diff --git a/compendium/bestiary.db b/compendium/bestiary.db new file mode 100644 index 0000000..b214692 --- /dev/null +++ b/compendium/bestiary.db @@ -0,0 +1,52 @@ +{"_id":"1Yu9WwDiOFQdbhFo","name":"Minotaure","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacié de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":44,"advances":0,"value":44,"bonus":4,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":30,"max":30},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":8,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":""},"biography":{"value":"

Massive and hulking, bull-like Minotaurs tower above even the greatest Bestigors. Herds with a large contingent of Minotaurs consider themselves especially blessed by the Dark Gods. Beastmen herds congregate around the Minotaurs as their imposing presence gives the lesser beasts courage.

"},"gender":{"value":""}},"excludedTraits":["MLHfGjPmJGLHXpML","i5KxqFHqHuDIbAmx","PZ3sgVNFEoCAHbxS","sAFnvCirSrYDHnav","ZTCSOJ8EFXmLlGAY","EYHMXkhuuo4hrkPP","sEjk5Qoti69U8rb6","1vcYQNpvw29wkPEL"]},"sort":3100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/Minotaur.png","token":{"flags":{},"name":"Minotaur","displayName":20,"img":"systems/wfrp4e/tokens/Minotaur.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"1Yu9WwDiOFQdbhFo","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"s7BB52tvCMyKv7rx","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"5","type":"String","label":"Specification"}}},{"_id":"qpvtNuFP1r8sX6jO","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"1tVLQaFhNyXvMMUX","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"LIesqIMvBE3xnoSH","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"nuW3TmkvCqecXZtL","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"5","type":"String","label":"Specification"}}},{"_id":"MLHfGjPmJGLHXpML","flags":{},"name":"Arboreal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"i5KxqFHqHuDIbAmx","flags":{"_sheetTab":"details"},"name":"Belligerent\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"PZ3sgVNFEoCAHbxS","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"sAFnvCirSrYDHnav","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Packer's Pox","type":"String","label":"Specification"}}},{"_id":"ZTCSOJ8EFXmLlGAY","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"EYHMXkhuuo4hrkPP","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"sEjk5Qoti69U8rb6","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"1vcYQNpvw29wkPEL","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"28MwFcDPwpcO12kt","name":"Slenderthigh Whiptongue - Prince Démon de Slaanesh","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":95,"advances":0,"value":95,"bonus":9,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":110,"advances":0,"value":110,"bonus":11,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":115,"advances":0,"value":115,"bonus":11,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":120,"advances":0,"value":120,"bonus":12,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":100,"advances":0,"value":100,"bonus":10,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":95,"advances":0,"value":95,"bonus":9,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":70,"advances":0,"value":70,"bonus":7,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":85,"advances":0,"value":85,"bonus":8,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":85,"advances":0,"value":85,"bonus":8,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":86,"max":86},"advantage":{"type":"Number","label":"Avantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":23,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Daemon Prince"},"gender":{"value":""}},"excludedTraits":[]},"sort":3900000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/daemon-prince.png","token":{"flags":{},"name":"Slenderthigh Whiptongue","displayName":20,"img":"systems/wfrp4e/tokens/daemon-prince.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"28MwFcDPwpcO12kt","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"xqkhPge5RBVapwJn","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"iIqtR4v6ipvrN7eX","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Major","type":"String","label":"Specification"}}},{"_id":"ebdgbd6VMjbVkFM7","flags":{"_sheetTab":"details"},"name":"Daemonic","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll 1d10 after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":""},"specification":{"value":"8+","type":"String","label":"Specification"}}},{"_id":"5UkGwlZAf2pp0qdO","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"Erkv66fXbih0f8lT","flags":{"_sheetTab":"details"},"name":"Distracting\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"PPnSxZCLQGkunhgs","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"pwtql3Ia8555L2v7","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"ylLEvkK99ditY3GZ","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Slaanesh","type":"String","label":"Specification"}}},{"_id":"dCDTgkI0464rSavE","flags":{"_sheetTab":"details"},"name":"Terror","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"TVlyq80hvR1rMOWT","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"G8NP3zcUJ8upkFBc","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"5","type":"String","label":"Specification"}}},{"_id":"xlPKuDcvJXRg1Mek","flags":{},"name":"Champion\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"6B7LMdYtunAftsFN","name":"Goule de Crypte","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":11,"max":11},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Ghoul"},"biography":{"value":"

Some of the most pitiable creatures of the Old World, Crypt Ghouls are ugly, stooping creatures with sallow, flthy skin and sharp, yellow teeth capable of tearing flesh from their victims. Ghouls are drawn to the magical energies of Shyish and Dhar, which in practice means they gravitate to graveyards and crypts, and around battlefelds.

"},"gender":{"value":""}},"excludedTraits":["fuJRprYiNdM6s1N4","LbXw9DO9twIZPtJA","WzKrgNhc73jwRAUS"]},"sort":900000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/ghoul.png","token":{"flags":{},"name":"Crypt Ghoul","displayName":20,"img":"systems/wfrp4e/tokens/ghoul.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"6B7LMdYtunAftsFN","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"ND1rUyBl5LcDKUpq","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"jcqCsiMeJlWUNm6k","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"H1IIwUfwFijJNbSx","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"DlTdt7xdkh8ta1Ze","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"fuJRprYiNdM6s1N4","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"LbXw9DO9twIZPtJA","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"WzKrgNhc73jwRAUS","flags":{"_sheetTab":"details"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Challenging","type":"String","label":"Specification"}}}]} +{"_id":"7629Eaow3acVS59H","name":"Sanglier","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":33,"advances":0,"value":33,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0,"value":33,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":10,"max":10},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Boar"},"biography":{"value":"

Scavenging in the forest, Boars are reclusive creatures, but when cornered will fight using their sharp tusks with a tenacity that shocks the unprepared. Though most are 5–6 feet long, some grow to  remarkable proportions, with the largest prized by Orcs, who use them as ferocious war mounts.

"},"gender":{"value":""}},"excludedTraits":["pgdE8eA4Efxj1JCQ","7kdJ5EGRI0Ptn7wd","asujqWK07a70TqFq","8xUAtOo4pxsdYTqZ","cJXs1Y6ySFHFEIoF","YWxt3KbVOvU0tZ0F","yuPO362FIauTTjBO","ZZKFf7BGrZN7xBqx","CRp7bes9VRquV1ND","bLW0cKRs9EDtId10","uVaf1rjJNaFaTknG"]},"sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/boar.png","token":{"flags":{},"name":"Boar","displayName":20,"img":"systems/wfrp4e/tokens/boar.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"7629Eaow3acVS59H","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"5HX4M27jZmJd8vAj","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"G96akbNHCGFrHKYW","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"6CWV4mZdmEZA8KTQ","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"DP14BBjxRLwY0wer","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"X9kZsue9wm0fflMw","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"BeYcXnzfXsgqHlnw","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"asujqWK07a70TqFq","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"8xUAtOo4pxsdYTqZ","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"cJXs1Y6ySFHFEIoF","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}},"sort":300000},{"_id":"YWxt3KbVOvU0tZ0F","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"yuPO362FIauTTjBO","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"CRp7bes9VRquV1ND","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}},{"_id":"TN5IjqMpGoM7FQTc","flags":{"_sheetTab":"details"},"name":"Horns (Tusks)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"pgdE8eA4Efxj1JCQ","flags":{"_sheetTab":"details"},"name":"Belligerent","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"7kdJ5EGRI0Ptn7wd","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"bLW0cKRs9EDtId10","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"uVaf1rjJNaFaTknG","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000}]} +{"_id":"8g9rnHLiZ1pJcPPt","name":"Griffon","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":76,"max":76},"advantage":{"type":"Number","label":"Avantage","value":"0","max":4},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"enor"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Griffon"},"biography":{"value":"

With the forequarters and wings of an eagle and the hindquarters of a great cat, Griffons are elegant beasts with a naturally proud and regal bearing. They nest high in the mountains that surround the Empire and are swift, efficient killers, not prone to the indiscriminate destruction of creatures like Manticores or Hippogryphs. Perhaps because of this seeming nobility, the image of the Griffon is extraordinarily popular in the Empire, used on heraldry, religious iconography, and as a symbol of the Empire itself. Griffons are also one of the most intelligent of beasts. If captured relatively young and subject to correct training, they can be incredibly loyal, able to anticipate and obey a wide variety of commands. They are so highly sought after that hunters regularly die trying to secure Griffon eggs to sell. Perhaps the most renowned Griffon in Reikland is Deathclaw. Housed in the Imperial Zoo in Altdorf, Deathclaw is personally owned by the Crown Prince of Reikland and was reputedly hatched by Emperor Karl-Franz himself — a story that led to all manner of lewd cartoons being printed in seditious pamphlets.

"},"gender":{"value":""}},"excludedTraits":["4b5lFpAVTChvN7BB","7lXkbQAvTraQ2JGT","StY3iLfYUyRQklzy","5yEIC347vMbYTl0f","Acy4D4CcywEojlk7"]},"sort":2500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/griffon.png","token":{"flags":{},"name":"Griffon","displayName":20,"img":"systems/wfrp4e/tokens/griffon.png","width":3,"height":3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"8g9rnHLiZ1pJcPPt","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"gj1d6vRF9SEqthcs","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"KBRORDRLeX8zfqVo","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"0hsydTcoxRkVC80a","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"HdxAMKrtp0yyY7Jy","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"zSSROwPpQKFuoM0d","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"80","type":"String","label":"Specification"}}},{"_id":"PofF9MLx1Ywqk5jK","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"uGa8NpnwIsT2mazS","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"Acy4D4CcywEojlk7","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"5yEIC347vMbYTl0f","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"}}},{"_id":"StY3iLfYUyRQklzy","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"}}},{"_id":"7lXkbQAvTraQ2JGT","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}},{"_id":"4b5lFpAVTChvN7BB","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}}]} +{"_id":"8gG2Wim6wAlJWRax","name":"Demonette de Slaanesh","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":65,"advances":0,"value":65,"bonus":6,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":70,"advances":0,"value":70,"bonus":7,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":17,"max":17},"advantage":{"type":"Number","label":"Avantage","value":"0","max":6},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":7,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":""},"biography":{"value":"

Like all creatures of the Prince of Pain and Pleasure, Daemonettes of Slaanesh are at once beautiful and horrifying. Possessing an unearthly allure that defes all sense and rationality, they render their enemies powerless to resist, so entranced are they by the profane sensuality of their monstrous forms. Tey have creamy, pale skin and large jetblack eyes. Wild, flowing, unnaturally coloured hair graces their delicate crowns. In lieu of hands their slender arms terminate in sinuous, crab-like claws.

"},"gender":{"value":""}},"excludedTraits":[]},"sort":1100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/daemonette.png","token":{"flags":{},"name":"Daemonette of Slaanesh","displayName":20,"img":"systems/wfrp4e/tokens/daemonette.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"8gG2Wim6wAlJWRax","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"C89dix5DrFwzDWib","flags":{},"name":"Champion\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"466DNyVpTyewrxzu","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Moderate","type":"String","label":"Specification"}}},{"_id":"khsYyhwNkMWJ1BNs","flags":{"_sheetTab":"details"},"name":"Daemonic","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll 1d10 after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":""},"specification":{"value":"8+","type":"String","label":"Specification"}}},{"_id":"9v0zzqcnGg4Ch00U","flags":{"_sheetTab":"details"},"name":"Distracting\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"xIjzotf7a5HKPOcD","flags":{"_sheetTab":"details"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"ZU3t7GgNhKWjtBnn","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"otI48aZev4eMHRfw","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"vtuwSF1vicHaILVj","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"5","type":"String","label":"Specification"}}}]} +{"_id":"A4G4bTYxot3ZygZO","name":"Hydre","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":68,"max":68},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"enor"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Hydra"},"biography":{"value":"

The many-headed, lizard-like Hydra has a hulking body supporting a maze of necks and heads that breathe smoky fire and bite ferociously. A surprisingly tenacious and stealthy creature, Hydras will stalk prey for miles; however, they all too often lose patience and charge, heads roaring.

"},"gender":{"value":""}},"excludedTraits":["MbAAd9o1FXtxufC5","C0TkMMec0pxWWJxS","b7IuUdrJfE2IK7jM"]},"sort":2800000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":""},"img":"systems/wfrp4e/tokens/hydra.png","token":{"flags":{},"name":"Hydra","displayName":20,"img":"systems/wfrp4e/tokens/hydra.png","width":3,"height":3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"A4G4bTYxot3ZygZO","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"gyouDpOojpttGXMq","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"zDEXmT5gf6z6aZPW","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ewORSQXEbQj77ibt","flags":{"_sheetTab":"details"},"name":"Breath (Fire)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"10","type":"String","label":"Specification"}}},{"_id":"SZiKZN04oezWFU8U","flags":{},"name":"Constrictor\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"31TfvmF4Baa2Vhib","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"yRe6OWVM89awFWO5","flags":{},"name":"Regenerate\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"nAT0d32eoXu4bnlX","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"3oeIFTrhD6N88kcD","flags":{"_sheetTab":"description"},"name":"Stealthy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"hjs0smnx65XVEppg","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"SIduEI981EidAIHS","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"6WP560GiUCZV3Wky","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"MbAAd9o1FXtxufC5","flags":{"_sheetTab":"details"},"name":"Belligerent\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"C0TkMMec0pxWWJxS","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"b7IuUdrJfE2IK7jM","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Difficulty","type":"String","label":"Specification"}}}]} +{"_id":"AAiKqD1IoweDpJI7","name":"Serpent","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":8,"max":8},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":5,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"sml"},"move":{"type":"Number","label":"Mouvement","value":"3","walk":6,"run":12},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Snake"},"biography":{"value":"

Snakes are found throughout the Empire, especially deep within the forests. Most are harmless, but some possess deadly venom or constrict their victims until they die of suffocation. Like many creatures of the Old World, they can grow to gigantic proportions, such as the enormous Fen Worm, posing a real danger to even the strongest mercenary.

"},"gender":{"value":""}},"excludedTraits":["9bZr7SFHPF78gakJ","kaUNC2qBR8bHp3vu","tlgEXaWNYWcJ38pH","N4goRWK3hHejmZp0","sYb57bSJjriHLb4o","MKhNydDYpfhqHEzc","PTI7MMm5T0replDN","fBxZ5gvHXRBmTme1","w7RemO8QxRSKKzKO","jaavyGZ43CUUvTDa","H8aAH0cN0W8JNX69","bDtna9MgqNVt4eHG"]},"sort":4000000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":""},"img":"systems/wfrp4e/tokens/snake.png","token":{"flags":{},"name":"Snake","displayName":20,"img":"systems/wfrp4e/tokens/snake.png","width":0.8,"height":0.8,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"AAiKqD1IoweDpJI7","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"svLyrTnwe3r97ooo","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ZHyywe6ahuP0Z4et","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"sYb57bSJjriHLb4o","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Tiny","type":"String","label":"Specification"}}},{"_id":"MIXJ4Z4cTkjADATO","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"N4goRWK3hHejmZp0","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Little","type":"String","label":"Specification"}}},{"_id":"9bZr7SFHPF78gakJ","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Average","type":"String","label":"Specification"}}},{"_id":"tlgEXaWNYWcJ38pH","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"kaUNC2qBR8bHp3vu","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"UjLUQN0Ucs4DXNEZ","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"nN7rQHm7WitogOKR","flags":{},"name":"Cold Blooded\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"uSu5dfTFow34D4Lf","flags":{},"name":"Fast\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"rhZLoNfeplbvrEOJ","flags":{},"name":"Swamp-strider\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"PTI7MMm5T0replDN","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Very Easy","type":"String","label":"Specification"}}},{"_id":"H8aAH0cN0W8JNX69","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Challenging","type":"String","label":"Specification"}}},{"_id":"jaavyGZ43CUUvTDa","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Difficult","type":"String","label":"Specification"}}},{"_id":"m9ACQUe8ZyaMmiFC","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Average","type":"String","label":"Specification"}}},{"_id":"w7RemO8QxRSKKzKO","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Easy","type":"String","label":"Specification"}}},{"_id":"fBxZ5gvHXRBmTme1","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Hard","type":"String","label":"Specification"}}},{"_id":"MKhNydDYpfhqHEzc","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Very Hard","type":"String","label":"Specification"}}},{"_id":"bDtna9MgqNVt4eHG","flags":{"_sheetTab":"description"},"name":"Swarm","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Capacité de Combat. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000}]} +{"_id":"Db6M74lxINFchKCv","name":"Dragon","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":65,"advances":0,"value":65,"bonus":6,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":65,"advances":0,"value":65,"bonus":6,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":65,"advances":0,"value":65,"bonus":6,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":85,"advances":0,"value":85,"bonus":8,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":104,"max":104},"advantage":{"type":"Number","label":"Avantage","value":"0","max":6},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":12,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Dragon"},"size":{"type":"String","label":"Size","value":"enor"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"biography":{"value":"

Dragons ruled the skies long before the elder species walked the Known World. While the Dragons of  today are mere shadows of their ancient brethren, they remain some of the most powerful creatures  known to the Empire. The few surviving elder dragons are terrifyingly immense and rarely rouse from their slumbers. Should a Dragon take umbrage with a small party of adventurers, it’s time to run.

"},"gender":{"value":""}},"excludedTraits":["R7SPnPLZtMaB60ET","bZGQ3TZytztCaG4o","F9rJ8jCENGDHrOwU","GMtOQk6vBKgPqRYq","iNyM6yRazyYqRxCP","eVOkk39spQ8Gd1b9","RtWTsmdoKzdBoRmo","8Py9eth0KoS4T2PP","NL69KBjTlYuXzVYn","ifO6aDAX3quf8Ady","3uxMwoXyUs36uwAM","O09MlLXzbspKindJ"]},"sort":1500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","defensive":0,"modifier":""},"img":"systems/wfrp4e/tokens/dragon.png","token":{"flags":{},"name":"Dragon","displayName":20,"img":"systems/wfrp4e/tokens/dragon.png","width":3,"height":3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"Db6M74lxINFchKCv","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"49g8kAB5pfNxEU5q","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"5","type":"String","label":"Specification"}}},{"_id":"HE9IltUr48VF7s6h","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"3LUp5fMUYJ9Q56qP","flags":{"_sheetTab":"details"},"name":"Breath (Various)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"1vJSySYMpq40Vdpu","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"80","type":"String","label":"Specification"}}},{"_id":"klb3kDP35AaPwwGx","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"19D3jZunuEH6l8e6","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"Sph58Vnrll88nEjX","flags":{"_sheetTab":"details"},"name":"Tail Attack","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"EZYrwSFwOAQfutq5","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"R7SPnPLZtMaB60ET","flags":{},"name":"Arboreal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"bZGQ3TZytztCaG4o","flags":{"_sheetTab":"details"},"name":"Immunity","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored."},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Choose one","type":"String","label":"Specification"}}},{"_id":"F9rJ8jCENGDHrOwU","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"GMtOQk6vBKgPqRYq","flags":{},"name":"Magical\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"iNyM6yRazyYqRxCP","flags":{},"name":"Mental Corruption\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has Chaos on the mind. Roll on the Mental Corruption Table\r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"eVOkk39spQ8Gd1b9","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"RtWTsmdoKzdBoRmo","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Monstrous","type":"String","label":"Specification"}}},{"_id":"8Py9eth0KoS4T2PP","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Various","type":"String","label":"Specification"}}},{"_id":"NL69KBjTlYuXzVYn","flags":{},"name":"Swamp-strider\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ifO6aDAX3quf8Ady","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}},{"_id":"3uxMwoXyUs36uwAM","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"O09MlLXzbspKindJ","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Difficulty","type":"String","label":"Specification"}}}]} +{"_id":"E7BiDqsB55BrOQut","name":"Orc","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":14,"max":14},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":7,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Orc"},"biography":{"value":"

We iz the best. We iz not dem weedie Gobbos or stoopid Trollz, we iz well ‘ard! An’ if anywun sayz we ain’t, we iz gunna stomp on der edz.’

\n

– Gurkk skulltaka, Orc Boss

\n

 

\n

Orcs are nasty, brutal, belligerent, and almost immune to pain. They have muscular, hulking bodies, wide, powerful shoulders, and won’t let a little thing like a lost arm get in the way of a good scrap. They are built for fighting and like nothing more than doing so. When they have no enemies to fight, they take on rival groups of Greenskins. If there is no rival group, they will fight among themselves. Tough not as numerous as Goblins, they are bigger and tougher, and they let them know it at every opportunity. Orcs can grow to prodigious size, with larger Orcs stronger, tougher, and more aggressive, and therefore accorded more prestige: for might equals right in their warlike society. Some Orcs ride huge boars into battle, a sight that rarely fails to terrify.

