"Herbal Remedy","stat":"cra","definition":"By mixing alchemical substances, a Doctor can create an herbal remedy that grants bonuses/effects based on what was put into it (see the Healing Remedy chart in the sidebar). Each remedy keeps for 3 days and must be burned or chewed to provide the bonus, allowing only 1 use. Making a remedy takes 1 turn.","level":0}},"skillPath3":{"pathName":"The Anatomist","skill1":{"skillName":"Bleeding Wound","stat":"int","definition":"A Doctor who does damage with a bladed weapon can make a Bleeding Wound roll against a DC of 15. On success, the attack causes bleeding at a rate of 1 point per 2 points rolled over the DC. The bleeding can only be stopped by a First Aid roll, at a DC equal to the Doctor’s Bleeding Woun droll.","level":0},"skill2":{"skillName":"Pratical Carnage","stat":"int","definition":"A Doctor can roll Practical Carnage against a DC equal to the opponent’s BODYx3 to cause the target’s wounds and critical wounds to heal half as fast. Other Doctors with the Effective Surgery skill and items that raise the healing rate of wounds and critical wounds can counteract the effect.","level":0},"skill3":{"skillName":"Crippling Wound","stat":"int","definition":"A Doctor can make a Crippling Wound roll against the target’s defense. This attack takes a -6 to hit but imposes a negative to the target’s REFLEX, BODY, or SPEED equal to 1 per 3 points above their defense roll. This negative can only be removed with an Effective Surgery roll that beats your attack roll.","level":0}}},"flags":{},"img":"prof-doctor.png","effects":[],"_id":"mOjik3MHQ9d3nwYV"} +{"name":"Mage","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"profession","data":{"definingSkill":{"skillName":"Magical Training","stat":"int","definition":"To qualify as a Mage, a magically adept person must pass through the halls of one of the world’s magical academies and learn the fundamentals of the magical arts. A Mage can roll Magical Training whenever they encounter a magical phenomenon, an unknown spell, or a question of magical theory. The DC is set by the GM, and a success allows the Mage to recall everything there is to know about the phenomenon. Magical Training can also be rolled as a form of Awareness that detects magical beings, spells, and hexes.","level":0},"skillPath1":{"pathName":"The Politician","skill1":{"skillName":"Scheming","stat":"int","definition":"A Mage can make a Scheming roll at a DC equal to a target’s INTx3. On success the Mage gets a +3 to Deceit, Seduction, Intimidation, or Persuasion against that target from their observations of how the target works. The bonus from this ability applies for a number of days equal to the Mage’s Scheming value.","level":0},"skill2":{"skillName":"Grape Vine","stat":"int","definition":"A Mage can take 1 hour and make a Grape Vine roll against a target’s EMPx3. Success spreads rumors throughout a settlement or city, lowering the target’s reputation there by half your Grape Vine value for a number of days equal to your Grape Vine value.","level":0},"skill3":{"skillName":"Assets","stat":"int","definition":"Once per game a Mage can make an Assets roll to remember an asset they ‘acquired’ some time ago. Take the total of your roll and distribute it between the 4 columns on the table in the sidebar to find out who you know. This asset will help you, but how much depends on their relationship with you.","level":0}},"skillPath2":{"pathName":"The Scientist","skill1":{"skillName":"Reverse Engineer","stat":"int","definition":"By taking 1 hour to study an alchemical solution a Mage can roll Reverse Engineer at a DC equal to the Crafting DC for the alchemical item +3. Success allows them to reverse-engineer and write down the item’s formula. This formula is 3 points harder to craft, but reliably creates the desired item.","level":0},"skill2":{"skillName":"Distillation","stat":"cra","definition":"A Mage can roll Distillation instead of Alchemy when creating an alchemical solution. Success at this roll creates a dose of that solution that has half again the effect that it would normally have, either in duration, damage, or resistance DC (your choice). Always round down when increasing.","level":0},"skill3":{"skillName":"Mutate","stat":"int","definition":"A mage can spend all of their stamina and a full day experimenting on a subject to roll Mutate at a DC equal to (28 – (subject’s BODY + WILL)/2) to mutate the subject. Success grants the subject use of the Mutagen with the appropriate minor mutation. Failure throws the subject into Death State and inflicts the larger mutation.","level":0}},"skillPath3":{"pathName":"The Arch Mage","skill1":{"skillName":"In Touch","stat":"int","definition":"As a Mage utilizes magic more and more, their body becomes more used to the flow. Every point a Mage has in In Touch grants +2 points to Vigor threshold. When this ability reaches level 10 your maximum Vigor threshold becomes 25. This skill can be trained, like other skills.","level":0},"skill2":{"skillName":"Immutable","stat":"will","definition":"A Mage can roll Immutable at DC:16 whenever they would normally be affected by dimeritium. Success means that the Mage mostly shrugs off the dimeritium. They are still somewhat dizzy and uncomfortable but retain half of their total Vigor threshold and can perform magic.","level":0},"skill3":{"skillName":"Expanded Magic","stat":"will","definition":"By channelling magic through various magical foci a Mage can wield incredible power. A Mage can roll Expanded Magic before attempting to cast a spell or ritual, at a DC of 16. On success the mage can channel the spell or ritual through any 2 of their foci that they choose, reducing the Vigor cost twice.","level":0}}},"flags":{},"img":"prof-mage.png","effects":[],"_id":"wMka9AQeA5By86wD"} diff --git a/packs/weapons.db b/packs/weapons.db new file mode 100644 index 00000000..081be49f --- /dev/null +++ b/packs/weapons.db @@ -0,0 +1,73 @@ +{"name":"Throwing Axe","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Ya won’t get as much range on a throwing axe as you would on a throwing knife but you’ll pack more of a punch. Nothin’ like a hunk of sharpened metal on a haft comin’ at ya.","quantity":1,"weight":1,"cost":75,"type":"S","isMelee":true,"accuracy":0,"avail":"Everywhere","damage":"2d6","reliable":10,"hands":"1","range":"BodyX2m","effect":"","conceal":"Small","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/axe-swing.svg","effects":[],"_id":"01mQH2D9C9QQrxZd"} +{"name":"Monster Hunter's Crossbow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"These days monsters aren’t very common. I can probably count the number of monster sightin’s I’ve had on the fingers of one hand. But they still show up from time to time, and with witchers bein’ equally rare, some bastard down south devel-oped this beast. Stands more’n a meter long, ‘n’ near that across the limbs. They say this crossbow has to be pulled with a windlass an’ it fires with 136kg of force. Guess they figure if it takes a lot of force to kill a monster, why not make a damn handheld ballista to take ‘em down from afar, heh.","quantity":1,"weight":4,"cost":1125,"type":"P","isMelee":false,"accuracy":1,"avail":"Rare","damage":"6d6+2","reliable":15,"hands":"2","range":"200m","effect":"Slow Reload","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/crossbow.svg","effects":[],"_id":"0a9VPJTQj92sCDh0"} +{"name":"Short Bow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Aren’t gonna see many short bows in a war. They’re too small to make really good battlefield weapons and the range of their arrows ain’t great. But they’re perfect for huntin’ deer or the occasional trespasser.","quantity":1,"weight":1,"cost":290,"type":"P","isMelee":false,"accuracy":0,"avail":"Everywhere","damage":"3d6+3","reliable":10,"hands":"2","range":"100m","effect":"","conceal":"Large","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/pocket-bow.svg","effects":[],"_id":"2CiYhNQpjObJC0oh"} +{"name":"Elven Walking Staff","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Elven sages used these years and years ago. They’re much smaller than the average staff, maybe chest height at tallest. Beautiful designs of braided silk and gold, but the im-portant part is how well they focus magic.","quantity":1,"weight":1.5,"cost":975,"type":"B","isMelee":true,"accuracy":1,"avail":"Rare","damage":"3d6","reliable":10,"hands":"2","range":"N/A","effect":"Long Reach, Focus(3), Greater Focus","conceal":"CantHide","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/wizard-staff.svg","effects":[],"_id":"3RzlBXuJYJ6F0VCv"} +{"name":"Vicovarian