"},"gender":{"value":""}},"excludedTraits":["FKWnPja7hIfnLr6G","hfq5Dnb2IT2WfRGf","zrKcOsS7laWCMJLz"]},"sort":3400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/orc.png","token":{"flags":{},"name":"Orc","displayName":20,"img":"systems/wfrp4e/tokens/orc.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"E7BiDqsB55BrOQut","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"8ijRQbMKvA6xnTLL","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"ZitIUsQ36AeAgbFo","flags":{"_sheetTab":"details"},"name":"Animosity","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Greenskins","type":"String","label":"Specification"}}},{"_id":"x665kalBpTVGnbGc","flags":{"_sheetTab":"details"},"name":"Belligerent\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"6RfN30yI432Q8uwY","flags":{},"name":"Die Hard\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound \r\r\rHR: A successful Challenging (+0) Toughness Test each turn keeps it alive, on a failure, it dies. Increasing difficulty each time it 'dies?'\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"70HqMk5BvjzOvgDK","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"HC94u6XxBshfQZ5H","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"svyvnHvlW5NA3QyJ","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"FKWnPja7hIfnLr6G","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"hfq5Dnb2IT2WfRGf","flags":{"_sheetTab":"details"},"name":"Ranged (50)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"+8","type":"String","label":"Specification"}}},{"_id":"zrKcOsS7laWCMJLz","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}}]} +{"_id":"FmEDHnfAe2iIugpt","name":"Pieuvre des Tourbières","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":80,"advances":0,"value":80,"bonus":8,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":75,"advances":0,"value":75,"bonus":7,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":65,"advances":0,"value":65,"bonus":6,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":56,"max":56},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":15,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"3","walk":6,"run":12},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Bog Octopus"},"biography":{"value":"

Bog octopuses skulk in shallow waters, usually in marsh and swampland. They await prey in perfect stillness, able to sense the vibrations of approaching creatures, then erupt from the muddy water, seeking to grapple and drown using their strong tentacles. Usually mottled green and brown, Bog Octopuses are perfectly camouflaged for boggy environments, their huge, limpid eyes often the only clue betraying their presence. Most have tentacles of twenty feet or so and a body some six-feet long, but stories claim they grow many times that size, especially if they have a regular supply of meat.

"},"gender":{"value":""}},"excludedTraits":["qtUYWxjcjVewFqs5","GWKFZ9nC06TQz4TA","AC3FvUDQeh91L8wv"]},"sort":500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/bog%20octopus.png","token":{"flags":{},"name":"Bog Octopus","displayName":20,"img":"systems/wfrp4e/tokens/bog%20octopus.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"FmEDHnfAe2iIugpt","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"kYUNRrWMqyRgKonh","flags":{},"name":"Amphibious\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"RdweLTzaqwpJJAgD","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"fZD4qC1S0RI0Qr37","flags":{},"name":"Constrictor\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"07DxnjkO2ElnHiS6","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"3wbxR4Cg3WsKHYRu","flags":{"_sheetTab":"description"},"name":"Stealthy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"U22LNeC6mBiIlNhe","flags":{},"name":"Swamp-strider\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"pxwG2nlPkYHg3LQE","flags":{"_sheetTab":"details"},"name":"8x Tentacles","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a number of tentacles equal to #.

\n "},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"qtUYWxjcjVewFqs5","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"GWKFZ9nC06TQz4TA","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Monstrous","type":"String","label":"Specification"}}},{"_id":"AC3FvUDQeh91L8wv","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"G84KKHHJ6DVYqtNZ","name":"Cultiste","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":12,"max":12},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":""},"biography":{"value":"

For those untainted by the blight of Chaos, it appears horrifyingly alien, but to those it affects, every step towards damnation, every idea bringing them closer to Chaos, seems not only logical, but inevitable. Some especially devout followers of proscribed cults are granted ‘gifts’ by their gods; foul mutations that will ensure their deaths should the witch hunters unearth their secret.

"},"gender":{"value":""}},"excludedTraits":["epc8T4sH1bhfE8np","9ZXB9vC3i89BXcG7","NYmDLnDGgo4rBKVC","n1YgPcFNfeNNo93P"]},"sort":1000000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/cultist.png","token":{"flags":{},"name":"Cultist","displayName":20,"img":"systems/wfrp4e/tokens/cultist.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"G84KKHHJ6DVYqtNZ","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"NYmDLnDGgo4rBKVC","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"9ZXB9vC3i89BXcG7","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"qY89UXoZDjo71poh","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"n1YgPcFNfeNNo93P","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Chaos","type":"String","label":"Specification"}}},{"_id":"epc8T4sH1bhfE8np","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}}]} +{"_id":"GgSxlomoV220kd3G","name":"Fantôme","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":10,"max":10},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Undead"},"biography":{"value":"

Ghosts are the sprits of tormented souls who died with unfnished business. Much like Skeletons and Zombies, Ghosts may be summoned by Vampires or Necromancers, or may haunt areas suffused with Dhar. In exceptional circumstances, particularly driven spirits may claw their way from the Realm of Morr in pursuit of their own business, though such occurrences quickly draw the attention of the cult of Morr, or the wizards of the Amethyst Order. When summoned through the necromantic arts, Ghosts swarm together, forming great Spirit Hosts that swoop and plunge amongst their foes, spreading fear and disarray in their wake.

"},"gender":{"value":""}},"excludedTraits":["QT2zbvnvSXXoivuM","W4uHGhGXp7lARKcl","PvvKNlPhknsCQLfe","UsTsiEVkdswWV2jf","a1C6llYodetp39j8"]},"sort":1900000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/ghost.png","token":{"flags":{},"name":"Ghost","displayName":20,"img":"systems/wfrp4e/tokens/ghost.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"GgSxlomoV220kd3G","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"ZC2QkQu7guacFpbJ","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"yEKhVRcgn7OgHDPT","flags":{"_sheetTab":"details"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"n4j8TOkPbajuSEgh","flags":{},"name":"Ethereal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"TNRzVeWwafV0hmf0","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"QfsdWkCo0O8vCNSX","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"3tDljanPNcIVpvmw","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"QT2zbvnvSXXoivuM","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"W4uHGhGXp7lARKcl","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"PvvKNlPhknsCQLfe","flags":{"_sheetTab":"details"},"name":"Hatred","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Target","type":"String","label":"Specification"}}},{"_id":"UsTsiEVkdswWV2jf","flags":{},"name":"Swarm\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Capacité de Combat. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"a1C6llYodetp39j8","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"JE8JCZfHbW4uz1Dg","name":"Chamane Bray","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":16,"max":16},"advantage":{"type":"Number","label":"Avantage","value":"0","max":4},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":7,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Bray Shaman"},"biography":{"value":"

Bray-Shaman are born with the instinctive ability to wield the powers of Chaos, which they deploy with terrifying capability. Uniquely amongst Beastmen, they need never defend themselves from other members of their herd, as none would dare harm a Bray Shaman, as they are believed to speak the will of the Dark Gods themselves

"},"gender":{"value":""}},"excludedTraits":["b5Jm7DO4lzf2Y20T","a68NFikZXQagRD3L","h8mnUAiBc5ekkifW","G3UW1lyS11MBmBkU","FJPIIwJPHK7s8Oqg"]},"sort":600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/Bray-Shaman.png","token":{"flags":{},"name":"Bray-Shaman","displayName":20,"img":"systems/wfrp4e/tokens/Bray-Shaman.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"JE8JCZfHbW4uz1Dg","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"vbxQSHEHLpwWUEdU","flags":{},"name":"Arboreal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"IWpnxgGkNo5Alk3V","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"9EdvV0eRGGJIW6jd","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"R3QInQJ2s8snyqZL","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"HTyifBrlocGVD7qi","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"iOBouCzVupwZtfcU","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Beasts","type":"String","label":"Specification"}}},{"_id":"4aOW3G8b6yslQ2GI","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Any Chaos","type":"String","label":"Specification"}}},{"_id":"wmrFtGBfVarh61yK","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Death","type":"String","label":"Specification"}}},{"_id":"iudGnOZo17uKXvpn","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Shadow","type":"String","label":"Specification"}}},{"_id":"qjQ9JuEv2fTFhFHg","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"b5Jm7DO4lzf2Y20T","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Packer's Pox","type":"String","label":"Specification"}}},{"_id":"a68NFikZXQagRD3L","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"h8mnUAiBc5ekkifW","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"G3UW1lyS11MBmBkU","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"FJPIIwJPHK7s8Oqg","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}}]} +{"_id":"KZkuwdOYmE3nwB2n","name":"Sanguinaire de Khorne","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":70,"advances":0,"value":70,"bonus":7,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":17,"max":17},"advantage":{"type":"Number","label":"Avantage","value":"0","max":6},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":7,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Daemon"},"biography":{"value":"

Khorne’s chosen, Bloodletters stalk the battlefelds of the Old World, taking skulls and lives in honour of the Blood God. Sharp, needle-like teeth protrude from monstrous, horned visages. Teir blood-red skin is hard as brass, forged upon the anvil of ceaseless war. Each Bloodletter bears a Hellblade, a wickedly sharp blade steeped in gore, which it wields with reckless abandon, surrendering itself to the sweet sensation of senseless slaughter.

"},"gender":{"value":""}},"excludedTraits":[]},"sort":300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":""},"img":"systems/wfrp4e/tokens/Bloodletter.png","token":{"flags":{},"name":"Bloodletter of Khorne","displayName":20,"img":"systems/wfrp4e/tokens/Bloodletter.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"KZkuwdOYmE3nwB2n","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"kui7qAdWCFhzaGJN","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"5","type":"String","label":"Specification"}}},{"_id":"sh4C5DsuDi85LBE5","flags":{},"name":"Champion\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"qUPqH72HX7g7kvzq","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Moderate","type":"String","label":"Specification"}}},{"_id":"XFGqlcDggznmF6Jc","flags":{"_sheetTab":"details"},"name":"Daemonic","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll 1d10 after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":""},"specification":{"value":"8+","type":"String","label":"Specification"}}},{"_id":"F2fa2C3tYojtgKc7","flags":{"_sheetTab":"details"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"DDQGz9vBd7tdttmQ","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"VnV0xlNp0lXm0PB3","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"dGHuUFhDQsykp2hU","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"N74LmS0a1zf7QIJj","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"7eP4nwiUvwksPauu","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"5","type":"String","label":"Specification"}}}]} +{"_id":"KdCrV2WGrQBiPNm2","name":"Troll","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":30,"max":30},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":9,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Troll"},"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"biography":{"value":"

Trolls are filthy, foul creatures that infest all corners of the Old World. Quick to adapt to their surroundings they come in a variety of types, but all are huge and imposing. They are dim and led by their instinct for food, but they like to hoard and their lairs can be a trove of useful and valuable treasures… and the grisly remains of their meals. Although there are many species of Troll, they all share some   common features: they are usually extremely stupid, which means any quick-witted foe can get an edge over them; they can regenerate, which makes them extremely difficult to kill; and they are able to regurgitate their last meal at will, vomiting acrid bile over a shockingly impressive distance — although they are loathe to do this as it leaves them extremely hungry.

"},"gender":{"value":""}},"excludedTraits":["qKa6yNjKwFfzrTjL","1zi7Elt6xpwdHPdx","onATYjyFvqAOIFDt","0TLYxKIb4EULPDxb","PjXoSqbcG2liWMiZ","wjsNJ53vxrRdiatn","xd2hVajwikJw2c1G","K7d7L2AAjm7RryqI","DGX8imDnLpme3GPd","oe8Axm1usFvcquGC","Q9nen3ptSjTMC5NL"]},"sort":4400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":"","defensive":0,"careerTalents":[]},"img":"systems/wfrp4e/tokens/troll.png","token":{"flags":{},"name":"Troll","displayName":20,"img":"systems/wfrp4e/tokens/troll.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"KdCrV2WGrQBiPNm2","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"9B4HIOS92PUoqI2b","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"nwT0f7QpdTbgrNhw","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"kvLmdw8erSWPetQO","flags":{},"name":"Die Hard\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound \r\r\rHR: A successful Challenging (+0) Toughness Test each turn keeps it alive, on a failure, it dies. Increasing difficulty each time it 'dies?'\r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"7oRGJPyerwzJnb2k","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"YbDMejQNiJnQInpR","flags":{},"name":"Regenerate\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"kTCUCyy5eRbdAUrO","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"uktpxg0PUFn6Rzco","flags":{"_sheetTab":"details"},"name":"Stupid","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"int","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"u6rYPhgszvG8uWZT","flags":{"_sheetTab":"details"},"name":"Tough","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"sort":100000},{"_id":"QNFyYR3CzQEhrRZ8","flags":{"_sheetTab":"details"},"name":"Vomit","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":"t"},"specification":{"value":"+4","type":"String","label":"Specification"}},"sort":200000},{"_id":"IyJ0Qc00Me8s2HwF","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"qKa6yNjKwFfzrTjL","flags":{},"name":"Amphibious\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"1zi7Elt6xpwdHPdx","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"onATYjyFvqAOIFDt","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"0TLYxKIb4EULPDxb","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"PjXoSqbcG2liWMiZ","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"wjsNJ53vxrRdiatn","flags":{},"name":"Magic Resistance\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"xd2hVajwikJw2c1G","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"K7d7L2AAjm7RryqI","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"DGX8imDnLpme3GPd","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"oe8Axm1usFvcquGC","flags":{"_sheetTab":"description"},"name":"Stealthy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Q9nen3ptSjTMC5NL","flags":{},"name":"Swamp-strider\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"KeB0khEeq462qTJw","name":"Vouivre","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":55,"advances":0,"value":55,"bonus":5,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":null,"advances":0,"value":0,"bonus":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":60,"advances":0,"value":60,"bonus":6,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":55,"advances":0,"value":55,"bonus":5,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":15,"advances":0,"value":15,"bonus":1,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":45,"advances":0,"value":45,"bonus":4,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":null,"advances":0,"value":0,"bonus":0,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":50,"advances":0,"value":50,"bonus":5,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":84,"max":84},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":11,"current":0}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"enor"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":["pWw7y4j3bv2exTw3","BDU3hNaigNVpQk3W","Wuv67iHvZjToaN21","cYvRz1kiN0cDQFqJ","rp96jsbvIBAPw5iV","KgqX2TeFg2QOJmxM","33k4zx7r6T6iSMBu","NSS8rnTIgUUHPGoQ"]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/wyvern.png","token":{"flags":{},"name":"Wyvern","displayName":20,"img":"systems/wfrp4e/tokens/wyvern.png","width":3,"height":3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"KeB0khEeq462qTJw","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"rp96jsbvIBAPw5iV","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"cYvRz1kiN0cDQFqJ","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"Wuv67iHvZjToaN21","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"BDU3hNaigNVpQk3W","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"pWw7y4j3bv2exTw3","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"8a1C3tpbZdTQFe2M","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"uFrFcCufdB2FKIFn","flags":{"_sheetTab":"description"},"name":"Bestial","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"ssz898XEaM93R5DR","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"90","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"MgCyUt9Z2Ry6k5uP","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"XlbKDxgOoN1aratP","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Difficulty","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"EdljQ2R1JDshvTwZ","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"KgqX2TeFg2QOJmxM","flags":{"_sheetTab":"description"},"name":"Breath","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"Venom","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"NSS8rnTIgUUHPGoQ","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"33k4zx7r6T6iSMBu","flags":{"_sheetTab":"details"},"name":"Tail Attack","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1400000}]} +{"_id":"MLtDY4bwzGQpaABN","name":"Demigryphon","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":30,"max":30},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":9,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"7","walk":14,"run":28},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":""},"biography":{"value":"

With head of eagle and body of lion, demigryphs are powerful creatures with a noble bearing. They roam the forests and grasslands of the Empire, usually far from human habitation, hunting as individuals. Captive demigryphs are deployed by the Empire’s doughtiest knightly orders as war mounts. Unlike larger monstrous mounts, which are generally taken when young or bred in captivity, the capture of a full grown demigryph is a rite of passage among some orders.

"},"gender":{"value":""}},"excludedTraits":["df1LfKBDJNLDYEmO","RS09cgLW0iUOz4ir","0Hruiy6pgEJ5Vuew","ZwQnJ0atCxYbqLK3","8GBr5NzR1hBD6CU5"]},"sort":1200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":""},"img":"systems/wfrp4e/tokens/demigryh.png","token":{"flags":{},"name":"Demigryph","displayName":20,"img":"systems/wfrp4e/tokens/demigryh.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"MLtDY4bwzGQpaABN","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"ZCFIhd6m798yP37Z","flags":{"_sheetTab":"description"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"SDR2lIdo68qA9fdw","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"no1MYMBiymrP28Gg","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"dj5OTl1j98kkuPIM","flags":{"_sheetTab":"details"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"HFeIV914ncW01u7s","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"FIroVGq5XrfJBv9k","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"8iepK3yfSB1WLx8C","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"8GBr5NzR1hBD6CU5","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}},{"_id":"ZwQnJ0atCxYbqLK3","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}},{"_id":"0Hruiy6pgEJ5Vuew","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"}}},{"_id":"RS09cgLW0iUOz4ir","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Drive","type":"String","label":"Specification"}}},{"_id":"df1LfKBDJNLDYEmO","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}}]} +{"_id":"Mt5JAoOSaEH1PdcP","name":"Squelette","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":12,"max":12},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Undead"},"biography":{"value":"

Skeletons are the fleshless bones of those long dead, reanimated by dark magic to walk the earth as mockeries of the living. Tose who died and were not laid to rest according to the rituals of Morr, the God of Death, may be resurrected in this form by a sufciently powerful necromancer. Utterly mindless, Skeletons will fght until their bones are smashed to pieces. Tey have no courage for they have no fear. They cannot be killed because they are not alive. 

\n

Options: Dem Bones

\n

To reflect the bony nature of Skeletons, you may want to impose a penalty of –1  damage to Wounds inflicted by weapons without the pummel trait.

"},"gender":{"value":""}},"excludedTraits":["GonZNvC2WV2yDxBd","vfKXezv3BUKnKpWz","vByUuo7zkrVCf9K3"]},"sort":3800000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/skeleton.png","token":{"flags":{},"name":"Skeleton","displayName":20,"img":"systems/wfrp4e/tokens/skeleton.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"Mt5JAoOSaEH1PdcP","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"oQtwDneZJgWxGeQT","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"kNPtl33UOjLRBSh2","flags":{"_sheetTab":"details"},"name":"Construct","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"u62rlWLzc2v5MYvZ","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"GQkrerqS7PihNBoI","flags":{"_sheetTab":"description"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"bMBn5hcZvxXctwpB","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"HVVjRNgWos0GZFLl","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"B5AioItSLNrIRaU4","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"GonZNvC2WV2yDxBd","flags":{"_sheetTab":"description"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"vfKXezv3BUKnKpWz","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"vByUuo7zkrVCf9K3","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"EB4Eh02Y5a73Yhfu","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000}]} +{"_id":"PuZpXm7DiKWyfCLS","name":"Ogre","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":30,"max":30},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":100,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":8,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Ogre"},"biography":{"value":"

‘Yes, I summoned them because I needed reinforcements. yes, I know they are eating your prize cattle. and, yes, I know ogres have large appetites. ‘I‘ve put a notice on the local watch-house offering a small payment to anyone with the wherewithal to make them go. That should prove more than suffcient.’

\n

– Augustus von Raushvel, Baron of Raush Vale  

\n

 

\n

Big, loud, brutish, and extremely violent, Ogres are driven by the need to fill their prodigious, muscled bellies. Tey lack the wit or intelligence to do this cleverly, defaulting to might is right in most situations. Hailing from lands far to the east, Ogres are a common sight in the Old World for they love to wander, always on the hunt for new meats over the horizon. As they pass through on decades-long food excursions, they work hard to integrate, wearing local clothing and following the local customs they understand, as that’s more likely to attract the next meal.

\n


In the Empire, they frequently serve in the State Army, and are an everyday sight in larger towns, contracted as muscle for hire. The Halfling Gaffers Guild (building contractors) has effectively cornered the market in cheap Ogre labour in many towns and cities of the Empire, a source of great annoyance to their rivals.