Blade","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Vicovarian blade’s recognizable for its heavy guard. Usually used by knights of Vicovaro, but with the war they’ve spread all around. I’ll tell ya this though, my friend, I’ve seen these things survive castles crumbling around them and then still lop off a limb or two.","quantity":1,"weight":1.5,"cost":955,"type":"S/P","isMelee":true,"accuracy":0,"avail":"Rare","damage":"5d6+4","reliable":15,"hands":"2","range":"N/A","effect":"Balanced","conceal":"Tiny","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/spinning-sword.svg","effects":[],"_id":"40EUQp49WArCeH4L"} +{"name":"Pole Axe","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"A dwarven smith in Poviss creat-ed this light pole axe. A long pole endin’ in a heavy axe blade with a spike on top and a hammer head on the back. Heh, the weapon was de-signed to be versatile and fight any armor. Gotta have good weapons to be politically neutral.","quantity":1,"weight":3,"cost":460,"type":"S/P/B","isMelee":true,"accuracy":0,"avail":"Poor","damage":"4d6+2","reliable":10,"hands":"2","range":"N/A","effect":"Long Reach","conceal":"CantHide","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/sharp-halberd.svg","effects":[],"_id":"6GmK7cddNZ4tuXhV"} +{"name":"Long Bow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"The long bow’s the predecessor to the crossbow. Personally, think they’re large and unwieldy. But hey, easy to say that when you’re shorter than the bow. Elves swear by the long bow and in their hands it’s probably the deadliest ranged weapon short of a damn ballista. Humans gen-erally moved to the crossbow, but down in Nilfgaard they’ve got plenty of archers, all deadly and perfectly willin’ to prove it.","quantity":1,"weight":2,"cost":475,"type":"P","isMelee":false,"accuracy":0,"avail":"Everywhere","damage":"4d6","reliable":10,"hands":"2","range":"200m","effect":"","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/pocket-bow.svg","effects":[],"_id":"6gDBKOD4HIIm8VJF"} +{"name":"Arrow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Heh, if ya got a weapon that throws a projectile, ya need projectiles. Standard ammunition is basically your typical bolt or arrow. Bolts are usually smaller than arrows, but they both have a sharp metal head and feather fletching.","quantity":1,"weight":0.05,"cost":1,"type":"P","isMelee":false,"accuracy":0,"avail":"Everywhere","damage":"","reliable":10,"hands":"1","range":"","effect":"","conceal":"Large","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/spears.svg","effects":[],"_id":"82LVqXBF8aHHJ0Qk"} +{"name":"Hand Crossbow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Not sure where the hand cross-bow came from. Guess it probably started as a sorta civilian crossbow. They’re smaller and less power-ful than a standard crossbow but they’ll fit in one hand and they’re easy to fire accurately. Nowadays they’re touted for home defense, since many people can’t afford to learn how to fight and crossbows don’t take much learnin’.","quantity":1,"weight":0.5,"cost":285,"type":"P","isMelee":false,"accuracy":1,"avail":"Everywhere","damage":"2d6+2","reliable":5,"hands":"1","range":"50m","effect":"Slow Reload","conceal":"Large","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/crossbow.svg","effects":[],"_id":"9r5OZ5KfAbIpN3dO"} +{"name":"Vrihedd Cavalry Sword","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Vrihedd were one of the most feared horse brigades in the world once. I faced ‘em once. Me and my mates. Lemme tell ya, these blued-steel swords, wielded from the back of a horse, can take the head off the toughest dwarf. Lucky I survived.","quantity":1,"weight":2.5,"cost":745,"type":"P/S","isMelee":true,"accuracy":3,"avail":"Rare","damage":"4d6+4","reliable":15,"hands":"1","range":"N/A","effect":"Bleeding(25%)","conceal":"Large","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/piercing-sword.svg","effects":[],"_id":"9vZwb8WSGT8um6yO"} +{"name":"Gnomish Gwyhyr","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"For a long time the gwyhyr was the greatest sword in the world. Still a great sword. Long black blade so sharp you could shave with it. So light ya could swing it around full speed with one hand. Love these things but they’re rare as all hell.","quantity":1,"weight":2.5,"cost":1090,"type":"P/S","isMelee":true,"accuracy":3,"avail":"Rare","damage":"5d6+3","reliable":15,"hands":"2","range":"N/A","effect":"Bleeding(50%)","conceal":"CantHide","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/piercing-sword.svg","effects":[],"_id":"BHdsnAXntQokDNtz"} +{"name":"Poniard","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Heh, a good old-fashioned Temer-ian design. Long, slim, and light-weight. I got stuck fightin’ a black one at the Battle of Sodden with one of these. He broke six of my ribs, but I’m still here and he’s not.","quantity":1,"weight":1,"cost":350,"type":"S/P","isMelee":true,"accuracy":1,"avail":"Poor","damage":"2d6+2","reliable":10,"hands":"1","range":"N/A","effect":"Bleeding(25%)","conceal":"Tiny","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/broad-dagger.svg","effects":[],"_id":"BNSXuQ7SgQgZ4rgs"} +{"name":"Highland Mauler","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"The Kaedweni are big folks. If I had to list the toughest sons of whores in the world, it’d be the Skelligers, the Kaedweni, and the Gemmerians. But the Highland Mauler gives the Kaedweni a nice edge. Only ever sold two in my life, but these things are immense. Near two meters tall with a wide iron head that’s inlaid with meteorite steel.","quantity":1,"weight":3,"cost":1100,"type":"B","isMelee":true,"accuracy":0,"avail":"Rare","damage":"6d6+2","reliable":20,"hands":"2","range":"N/A","effect":"Stun(-2), Meteorite","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/flanged-mace.svg","effects":[],"_id":"BoYUbdL8n9dUaaOd"} +{"name":"Whip","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Ain’t much to say ‘bout a whip. Long, thin cord. Good for motivatin’ workers or incentivizin’ animals. Heh, seen some folks fight with ‘em. Don’t do a great deal of damage but great for grapplin’ weapons and limbs and what not.","quantity":1,"weight":0.5,"cost":152,"type":"S","isMelee":true,"accuracy":0,"avail":"Common","damage":"1d6+2","reliable":5,"hands":"1","range":"N/A","effect":"Long Reach, Grappling","conceal":"Small","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/whip.svg","effects":[],"_id":"CFo4D7G9TbyexAGQ"} +{"name":"Throwing Knife","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Throwing knives are an interesting bit a’ work. Small, easily concealed, and balanced for throwing. Ya have to practice to know rotation speeds and such, but they can be worth it. Good assassin weapon","quantity":1,"weight":0.5,"cost":50,"type":"P","isMelee":true,"accuracy":0,"avail":"Poor","damage":"1d6","reliable":5,"hands":"1","range":"BodyX4m","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/thrown-knife.svg","effects":[],"_id":"Ca2uRXHujgKk9EMS"} +{"name":"Flail","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Don’t see many folks wieldin’ flails these days. Heh, big spikey balls on chains sounds like they’d be unwieldy as hell. Then again, last time I saw some bastard wieldin’ a flail he put a dent in a knight’s helm and laid him out for good.","quantity":1,"weight":2,"cost":562,"type":"P/B","isMelee":true,"accuracy":-1,"avail":"Poor","damage":"4d6+2","reliable":10,"hands":"1","range":"N/A","effect":"Grappling, Armor Piercing","conceal":"Large","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/flail.svg","effects":[],"_id":"DsPclKCpgVoccx0A"} +{"name":"Krigsverd","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"They say the Skelligers quench their blades in the blood of sirens and muck-nixers. Lemme tell ya, my friend, it’s true. Or at least it was. Their hardened steel blades and lighter construction make ‘em hellishly accurate.","quantity":1,"weight":2,"cost":570,"type":"S/P","isMelee":true,"accuracy":2,"avail":"Common","damage":"4d6+4","reliable":10,"hands":"1","range":"N/A","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/spinning-sword.svg","effects":[],"_id":"Em9fqIrOVQagp6ou"} +{"name":"Battle Axe","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Need to break down a door? Need to hack up a body, livin’ or dead? Get an axe, my friend. Shape may vary but the battle axe’s a devastat-ing weapon and it’s tougher than most swords.","quantity":1,"weight":2,"cost":525,"type":"S","isMelee":true,"accuracy":0,"avail":"Common","damage":"5d6","reliable":15,"hands":"1","range":"N/A","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/battle-axe.svg","effects":[],"_id":"F2JMOoVgavOJCFfU"} +{"name":"Iron