\n

 

\n

Halflings and Ogres

\n

None know why, but Halflings and Ogres just get on. Most elders of Halfling clans have one or two Ogre bodyguards, and it’s said the elder of the moot rarely travels without his old friend Zorarth legbiter, a hoary ogre who’s lived in the empire for almost a century. In return, many Ogre mercenary bands employ Halfling cooks. However, this relationship doesn’t always hold, such as when Golgfag Maneater, mercenary captain of the imaginatively named Golgfag’s  Maneaters, famously employing a small clan of Halflings to feed him and his regiment after a great victory. Which was fne until Golgfag realised the cooks tasted far better than the food they’d prep

"},"gender":{"value":""}},"excludedTraits":["Glt6Gp6t1U9Fv8YP","AWWzQUWeJY75ScpH","ijpNgS0GL8E8q7Le"]},"sort":3300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":"","defensive":0},"img":"systems/wfrp4e/tokens/ogre.png","token":{"flags":{},"name":"Ogre","displayName":20,"img":"systems/wfrp4e/tokens/ogre.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"PuZpXm7DiKWyfCLS","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"x6PhUcj3OPyBRhrn","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"llArVYQACFCo9Enk","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"6AxkVZrA8sSkKrKY","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"8eYvIEbyQGFGythX","flags":{"_sheetTab":"details"},"name":"Prejudice","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature just doesn’t like the Target. See Prejudice."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Thin People","type":"String","label":"Specification"}}},{"_id":"Y01oLajbF55OR5UY","flags":{},"name":"Night Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has the Night Vision Talent. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"S9Drf3VuPHMOFBqy","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"Glt6Gp6t1U9Fv8YP","flags":{"_sheetTab":"details"},"name":"Belligerent\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"AWWzQUWeJY75ScpH","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ijpNgS0GL8E8q7Le","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"R1iWvfV9EvgIc8bJ","name":"Chien","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":5,"max":5},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":4,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"sml"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Dog"},"biography":{"value":"

Dogs are bred for myriad purposes throughout the Old World. While the pampered pooches of the courtiers of Altdorf pose only a threat to an adventurer’s dignity, larger breeds, including those bred for war and dog-fighting can be a formidable threat.

"},"gender":{"value":""}},"excludedTraits":["nd2z7piCtzoEtHOL","VfaW9VzOTuWQBztc","ExDlOQTqwPhxMoY1","7XeSzK7fqFTdINwN","uvsqjXyQJIo19omM","pau6ojhNrwAjf1mG","fEOkwoDgv5DhBxAn","Ez33VJG61ytxLf1v","bA2YtQzzdTh0ZN5I","3eZXusKfHdw2s6I8","fVBnOJssDBjioOZS","6TS0JhvsUYXuE1fb","o4xvGvDgigQKtqjE"]},"sort":1400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/dog.png","token":{"flags":{},"name":"Dog","displayName":20,"img":"systems/wfrp4e/tokens/dog.png","width":0.8,"height":0.8,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"R1iWvfV9EvgIc8bJ","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"k8GXoTjpEDmfMi5K","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"t6ptnlKnT82YZPsQ","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"o4xvGvDgigQKtqjE","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}},{"_id":"nd2z7piCtzoEtHOL","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"uLPB1REupD1YAqrD","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"Ez33VJG61ytxLf1v","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"6TS0JhvsUYXuE1fb","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"}}},{"_id":"ci7EpvPy8M1uXmcp","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"bA2YtQzzdTh0ZN5I","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Entertain","type":"String","label":"Specification"}}},{"_id":"3eZXusKfHdw2s6I8","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Fetch","type":"String","label":"Specification"}}},{"_id":"ELugNF8mL3cMFHOu","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"7XeSzK7fqFTdINwN","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Little","type":"String","label":"Specification"}}},{"_id":"uvsqjXyQJIo19omM","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Average","type":"String","label":"Specification"}}},{"_id":"VfaW9VzOTuWQBztc","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ExDlOQTqwPhxMoY1","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"pau6ojhNrwAjf1mG","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"fEOkwoDgv5DhBxAn","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ZREr6ei5wd0fPvl1","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"fVBnOJssDBjioOZS","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"}}}]} +{"_id":"RUqULuHTLA8wj0jw","name":"Bête des Marais","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":40,"max":40},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Construct"},"biography":{"value":"

Raised by spellcasters from the filth of marshes and bogs, Fenbeasts are seemingly mindless automatons held together by magic. Vaguely humanoid, they are comprised of mud, bones, branches, and slime, and require significant quantities of magic to retain their integrity. Occasionally, they are raised by wizards skilled in Jade magic to act as a bodyguard or to fulfil a specific task requiring brute strength or mindless killing. Sometimes they rise independently, spawned in stagnant festering pools where the flow of magic has been corrupted. The Jade College in Altdorf is said to maintain a score of the creatures as drudges, fetching and carrying for senior Magisters, maintained by the ceaseless channeling of dozens of apprentices.

"},"gender":{"value":""}},"excludedTraits":["FjLM8VwaISABC2Tt","hhgRZaJ7Z844I4IU","lOxKBOJcJqI1n67i","2dzI5Qut6CJM7q5H"]},"sort":1600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":""},"img":"systems/wfrp4e/tokens/fenbeast.png","token":{"flags":{},"name":"Fenbeast","displayName":20,"img":"systems/wfrp4e/tokens/fenbeast.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"RUqULuHTLA8wj0jw","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"Xco5i8eiDWFGuFgP","flags":{"_sheetTab":"details"},"name":"Construct","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Clanj11BxMrcIvLO","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"qw3ZJ4X7AmafRlxr","flags":{},"name":"Die Hard\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound \r\r\rHR: A successful Challenging (+0) Toughness Test each turn keeps it alive, on a failure, it dies. Increasing difficulty each time it 'dies?'\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"SuwzuotyinIemm7z","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"tdjhpd6AdJORQe6D","flags":{},"name":"Regenerate\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"4EJdWHDbXajWakkT","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"lOQaoNFqM4kbmoOn","flags":{"_sheetTab":"details"},"name":"Stupid","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"int","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"556zoJY7Xw8ogsWW","flags":{},"name":"Swamp-strider\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"6Ke7Sk6cYgimpTjo","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"yZZOiLkpJhVdwmJH","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"Rating","type":"String","label":"Specification"}}},{"_id":"FjLM8VwaISABC2Tt","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"hhgRZaJ7Z844I4IU","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"lOxKBOJcJqI1n67i","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"2dzI5Qut6CJM7q5H","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"RiXpMLex8SZf6gaQ","name":"Hippogriffe","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":36,"max":36},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"7","walk":14,"run":28},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Hippogryph"},"biography":{"value":"

Extraordinarily ferocious and territorial, Hippogryphs normally have the head, wings, and front quarters of an eagle and the hind quarters of a horse. Hailing most commonly from the Grey Mountains, they attack without provocation, almost reckless in their fury, tearing flesh into ribbons to be devoured later. Such is their rage, entire fields of livestock will be wiped out by a single Hippogryph, which will then make off with its choice of meat, leaving the rest to carrion birds. Having little in the way of intelligence, when Hippogryphs hunt, they tend to kill everything in sight, assuming anything unseen is gone forever, meaning that actual casualties to Hippogryphs are relatively low, given all it takes to avoid them is finding a good hiding place.

"},"gender":{"value":""}},"excludedTraits":["oD3Dmt5LeCK5uE26","czbEhKw8GDajFhV6","meGm1W3JbIzOOqwK","3VQzHWDMpHyqXhZD","e2VIIE1u4gCRRgyA"]},"sort":2600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/hippogryph.png","token":{"flags":{},"name":"Hippogryph","displayName":20,"img":"systems/wfrp4e/tokens/hippogryph.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"RiXpMLex8SZf6gaQ","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"cOhfGD5HL0jqQGsl","flags":{"_sheetTab":"details"},"name":"Animosity","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Everything","type":"String","label":"Specification"}}},{"_id":"KfEz40iUfPhNUkXY","flags":{"_sheetTab":"details"},"name":"Belligerent\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"4xKzuaPEfsQTx0Ad","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"EK6SAIkllVecav4t","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"lOLDKAAIkQD6GOMp","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"120","type":"String","label":"Specification"}}},{"_id":"GTtqZfniFJ0piJnl","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"cx0BrXvgQ7nD4E14","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"or1lzZuIEkb4MY9W","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"gatU97IqIFfroiqW","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"awa9srCyTBAxOFBp","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"meGm1W3JbIzOOqwK","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"3VQzHWDMpHyqXhZD","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"e2VIIE1u4gCRRgyA","flags":{"_sheetTab":"details"},"name":"Hatred","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Everything","type":"String","label":"Specification"}}},{"_id":"oD3Dmt5LeCK5uE26","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"czbEhKw8GDajFhV6","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}}]} +{"_id":"T79RqnDOAQLn3I1s","name":"Zombie","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":12,"max":12},"advantage":{"type":"Number","label":"Avantage","value":"0","max":0},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"biography":{"value":"

Like Skeletons, Zombies are Undead creatures reanimated and bound together with foul magics. Unlike Skeletons, they are so recently dead that much of their corporeal body still exists, rotting and diseased flesh sagging over their maggoty, swollen organs. As they fght, their flesh and organs slough from their bones, releasing a nauseating, noxious stench, powerful enough to turn
the stomachs of all but the most hardened of soldiers

"},"species":{"value":"Undead"},"gender":{"value":""}},"excludedTraits":["1H2FiYGipa8e0edP","PGNt4xoxzp0UKZCl","zI4kUfXaVSBBG2V6","rHM8ORJijA756P14","ACK1DXXNEHhnZ7Yu","GWJkJJhu2x1hTMyY","xjal2BaCLDqxJqoF"]},"sort":4900000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/zombie.png","token":{"flags":{},"name":"Zombie","displayName":20,"img":"systems/wfrp4e/tokens/zombie.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"T79RqnDOAQLn3I1s","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"if8qcUHk9fjQ40NT","flags":{"_sheetTab":"details"},"name":"Construct","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"TLif414blIQcfDk2","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"f0FZXfoa1Fn9K2Ih","flags":{"_sheetTab":"details"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"ZelYv12zqBNpyFV2","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"dwJrZeeLqRPAfXhx","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ynHctH4SWIRegGFl","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"FAmkUGzTJ0naif5G","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"PGNt4xoxzp0UKZCl","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"1H2FiYGipa8e0edP","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"zI4kUfXaVSBBG2V6","flags":{"_sheetTab":"description"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Type","type":"String","label":"Specification"}}},{"_id":"rHM8ORJijA756P14","flags":{"_sheetTab":"details"},"name":"Distracting\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ACK1DXXNEHhnZ7Yu","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"GWJkJJhu2x1hTMyY","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"xjal2BaCLDqxJqoF","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"TWy5l4uYTRAtjfit","name":"Banshee","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":13,"max":13},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Undead"},"biography":{"value":"

Tomb Banshees are the spectral remains of once powerful witches whose spirits are steeped in the foetid energy of dhar. Teir restless afterlife is tormented by loss and bitterness, a yawning void in their souls that drives them to release terrifying, soul-wrenching howls potent enough to drive those hearing it insane, or even to stop their very hearts.

"},"gender":{"value":""}},"excludedTraits":["7cgfzk54w8pQnjcA","meHXRcsZ8iVHdE8y","6OqZBrO6aF7i05mf","yEhtyfBU9zzu6qT3","MXB6aponWsMTT5Fl"]},"sort":4300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/banshee.png","token":{"flags":{},"name":"Tomb Banshee","displayName":20,"img":"systems/wfrp4e/tokens/banshee.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"TWy5l4uYTRAtjfit","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"f6zqiJYGNnjaXfgm","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"LiELUZGYO1KEenhE","flags":{},"name":"Ethereal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"sy2x2WifRcIWohoM","flags":{},"name":"Ghostly Howl\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can emit a chilling howl, capable of killing those who hear it. On its turn the creature can spend all its Advantage (minimum of 2), to unleash a hideous scream as a Free Attack.\r\rAll living targets within a number of yards equal to the creature’s Initiative immediately gain 3 Deafened Conditions and suffer 1d10 Wounds ignoring Toughness Bonus and Armor Points. Those affected must also pass an Average (+20) Endurance test or gain a Broken Condition. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"RbJdJ2Q8wBe5Jjjy","flags":{"_sheetTab":"details"},"name":"Terror","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"RlWcw4ncDxxK0vNN","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"WK3ZE4o90yLPQWOw","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"OveeaYifhjGXQWi9","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"7cgfzk54w8pQnjcA","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"meHXRcsZ8iVHdE8y","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"6OqZBrO6aF7i05mf","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"yEhtyfBU9zzu6qT3","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"MXB6aponWsMTT5Fl","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"VMceSpLje0J7lfP0","name":"Squig des Cavernes","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":12,"max":12},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":8,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Squig"},"biography":{"value":"

Squigs are large, generally round, fungoid creatures that live deep below ground in the dankest, darkest caves. They possess a gaping maw and large, sharp teeth, and are prized by Goblins for their flesh and their hides, and to act as guards and pets.

"},"gender":{"value":""}},"excludedTraits":["omXqQObkzWo0nfrU","ZcyLIms5jaQwM44m","lKOZc9AF6bROuqiO","eq8OVxmgVkyOgg0C","EfRGvgOLc72h9v8f","ytlOlbo0wk4XtuRD","hSO0gtfx8YEnQemo","eBDgurfRAaxD9I1L","1cBJeftlCxwIg6lo","ILrSxqRVMKunziCE","Jo1f4cnCwyjeTaNA","V9hjUnayLKs2omEV"]},"sort":800000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/squig.png","token":{"flags":{},"name":"Cave Squig","displayName":20,"img":"systems/wfrp4e/tokens/squig.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"VMceSpLje0J7lfP0","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"NxmRbsLYGA2hPl6B","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"UvCEvuYgtBrcDeed","flags":{"_sheetTab":"details"},"name":"Bounce\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can bounce high, perhaps with powerful limbs, magic, or stubby wings. When Charging or Running, it doubles its Movement Characteristic, and can ignore all intervening terrain and characters as it leap over them. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"4uMhny1djzZ2lY4M","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"tpGPHdcIwWqrgR0g","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"tAIUjLKTozoQR8h1","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"omXqQObkzWo0nfrU","flags":{},"name":"Amphibious\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ZcyLIms5jaQwM44m","flags":{"_sheetTab":"description"},"name":"Breath (Acid)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"lKOZc9AF6bROuqiO","flags":{"_sheetTab":"description"},"name":"Breath (Gas)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"# ","type":"String","label":"Specification"}}},{"_id":"eq8OVxmgVkyOgg0C","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"EfRGvgOLc72h9v8f","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ytlOlbo0wk4XtuRD","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"hSO0gtfx8YEnQemo","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"V9hjUnayLKs2omEV","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Tiny","type":"String","label":"Specification"}}},{"_id":"ILrSxqRVMKunziCE","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Little","type":"String","label":"Specification"}}},{"_id":"Jo1f4cnCwyjeTaNA","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"1cBJeftlCxwIg6lo","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"eBDgurfRAaxD9I1L","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}}]} +{"_id":"VPVnyae6VHeD9cEP","name":"Araignée Géante","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":2,"max":2},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":3,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"ltl"},"move":{"type":"Number","label":"Mouvement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Spider"},"biography":{"value":"

Giant Spiders lurk deep within the forests and caves of the Empire, but can live anywhere, including dusty attics and dark cellars. Most trap their prey with strong webs before injecting venom. Though most are the size of a large Rat, some Giant Spider species are terrifyingly large. Forest Goblins often capture larger examples for mounts.

"},"gender":{"value":""}},"excludedTraits":["JwZoXUPlf7j0UEtV","aRRjoTO5MZOnH41x","Hs4LcRQAZWCmkP0Y","gS7Y53D2fnrsiICh","AJrF3jehobSlXodF","Nom4dglmO0dfMUV7","mLAE8NzIvzPoyyQ2","XAK87InD7nnW4rp2","pqULpmsE0cVNzVxM","pT5Av1BXcAkeQzRb","sNEzszFrqNghkw9v","ZIqYnSAl3NQWRuZE","kWdlpy80pa2ygBUN","XhttNXyzeX7neHzU"]},"sort":2200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/spider.png","token":{"flags":{},"name":"Giant Spider","displayName":20,"img":"systems/wfrp4e/tokens/spider.png","width":0.5,"height":0.5,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"VPVnyae6VHeD9cEP","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"pdcNGk3ZzRnmkD7g","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"pypoo0XMKgSm7Uj6","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"XdDHgIt0yZKqoSE6","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"mLAE8NzIvzPoyyQ2","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"ZIqYnSAl3NQWRuZE","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}},{"_id":"dCZA4mhK2UmdsPx6","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Little","type":"String","label":"Specification"}}},{"_id":"gS7Y53D2fnrsiICh","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Average","type":"String","label":"Specification"}}},{"_id":"aRRjoTO5MZOnH41x","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"Nom4dglmO0dfMUV7","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"AJrF3jehobSlXodF","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"apfswcsK8Nmf62XA","flags":{},"name":"Wallcrawler\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"gsS4kMWgARWIIEFQ","flags":{"_sheetTab":"details"},"name":"Web","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.

\n

 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"40","type":"String","label":"Specification"}}},{"_id":"JwZoXUPlf7j0UEtV","flags":{},"name":"Arboreal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Hs4LcRQAZWCmkP0Y","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"XhttNXyzeX7neHzU","flags":{},"name":"Swarm\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Capacité de Combat. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"kWdlpy80pa2ygBUN","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Average","type":"String","label":"Specification"}}},{"_id":"XAK87InD7nnW4rp2","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"pT5Av1BXcAkeQzRb","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"}}},{"_id":"pqULpmsE0cVNzVxM","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"}}},{"_id":"sNEzszFrqNghkw9v","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}}]} +{"_id":"W02Z3FvDjw745Ip8","name":"Géant","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":65,"advances":0,"value":65,"bonus":6,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":72,"max":72},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":11,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"enor"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Giant"},"biography":{"value":"

Giants are solitary creatures who usually shun civilization. Most stalk remote and high places surrounding the Empire, holing-up in caves and forgotten ruins far from smaller folk, though they sometimes migrate to the foothills in search of food. They have a reputation for belligerence and ferocity, due in equal parts to their intimidating size, their cattle eating, and their association with marauding Greenskin armies that enslave them. In truth, many giants are gentle souls, prone to raging tantrums and fiercely protective of their privacy, but not necessarily hostile to others. Because they are so long-lived, rumors suggest they hoard ancient lore, though most seem less than lucid, and certainly more interested in alcohol than debates about history.

"},"gender":{"value":""}},"excludedTraits":["o24ZtvkvWUoUiLWr","n1dteYXARg1VyHg0","JYmDdE898NMHq3HK","KbBE4dIqWK5DQgkN","r8EhWNRS82mXY1d1","g20Mf9glsFbJagSX","rzGgE81q1BXVerAX"]},"sort":2000000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/giant.png","token":{"flags":{},"name":"Giant","displayName":20,"img":"systems/wfrp4e/tokens/giant.png","width":3,"height":3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"W02Z3FvDjw745Ip8","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"33r01WUUG37N5KHN","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"yStBDh5YsnBogbUw","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"PvweF75ZqYSJgDn6","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"db6MgipumE1A2pwz","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"3vczsNo6htktWpC6","flags":{"_sheetTab":"details"},"name":"Tough","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"jUXxR9RoznxJ77Cz","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"o24ZtvkvWUoUiLWr","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"n1dteYXARg1VyHg0","flags":{"_sheetTab":"details"},"name":"Breath (Druken Vomit)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"JYmDdE898NMHq3HK","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"KbBE4dIqWK5DQgkN","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"r8EhWNRS82mXY1d1","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"g20Mf9glsFbJagSX","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Monstrous","type":"String","label":"Specification"}}},{"_id":"rzGgE81q1BXVerAX","flags":{"_sheetTab":"details"},"name":"Stupid","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"int","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000}]} +{"_id":"XoSSlIsqXkiBlycn","name":"Chauve-Souris Vampire","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":42,"max":42},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"8","walk":16,"run":32},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Undead"},"biography":{"value":"

Most Vampires balance their Undead need for blood with a veneer of civility and decorum, styling themselves as the aristocracy of the Undead. However, some eschew their human façade, embracing the beast within. Tese Varghulfs are savage and wild, creatures devoid of all sophistry, abandoned entirely to animalistic selfgratifcation. Tey manifest as a big, bloated, bat-like beast, basking in their base urge for blood.

"},"gender":{"value":""}},"excludedTraits":["DpYOWHWmBKACi60D","sl8Soavo6VI0SGze","euGBmvHkW6IA8DYA","dHAuS7ec9RXwPsbU","j3Lf3g0QRFHvaHel","h2FDO2Y59IiDnawt"]},"sort":4700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/varghulf.png","token":{"flags":{},"name":"Varghulf","displayName":20,"img":"systems/wfrp4e/tokens/varghulf.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"XoSSlIsqXkiBlycn","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"CbgMAUYLoTHwUoCX","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"5dkFc6Kw5rXQtTxb","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"8xiFEWIXxQEnLKlT","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"iNAk6R7eIBqjLcqc","flags":{"_sheetTab":"details"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"KmawAAjMWROIyJJ0","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"sgcBPlKbvanYQSo5","flags":{"_sheetTab":"details"},"name":"Hatred","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Living","type":"String","label":"Specification"}}},{"_id":"2jdDBmTEW3kILm5w","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"B3I6nb3AgA1YyX1o","flags":{},"name":"Regenerate\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Q2r4kpppLdT7Ckq1","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"c9eQUILs9Q8B3gfH","flags":{"_sheetTab":"details"},"name":"Terror","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}},"sort":200000},{"_id":"ucCYjC7qUF1P9o0u","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"hEeRIXZs5dVKlDJb","flags":{},"name":"Vampiric\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"CayAzUb9rcFOhc29","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"DpYOWHWmBKACi60D","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"sl8Soavo6VI0SGze","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"dHAuS7ec9RXwPsbU","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"euGBmvHkW6IA8DYA","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"j3Lf3g0QRFHvaHel","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"h2FDO2Y59IiDnawt","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"0becZpBnDucso9rI","flags":{"_sheetTab":"details"},"name":"Territorial","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000}]} +{"_id":"Yee9gwxJUceGbnO2","name":"Pégase","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":28,"max":28},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":8,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"8","walk":16,"run":32},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Pegasus"},"biography":{"value":"

Pegasi are handsome white horses with great swan-like wings. They are dogged and inexhaustible flyers that fly in great herds in the high mountains, seemingly taking great delight as they swoop and swirl on the spiraling thermal currents. They are obvious candidates for steeds and many a warrior or scout has tried to catch a Pegasus of their own. They are very intelligent, and some believe they only allow themselves to be captured if they wish to be, which has led to all manner of fancifully romantic legends insisting only those worthy, or virtuous enough may be chosen.