Staff","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Sometimes a mage might need a bit more protection or, hell, their magic may fail them. In that case ya got an iron staff. Basically it’s just a big rod of iron with fifth essence coursin’ through it. Sturdier than a normal staff and hits like a mace. Ya can even block blades with it a bit.","quantity":1,"weight":4,"cost":675,"type":"B","isMelee":true,"accuracy":0,"avail":"Poor","damage":"3d6","reliable":15,"hands":"2","range":"R/A","effect":"Long Reach, Focus(2)","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/wizard-staff.svg","effects":[],"_id":"FnUe6ZIiBuSKK6cQ"} +{"name":"Elven Glaive","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Hear elven glaives were most pop-ular during the elven golden age before the humans arrived. Guess they were guard weapons at the palaces. Tall poles with swooping razor-sharp blades at the top. My guess is, now that most elves in the North are hidin’ out, they can’t af-ford to carry big weapons like that.","quantity":1,"weight":4,"cost":925,"type":"S/P/B","isMelee":true,"accuracy":2,"avail":"Rare","damage":"4d6+3","reliable":10,"hands":"2","range":"N/A","effect":"Long Reach, Bleeding(25%)","conceal":"CantHide","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/glaive.svg","effects":[],"_id":"GDdATtigdvZLV93H"} +{"name":"Hoocked Staff","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Never understood this design my-self, but the young mage I traveled with said it was based off of an old design the mage Alzur used. Turns out Alzur used the hook on the end of the staff to shepherd the beasts he’d make. 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Arrowhead’s shaped like a screw so they burrow into ya and won’t come out without a fight.vvvvvvvv","quantity":1,"weight":0.1,"cost":50,"type":"B","isMelee":false,"accuracy":0,"avail":"Rare","damage":"","reliable":10,"hands":"1","range":"","effect":"Ablating","conceal":"Large","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/spotted-arrowhead.svg","effects":[],"_id":"iMrnhENdMnsiUV6d"} +{"name":"Red Halberd","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Redanian halberdiers are some of the most organized and dangerous soldiers in the north. Heh, These whoresons halt cavalry advances and troop charges like nothin’. Their halberd is a masterpiece. Two-me-ter pole capped with a heavy battle axe with a back spike, and a long spike on top.","quantity":1,"weight":4,"cost":865,"type":"S/P/B","isMelee":true,"accuracy":0,"avail":"Poor","damage":"6d6+3","reliable":10,"hands":"2","range":"N/A","effect":"Long Reach","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/halberd.svg","effects":[],"_id":"lXJVeiilVxXPqdOS"} +{"name":"Punch","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"","quantity":1,"weight":0,"cost":0,"type":"B","isMelee":true,"accuracy":0,"avail":"Everywhere","damage":"1d6","reliable":0,"hands":"1","range":"","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":1},"flags":{},"img":"modules/game-icons-net/blackbackground/punch-blast.svg","effects":[],"_id":"llPXCZgSIsCz76IC"} +{"name":"Arming Sword","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"The Redanian arming sword’s a one-handed blade with a simple curved guard and sharp edge. Heh, with Reda-nia spreading out across the North to “defend” us, these arming swords are showin’ up all over.","quantity":1,"weight":2.5,"cost":270,"type":"S/P","isMelee":true,"accuracy":0,"avail":"Common","damage":"2d6+4","reliable":15,"hands":"1","range":"N/A","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/spinning-sword.svg","effects":[],"_id":"nkWrsZ8GCWrmova5"} +{"name":"Witcher's Silver Sword","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"","quantity":1,"weight":1.5,"cost":0,"type":"P/S","isMelee":true,"accuracy":0,"avail":"Rare","damage":"1d6","reliable":10,"hands":"2","range":"N/A","effect":"Silver(3d6)","conceal":"CantHide","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/pointy-sword.svg","effects":[],"_id":"nzClerVp8mhpqb7l"} +{"name":"Crossbow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Sturdy, accuracte, and powerful. Call me biased but I love the