"},"gender":{"value":""}},"excludedTraits":["4WUcgHi8eKA4yd5H","IDGT1CO6RFbf5c6J","EH2Zp5ejuaweOJjr","Rj5dMXQUQFSzsWLt","Genn81qzA19E9Gki"]},"sort":3500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/pegasus.png","token":{"flags":{},"name":"Pegasus","displayName":20,"img":"systems/wfrp4e/tokens/pegasus.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"Yee9gwxJUceGbnO2","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"hDoFfhwjwCx5A4gv","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"100","type":"String","label":"Specification"}}},{"_id":"8xtZvVei5NSSB4sk","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"tM5LnsPnZGKOwnjm","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"3dqThs83CqCyP3LE","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"Genn81qzA19E9Gki","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"Rj5dMXQUQFSzsWLt","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Drive","type":"String","label":"Specification"}}},{"_id":"EH2Zp5ejuaweOJjr","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"}}},{"_id":"IDGT1CO6RFbf5c6J","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}},{"_id":"4WUcgHi8eKA4yd5H","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}}]} +{"_id":"ZgSckHTkco0DciVm","name":"Rat Ogre","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":30,"max":30},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":9,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Skaven"},"biography":{"value":"

Rat Ogres are hulking brutes, bred in the dark caverns of the Underempire by the demented ministerings of Clan Molder’s packmasters. They are stupid, but when driven by their Skaven masters are fearless and unrelenting in combat. Rarely encountered on their own, they tend to be accompany Grey Seers, or other ranking Skaven, serving as a bodyguard.

"},"gender":{"value":""}},"excludedTraits":["SMwPEUsre5fZPG6H","UamxUjB1W7iS8oDL","SUfVWaFGc1Y0y9V0","YoggjexTPkPnjofY","6qEqle0DJQplnBEu","n6KUqcfQBrRZZtDD","vW33i4eptTharcIK","bTCAYgoqPACZwU8A","WcsBDkSTuQ7iUAGT","jV8cMcrRvaJRDH75","jSiRZycNtvia4m05"]},"sort":3700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/rat-ogre.png","token":{"flags":{},"name":"Rat Ogre","displayName":20,"img":"systems/wfrp4e/tokens/rat-ogre.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"ZgSckHTkco0DciVm","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"U7DRWjIN5bXO9D5F","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"SeOPfC1bNa5pW0Kc","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"loQYHk6iwIUqPuYn","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"drKzYdxDWQ0umOI4","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"iaX5jaiNXtsa4cwL","flags":{"_sheetTab":"details"},"name":"Stupid","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"int","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"U1eDeO2kCkwJW5qE","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"jSiRZycNtvia4m05","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"jV8cMcrRvaJRDH75","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"WcsBDkSTuQ7iUAGT","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Ratte Fever","type":"String","label":"Specification"}}},{"_id":"bTCAYgoqPACZwU8A","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"vW33i4eptTharcIK","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"n6KUqcfQBrRZZtDD","flags":{"_sheetTab":"details"},"name":"Tail Attack","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"6qEqle0DJQplnBEu","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"YoggjexTPkPnjofY","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"SUfVWaFGc1Y0y9V0","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"}}},{"_id":"UamxUjB1W7iS8oDL","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}},{"_id":"SMwPEUsre5fZPG6H","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}}]} +{"_id":"aC5RhQFZLp871epP","name":"Manticore","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":65,"advances":0,"value":65,"bonus":6,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":72,"max":72},"advantage":{"type":"Number","label":"Avantage","value":"0","max":5},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"enor"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Manticore"},"biography":{"value":"

'When I was travelin’ with the elves to Ulthuan, I seen a great many things as would astound most folks back ‘ome. one time I saw a manticore, only in the center of its lion-head it had the face of a great Elf! I suppose it was less a Manticore, than an Elf-ticore.’

\n

– Adhemar Fitztancred, Grey Guardian, raconteur and liar

\n

Fortunately rare, Manticores are unrelentingly ferocious, driven to clear their territory of predatory rivals with extraordinary brutality. This means you normally know when you’re moving into the territory of a Manticore — corpses of other monsters litter the high grounds. The creature has the head and body of a twisted great cat (though sometimes its face appears almost too  Human), the wings of a Bat, and a wicked, thrashing, barbed tail.

"},"gender":{"value":""}},"excludedTraits":["j0MIzIYwSmHtuxOZ","qVTbSMssKMGEhWbo","Y3CxTAVyfPBWi2dz","08c3naLDXPaSihxQ","j3DiLcP0vmAM3Iae"]},"sort":3000000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/manticore.png","token":{"flags":{},"name":"Manticore","displayName":20,"img":"systems/wfrp4e/tokens/manticore.png","width":3,"height":3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"aC5RhQFZLp871epP","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"3VxCvj74tEpewzHM","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"dH3UWnPKtO3glWmd","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"eHPGWHISDM8XNqla","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"pAYLC52F7f5BUdpS","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"80","type":"String","label":"Specification"}}},{"_id":"bl7qUJXazoipatJ1","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"4QTyKRy5heROvwqS","flags":{"_sheetTab":"details"},"name":"Tail Attack","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"DUC1fwGKOySLpo5g","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ou7nTq8jFDlKv28l","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Difficulty","type":"String","label":"Specification"}}},{"_id":"cgJVHIZjGXALo9Yt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"j0MIzIYwSmHtuxOZ","flags":{"_sheetTab":"details"},"name":"Hatred","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Predators","type":"String","label":"Specification"}}},{"_id":"qVTbSMssKMGEhWbo","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Y3CxTAVyfPBWi2dz","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"08c3naLDXPaSihxQ","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"}}},{"_id":"j3DiLcP0vmAM3Iae","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}}]} +{"_id":"b1R5sW6lYIViJ2ki","name":"Cheval","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":22,"max":22},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":7,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"7","walk":14,"run":28},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Horse"},"biography":{"value":"

Horses are bred for many jobs, including speedy mounts for messengers, sturdy destriers for knights, and mighty drays for farmers. They are so useful, horse trading is almost a competitive sport in the Reikland. Unscrupulous ‘Horse Copers’ (horse salesmen) are keen to make money at the expense of the ignorant buyer, painting and fling teeth of elderly horses or stiffing rags up noses to soak mucous, so the unknowledgeable buyer should beware.

"},"gender":{"value":""}},"excludedTraits":["riF13WcliEEJP7ct","6K9bVClq5N65I3HG","cf46DeljlFM0b4Pt","Qst26ZBJ8RYwfZXN","4QO3NpBr1w7sTp5q","39MNFFsXRBVJkukL","qjqAOeZoXfvJxgrD"]},"sort":2700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/Horse.png","token":{"flags":{},"name":"Horse","displayName":20,"img":"systems/wfrp4e/tokens/Horse.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"b1R5sW6lYIViJ2ki","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"thdXjxdtJQ3VSTAI","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"j2cQmcfglta0cEbx","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"6K9bVClq5N65I3HG","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}},{"_id":"riF13WcliEEJP7ct","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"t92sSOfYZmj44jEg","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"qjqAOeZoXfvJxgrD","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"Qst26ZBJ8RYwfZXN","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"}}},{"_id":"cf46DeljlFM0b4Pt","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}},{"_id":"r1qcciLv204CazAG","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"39MNFFsXRBVJkukL","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Drive","type":"String","label":"Specification"}}},{"_id":"4QO3NpBr1w7sTp5q","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Entertain","type":"String","label":"Specification"}}},{"_id":"5aBqtEX9YnqhVqe7","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000}]} +{"_id":"b3Up6KkN0yLp35Xp","name":"Jabberslythe","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":68,"max":68},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"enor"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Jabberslythe"},"biography":{"value":"

The Jabberslythe is an ancient creature of Chaos that lurks beneath the shadowy eaves of the deepest, darkest forests. A maddening creature, the Jabberslythe is a disgusting mixture of Toad, Sludge-drake, and Insect, all filled with corrosive, black blood that spurts free at the slightest wound. Worse, any viewing this horror seem to lose their minds, gibbering and rhyming, clawing at their eyes, and shrieking with manic laughter, which leaves easy prey for the Jabberslythe.

\n

 

\n

Further, it has a sticky tongue that can lash out and pull its next meal into its gaping maw. As befits its appearance, the creature moves in a lolloping and awkward manner, and even possesses wings, though they’re too small to properly lift its bloated torso.

"},"gender":{"value":""}},"excludedTraits":["gDmjxgAbRcYSuidw","MiXmrNu6ivXquSn6"]},"sort":2900000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/jabberslythe.png","token":{"flags":{},"name":"Jabberslythe","displayName":20,"img":"systems/wfrp4e/tokens/jabberslythe.png","width":3,"height":3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"b3Up6KkN0yLp35Xp","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"JzDPjnLVODKxt9op","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"WBNVDlW502Fkq3on","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Zuk2F7Ri6XmVxyls","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"fYLBbeF48Shbvveq","flags":{"_sheetTab":"details"},"name":"Bounce\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can bounce high, perhaps with powerful limbs, magic, or stubby wings. When Charging or Running, it doubles its Movement Characteristic, and can ignore all intervening terrain and characters as it leap over them. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"GqOvZ9qNezY3OOdm","flags":{"_sheetTab":"details"},"name":"Corrosive Blood\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1 \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"pUhJszmfx337KtDw","flags":{"_sheetTab":"details"},"name":"Distracting\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"6OcT0OAHNt4WXH5U","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"SwFL0AiCQaSln0sP","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"HbhXKU4LxYqNCyxo","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"FDfhEDSxETpj4IHk","flags":{"_sheetTab":"details"},"name":"Tail Attack","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"5Kx5ZO9AP2LiXXTv","flags":{"_sheetTab":"details"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Challenging","type":"String","label":"Specification"}}},{"_id":"Yc76LM8ZsyqHJ5q4","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"PgSdNDqWz5I7nh2V","flags":{"_sheetTab":"details"},"name":"Tongue Attack (12)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n "},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"+5","type":"String","label":"Specification"}}},{"_id":"gDmjxgAbRcYSuidw","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"MiXmrNu6ivXquSn6","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"dJyxaBZM3VrgMVFe","name":"Ours","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":28,"max":28},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":9,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Bear"},"biography":{"value":"

Wanderers of the Reikland’s wild places, Bears are solitary and usually shy, only turning aggressive when interlopers threaten their young or when wounded. When food is scarce, they will approach unprotected settlements and travelers, especially those careless with provisions.

"},"gender":{"value":""}},"excludedTraits":["2RHBAkuC9BYcjmM7","t5xmrzWIWJikaVFh","50m9PHEKEtXM6mNd","xvKwtX0LR6PIIz8U","mFjIYKpvoqfbtF44","U4DlM4HaK9N09jZZ","sk9GSlUz5NbglOCR","cE5pjfVO5veB13XL"]},"sort":200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/bear.png","token":{"flags":{},"name":"Bear","displayName":20,"img":"systems/wfrp4e/tokens/bear.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"dJyxaBZM3VrgMVFe","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XiS8AJmOUubxfK3a","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"gm4mjbxcuCIWWv0e","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"apFh8atYgNLwuDdj","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"T8PNNfUsqPwdwFbl","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"DIeLMHaqgO7FOcAu","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"yYL1MJlEqZmbBDvI","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Fg9ysiCTCO6a2tUZ","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"AmWOzGQWD9xc6f3M","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"2RHBAkuC9BYcjmM7","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"t5xmrzWIWJikaVFh","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"50m9PHEKEtXM6mNd","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"xvKwtX0LR6PIIz8U","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"mFjIYKpvoqfbtF44","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"sk9GSlUz5NbglOCR","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Entertain","type":"String","label":"Specification"}}},{"_id":"cE5pjfVO5veB13XL","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}},{"_id":"U4DlM4HaK9N09jZZ","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}}]} +{"_id":"djcsIdILwtPVWeuk","name":"Vampire","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":70,"advances":0,"value":70,"bonus":7,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":60,"advances":0,"value":60,"bonus":6,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":19,"max":19},"advantage":{"type":"Number","label":"Avantage","value":"0","max":5},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":9,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Undead"},"biography":{"value":"

Vampires see themselves as the rulers of the night. Many can pass as Human, some even functioning for long periods amongst the living. Despite their outwardly Human appearance, no heart beats beneath their pale skin, and in lieu of mortal hungers they possess an abiding thirst for blood. All Vampires of the Old World are ultimately descended from ancient bloodlines that originated millennia ago far to the south. Many are fercely proud of their heritage and the traits and traditions that set them apart from others. Te Vampires of different bloodlines are often bitter rivals, but they are astute enough to come together when necessary to face greater foes.

"},"gender":{"value":""}},"excludedTraits":["VELfKYMIL21F193p","mzqZEEO9rvV7Imtd","GWoF1sqHoCgSzYyd","w8PgVkk1aJh0PS9k","9QEj4WgvIag1X9UT","L3NBP75PXqxDKqnE","XMRPxqno80Wf0aZi","8nWYGGnZGHfArrFm","L6IqVnq0hgnLQtY0","2BXe9cfzmto1gXGp","8ZetgHkhkjOKxXsX","MNm9d6e2CtxCuZUy","2rc8j9AFO5B8jsNk","QgJOL3mKrdtVy2WZ","4em2FMzLHVWq6pGG","J8Aqp9R1G3f3RQsK","z0MDslQRm1vs30Fl","3zqfLLGwMcia4KiN","sE1s8ShkhQoFaNz5"]},"sort":4600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/vampire.png","token":{"flags":{},"name":"Vampire","displayName":20,"img":"systems/wfrp4e/tokens/vampire.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"djcsIdILwtPVWeuk","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"jXwi8ym89y7AJGsy","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"zMyG84nff7m0NGjL","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"229a02yzMXVY09sN","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"tlJHwKRjcKvzmVNN","flags":{},"name":"Vampiric\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"MrjdMhCZkfhsKsab","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"VELfKYMIL21F193p","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"mzqZEEO9rvV7Imtd","flags":{},"name":"Champion\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"GWoF1sqHoCgSzYyd","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"w8PgVkk1aJh0PS9k","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"9QEj4WgvIag1X9UT","flags":{},"name":"Die Hard\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound \r\r\rHR: A successful Challenging (+0) Toughness Test each turn keeps it alive, on a failure, it dies. Increasing difficulty each time it 'dies?'\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"L3NBP75PXqxDKqnE","flags":{"_sheetTab":"details"},"name":"Distracting\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"XMRPxqno80Wf0aZi","flags":{"_sheetTab":"details"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"8nWYGGnZGHfArrFm","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}}},{"_id":"L6IqVnq0hgnLQtY0","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"2BXe9cfzmto1gXGp","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"8ZetgHkhkjOKxXsX","flags":{"_sheetTab":"details"},"name":"Hungry","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"MNm9d6e2CtxCuZUy","flags":{},"name":"Mental Corruption\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has Chaos on the mind. Roll on the Mental Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"2rc8j9AFO5B8jsNk","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"QgJOL3mKrdtVy2WZ","flags":{"_sheetTab":"description"},"name":"Petrifying Gaze","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s gaze can turn flesh to stone. For its Action, it can spend all its Advantage to unleash its gaze (minimum of 1). The creature performs an Opposed Ballistic Skill/Initiative test, adding 1 SL per Advantage spent. Its opponent gains 1 Stunned status per 2 SL by which it wins. If it wins by at least 6 SL, its target is permanently turned to stone.\n \n If the target is a spellcaster, the test can be Opposed with Language (Magick) instead of Initiative as counter spells are cast."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"4em2FMzLHVWq6pGG","flags":{},"name":"Regenerate\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"J8Aqp9R1G3f3RQsK","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Death","type":"String","label":"Specification"}}},{"_id":"z0MDslQRm1vs30Fl","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Necromancy","type":"String","label":"Specification"}}},{"_id":"3zqfLLGwMcia4KiN","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"sE1s8ShkhQoFaNz5","flags":{},"name":"Wallcrawler\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"ge5zXH2qboxaac7v","name":"Pigeon","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":5,"advances":0,"value":5,"bonus":0,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":10,"advances":0,"value":10,"bonus":1,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":1,"max":1},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":1,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"tiny"},"move":{"type":"Number","label":"Mouvement","value":"2","walk":4,"run":8},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Pigeon"},"biography":{"value":"

Pigeons are bred across the Reikland to carry messages of all kinds. Recently, they have become  renowned for carrying a deadlier cargo, as the easily accessible bird has become a favourite amongst engineers, used to deploy their ‘pigeon bombs’ to varying degrees of success.

"},"gender":{"value":""}},"excludedTraits":["6yxv7Ob2UIKIDP7L","kX8ZgJMaK1bHUx6A","vE0tNHtWf4Ois87H"]},"sort":3600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/pidgeon.png","token":{"flags":{},"name":"Pigeon","displayName":20,"img":"systems/wfrp4e/tokens/pidgeon.png","width":0.3,"height":0.3,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"ge5zXH2qboxaac7v","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"gujC0dGfj82jSmM7","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"d9aBm18f4WNsldem","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"0","type":"String","label":"Specification"}}},{"_id":"xAKoQSPtS7UO0q4N","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Tiny","type":"String","label":"Specification"}}},{"_id":"kX8ZgJMaK1bHUx6A","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"3oFxZvzv5010xXHK","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"T3oYXEfjfOiqwz0Q","flags":{"_sheetTab":"details"},"name":"Flight","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"100","type":"String","label":"Specification"}}},{"_id":"6yxv7Ob2UIKIDP7L","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"vE0tNHtWf4Ois87H","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Home: The animal is trained to return home if it is released or lost.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Home","type":"String","label":"Specification"}}}]} +{"_id":"hMbcLVjk7eUdxtqC","name":"Spectre de Cairn","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":14,"max":14},"advantage":{"type":"Number","label":"Avantage","value":"0","max":1},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Undead"},"biography":{"value":"

Cairn Wraiths are especially potent spirits, the spectral remains of aspiring necromancers who sought to prolong their existence through dark magic. In life they were strong-willed; in death their malevolent will drives them to exact a fearful vengeance on the burning souls of the living. Many such Wraiths haunt the mist-shrouded cairns that dot the landscape of the Empire, such as the fell Hägercrybs.

"},"gender":{"value":""}},"excludedTraits":["FirEXWdlKNacctFT","nk7lZHCWQhxZyPXh","RG6E4i6Zw3CspprP","53zDG1QG9okvSzWC"]},"sort":700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":"","defensive":0},"img":"systems/wfrp4e/tokens/cairn%20wraith.png","token":{"flags":{},"name":"Cairn Wraith","displayName":20,"img":"systems/wfrp4e/tokens/cairn%20wraith.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"hMbcLVjk7eUdxtqC","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"EFYSqJwDFU3ExGw7","flags":{"_sheetTab":"details"},"name":"Chill Grasp","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Capacité de Combat/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ECf7whUrkOq6Xzvt","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"zPZ903Ojg79OX9Zb","flags":{},"name":"Ethereal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"8lZ4cwhJTxGwJDbz","flags":{"_sheetTab":"details"},"name":"Terror","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"Djn5iema0fn2kt3Y","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"cx3M2ZXLJ4af4Zci","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"W1F7qf8SQNqv5fGh","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"6","type":"String","label":"Specification"}}},{"_id":"FirEXWdlKNacctFT","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"nk7lZHCWQhxZyPXh","flags":{},"name":"Champion\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"RG6E4i6Zw3CspprP","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"53zDG1QG9okvSzWC","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"iWK6MCgkqSdJWHv2","name":"Basilic","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":16,"max":16},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":10,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"biography":{"value":"

These eight-legged reptilian creatures are solitary and elusive. Claimed to be one of the most ancient creatures of Chaos, they are said to be filled with such spite and venom the very ground they walk on is poisoned. Their bite, too, is poisonous, but it’s their petrifying gaze most fear. Rarely encountered these days, basilisks are a most dangerous foe. Their glands and organs are highly prized by wizards and alchemists, so opportunist hunters often chase rumors of Basilisks in the wild-places of the Vorbergland, though few return.

"},"species":{"value":"Basilisk"},"gender":{"value":""}},"excludedTraits":["xI1aRlOTgp6YiSQ0","YSbS9TAi1jl8x87Q"]},"sort":100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":""},"img":"systems/wfrp4e/tokens/basilisk.png","token":{"flags":{},"name":"Basilisk","displayName":20,"img":"systems/wfrp4e/tokens/basilisk.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"iWK6MCgkqSdJWHv2","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"GHK2KwKqRwHC8hYk","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"jCQHX4ONv58dXWVh","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"8b0Ia8h7Lhv1p9yu","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"ZAY8qeZhkBAwe6iJ","flags":{},"name":"Cold Blooded\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"wqo6DWh4vxiW42zD","flags":{"_sheetTab":"details"},"name":"Immunity","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Poison","type":"String","label":"Specification"}}},{"_id":"A7nAolwkd5eTS0XR","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"pGXaJ53avvY3mxJS","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"vRME2RxIqtXUhFT7","flags":{"_sheetTab":"description"},"name":"Petrifying Gaze","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s gaze can turn flesh to stone. For its Action, it can spend all its Advantage to unleash its gaze (minimum of 1). The creature performs an Opposed Ballistic Skill/Initiative test, adding 1 SL per Advantage spent. Its opponent gains 1 Stunned status per 2 SL by which it wins. If it wins by at least 6 SL, its target is permanently turned to stone.\n \n If the target is a spellcaster, the test can be Opposed with Language (Magick) instead of Initiative as counter spells are cast."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"WoCam6X1RXyNJbce","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Enormous","type":"String","label":"Specification"}}},{"_id":"eqFV7ifPl8jME4ir","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"sE3LdVbjkgeNDywj","flags":{"_sheetTab":"details"},"name":"Tail Attack","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"Damage","type":"String","label":"Specification"}}},{"_id":"G4geLvePkTdz0vRc","flags":{"_sheetTab":"description"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Difficulty","type":"String","label":"Specification"}}},{"_id":"mjrgdEQWNNKuFbbg","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"br509sRTPa9eVV4J","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Any","type":"String","label":"Specification"}}},{"_id":"xI1aRlOTgp6YiSQ0","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"YSbS9TAi1jl8x87Q","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"ixN5PXRRfkLy5shW","name":"Guerrier des Clans","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":11,"max":11},"advantage":{"type":"Number","label":"Avantage","value":"0","max":4},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Skaven"},"biography":{"value":"

Most Skaven are Clanrats, hailing from one of the many complex Skaven clans that constantly bicker, politic, backstab, and eventually war on each other. Tey generally act on the orders of higher-status Skaven, but are always looking for a way to secure a better position, most often by betrayal. They usually dress in mouldering leather or filthy cloth, with scraps of rusty and tarnished metal serving as makeshift armour. Clanrats are often sent out as scouts or raiders to scavenge for goods, search for warpstone, or raid for slaves.

"},"gender":{"value":""}},"excludedTraits":["H2vIyAw5CBnPmVKn","W1X3tgIDq31vXfVG","TaXVu55uAlu5JDbD","nvMNc1XprpgNCvcw","EWGTPmBgRqu2Nqft"]},"sort":5000000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/clanrat.png","token":{"flags":{},"name":"Clanrat","displayName":20,"img":"systems/wfrp4e/tokens/clanrat.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"ixN5PXRRfkLy5shW","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"jxxj4p1q2jdLRJRw","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"OiPIRhh1EcGHUB5P","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"sv3c7137dOIJD1Se","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ILB8A0VYfa0MJ2JS","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"H2vIyAw5CBnPmVKn","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Ratte Fever","type":"String","label":"Specification"}}},{"_id":"W1X3tgIDq31vXfVG","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"TaXVu55uAlu5JDbD","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"nvMNc1XprpgNCvcw","flags":{"_sheetTab":"description"},"name":"Stealthy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"EWGTPmBgRqu2Nqft","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"kt9ob9BdK6zLDWxn","name":"Fimir","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":40,"advances":0,"value":40,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":30,"max":30},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":8,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"6","walk":12,"run":24},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Fimir"},"biography":{"value":"

Fimir are secretive, one-eyed, reptilian creatures that stalk the darkest recesses of the dank swamps and boglands of western Reikland. They shun sunlight, usually only appearing at dawn or dusk, or under the cover of mist and fog to spirit away victims for mysterious, loathsome purposes. Human witches reckless or desperate  enough to meddle in the affairs of Daemons have been known to seek out the Fimir to learn their malign mysteries, for it is said they summon and control such entities. Whether the greater risk lies in trafficking with the Ruinous Powers, or treating with the Fimir, is anyone’s guess. The Fimir have a matriarchal society. The leader of each clan is a powerful witch called a Meargh, and she’s aided by a cadre of lesser spellcasters called Dirach. The majority of the clan members are lowly Shearls, who are protected by a warrior caste, the Fimm, who have bony spikes and knobs on their tails, used to break the bones of unwary opponents.

"},"gender":{"value":""}},"excludedTraits":["VbLSgssGU0uXToAx","0iRPWrTBHJaIfPDe"]},"sort":1700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/fimir.png","token":{"flags":{},"name":"Fimir","displayName":20,"img":"systems/wfrp4e/tokens/fimir.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"kt9ob9BdK6zLDWxn","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"uYyYqTFQgJCfo6MQ","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"WBySqtxVLlaUb71O","flags":{},"name":"Cold Blooded\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"IxXrl7si6FOL8TFa","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"tcCY2AeZdp55zpih","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"u7pTUv2ocKESxQat","flags":{},"name":"Swamp-strider\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"IdVGX0nCtjZ2oWtl","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"VbLSgssGU0uXToAx","flags":{"_sheetTab":"details"},"name":"Tail Attack","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"0iRPWrTBHJaIfPDe","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Daemonology","type":"String","label":"Specification"}}}]} +{"_id":"l913NKGPABtBwmaR","name":"Guerrier du Chaos","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":55,"advances":0,"value":55,"bonus":5,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":45,"advances":0,"value":45,"bonus":4,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":45,"advances":0,"value":45,"bonus":4,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":55,"advances":0,"value":55,"bonus":5,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":35,"advances":0,"value":35,"bonus":3,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":55,"advances":0,"value":55,"bonus":5,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":25,"advances":0,"value":25,"bonus":2,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":17,"max":17},"advantage":{"type":"Number","label":"Avantage","value":"0","max":4},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":8,"current":0}},"details":{"species":{"type":"String","label":"Species","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"gender":{"value":""},"biography":{"value":"

Heavily armoured hulking brutes adorned with ornate spikes and eye-watering symbols of their gods, Chaos Warriors are clearly no longer Human. Nothing is left of their former lives, they exist to serve their dark patron and nothing more. While most Chaos Warriors are exalted marauders from lands far to the north, a select few cultists may be gifted a prize of Chaos Armour by the Dark Gods, affording them great power at the cost of never removing the armour for as long as they live. As few warriors are their better, and no knight better protected, their lives are often very long indeed.

"}},"excludedTraits":["Fp5yDryiCmHcvmJa","8cXaH6eBwDU53ZwZ","e9fI6pmDjlTEn7tU","tfS2IqRqVndOgGjv","sToGiATQxQhXm8hF","mXMGGmG4iX6ZhFCA","pkG19GQLxPQvo9Ip"]},"sort":5100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"defensive":0,"modifier":"","_sheetTab":"notes"},"img":"systems/wfrp4e/tokens/Chaos-Warrior.png","token":{"flags":{},"name":"Chaos Warrior","displayName":20,"img":"systems/wfrp4e/tokens/Chaos-Warrior.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"l913NKGPABtBwmaR","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"9apgQTnOZF0fEEky","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"5","type":"String","label":"Specification"}},"sort":100000},{"_id":"fBvM3Ws0yi4HoYGr","flags":{},"name":"Champion","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"sort":200000},{"_id":"ISAlKlZTpzGmmufs","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}},"sort":300000},{"_id":"sVvAesFMgRJ54cXG","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}},"sort":400000},{"_id":"Fp5yDryiCmHcvmJa","flags":{"_sheetTab":"details"},"name":"Belligerent","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"sort":500000},{"_id":"8cXaH6eBwDU53ZwZ","flags":{"_sheetTab":"description"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Type","type":"String","label":"Specification"}},"sort":600000},{"_id":"e9fI6pmDjlTEn7tU","flags":{"_sheetTab":"details"},"name":"Distracting","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"sort":700000},{"_id":"tfS2IqRqVndOgGjv","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"sort":800000},{"_id":"sToGiATQxQhXm8hF","flags":{},"name":"Mental Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has Chaos on the mind. Roll on the Mental Corruption Table\r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"sort":900000},{"_id":"mXMGGmG4iX6ZhFCA","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"sort":1000000},{"_id":"pkG19GQLxPQvo9Ip","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Chaos","type":"String","label":"Specification"}},"sort":1100000}]} +{"_id":"lSvYEInG8sZ03vqd","name":"Loup","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":10,"max":10},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Wolf"},"biography":{"value":"

Wolves usually hunt in packs and have a reputation for being tenacious hunters, pursuing their prey over dozens of miles without rest or respite. Several species prowl the Reikland, including the fierce Giant Wolves, which are captured and bred by Goblins to use as guards and mounts.

"},"gender":{"value":""}},"excludedTraits":["CFnEQOwEB8AI7ooz","lSTZdyMwX4lmPTzd","ACaRToKanrH9zgSP","hl2D31NsPwIezjej","m2Ikm0Wwl9L27mn3","YPyzz1JO3dI9lcv4","bTdrdhQ6nS7Sn8fz","AUkLXCNaphAKL8Q8","WilIL7RNLzhNYJzK","MjAmyU8qvhIHsbBT","PcV77WxeeI9z05Tc"]},"sort":4800000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"main","modifier":""},"img":"systems/wfrp4e/tokens/wolf.png","token":{"flags":{},"name":"Wolf","displayName":20,"img":"systems/wfrp4e/tokens/wolf.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"lSvYEInG8sZ03vqd","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"oAOLUbke5VQggINd","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"cMlEm5NdbYak0MvX","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"PcV77WxeeI9z05Tc","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}},{"_id":"6bRGGv2an0DxqhUZ","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"m2Ikm0Wwl9L27mn3","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"WilIL7RNLzhNYJzK","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Magic","type":"String","label":"Specification"}}},{"_id":"2cQMFyoYn9nxt9bd","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"bTdrdhQ6nS7Sn8fz","flags":{"_sheetTab":"details"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Fetch","type":"String","label":"Specification"}}},{"_id":"oSSWoflZODgHORoD","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"ACaRToKanrH9zgSP","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"CFnEQOwEB8AI7ooz","flags":{"_sheetTab":"description"},"name":"Frenzy","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Capacité de Combat Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"lSTZdyMwX4lmPTzd","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"hl2D31NsPwIezjej","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Sl8B1e9MXTHhbNDQ","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"TBN8mm0fMHHq2dxP","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"YPyzz1JO3dI9lcv4","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Drive","type":"String","label":"Specification"}}},{"_id":"AUkLXCNaphAKL8Q8","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"}}},{"_id":"MjAmyU8qvhIHsbBT","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Mount","type":"String","label":"Specification"}}}]} +{"_id":"nMzXomK6SnwfGyK7","name":"Ungor","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":12,"max":12},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Ungor"},"biography":{"value":"

Ungors have vestigial or very short horns and are thus barely considered ‘Gor’ by the rest of the herd. Some even sport Human-like faces, making them effective infltrators, but also a target for ridicule. Indeed, Ungors are poorly treated by the Gors, and are often stunted or malnourished in comparison to their larger-horned brethren, leaving them bitter creatures eager to take out their jealousy on others.

"},"gender":{"value":""}},"excludedTraits":["CvAsPBqXwZEjMYSI","XhgXGogXguQlQYkF","pGxwP5fqOGoe9G4b","hmG6CbSJE5kfLSHJ","yQhCRP6JJgosABIC","66WYIwOsZX2h7H7R","B5d8o4dsmZy67V5h","kCLjhAxXT24ez5Oy"]},"sort":4500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/ungor.png","token":{"flags":{},"name":"Ungor","displayName":20,"img":"systems/wfrp4e/tokens/ungor.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"nMzXomK6SnwfGyK7","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"aaI04VpiTuRJkv8y","flags":{},"name":"Arboreal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Syhu15uTXiMIOzbz","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"NMvInLXlbBV2PrLR","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"CvAsPBqXwZEjMYSI","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"XhgXGogXguQlQYkF","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"pGxwP5fqOGoe9G4b","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Packer's Pox","type":"String","label":"Specification"}}},{"_id":"hmG6CbSJE5kfLSHJ","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"yQhCRP6JJgosABIC","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"66WYIwOsZX2h7H7R","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"kCLjhAxXT24ez5Oy","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"B5d8o4dsmZy67V5h","flags":{"_sheetTab":"details"},"name":"Ranged (25)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"+7","type":"String","label":"Specification"}}}]} +{"_id":"oenbbB0PitRWUBfZ","name":"Rat Ogre","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":5,"max":5},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":5,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"sml"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Rat"},"biography":{"value":"

Rats get everywhere and are especially prevalent in the cities and towns. The more densely people are packed in, the more densely Rats are packed in with them, which is especially bad when the creatures  carry disease. Tough typically small, they can grow to monstrous proportions, with reports of rats beneath Altdorf the size of a Human and larger. Rat catchers are employed to keep them in check.

"},"gender":{"value":""}},"excludedTraits":["OzJcy4BHwYrOJRn1","lnlY8afmueKgduhh","90cZW7FWWkKQiSUQ","9tZ801jZMYsBB0pn","5fB3hJHTqLHzfwJh","MGZU2uQRkXxs3Kcy","A9D4zsKSjcNfzvb1"]},"sort":2100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/rat.png","token":{"flags":{},"name":"Giant Rat","displayName":20,"img":"systems/wfrp4e/tokens/rat.png","width":0.8,"height":0.8,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"oenbbB0PitRWUBfZ","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"wLbpu5izydwLRiOS","flags":{"_sheetTab":"description"},"name":"Bestial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"mg8MEEjUXy6LO6e7","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"1ID4H7MfSt6mGLFQ","flags":{},"name":"Skittish\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"WfTntYl7Gfjqy4XD","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"BU3zffYm30iaoCrn","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"0L41EuwTznHB3BCb","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Qg4OtoAb2qFFeDzH","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"5fB3hJHTqLHzfwJh","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Little","type":"String","label":"Specification"}}},{"_id":"9tZ801jZMYsBB0pn","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Average","type":"String","label":"Specification"}}},{"_id":"lnlY8afmueKgduhh","flags":{"_sheetTab":"description"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Ratte Fever","type":"String","label":"Specification"}}},{"_id":"90cZW7FWWkKQiSUQ","flags":{"_sheetTab":"description"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"The Black Plague","type":"String","label":"Specification"}}},{"_id":"OzJcy4BHwYrOJRn1","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"MGZU2uQRkXxs3Kcy","flags":{},"name":"Swarm\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Capacité de Combat. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"A9D4zsKSjcNfzvb1","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

War: The animal is trained for war, gaining +10 Capacité de Combat. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"War","type":"String","label":"Specification"}}}]} +{"_id":"umddAQkmxVYG0AzO","name":"Loup Funeste","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":24,"max":24},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Mouvement","value":"9","walk":18,"run":36},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":""},"biography":{"value":"

When the earth gives up the dead, it is not just humans who rise; macabre parodies of Giant Wolves, with glowing eyes, and tatters of flesh falling from their rotting, festering carcasses, Dire Wolves prowl the night on behalf of their necromantic masters. In the Reikland, they are said to roam the haunted forests of the Hägercrybs when Morrslieb is full, running wild in search of prey to sate their insatiable hunger, cursed with an appetite for flesh and a heightened instinct for the smell of blood

"},"gender":{"value":""}},"excludedTraits":["k0AyWgEi3764ZyYU","qEvs7E1J7WMOqesK","9jqqLGe0KPF3i54I","DLTMQiZhML2KGhgG","kz2t5UU2Va2I0Els"]},"sort":1300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/dire%20wolf.png","token":{"flags":{},"name":"Dire Wolf","displayName":20,"img":"systems/wfrp4e/tokens/dire%20wolf.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"umddAQkmxVYG0AzO","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"UjJGOsPf5VL86MT3","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"YZiPH9lvBLJIilxZ","flags":{"_sheetTab":"details"},"name":"Construct","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"r9LV0P2zR71FuoQE","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"gup5iaIczcPfvwYa","flags":{"_sheetTab":"details"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"TcsiH2mXcj1PJFVs","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"uNTd7FaKUZR3LnJr","flags":{},"name":"Stride","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"MG2FCRtgrzz2Y0iM","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"UrB9mB1l2SSzIMT3","flags":{},"name":"Undead\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Ov0R4ly20WcNnxOH","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"WM6RcWyyCPZRNDNh","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"k0AyWgEi3764ZyYU","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"qEvs7E1J7WMOqesK","flags":{"_sheetTab":"details"},"name":"Distracting\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"9jqqLGe0KPF3i54I","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"DLTMQiZhML2KGhgG","flags":{},"name":"Painless\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"kz2t5UU2Va2I0Els","flags":{"_sheetTab":"details"},"name":"Territorial\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"vK0WXrRDUjztB6QK","name":"Fr'hough Mournbreath - Prince Démon de Nurgle","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":70,"advances":0,"value":70,"bonus":7,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":120,"advances":0,"value":120,"bonus":12,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":150,"advances":0,"value":150,"bonus":15,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":85,"advances":0,"value":85,"bonus":8,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":120,"advances":0,"value":120,"bonus":12,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":108,"max":108},"advantage":{"type":"Number","label":"Avantage","value":"0","max":5},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":27,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Daemon Prince"},"gender":{"value":""}},"excludedTraits":[]},"sort":1800000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes"},"img":"systems/wfrp4e/tokens/Nurgle.png","token":{"flags":{},"name":"Fr'hough Mournbreath","displayName":20,"img":"systems/wfrp4e/tokens/Nurgle.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"vK0WXrRDUjztB6QK","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"sE0znzzlctC4ggpm","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"VuHcA1MYXCyygBTx","flags":{"_sheetTab":"description"},"name":"Breath (Corrosion)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"+12","type":"String","label":"Specification"}}},{"_id":"7z9zOThNa6ybWqhM","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Major","type":"String","label":"Specification"}}},{"_id":"5nIn4c1p6myATsUx","flags":{"_sheetTab":"details"},"name":"Daemonic","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll 1d10 after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":""},"specification":{"value":"7+","type":"String","label":"Specification"}}},{"_id":"gG9qUQsbbu8A10xm","flags":{},"name":"Dark Vision\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"7T4SF9IqF5NcD0Dq","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Itching Pox","type":"String","label":"Specification"}}},{"_id":"TVV9zTeJXz8n6ZLr","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"NUP0VD0fm74K0KMG","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"5FCVft8m4kBeHEOI","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Ce9kqvDKxtNHg3Yx","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"zWAGk9PJuD0HMtvf","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Nurgle","type":"String","label":"Specification"}}},{"_id":"meyxR4eZ00JKcKKQ","flags":{"_sheetTab":"details"},"name":"Terror","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"m02jKeWDoL5WKfw8","flags":{"_sheetTab":"description"},"name":"Unstable","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"Id4eVMFqUuc1LsGs","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}}]} +{"_id":"vVwzPd4WvGf3QJXj","name":"Gor","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":14,"max":14},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":7,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Gor"},"biography":{"value":"

Gors, the most common Beastmen, haunt almost every forest of the Old World. Teir appearance varies widely, but all combine bestial and Human traits, often with the heads and legs of Goats with the torso and arms of Humans. Te only feature all Gor universally possess is a large pair of horns — the larger the better, for they denote status amongst Beastmen — a trait that distinguishes them from Ungor and Turnskins. Te largest Gors are known as Bestigors.