cross-bow. Sure, takes some time to re-load. But a quick arbalist can put bolts downrange with the kind of accuracy most human-made bows can only dream of. The wooden stock allows ya to rest it against your shoulder and aim along it, which makes the shot fly far truer. I used one of these in the Second Northern War and it served me well.","quantity":1,"weight":3,"cost":455,"type":"P","isMelee":false,"accuracy":1,"avail":"Everywhere","damage":"4d6+2","reliable":5,"hands":"2","range":"100m","effect":"Slow Reload","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/crossbow.svg","effects":[],"_id":"pNoiQ02KFAXFzF2M"} +{"name":"Witcher's Steel Sword","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"","quantity":1,"weight":2.5,"cost":0,"type":"P/S","isMelee":true,"accuracy":0,"avail":"Rare","damage":"4d6+2","reliable":15,"hands":"2","range":"N/A","effect":"Armor Piercing, Meteorite","conceal":"CantHide","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/pointy-sword.svg","effects":[],"_id":"pd36Qb7PnKbEnuwz"} +{"name":"Crystal Staff","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Best mages carry crystal staves.They’re pretty much like regular staves but they have gemstones at the top of ‘em, embedded in the wood. Thing about the gem is it has to be perfect. If the gem has even one crack or imperfection, ya risk an explosion or somethin’ of the like. They’re worth it though. Am-plifies magic like nothin’ else.","quantity":1,"weight":2.5,"cost":835,"type":"B","isMelee":true,"accuracy":0,"avail":"Rare","damage":"2d6+2","reliable":5,"hands":"2","range":"R/A","effect":"Long Reach, Focus(3), Greater Focus","conceal":"CantHide","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/wizard-staff.svg","effects":[],"_id":"psASF8ocgRryLeM0"} +{"name":"Dwarven Heavy Crossbow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Us dwarves are stronger than hu-mans. Heh, we may be shorter than a human or an elf but we’re sturdi-er, that’s for sure. So the dwarven crossbow’s built for our strength, Heh, we add a goat’s foot lever when we sell ‘em so humans and elves can use ‘em.","quantity":1,"weight":3.5,"cost":850,"type":"P","isMelee":true,"accuracy":3,"avail":"Rare","damage":"5d6","reliable":15,"hands":"2","range":"300m","effect":"Slow Reload","conceal":"CantHide","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/crossbow.svg","effects":[],"_id":"qKYXof7byFt1PB69"} +{"name":"War Bow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"The war bow’s a piece of work. Was developed to fight knights in tough plate armor. Thing stands near two meters tall and fires an arrow with up to 77kg of force. These are the types of bows ya see on the field. Heh, standin’ back and firin’ shots high into the sky to rain down like goddamn meteors. Prefer the cross-bow, but I respect a bowman who wields one of these.","quantity":1,"weight":3,"cost":835,"type":"P","isMelee":false,"accuracy":0,"avail":"Common","damage":"6d6","reliable":15,"hands":"2","range":"300m","effect":"","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/pocket-bow.svg","effects":[],"_id":"r6wZTg9fTuGXPLUp"} +{"name":"Blunt Arrow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Blunt bolts and arrows are an inter-esting case. Heh, never really used ‘em myself but then again, never fought much that a broadhead won’t put down. Blunt ammunition has a large dull wooden head like a fist. Hear if ya half-draw ‘em in a bow, ya can use these bolts to knock people out.","quantity":1,"weight":0.1,"cost":5,"type":"B","isMelee":false,"accuracy":0,"avail":"Common","damage":"","reliable":10,"hands":"1","range":"","effect":"Non-Lethal","conceal":"Large","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/branch-arrow.svg","effects":[],"_id":"sAM2TNM8wkE9lbCu"} +{"name":"Staff","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Don’t tell anyone I sold you this, got it? My friend, only safe place to go with a mage’s staff is Skellige, or maybe Zerrikania or Ofier. It may just be a glowy stick to a non-magic user but a staff amplifies a mage’s power, lettin’ ‘em use more magic than normal. But with the hatred of mages in the North and the dis-trust of mages in the South it’s also a great big target.","quantity":1,"weight":3,"cost":335,"type":"B","isMelee":true,"accuracy":0,"avail":"Common","damage":"1d6+2","reliable":10,"hands":"2","range":"R/A","effect":"Long