"},"gender":{"value":""}},"excludedTraits":["03nJ4NJdkIJFaqrE","CwkLIxJOKxsgXuAx","VPdpfIlsQA7WoBul","Fkxspn6O3SlpnkFE","1KlqStaTqe3ruA3b","lYM9ixDSAJxsfide","efkw3XBI2RMOrtHj","X6lmHzmAQGlmcyPi"]},"sort":2400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/gor.png","token":{"flags":{},"name":"Gor","displayName":20,"img":"systems/wfrp4e/tokens/gor.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"vVwzPd4WvGf3QJXj","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"oQn3MZeMYfKLdg9B","flags":{},"name":"Arboreal\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"yJ8YvEXhd7nrNpgS","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"X1qPOfIVD2iwlW6X","flags":{},"name":"Fury\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"nrTB5jLyuyhOMqQT","flags":{"_sheetTab":"details"},"name":"Horns","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"3","type":"String","label":"Specification"}}},{"_id":"lA9geCq1rZObtGvS","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"EJzNcIUnQ1bGsVER","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"03nJ4NJdkIJFaqrE","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"CwkLIxJOKxsgXuAx","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"VPdpfIlsQA7WoBul","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Packer's Pox","type":"String","label":"Specification"}}},{"_id":"Fkxspn6O3SlpnkFE","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"1KlqStaTqe3ruA3b","flags":{},"name":"Infestation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"lYM9ixDSAJxsfide","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"X6lmHzmAQGlmcyPi","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Large","type":"String","label":"Specification"}}},{"_id":"efkw3XBI2RMOrtHj","flags":{"_sheetTab":"details"},"name":"Spellcaster","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Beasts","type":"String","label":"Specification"}}}]} +{"_id":"vgVjAZwjyMaL3jfv","name":"Mutant","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":12,"max":12},"advantage":{"type":"Number","label":"Avantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":""},"biography":{"value":"

One of the most tragic fates to befall a Human is to succumb to the mutating influence of Chaos. It can happen without rhyme or reason, and even babies can be born mutated. When such happens, many parents fnd they cannot summon the will to murder their children, so instead abandon their offspring to the woods, either to die or be taken in by other Mutants or Beastmen. No matter how innocent they may be, all mutants are a source of terror for the common folk, so most fall to the Dark Gods, abandoned and embittered, or end it all before it’s too late.

"},"gender":{"value":""}},"excludedTraits":["PAvotUwS46Wlcked"]},"sort":3200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/Mutant.png","token":{"flags":{},"name":"Mutant","displayName":20,"img":"systems/wfrp4e/tokens/Mutant.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"vgVjAZwjyMaL3jfv","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"CT2y2gt1mEdp7Z4l","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Minor","type":"String","label":"Specification"}}},{"_id":"Lh7JBYW9V8zKnM19","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"YPkRlytBITH1OqMJ","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"PAvotUwS46Wlcked","flags":{"_sheetTab":"details"},"name":"Any Creature Trait","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"wdnXbjtKK7MtsZzc","name":"Snotling","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":15,"advances":0,"value":15,"bonus":1,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":0,"advances":0,"value":0,"bonus":0,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":7,"max":7},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":4,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"sml"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Greenskin"},"gender":{"value":""},"biography":{"value":"

Pea-brained creatures akin to enthusiastic, uncontrolled puppies, Snotlings are scavengers and natural mimics, picking up bones and shiny things wherever they go, or copying the actions of anything they see. If pushed into conflict by Goblins or Orcs, they fight in stinking swarms, trying to overwhelm their foes through sheer weight of numbers. To do this they find all sorts of disgusting and noxious substances, like poisonous fungus and bodily waste, to hurl at their enemies.

"}},"excludedTraits":["WFW7to4oek71yfG9","CZdey4y334xgZBSy","cVvTtKTvFlXTRyF8","MaHgg88nINK4LttO","Td0GoRWrCmcl4Fad"]},"sort":4100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"defensive":0,"modifier":"","_sheetTab":"notes"},"img":"systems/wfrp4e/tokens/snotlings.png","token":{"flags":{},"name":"Snotling","displayName":20,"img":"systems/wfrp4e/tokens/snotling-*.png","width":0.8,"height":0.8,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"wdnXbjtKK7MtsZzc","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":true},"items":[{"_id":"G3jh5P5grvcOzOXb","flags":{"_sheetTab":"description"},"name":"Bestial","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"z75UNFBPeMp6QY4X","flags":{},"name":"Dark Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"EhLd4t1m3JTGtXGl","flags":{},"name":"Infected","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"OQcYVIdbaWbGeNMR","flags":{"_sheetTab":"details"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n \n \n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Small","type":"String","label":"Specification"}}},{"_id":"YfTm8tl3lGfazImk","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"2","type":"String","label":"Specification"}}},{"_id":"WFW7to4oek71yfG9","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Broken","type":"String","label":"Specification"}}},{"_id":"Td0GoRWrCmcl4Fad","flags":{"_sheetTab":"description"},"name":"Swarm","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Capacité de Combat. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"CZdey4y334xgZBSy","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Fetch","type":"String","label":"Specification"}}},{"_id":"cVvTtKTvFlXTRyF8","flags":{"_sheetTab":"description"},"name":"Trained","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Guard","type":"String","label":"Specification"}}},{"_id":"MaHgg88nINK4LttO","flags":{"_sheetTab":"details"},"name":"Venom","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Challenging","type":"String","label":"Specification"}}}]} +{"_id":"xrKzuYaNKV3x48RX","name":"Vermine de Choc","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":45,"advances":0,"value":45,"bonus":4,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":55,"advances":0,"value":55,"bonus":5,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":50,"advances":0,"value":50,"bonus":5,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":11,"max":11},"advantage":{"type":"Number","label":"Avantage","value":"0","max":5},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Skaven"},"biography":{"value":"

The elite fghters of the Skaven are the Stormvermin: bigger, stronger, tougher and more disciplined than Clanrats. They will serve as the core of any major assault and comprise the bodyguard of important Skaven. Stormvermin are usually well armed and armoured, sporting weapon combinations favoured by their clan.

"},"gender":{"value":""}},"excludedTraits":["epRPGrU9tTzzfM7W","ELrqy9oGWbGGT6Et","RldqOHuJksfSdlCB"]},"sort":4200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/stormvermin.png","token":{"flags":{},"name":"Stormvermin","displayName":20,"img":"systems/wfrp4e/tokens/stormvermin.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"xrKzuYaNKV3x48RX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"OhjXyg9M9qOg01Ho","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"4","type":"String","label":"Specification"}}},{"_id":"VoIonHLlv1A5nRxX","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"qnlZtKFLOG1GYhCz","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"1vjZ4EgfavC0x1Z1","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"5","type":"String","label":"Specification"}}},{"_id":"epRPGrU9tTzzfM7W","flags":{"_sheetTab":"details"},"name":"Disease","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Ratte Fever","type":"String","label":"Specification"}}},{"_id":"ELrqy9oGWbGGT6Et","flags":{},"name":"Mutation\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"RldqOHuJksfSdlCB","flags":{},"name":"Tracker\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}}]} +{"_id":"zzdOpKqBC28J66Mn","name":"Gobelin","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Capacité de Combat","abrev":"CC","initial":25,"advances":0,"value":25,"bonus":2,"career":0,"cost":25},"bs":{"type":"Number","label":"Capacité de Tir","abrev":"CT","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"s":{"type":"Number","label":"Force","abrev":"F","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"t":{"type":"Number","label":"Endurance","abrev":"E","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"ag":{"type":"Number","label":"Agilité","abrev":"Ag","initial":35,"advances":0,"value":35,"bonus":3,"career":0,"cost":25},"dex":{"type":"Number","label":"Dextérité","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"int":{"type":"Number","label":"Intellegence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"career":0,"cost":25},"wp":{"type":"Number","label":"Force Mentale","abrev":"FM","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25},"fel":{"type":"Number","label":"Sociabilité","abrev":"Soc","initial":20,"advances":0,"value":20,"bonus":2,"career":0,"cost":25}},"status":{"wounds":{"type":"Number","label":"Blessures","abrev":"B","value":11,"max":11},"advantage":{"type":"Number","label":"Avantage","value":"0","max":2},"criticalWounds":{"type":"Number","label":"Blessures Critiques","value":0,"max":2,"descriptions":""},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Pénalités","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encombrement","max":6,"current":0}},"details":{"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Mouvement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"species":{"value":"Goblin"},"biography":{"value":"

‘Goblins, sir, thousands of ’em!’

\n

– Lieutenant Bromkopf, Reikland’s 24th regiment Foot

\n

 

\n

Scrawny, spiteful, nimble, and intelligent, a Goblin’s instinct for self-preservation should never be underestimated. Though cowardly, Goblins readily band together if this secures an overwhelming advantage in numbers. Goblins frequently join with Orc armies — not always by choice — opportunistically helping themselves to the spoils of war while others do most of the actual fighting.

"},"gender":{"value":""}},"excludedTraits":["EsEPtlY2zlis0Gb1","QZmh7VIAPnOb2BhH","roSjnlW56LH4gCMv","ngw4swVSGJK6DW85","I3F2ZtamUocrJFOd"]},"sort":2300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"talentTests":[],"combatSkills":[],"_sheetTab":"notes","modifier":""},"img":"systems/wfrp4e/tokens/goblin.png","token":{"flags":{},"name":"Goblin","displayName":20,"img":"systems/wfrp4e/tokens/goblin.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"zzdOpKqBC28J66Mn","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"flMd6bb7YykE4K1C","flags":{"_sheetTab":"details"},"name":"Animosity","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Greenskins","type":"String","label":"Specification"}}},{"_id":"AWxvNPnj5FFuY9Zg","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"1","type":"String","label":"Specification"}}},{"_id":"xcWf1rXGb9qR9uJd","flags":{"_sheetTab":"details"},"name":"Afraid","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Elves","type":"String","label":"Specification"}}},{"_id":"2VaUUIAnQTzqdpdq","flags":{},"name":"Infected\r","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}}},{"_id":"9soKHfknWNU1KCn8","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

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You immediately drop whatever was held in that hand. Suffer a @Compendium[wfrp4e.injuries.fTLRTydQWwFSrMjV]{Torn Muscle (Major)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"2ibzDR7EeMEq2QAe","type":"critical","name":"Thigh Strike","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"A painful blow slams into your upper thigh. Gain a Bleeding Condition and take an Average (+20) Endurance Test or stumble, gaining the Prone Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":500000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"39906D4BcVGzsiQp","name":"Broken Collar Bone","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Gain the Unconscious Condition until you receive Medical Attention, and suffer a @Compendium[wfrp4e.injuries.rIJz5nxmvxZTozmB]{Broken Bone (Major)}injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"3B3QEz9ImmloEQxv","type":"critical","name":"Poked Eye","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The blow glances across your eye socket. Gain 1 Blinded condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"3Tk4cX1ri20oUoBh","type":"critical","name":"Concussive Blow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your brain rattles in your skull as blood spurts from your nose and ears. Take 1 Deafened , 2 Bleeding , and 1d10 Stunned Conditions. Gain a Fatigued Condition that lasts for 1d10 days. If you receive another Critical Wound to your head while suffering this Fatigued Condition, make an Average (+20) Endurance Test or also gain an Unconscious Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"4","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":1400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"8GrHGyhYlbdxqluu","type":"critical","name":"Dislocated Knee","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your knee is wrenched out of its socket. Gain the Prone Condition. Pass a Hard (-20) Endurance Test, or gain the Stunned Condition, which is not removed until you receive Medical Attention. After this initial Medical Attention, an Extended Average (+20) Heal Test needing 6 SL is required to reset the knee at which point you regain its use. Movement is halved, and Tests made using this leg suffer a -10 penalty for d10 days."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"4","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":1600000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"8WkGfg1oUsR16K3J","name":"Disfiguring Blow","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"The blow smashes your entire face, destroying your eye and nose in a cloud of blood. Gain 3 Bleeding , 3 Blinded and 2 Stunned Conditions. Lose your eye and nose — Amputation (Hard)."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":2900000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"92vQ9g5DxlWNmD1c","name":"Dislocated Shoulder","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Your arm is wrenched out of its socket. Pass a Hard (-20) Endurance Test or gain the Stunned and Prone Condition. Drop whatever is held in that hand: the arm is useless and counts as lost (see @Compendium[wfrp4e.injuries.KauMO1CodRLWmhv4]{Amputated Part}). Gain 1 Stunned Condition until you receive Medical Attention. After this initial Medical Attention, an Extended Average (+20) Heal Test needing 6 SL is required to reset the arm, at which point you regain its use. Tests made using this arm suffer a -10 penalty for 1d10 days.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":1800000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"name":"Ruptured Tendon","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Gain a Prone and Stunned Condition as one of your tendons tears badly. Pass a Hard (-20) Endurance Test or gain the Unconscious Condition. Your leg is useless. Suffer a @Compendium[wfrp4e.injuries.XSlFkJD3Ef842LZo]{Torn Muscle (Major)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":1600000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png","_id":"9MKzpUh761nGa76M"} +{"_id":"9NAkj43qHsH7Xok7","name":"Mauled Bicep","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The blow almost separates bicep and tendon from bone, leaving an ugly wound that sprays blood over you and your opponent. You automatically drop anything held in the associated hand and suffers a @Compendium[wfrp4e.injuries.fTLRTydQWwFSrMjV]{Torn Muscle (Major)} injury and 2 Bleeding and 1 Stunned Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":2800000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"9UjOMeBtKdoL5S34","name":"Badly Cut Toe","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Gain 1 Bleeding Condition. After the encounter, make a Challenging (+0) Endurance Test. If you fail, lose 1 toe — @Compendium[wfrp4e.injuries.EnqT2PdAvzbd7Rok]{Amputation (Average)}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"2","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":600000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"9j0KwH1Je1RiuZX2","type":"critical","name":"Twisted Ankle","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You go over your ankle, hurting it. Agility Tests suffer a -10 penalty for 1d10 rounds."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"9s7eE2U30R774sxO","name":"Cut Tendon","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

A major tendon at the back of your leg is cut, causing you to scream out in pain as your leg collapses. Gain 2 Bleeding , 2 Stunned , and 1 Prone Condition and look on in horror as your leg never works again — @Compendium[wfrp4e.injuries.xTtDVDXCClQieIW5]{Amputation (Very Hard)}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":3400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"AUZLQkyu9kiqmzsq","type":"critical","name":"Torn Thigh","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain 3 Bleeding Conditions as the weapon opens up your upper thigh. Pass a Challenging (+0) Endurance Test or gain the Prone Condition. Until you receive Surgery to stitch up the wound, each time you receive Damage to this Leg, also receive 1 Bleeding Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"3","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":1200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"AXRma6wqpD5jvpuM","name":"Cracked Ribs","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The hit cracks one or more ribs. Gain a Stunned Condition. Gain a @Compendium[wfrp4e.injuries.IEK2WP1ysSIX1gie]{Broken Bone (Minor)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":500000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"B6lS25BojearuvzW","name":"Sprain","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

You sprain your arm, suffering a @Compendium[wfrp4e.injuries.JMm9hqyAX6HBTqZO]{Torn Muscle (Minor)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"1","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"Bpt4ZS0eHJOsuDXE","type":"critical","name":"Decapitated","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your head is entirely severed from your neck and soars through the air, landing 1d10 feet away in a random direction (see Scatter). Your body collapses, instantly dead."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"Death","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":2000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"BzIaW1w6eTUFWgkk","name":"Severed Foot","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Your foot is severed at the ankle and lands 1d10 feet away in a random direction — @Compendium[wfrp4e.injuries.C0BX3ywcMgTUWKXJ]{Amputation (Hard)}. You gain 3 Bleeding , 2 Stunned , and 1 Prone Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":3100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"F9aFPBvoCdxg8oFJ","type":"critical","name":"Shattered Pelvis","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The blow shatters your pelvis, severing one leg then driving through to the next. You die instantly from traumatic shock."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"5","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":2000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"G8m6k3wEkhuXMjjp","name":"Cleft Hand","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Your hand splays open from the blow. Lose 1 finger — @Compendium[wfrp4e.injuries.ryG4x0tj6psMSXI2]{Amputation (Difficult)}. Gain 2 Bleeding and 1 Stunned Condition. For every succeeding Round in which you don't receive Medical Attention, you lose another finger as the wound tears; if you run out of fingers, you lose the hand — @Compendium[wfrp4e.injuries.8sM5Mdk6gP6mdjoM]{Amputation (Difficult)}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":2300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"GBaH4wyVes6ds7Wv","name":"Devastated Eye","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

A strike to your eye completely bursts it, causing extraordinary pain. Gain 3 Blinded , 2 Bleeding , and 1 Stunned Condition. Lose your eye — @Compendium[wfrp4e.injuries.uTJccLaYFfaJReIg]{Amputation (Difficult)}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":2700000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"GHa0StLRCchw6dQ0","type":"critical","name":"Struck Forehead","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"A solid blow thumps into the centre of your forehead. Gain 2 Bleeding Conditions and a Blinded Condition that cannot be removed until all Bleeding Conditions are removed."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":800000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"GWGaNV2kGRTlMlG7","type":"critical","name":"Major Ear Wound","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The blow damages your ear, leaving you with permanent hearing loss in one ear. Suffer a -20 penalty on all Tests relating to hearing. If you suffer this result again, your hearing is permanently lost as the second ear falls quiet. Only magic can heal this."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"3","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":1100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"name":"Gaping Chest Wound","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"Take 3 Bleeding Conditions. Until you receive Surgery, any Wounds you receive to the Body Hit Location will inflict an additional Bleeding Condition as the cut reopens."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png","_id":"GmRF7GF7SZq6qeyj"} +{"_id":"GsBi7iz9z5tj9PiM","type":"critical","name":"Painful Cut","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain 2 Bleeding Conditions and a Stunned Condition. Take a Hard (-20) Endurance Test or gain the Unconscious Condition as you black out from the pain. Unless you achieve 4+ SL, you also scream out in agony."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"3","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"H07sv4W1RPoES06K","name":"Severed Finger","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

You gape in horror as a finger flies — @Compendium[wfrp4e.injuries.ryG4x0tj6psMSXI2]{Amputation (Average)}. Gain a Bleeding condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":2100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"IZkWdvSwQPrnjdsD","type":"critical","name":"Sliced Ear","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your side of your head takes a hard blow, cutting deep into your ear. Gain 2 Deafened and 1 Bleeding Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":700000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"Ioxf9osVNGNyzIZA","type":"critical","name":"Major Eye Wound","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The blow cracks across your eye socket. Gain 1 Bleeding Condition. Also gain 1 Blinded Condition that cannot be removed until you receive Medical Attention."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"3","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":1000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"name":"Crushed Elbow","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The blow crushes your elbow, splintering bone and cartilage. You immediately drop whatever was held in that hand and gain a @Compendium[wfrp4e.injuries.2A7SW9eXsm7MvLsk]{Broken Bone (Major)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":1500000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png","_id":"JKm6YDR88Friuw6h"} +{"_id":"JcAgEHxuY9hwB4y5","type":"critical","name":"Bad Cut","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain 2 Bleeding conditions as a deep wound opens up your shin. Pass a Challenging (+0) Endurance Test or gain the Prone Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"3","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":900000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"K0WjEuCqGDUwAPE6","name":"Twisted Back","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Suffer a @Compendium[wfrp4e.injuries.HjBumJm1eqc8qbzJ]{Torn Muscle (Minor)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"1","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":3200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"KB58O2LWcrzIb6do","type":"critical","name":"Black Eye","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"A solid blow hits your eye, leaving tears and much pain. Gain 2 Blinded Conditions."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":600000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"LZ8ThwJsGDgiPkAd","name":"Smashed Mouth","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

With a sickening crunch, your mouth is suddenly filled with broken teeth and blood. Gain 2 Bleeding Conditions. Lose 1d10 teeth — @Compendium[wfrp4e.injuries.8INWQxvtMaK9oeV4]{Amputation (Easy)}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":2200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"LdqCjnTAiiRZU1Sq","name":"Fractured Hip","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Gain a Stunned Condition. Take a Challenging (+0) Endurance Test or also gain the Prone Condition. Suffer a @Compendium[wfrp4e.injuries.IEK2WP1ysSIX1gie]{Broken Bone (Minor)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":700000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"M15Fg1Wdl047rD8L","type":"critical","name":"Rattling Blow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The blow floods your vision with spots and flashing lights. Gain 1 Stunned Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":500000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"MZuAg4zB17prHXaG","name":"Smashed Rib Cage","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Gain a Stunned Condition that can only be removed through Medical Attention, and suffer a @Compendium[wfrp4e.injuries.rIJz5nxmvxZTozmB]{Broken Bone (Major)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":2500000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"NPhLsxsUV8wwdKWj","name":"Crushed Foot","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The blow crushes your foot. Make an Average (+20) Endurance Test; if you fail, gain the Prone condition and lose 1 toe, plus 1 additional toe for each SL below 0 — @Compendium[wfrp4e.injuries.EnqT2PdAvzbd7Rok]{Amputation (Average)}. Gain 2 Bleeding Conditions. If you don't receive Surgery within 1d10 days, you will lose the foot entirely.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":2600000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"P6opRTvzX1rgzfgE","type":"critical","name":"Wrenched Collar Bone","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Randomly select one arm. Drop whatever is held in that hand; the arm is useless for 1d10 rounds."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":2000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"PhCFqJif8iQaiOm0","type":"critical","name":"Tis But A Scratch!","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain 1 Bleeding Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"RLBB8XHqLDM4XejE","type":"critical","name":"Bruised Ribs","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"All Agility-based Tests suffer a -10 penalty for 1d10 days."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":600000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"S8sbrHd9zxaYiDFJ","type":"critical","name":"Ragged Wound","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Take 2 Bleeding Conditions."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1500000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"ShiLe2LWvvwTIa4o","name":"Torn Muscles","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The blow slams into your forearm. Gain a Bleeding Condition and a @Compendium[wfrp4e.injuries.JMm9hqyAX6HBTqZO]{Torn Muscle (Minor)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"2","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"TMjbr94rrtCqM6bk","type":"critical","name":"Stubbed Toe","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"In the scuffle, you stub your toe. Pass a Routine (+20) Endurance Test or suffer -10 on Agility Tests until the end of the next turn."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"TxXIUDqoon9TivpO","name":"Badly Twisted Knee","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

You badly twist your knee trying to avoid your opponent. Gain a @Compendium[wfrp4e.injuries.XSlFkJD3Ef842LZo]{Torn Muscle (Major)}injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":1000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"UC2zRorETcI8rheP","type":"critical","name":"Winded","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain a Stunned Condition. Make an Average (+20) Endurance Test, or gain the Prone Condition. Movement is halved for 1d10 rounds as you get your breath back."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1900000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"VAKUqXH9nGyBXiGy","type":"critical","name":"Gut Blow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain 1 Stunned Condition. Pass an Easy (+40) Endurance Test, or vomit, gaining the Prone Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"VcKpiwNiQVwJJQVm","type":"critical","name":"Badly Jarred Arm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your arm is badly jarred in the attack. Drop whatever was held in that hand, which is useless for 1d10 - Toughness Bonus Rounds (minimum 1). For this time, treat the hand as lost."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"WRAuBX80vCwlnB0N","type":"critical","name":"Lost Footing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"In the scuffle you lose your footing. Pass a Challenging (+0) Endurance Test or gain the Prone Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"WWdCfTZCgcHK2soX","name":"Sliced Tendons","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Your tendons are cut by the blow, leaving your arm hanging useless — @Compendium[wfrp4e.injuries.KauMO1CodRLWmhv4]{Amputation (Very Hard)}. Gain 3 Bleeding, 1 Prone, and 1 Stunned Condition. Pass a Hard (-20) Endurance Test or gain the Unconscious Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":3500000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"name":"Deep Cut","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Gain 2 Bleeding Conditions as your arm is mangled. Gain 1 Stunned Condition and suffer a @Compendium[wfrp4e.injuries.JMm9hqyAX6HBTqZO]{Torn Muscle (Minor)} injury. Take a Hard (-20) Endurance Test or gain the Unconscious Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":1200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png","_id":"Wpsybql9MWbWZUeH"} +{"_id":"XqxT8WjUbhsibhWd","name":"Mangled Ear","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Little is left of your ear as the blow tears it apart. You gain 3 Deafened and 2 Bleeding Conditions. Lose your ear — @Compendium[wfrp4e.injuries.04OvfETcxQK8UMcR]{Amputatation (Average)}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":2400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"Z9aSUtiwhqVHENnR","type":"critical","name":"Bleeding hand","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your hand is cut badly, making your grip slippery. Take 1 Bleeding Condition. While suffering from that Bleeding Condition, make an Average (+20) Dexterity Test before taking any Action that requires something being held in that hand; if you fail, the item slips from your grip."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":600000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"ZE7gT3UWkw7gKeMv","name":"Clean Break","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"An audible crack resounds as the blow strikes your arm. Drop whatever was held in the associated hand and gain a Broken Bone (Minor) injury. Pass a Difficult (-10) Endurance Test or gain a Stunned Condition."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":800000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"bAafQaKO9PdKQB8R","name":"Fractured Jaw","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"With a sickening crunch, pain fills your face as the blow fractures your jaw. Gain 2 Stunned Conditions. Suffer a Broken Bone (Minor) injury."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":900000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"name":"Minor Head Cut","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"The strike opens your cheek and blood flies everywhere. Gain 1 Bleeding Condition."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"1","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png","_id":"btDTVsPFsOtBNpgF"} +{"_id":"cJ6raCFuP1diIXsy","type":"critical","name":"Ear Bash","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your ear takes a sickening impact, leaving it ringing. Gain 1 Deafened Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"cWK3kNzvujhWi9jQ","name":"Pulled Back","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Your back turns to white pain as you pull a muscle. Suffer a @Compendium[wfrp4e.injuries.kCmBuxQqSXPqfgJ4]{Torn Muscle (Major)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1900000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"fIjnRUF4xplU2mhP","type":"critical","name":"Broken Nose","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"A solid blow to the centre of your face causing blood to pour. Gain 2 Bleeding Conditions. Make a Challenging (+0) Endurance Test, or also gain a Stunned Condition. After this wound has healed, gain +1/-1 SL on social rolls, depending on context, unless Surgery is used to reset the nose."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"3","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":1200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"heJZbvL0uXqKbljR","name":"Carved Shin","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The weapon drives clean through your leg by the knee, slicing into bone and through tendons. Gain a Stunned and Prone Condition. Further, suffer a @Compendium[wfrp4e.injuries.XSlFkJD3Ef842LZo]{Torn Muscle (Major)} and @Compendium[wfrp4e.injuries.6M98mPfnL3hmXW3g]{Broken Bone (Minor)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":1700000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"iLHKw6w3Ipmzj5ma","type":"critical","name":"Jarred Arm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your arm is jarred in the attack. Drop whatever was held in that hand."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"jY9wCTf7q86zk96P","type":"critical","name":"Torn Apart","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are hacked in two. The top half lands in a random direction, and all characters within 2 yards are showered in blood."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"Death","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1700000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"jeXKnpbV7xq8wDkH","name":"Mangled Hand","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

Your hand is left a mauled, bleeding mess. You lose your hand — @Compendium[wfrp4e.injuries.8sM5Mdk6gP6mdjoM]{Amputation (Hard)}. Gain 2 Bleeding Condition. Take a Hard (-20) Endurance Test or gain the Stunned and Prone Conditions.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":3000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"jma54Iat01N9X4Fb","type":"critical","name":"Internal Bleeding","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain a Bleeding Condition that can only be removed through Surgery. Contract Blood Rot."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"5","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1900000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"name":"Gaping Arm Wound","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"The blow opens a deep, gaping wound. Gain 2 Bleeding Conditions. Until you receive Surgery to stitch up the cut, any associated Arm Damage you receive will also inflict 1 Bleeding Condition as the wound reopens."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png","_id":"jvemdUZh3iRF67us"} +{"_id":"l5X3wwVvctgQ4k2Q","type":"critical","name":"Low Blow!","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Make a Hard (-20) Endurance Test or gain 3 Stunned Condition."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"name":"Broken Jaw","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The crack is sickening as the blow hits you under the chin, breaking your jaw. Gain 3 Stunned Conditions. Make a Challenging (+0) Endurance Test or gain an Unconscious Condition. Suffer a @Compendium[wfrp4e.injuries.B4EzqsaO3Q0okZ9d]{Broken Bone (Major)} injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":1400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png","_id":"nZK8CBZTlWTQG2K8"} +{"_id":"njocSqK1sMPTi5K4","name":"Broken Knee","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The blow hacks into your kneecap, shattering it into several pieces. You gain 1 Bleeding , 1 Prone , and 1 Stunned Condition, and a @Compendium[wfrp4e.injuries.AoJLxDfZtmWXCiDi]{Broken Bone (Major)} Injury as you fall to the ground, clutching your ruined leg.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"4","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":2000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"nnPZijQYZGya1NJM","type":"critical","name":"Wrenched Arm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your arm is almost pulled from its socket. Drop whatever is held in the associated hand; the arm is useless for 1d10 Rounds."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":700000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"pjJagbErW5tu3LJR","type":"critical","name":"Gut Wound","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Contract a Festering Wound and gain 2 Bleeding Conditions."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"4","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"qWJ2HWWj2411KSau","name":"Mangled Jaw","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

The blow almost removes your jaw as it utterly destroys your tongue, sending teeth flying in a shower of blood. Gain 4 Bleeding and 3 Stunned Conditions. Make a Very Hard (-30) Endurance Test or gain an Unconscious Condition. Suffer a @Compendium[wfrp4e.injuries.B4EzqsaO3Q0okZ9d]{Broken Bone (Major)} injury and lose your tongue and 1d10 teeth — @Compendium[wfrp4e.injuries.8INWQxvtMaK9oeV4]{Amputation (Hard)}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"5","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":3300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"name":"Minor Arm Cut","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"Gain a Bleeding Condition as your upper arm is cut badly."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"1","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png","_id":"sJU1kEp6yoHPmhIc"} +{"_id":"sSSUZXOXK2DSpxGx","type":"critical","name":"Dramatic Injury","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"A fine wound across the forehead and cheek. Gain 1 Bleeding Condition. Once the wound is healed, the impressive scar it leaves provides a bonus of +1 SL to appropriate social Tests. You can only gain this benefit once."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"1","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Head","type":"String","label":"Location"}},"sort":100000,"flags":{},"img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"sgBDLL1iLenHJ5um","type":"critical","name":"Arterial Damage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain 4 Bleeding Conditions. Until you receive Surgery, every time you receive Damage to the Body Hit Location, gain 2 Bleeding Conditions."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"3","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":400000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"tZc5KDSVW36sFx5G","type":"critical","name":"Brutal Dismemberment","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your arm is severed, spraying arterial blood 1d10 feet in a random direction (see Scatter), before the blow follows through to your chest."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"Death","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":2000000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"name":"Hacked Leg","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

A cut bites down into the hip. Gain 1 Prone and 2 Bleeding Conditions, and suffer a @Compendium[wfrp4e.injuries.6M98mPfnL3hmXW3g]{Broken Bone (Minor)} injury. Further, take a Hard (-20) Endurance Test or also gain a Stunned condition from the pain.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"3","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":1300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png","_id":"uU2ibNRgeEjuSN7e"} +{"name":"Minor Leg Cut","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"Gain 1 Bleeding Condition."},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"1","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png","_id":"wTGR340dwvAgwA9v"} +{"_id":"wbbDM7rUetyWYgLt","name":"Sprained Ankle","permission":{"default":0},"type":"critical","data":{"description":{"type":"String","label":"Description","value":"

You sprain your ankle, giving you a @Compendium[wfrp4e.injuries.rlXUw5Bgz2xUjVbU]{Torn Muscle (Minor)}injury.

"},"gmdescription":{"type":"String","label":"Description","value":""},"wounds":{"value":"2","type":"String","label":"Wounds"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"wnYgHZm503oOERSf","type":"critical","name":"Twisted Knee","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You twist your knee too far. Agility Tests suffer a -20 penalty for 1d10 rounds."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"2","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Leg","type":"String","label":"Location"}},"sort":700000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"zNzlJWzCqmyLtnFS","type":"critical","name":"Major Chest Wound","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You take a significant wound to your chest, flensing skin from muscle and sinew. Take 4 Bleeding Conditions. Until you receive Surgery, to stitch the wound together, any Wounds you receive to the Body Hit Location will also inflict 2 Bleeding Conditions as the tears reopen."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"4","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Body","type":"String","label":"Location"}},"sort":1200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"zXuy90mI1OLjxCvc","type":"critical","name":"Damaged Artery","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Gain 4 Bleeding Conditions. Until you receive Surgery, every time you take Damage to this Arm Hit Location gain 2 Bleeding Conditions."},"source":{"type":"String","label":"Source"},"wounds":{"label":"Wounds","value":"4","type":"String"},"modifier":{"value":"","type":"String","label":"Test Modifier"},"location":{"value":"Arm","type":"String","label":"Location"}},"sort":1200000,"flags":{},"img":"systems/wfrp4e/icons/injuries/tornarm.png"} diff --git a/compendium/diseases.db b/compendium/diseases.db new file mode 100644 index 0000000..978454f --- /dev/null +++ b/compendium/diseases.db @@ -0,0 +1,10 @@ +{"_id":"1hQuVFZt9QnnbWzg","name":"Minor Infection","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Minor infections — slow-healing wounds with a modicum of swelling and heat — are extremely common. Most heal of their own accord in time, so few worry about them until it’s too late, and Morr’s Portal opens.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail a Very Easy (+60) Endurance Test after a combat where you suffered a Critical Wound.","type":"String"},"incubation":{"label":"Incubation","value":"1d10 days","type":"String"},"duration":{"label":"Duration","value":"1d10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Lingering (Easy), Malaise, Wounded","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"details"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"BC4QyBeYAiw8cRuM","name":"Packer's Pox","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A common infection amongst hunters, furriers, and traders, Packer’s Pox is contracted from infected cattle and sheep, including their hides and wool, and from the bodies of those killed by the disease. It starts as a small itchy rash, but soon pink, depressed blisters spread across the whole body, concentrating on the torso and arms. Not the worst of the various poxes plaguing the Empire, but it does linger for a very long time, and can occasionally turn deadly.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail an Easy (+40) Endurance Test after any contact with infected animals, hides, or bodies.","type":"String"},"incubation":{"label":"Incubation","value":"1d10 days","type":"String"},"duration":{"label":"Duration","value":"5d10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Lingering (Challenging), Pox","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"description"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"M8XyRs9DN12XsFTQ","name":"Blood Rot","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your very blood is diseased, and your heart now pumps sickness through your body. Leeching the rot is the accepted cure, but some doktors instead cut careful incisions near the neck to free the contaminated blood, demanding the patient ingest of vast quantities of healthy blood to replace what is lost. Whether the patient accepts such remedies or not, without treatment, Blood Rot is deadly, and will likely end in a visit from the Mourners’ Guild and the Cult of Morr.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"As a development of another disease or a Critical Wound.","type":"String"},"incubation":{"label":"Incubation","value":"Instant","type":"String"},"duration":{"label":"Duration","value":"1d10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Blight, Fever (Severe), Malaise","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"details"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"QiHMX5OyXBhWCYoF","name":"Ratte Fever","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Contracted from infected rodents, dreaded Ratte Fever brings inflamed rashes and ulcerations before a fever rises and the body begins to spasm. Tough rarely fatal, it’s a debilitating disease, and it takes a long time to recover, so most are willing to try anything to lessen the symptoms. Common remedies include self-flagellation in Altdorf — which reputedly does bring some relief to the skin infections — and smearing oneself in goatcheese mixed with imported Kislevite ice-peppers in Talabheim. In the bigger towns and cities, Ratte Fever is also known as Pie Fever given just how many savory pasties contain tainted rat in place of more expensive meat.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail an Average (+20) Endurance Test after any combat when wounded by rodents (including Skaven) with the Infected Trait, or you fail an Easy (+40) Endurance Test after an infected source enters your mouth.","type":"String"},"incubation":{"label":"Incubation","value":"3d10+5 days","type":"String"},"duration":{"label":"Duration","value":"3d10+10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Convulsions, Fever, Lingering (Average), Malaise, Pox, Wounded","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"details"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"UAwTqZ3hqNb7vq9s","name":"Itching Pox","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Annual outbreaks of Itching Pox afflict most towns and cities of the Empire. The disease, which causes body-wide itchy blisters, is relatively mild, and very rarely has lasting complications, so it concerns few outside worried parents or vain nobles. So common is it, that most temples of Shallya have vials of white paste on hand to relieve the itching of the afflicted.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail an Easy (+40) Toughness Test after an infected source enters the mouth.","type":"String"},"incubation":{"label":"Incubation","value":"1d10 days","type":"String"},"duration":{"label":"Duration","value":"1d10+7 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Flux (Moderate), Malaise, Nausea","type":"String"},"permanent":{"label":"Permanent","value":"Once the disease is contracted, you become immune to catching it again.","type":"String"}},"flags":{"_sheetTab":"description"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"aKiuGzlVO51JvsjV","name":"The Black Plague","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Historians claim that centuries ago rats swarmed the Empire and the Black Plague followed, wiping out nine in every ten souls. Unexplained flare-ups of the horrendous disease still occur today, and when they do, it always brings no-nonsense white nuns. The Cult of Shallya has sworn to do everything in its power to eradicate the foul disease, so, using ancient laws and rights granted to them, white-roped cordon sanitaires are erected wherever they encounter the Plague, ensuring none can leave or enter the quarantined area until the outbreak is contained, and all bodies correctly disposed.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"Enact an Average (+20) Endurance Test for each hour, or part thereof, spent in an area infested with infected fleas, or when exposed to infected fluids.","type":"String"},"incubation":{"label":"Incubation","value":"1d10 Minutes","type":"String"},"duration":{"label":"Duration","value":"3d10 Days","type":"String"},"symptoms":{"label":"Symptoms","value":"Buboes, Blight (Moderate), Fever, Gangrene, Malaise","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"description"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"herUmN51D9TiL2Vn","name":"The Bloody Flux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Bloody Flux is a persistent problem in the Empire, and widely viewed to be a curse upon the impious by the Gods. The foul disease causes its unfortunate victim to evacuate the bowels forcibly and frequently. The Bloody Flux is endemic in the State Armies, where it is commonly claimed to kill more soldiers than any enemy. Typical cures include eating blood pudding to replace lost humors, ‘corking’, and rubbing fats into the afflicted area to lessen the sting.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail an Easy (+40) Toughness Test after an infected source enters the mouth.","type":"String"},"incubation":{"label":"Incubation","value":"2d10 days","type":"String"},"duration":{"label":"Duration","value":"1d10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Flux (Severe), Lingering (Challenging), Fever, Malaise, Nausea","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"details"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"kKccDTGzWzSXCBOb","type":"disease","name":"Festering Wound","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Infected cuts and abrasions are commonplace, meaning many superstitions exist explaining how best to treat them. Poultices fashioned from wrapped leaves and dung, the skin of toads, and dove-feathers are common, as is rubbing the wound in Sigmar’s Good Soil. Most physicians rubbish such talk, and prefer more scientific curatives, such as mixing the gall of a black ox with three spoonfuls of the patient’s urine and half a spoon of sea salt, which is then rubbed into the festering, pus-filled wound. The screams this elicits prove just how effective the remedy is.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail an Easy (+40) Endurance Test after a combat with a creature with the Infected trait (see Bestiary). You can also develop a Festering Wound from a Minor Infection.","type":"String"},"incubation":{"label":"Incubation","value":"1d10 days, or instantly if developed from another symptom.","type":"String"},"duration":{"label":"Duration","value":"1d10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Fever, Lingering (Challenging), Malaise, Wounded","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"txeLd7R13qxSvmsr","name":"Galloping Trots","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

It is said Halfling food won’t give you Galloping Trots, a messy affliction all too common in the Empire given just how little care is given to the proper preparation of food, but those suffering ‘Rumster’s Revenge’ from the cheap, Halfling pies on sale across Altdorf, would disagree, assuming they could escape the privy for long enough…

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail an Easy (+40) Toughness Test after an infected source enters the mouth.","type":"String"},"incubation":{"label":"Incubation","value":"1d10 hours","type":"String"},"duration":{"label":"Duration","value":"1d10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Flux (Moderate), Malaise, Nausea","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"details"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} +{"_id":"yWaB18Oh1G1VgUM2","name":"Bronze Fever","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Bronze Fever is more commonly found in the southern Old World, in more warm and humid climes, where it is spread via insect bites. Most afflicted will recover in a matter of days, but on rare occasions it can lead to complications, and even death.

"},"source":{"type":"String","label":"Source"},"contraction":{"label":"Contraction","value":"If you fail an Average (+20) Endurance test after being bitten by an infected mosquito. If infected blood is injected or imbibed, you contract bronze fever automatically. ","type":"String"},"incubation":{"label":"Incubation","value":"1d10 days","type":"String"},"duration":{"label":"Duration","value":"1d10 days","type":"String"},"symptoms":{"label":"Symptoms","value":"Fever, Lingering (Easy), Malaise, Nausea","type":"String"},"permanent":{"label":"Permanent","value":"","type":"String"}},"flags":{"_sheetTab":"details"},"type":"disease","img":"systems/wfrp4e/icons/diseases/disease.png"} diff --git a/compendium/injuries.db b/compendium/injuries.db new file mode 100644 index 0000000..56679cf --- /dev/null +++ b/compendium/injuries.db @@ -0,0 +1,27 @@ +{"_id":"04OvfETcxQK8UMcR","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Ear: Losing an ear is painful, but you will soon learn to live without it. Should you have the bad luck to lose both your ears, permanently suffer a penalty of –20 to all hearing-based Perception Tests. Further, you suffer a penalty of –5 to all Fellowship Tests per ear lost when others can see your earless state

"},"source":{"type":"String","label":"Source"},"location":{"value":"Ear","type":"String","label":"Location"},"penalty":{"value":"-5 Fellowship","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatedear.png"} +{"_id":"2A7SW9eXsm7MvLsk","name":"Broken Bone (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone has been fractured, but still aligned. 

\n

Arm: You are down to one limb as the other is too painful to use, and may require binding. You take a –20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons; Should the lost hand be your primary hand, you take the customary –20 penalty to Melee Tests made with weapons using your secondary hand.