Reach, Focus(1)","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/wizard-staff.svg","effects":[],"_id":"t0OfysrTiPpFVqtu"} +{"name":"Dwarven Pole Hammer","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"The dwarves of Mahakam created the dwarven pole hammer a few centuries ago to defend against any whoreson dumb enough to attack them. It’s a sturdy two-meter shaft with an elaborate hammer head, a long spike on top, and a hook on the back. Versatile weapon. Lots of pos-sibilities for killin’.","quantity":1,"weight":4,"cost":835,"type":"B/P","isMelee":true,"accuracy":0,"avail":"Rare","damage":"5d6+2","reliable":15,"hands":"2","range":"N/A","effect":"Long Reach, Stun(-2)","conceal":"CantHide","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/flat-hammer.svg","effects":[],"_id":"tI7R7xSbAqOk5kgA"} +{"name":"Mace","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"A brutal piece of work. Solid met-al head with flanges or spikes. Heh, point is, when the head of the mace hits its target it’ll break bones. Know plenty of mercenaries who carry one of these just to break through armor.","quantity":1,"weight":2,"cost":525,"type":"B","isMelee":true,"accuracy":0,"avail":"Common","damage":"5d6","reliable":15,"hands":"1","range":"N/A","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/flanged-mace.svg","effects":[],"_id":"ufocIeHoSEeflh7L"} +{"name":"Gnomish Hand Crossbow","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"I’m not a fan of hand crossbows but this gnomish design’s pretty damn impressive. Looks like a work of art. Heh, intricate metal work and black stained wood with beautiful etching.","quantity":1,"weight":1,"cost":425,"type":"P","isMelee":true,"accuracy":3,"avail":"Rare","damage":"2d6","reliable":10,"hands":"1","range":"100m","effect":"Slow Reload","conceal":"Small","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/crossbow.svg","effects":[],"_id":"v4I4hbEl3mhQpUbD"} +{"name":"Elven Messer","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Heh, people say this sword was dreamed up by Nazairians who were forbidden to carry swords by the black ones. Made these huge ploughin’ knives so they weren’t technically carryin’ a sword. Didn’t go over too well, but the elves picked up the design and perfected it.","quantity":1,"weight":2,"cost":595,"type":"P/A","isMelee":true,"accuracy":2,"avail":"Rare","damage":"3d6+4","reliable":15,"hands":"1","range":"N/A","effect":"","conceal":"Large","enhancements":2,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/piercing-sword.svg","effects":[],"_id":"vH22MQvUbj591XEL"} +{"name":"Stiletto","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Count on the black ones to create a knife even more underhanded than a normal dagger. This dagger’s long thin blade folds into the handle so you can hide it just about anywhere.","quantity":1,"weight":0.5,"cost":275,"type":"S/P","isMelee":true,"accuracy":2,"avail":"Common","damage":"1d6","reliable":5,"hands":"1","range":"N/A","effect":"Concealment","conceal":"Tiny","enhancements":1,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/broad-dagger.svg","effects":[],"_id":"vbHcGmmJ6Um09Lte"} +{"name":"Hunter's Falchion","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"Hunters use these heavy blades to butcher their kills. If you’re lookin’ for a good blade for splittin’ wood and takin’ off limbs, this is it. They’re common on the field for the everyman.","quantity":1,"weight":2,"cost":325,"type":"S/P","isMelee":true,"accuracy":0,"avail":"Common","damage":"3d6","reliable":15,"hands":"1","range":"N/A","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":null},"flags":{},"img":"modules/game-icons-net/blackbackground/spinning-sword.svg","effects":[],"_id":"wewPp1qTx9tIlo80"} +{"name":"Bite","permission":{"default":0,"bJOj8JEaK9Zx3wFe":3},"type":"weapon","data":{"description":"","quantity":1,"weight":0,"cost":0,"type":"P","isMelee":true,"accuracy":null,"avail":"Everywhere","damage":"2d6","reliable":0,"hands":"1","range":"","effect":"","conceal":"Tiny","enhancements":0,"rateOfFire":1},"flags":{},"img":"modules/game-icons-net/blackbackground/snake-bite.svg","effects":[],"_id":"yZ2R2pLb7Upeey4Z"} diff --git a/styles/system-styles.css b/styles/system-styles.css index 8fe7f9d4..bbc7705e 100644 --- a/styles/system-styles.css +++ b/styles/system-styles.css @@ -22,6 +22,7 @@ /* Sheet min widths */ .witcher.sheet.actor { min-width: 805px; + max-width: 805px; min-height: 400px; } .witcher.sheet.item { @@ -55,7 +56,7 @@ display: flex; } .left-sidebar { - width: 130px; + width: 140px; flex: none; } .right-sidebar { @@ -66,8 +67,9 @@ display: flex; width: 250px; } + .stat-display input { - width: 25px; + width: 35px; } .stat-display label { padding: 5px; @@ -78,16 +80,18 @@ } .actor-img { - height: 150px; - width: 150px; + height: 175px; + width: 175px; } .skill-column { margin: 5px; } + .table-skills { width: 175px; } + .input-skill { width: 25px; } @@ -312,6 +316,17 @@ input.sta-input { padding: 10px; color: white; } + +.char-info { + padding: 10px; + width: 250px; + background-color: lightslategray; + margin: 10px; + border-radius: 10px; + padding: 10px; + color: white; +} + .skill-info { background-color: lightslategray; margin: auto; @@ -364,7 +379,11 @@ input.focus { } input.small { - width: 25px; + width: 30px; +} + +input.medium { + width: 100px; } input.spell-sta { @@ -405,7 +424,7 @@ input.spell-roll-value { } .monster-img { - width: 400px; + width: 375px; height: 500px; } @@ -440,10 +459,38 @@ input.spell-roll-value { } .monster-knowledge { - width: 535px; + width: 515px; position: relative; top: -130px; } input.skill-value { width: 25px; +} + +.ressource { + margin-top: 5px; + margin-bottom: 5px; +} + +.ressource label{ + margin-right: 10px; +} + +.hp-img { + height: 60px; + width: 60px; + border: none; +} + +input.hp-value { + position: relative; + top: -50px; + left: 11px; + border: none; + width: 40px; + background: none; + font-size: 30px; +} +input.hp-value:focus { + border: none; } \ No newline at end of file diff --git a/system.json b/system.json index 59b8eb2e..240c617c 100644 --- a/system.json +++ b/system.json @@ -15,10 +15,59 @@ "packs": [ { "name": "rewards", - "label": "rewards", + "label": "Rewards", "system": "TheWitcherTRPG", "path": "./packs/rewards.db", "entity": "RollTable" + }, + { + "name": "monsters", + "label": "Monsters", + "system": "TheWitcherTRPG", + "path": "./packs/monsters.db", + "entity": "Actor" + }, + { + "name": "professions", + "label": "Professions", + "system": "TheWitcherTRPG", + "path": "./packs/professions.db", + "entity": "Item" + }, + { + "name": "diagrams & formulae", + "label": "Diagrams & Formulae", + "system": "TheWitcherTRPG", + "path": "./packs/diagrams-and-formulae.db", + "entity": "Item" + }, + { + "name": "weapons", + "label": "Weapons", + "system": "TheWitcherTRPG", + "path": "./packs/weapons.db", + "entity": "Item" + }, + { + "name": "armors", + "label": "Armors", + "system": "TheWitcherTRPG", + "path": "./packs/armors.db", + "entity": "Item" + }, + { + "name": "components", + "label": "Components", + "system": "TheWitcherTRPG", + "path": "./packs/components.db", + "entity": "Item" + }, + { + "name": "magic", + "label": "Magic", + "system": "TheWitcherTRPG", + "path": "./packs/magic.db", + "entity": "Item" } ], "languages": [ diff --git a/template.json b/template.json index e35d3eed..53bff3bc 100644 --- a/template.json +++ b/template.json @@ -78,12 +78,12 @@ "derivedStats": { "hp": { "max": 0, - "current": 0, + "value": 0, "label": "WITCHER.Actor.DerStat.HP" }, "sta": { "max": 0, - "current": 0, + "value": 0, "label": "WITCHER.Actor.DerStat.Sta" }, "resolve": { @@ -544,10 +544,16 @@ "resistances": "", "immunities": "", "susceptibilities": "", + "height": "", + "weight": "", + "environment": "", + "intelligence": "", + "organization": "", "common": "", "commonSkillValue": "", "monsterLore": "", - "monsterLoreSkillValue": "" + "monsterLoreSkillValue": "", + "customStat": false } }, "Item": { @@ -680,6 +686,7 @@ "duration": "", "defence": "", "components": "", + "alternateComponents": "", "preparationTime": "", "dificultyCheck": "", "danger": "", diff --git a/templates/partials/character-header.html b/templates/partials/character-header.html index 980c2cc1..cae12e0c 100644 --- a/templates/partials/character-header.html +++ b/templates/partials/character-header.html @@ -12,43 +12,51 @@ {{/each}}
-
+
-
+
- - + +
- -
-
-
-
- - +
+
+
+ + +
+
+
+ + +
-
- - - - {{profession.name}} - - -
-
+
+
+ + {{profession.name}} +
+
+ + {{data.general.homeland.value}} +
- + / +