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: -5 Agility when using that arm.

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Arm","type":"String","label":"Location"},"penalty":{"value":"-20 when relying on two hands","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/broken%20arm.png"} +{"_id":"6M98mPfnL3hmXW3g","name":"Broken Bone (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone has been fractured, but still aligned. 

\n

Leg: Reduce your Move by half permanently and suffer a –20 penalty to all Tests that rely on mobility, and you cannot use the Dodge skill at all.

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -5 to Agility

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Leg","type":"String","label":"Location"},"penalty":{"value":"-20 to mobility Tests, cannot use Dodge, half Move","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/broken%20leg.png"} +{"_id":"8INWQxvtMaK9oeV4","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Teeth:  Loss of teeth may be unsightly and can make eating difficult. For every two teeth you lose you also suffer a permanent loss of 1 from your Fellowship characteristic. Further, once more than half your teeth (Humans: 16; Elves: 18; Halflings and Dwarfs: 20) are lost, you find consuming solids significantly more difficult than your peers, doubling eating times, and making some foodstuffs nigh-on impossible to eat, which is largely a matter of roleplaying and narrative description of your actions.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Teeth","type":"String","label":"Location"},"penalty":{"value":"","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/blank.png"} +{"_id":"8sM5Mdk6gP6mdjoM","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Hand:  You take a –20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons; however, a shield can be strapped to the injured arm. Should the lost hand be your primary hand, you take the customary –20 penalty to Melee Tests made with weapons using your secondary hand. For every 100 XP you spend, you can reduce this penalty by 5 as you relearn how to do everything with the other hand. If you lose both hands, it is probably time to master hook fighting

"},"source":{"type":"String","label":"Source"},"location":{"value":"Hand","type":"String","label":"Location"},"penalty":{"value":"-20 when relying on two hands","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatedhand.png"} +{"_id":"AoJLxDfZtmWXCiDi","name":"Broken Bone (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone is badly broken, either resting at an odd angle or has splintered at the point of breakage. The Hit Location is effectively unusable until healing.

\n

Leg: Reduce your Move by half permanently and suffer a –20 penalty to all Tests that rely on mobility, and you cannot use the Dodge skill at all.

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -10 to Agility

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Leg","type":"String","label":"Location"},"penalty":{"value":"-20 to mobility Tests, cannot use Dodge, half Move","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/broken%20leg.png"} +{"_id":"B4EzqsaO3Q0okZ9d","name":"Broken Bone (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone is badly broken, either resting at an odd angle or has splintered at the point of breakage. The Hit Location is effectively unusable until healing.

\n

Leg: Down to a liquid diet and will suffer a penalty of -30 to all Language Tests. 

\n

Healing

\n

A broken bone takes 40+1d10 days to heal. At the end, a successful Challenging (+0) Endurance test means the bone healed well. Otherwise: Penalty of -10 to spoken Language Tests.

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Head","type":"String","label":"Location"},"penalty":{"value":"-30 to all Language Tests. ","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"C0BX3ywcMgTUWKXJ","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Foot: Reduce your Move by half permanently and suffer a –20 penalty to all Tests that rely on mobility, such as Dodge. Losing both feet makes it hard to walk. Perhaps you could hire a henchman to carry you?

"},"source":{"type":"String","label":"Source"},"location":{"value":"Foot","type":"String","label":"Location"},"penalty":{"value":"-20 to mobility Tests, half Move","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatedfoot.png"} +{"_id":"EnqT2PdAvzbd7Rok","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Toes: Loss of toes has an adverse effect on your balance. For each toe lost, suffer a permanent loss of –1 to your Agility and Weapon Skill Characteristics.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Toes","type":"String","label":"Location"},"penalty":{"value":"","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/blank.png"} +{"_id":"FmmVJn6T63vOD2Q6","name":"Broken Bone (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone has been fractured, but still aligned. 

\n

Arm: You are down to one limb as the other is too painful to use, and may require binding. You take a –20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons; Should the lost hand be your primary hand, you take the customary –20 penalty to Melee Tests made with weapons using your secondary hand.

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: -5 Agility when using that arm.

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Arm","type":"String","label":"Location"},"penalty":{"value":"-20 when relying on two hands","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/broken%20arm.png"} +{"_id":"HjBumJm1eqc8qbzJ","name":"Torn Muscle (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Suffer a penalty of -10 to all Tests involving the body

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Body","type":"String","label":"Location"},"penalty":{"value":"-10 to Tests involving the Body","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"IEK2WP1ysSIX1gie","name":"Broken Bone (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone has been fractured, but still aligned. 

\n

Body: Strength and mobility is severely limited: -30 to Strength and Agility Characteristic, half your Move. 

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -5 to Agility

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Body","type":"String","label":"Location"},"penalty":{"value":"-30 to S and Ag, half your Move. ","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/Broken%20Body.png"} +{"_id":"ISdiZbcuTA16EyDS","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Tongue: A loss of a tongue leaves you grunting and humming, or relying on make-shift sign language, for communication. You automatically fail all Language Tests involving speaking.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Tongue","type":"String","label":"Location"},"penalty":{"value":"Fail all Language Tests","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/blank.png"} +{"_id":"JMm9hqyAX6HBTqZO","name":"Torn Muscle (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Arm: Suffer a penalty of -10 to all Tests involving the arm

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Arm","type":"String","label":"Location"},"penalty":{"value":"-10 to Tests involving (specific) Arm","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"JaadlZPkwb5ozp4f","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Nose:  A loss of a nose leaves one looking freakish in the extreme. Suffer a permanent loss of –20 to your Fellowship and suffer a penalty of –30 to all Tests involving the sense of smell.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Nose","type":"String","label":"Location"},"penalty":{"value":"-20 Fellowship, -30 to smell Tests","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatednose.png"} +{"_id":"KauMO1CodRLWmhv4","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Arm: You take a –20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons. Should the lost hand be your primary hand, you take the customary –20 penalty to Melee Tests made with weapons using your secondary hand. For every 100 XP you spend, you can reduce this penalty by 5 as you relearn how to do everything with the other hand. If you lose both hands, it is probably time to master hook fighting

"},"source":{"type":"String","label":"Source"},"location":{"value":"Arm","type":"String","label":"Location"},"penalty":{"value":"-20 when relying on two hands","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatedarm.png"} +{"_id":"XSlFkJD3Ef842LZo","name":"Torn Muscle (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Half movement, Suffer a penalty of -10 to all Tests involving the leg

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Leg","type":"String","label":"Location"},"penalty":{"value":"-20 to Tests involving (specific) Leg, Half movement","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"fTLRTydQWwFSrMjV","name":"Torn Muscle (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Arm: Suffer a penalty of -20 to all Tests involving the arm

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Arm","type":"String","label":"Location"},"penalty":{"value":"-20 to Tests involving (specific) Arm","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornarm.png"} +{"_id":"hPEpGFB9GuYI3kOC","name":"Torn Muscle (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Head: Suffer a penalty of -10 to all Tests involving the head

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Head","type":"String","label":"Location"},"penalty":{"value":"-10 to Tests involving the head","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornhead.png"} +{"_id":"kCmBuxQqSXPqfgJ4","name":"Torn Muscle (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Suffer a penalty of -20 to all Tests involving the body

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Body","type":"String","label":"Location"},"penalty":{"value":"-20 to Tests involving the Body","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornbody.png"} +{"_id":"mS1aAjNcH9zZK3Hq","name":"Broken Bone (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone has been fractured, but still aligned. 

\n

Head: Down to a liquid diet and will suffer a penalty of -30 to all Language Tests. 

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Penalty of -5 to spoken Language Tests

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Head","type":"String","label":"Location"},"penalty":{"value":"-30 to all Language Tests. ","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/Head.png"} +{"_id":"rIJz5nxmvxZTozmB","name":"Broken Bone (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bone is badly broken, either resting at an odd angle or has splintered at the point of breakage. The Hit Location is effectively unusable until healing.

\n

Body: Strength and mobility is severely limited: -30 to Strength and Agility Characteristic, half your Move. 

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -10 to Agility

\n

A successful Average (+20) Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Body","type":"String","label":"Location"},"penalty":{"value":"-30 to S and Ag, half your Move. ","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/Broken%20Body.png"} +{"_id":"rlXUw5Bgz2xUjVbU","name":"Torn Muscle (Minor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Half movement, Suffer a penalty of -10 to all Tests involving the leg

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Leg","type":"String","label":"Location"},"penalty":{"value":"-10 to Tests involving (specific) Leg","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornleg.png"} +{"_id":"ryG4x0tj6psMSXI2","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Finger: Further, you suffer a penalty of –5 to all Tests using the hand in question per finger lost. Once 4 or more fingers are lost on a hand, use the rules for a severed hand.

"},"source":{"type":"String","label":"Source"},"location":{"value":"Finger","type":"String","label":"Location"},"penalty":{"value":"-5 using ","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatedfinger.png"} +{"_id":"uTJccLaYFfaJReIg","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Eye: For all losing an eye is horrendous, but you soon learn to compensate. Should you have the misfortune to lose both eyes, suffer a penalty of –30 to all Tests influenced by sight, such as Weapon Tests, Dodge Tests, Ride Tests, and similar. Further, you suffer a penalty of –5 to all Fellowship Tests per scarred socket others can see

"},"source":{"type":"String","label":"Source"},"location":{"value":"Eye","type":"String","label":"Location"},"penalty":{"value":"-5 Fellowship","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatedeye.png"} +{"_id":"uijeixndSjrnRAK2","name":"Torn Muscle (Major)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A muscle has been sprained or torn, impairing your capabilities.  

\n

Head: Suffer a penalty of -20 to all Tests involving the head

\n

Healing: The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once) 

"},"source":{"type":"String","label":"Source"},"location":{"value":"Head","type":"String","label":"Location"},"penalty":{"value":"-20 to Tests involving the head","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/tornhead.png"} +{"_id":"xTtDVDXCClQieIW5","name":"Amputated Part","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Leg:  Reduce your Move by half permanently and suffer a –20 penalty to all Tests that rely on mobility, but cannot use the Dodge Skill. Losing both feet makes it hard to walk. Perhaps you could hire a henchman to carry you?

"},"source":{"type":"String","label":"Source"},"location":{"value":"Leg","type":"String","label":"Location"},"penalty":{"value":"-20 to mobility Tests, cannot use Dodge, half Move","type":"String","label":"Penalty"}},"flags":{},"type":"injury","img":"systems/wfrp4e/icons/injuries/amputatedleg.png"} diff --git a/compendium/items.db b/compendium/items.db new file mode 100644 index 0000000..1b2f668 --- /dev/null +++ b/compendium/items.db @@ -0,0 +1,125 @@ +{"_id":"0d08g1i5WXnNrCNA","name":"Tinker's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":10},"price":{"type":"String","label":"Price","value":"50"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/skills/mech_7.jpg"} +{"_id":"10ZP2Bu3vnCuYMIB","name":"Longsword","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":3},"price":{"type":"String","label":"Price","value":"15"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"damage2":{"type":"String","label":"Alternate Damage","value":"1d10"},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"5 ft."},"properties":{"type":"String","label":"Weapon Properties","value":"Versatile"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-long.jpg"} +{"_id":"1Pe0c1BNrXpEPuGz","name":"Wand","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 151"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":1},"price":{"type":"String","label":"Price","value":10},"weaponType":{"type":"String","label":"Weapon Type"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula"},"damageType":{"type":"String","label":"Damage Type"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"2IDegpOIabWNrzIo","name":"Flail","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":"10"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"5 ft."},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/morningstar.jpg"} +{"_id":"2y2GnWyprDDMwwAO","name":"Studded Leather Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 144"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":13},"price":{"type":"String","label":"Price","value":"45"},"armor":{"type":"Number","label":"Armor Value","value":12},"armorType":{"type":"String","label":"Armor Type","value":"light"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":false},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/studded.png"} +{"_id":"39NcttJ7fSvQ7LvP","name":"Dart","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.25},"price":{"type":"String","label":"Price","value":"5"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleR"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d4"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"20/60"},"properties":{"type":"String","label":"Weapon Properties","value":"Finesse, Thrown"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/dart.png"} +{"_id":"3K8S8lfQtNSkojof","name":"Hide Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 144"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":12},"price":{"type":"String","label":"Price","value":"10"},"armor":{"type":"Number","label":"Armor Value","value":12},"armorType":{"type":"String","label":"Armor Type","value":"medium"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":false},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/hide.png"} +{"_id":"3UH6HbVLrgbi3idM","name":"Potion of Healing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 2d4+2 hit points when you drink this potion.

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"50"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":"2d4+2"},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/minor-red.jpg"} +{"_id":"4N2mbD4yOW9cNMiA","name":"Potion of Animal Friendship","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Agitating this muddy liquid brings little bits into view: a fish scale,    hummingbird tongue, a cat claw, or a squirrel hair.

\n

When you drink this potion, you can cast the Animal Friendship (SRD 115)  spell (save DC 13) for 1 hour at will.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"200"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"folder":"HGhPTD1QQvPVtmUd","flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-4.jpg"} +{"_id":"4vk0Srno61UwADkc","name":"Trident","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":4},"price":{"type":"String","label":"Price","value":5},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":"1d8"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range","value":"20/60"},"properties":{"type":"String","label":"Weapon Properties","value":"TV"},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"54ivuPHMz0cVqhqx","name":"Staff","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 151"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":4},"price":{"type":"String","label":"Price","value":5},"weaponType":{"type":"String","label":"Weapon Type"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula"},"damageType":{"type":"String","label":"Damage Type"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"5Rrl4jVb8VofHTYA","name":"Potion of Acid Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Acidic type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-green.jpg"} +{"_id":"6VChUGUkCVNGpTTN","name":"Light Hammer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":2},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d4"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range","value":"20/60"},"properties":{"type":"String","label":"Weapon Properties","value":"LT"},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"7HFbULa1KXwSBUN8","name":"Potion of Supreme Healing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 10d4+20 hit points when you drink this potion.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"1350"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":"10d4+20"},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-red.jpg"} +{"_id":"8duyvpjJ3bB0Ipmm","name":"Woodcarver's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"1"},"ability":{"type":"String","label":"Default Ability","value":"dex"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/woodaxe.jpg"} +{"_id":"8ym8cpqYgY8hcx0x","name":"Shortbow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This two handed bow is somewhat smaller than the tranditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":"25"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleR"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"80/320"},"properties":{"type":"String","label":"Weapon Properties","value":"Two-Handed, Ammunition, Range"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"dex"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/bow-short.jpg"} +{"_id":"A91doxhL2suRIyDc","name":"Potion of Gaseous Form","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s container seems to hold fog that moves and pours like water.

\n

When you drink this potion, you gain the effect of the Gaseous Form (SRD 148) spell for 1 hour (no concentration required) or until you end the effect as a bonus action. 

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-7.jpg"} +{"_id":"AUdUEuLFMJ9z7o77","name":"Flask of Holy Water","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":1},"price":{"type":"String","label":"Price","value":"25"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":"2d6"},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/minor-empty.jpg"} +{"_id":"AbpRxSG4bmClTNn1","name":"Light Crossbow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"25"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleR"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"80/320"},"properties":{"type":"String","label":"Weapon Properties","value":"Light, Reloading, Two-Handed, Ammunition"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"dex"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg"} +{"_id":"AtwSs4O2im3HIeLh","name":"Potion of Poison Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Poison type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-green.jpg"} +{"_id":"CABYSXJEZSXNNjGa","name":"Mace","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":4},"price":{"type":"String","label":"Price","value":"5"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/mace.png"} +{"_id":"CJadoP3X23mPU36I","name":"Net","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

[object Object]

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A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

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This heavy two-handed mace crushes metal and bone with thunderous force.

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This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

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The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to cold type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-blue.jpg"} +{"_id":"FlTrIgI2xsHQQcBm","name":"Warhammer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":15},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"damage2":{"type":"String","label":"Alternate Damage","value":"1d10"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":"V"},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"FuT46xhVuRfJ0CEo","name":"Potion of Heroism","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This blue potion bubbles and steams as if boiling.

\n

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless (SRD 122) spell (no concentration required)  

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"180"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-6.jpg"} +{"_id":"Gflnp29aEv5Lc1ZM","name":"Cook's Utensils","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":8},"price":{"type":"String","label":"Price","value":"1"},"ability":{"type":"String","label":"Default Ability","value":"wis"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/meat.jpg"} +{"_id":"HL96uZp7rwYXi7fq","name":"Double-Bladed Scimitar","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

An exotic weapon crafted as two large sweeping blades mounted on either end of a two-handed central hilt.

"},"source":{"type":"String","label":"Source","value":"UAWGE pg. 74"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":6},"price":{"type":"String","label":"Price","value":"100"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"2d4"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":"Two-Handed"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg"} +{"_id":"I0WocDSuNpGJayPb","name":"Battleaxe","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

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This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

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A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

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This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. 

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The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"3200"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-10.jpg"} +{"_id":"JcqIcjo8TBpqZ90u","name":"Potion of Climbing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

\n

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"180"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-8.jpg"} +{"_id":"Jdr5WMJjboKNT9Gc","name":"Half Plate Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

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These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":8},"price":{"type":"String","label":"Price","value":"20"},"ability":{"type":"String","label":"Default Ability","value":"str"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} +{"_id":"LSbCR5yURa4sWAlt","name":"Potion of Hill Giant Strength","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 21 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":""},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-green.jpg"} +{"_id":"LoKGDZtqlv9tV3Nu","name":"Potion of Stone Giant Strength","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":""},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-green.jpg"} +{"_id":"M7H5fslxrqW93bxO","name":"Handaxe","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

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The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Psychic type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-violet.jpg"} +{"_id":"MqHfXGyb4fJjk7bC","name":"Breastplate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 145"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":20},"price":{"type":"String","label":"Price","value":"400"},"armor":{"type":"Number","label":"Armor Value","value":14},"armorType":{"type":"String","label":"Armor Type","value":"medium"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":false},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/halfplate.png"} +{"_id":"NOQELi2POhUvDlUU","name":"Scale Mail","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 144"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":45},"price":{"type":"String","label":"Price","value":"50"},"armor":{"type":"Number","label":"Armor Value","value":14},"armorType":{"type":"String","label":"Armor Type","value":"medium"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":true},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"Njk1bqy1tla1oUSv","name":"Potion of Superior Healing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 8d4+8 hit points when you drink this potion.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"450"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":"8d4+8"},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-red.jpg"} +{"_id":"OAAxn8jryueaAGMx","name":"Splint Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 145"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":60},"price":{"type":"String","label":"Price","value":"200"},"armor":{"type":"Number","label":"Armor Value","value":17},"armorType":{"type":"String","label":"Armor Type","value":"heavy"},"strength":{"type":"String","label":"Required Strength","value":"15"},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":true},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"folder":null,"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/splint.png"} +{"_id":"OG4nBBydvmfWYXIk","name":"Spear","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":3},"price":{"type":"String","label":"Price","value":"1"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":"1d8"},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"20/60"},"properties":{"type":"String","label":"Weapon Properties","value":"Thrown, Versatile"},"proficient":{"type":"Boolean","label":"Proficient","value":true},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/spear.jpg"} +{"_id":"OMhOxjvYYgjFS4jC","name":"Potion of Growth","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce (SRD 140) spell for 1d4 hours (no concentration required).

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"270"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":"1d4"},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-9.jpg"} +{"_id":"PSaJeRycXCsdHne2","name":"Potion of Invisibility","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s container looks empty but feels as though it holds liquid. 

\n

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"180"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-empty.jpg"} +{"_id":"PUMfwyVUbtyxgYbD","name":"Leatherworker's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"5"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/equipment/gloves.jpg"} +{"_id":"RdzG6MIoOPaViYq7","name":"Greataxe","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":7},"price":{"type":"String","label":"Price","value":"30"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d12"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"5 ft."},"properties":{"type":"String","label":"Weapon Properties","value":"Heavy, Two-Handed"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/greataxe.png"} +{"_id":"RuKIPiCQnslLGql1","name":"Lance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

[object Object]

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":6},"price":{"type":"String","label":"Price","value":10},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d12"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":"RS"},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"SztwZhbhZeCqyAes","name":"Alchemist's supplies","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":8},"price":{"type":"String","label":"Price","value":"50"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/herbalism-kit.jpg"} +{"_id":"TBxZ6YLB6sXiyT8N","name":"Plate Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 145"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":65},"price":{"type":"String","label":"Price","value":"1500"},"armor":{"type":"Number","label":"Armor Value","value":18},"armorType":{"type":"String","label":"Armor Type","value":"heavy"},"strength":{"type":"String","label":"Required Strength","value":"15"},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":true},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/plate.png"} +{"_id":"Tga9HuYBu4wjlvnQ","name":"Heavy Crossbow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":18},"price":{"type":"String","label":"Price","value":"50"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialR"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d10"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"100/400"},"properties":{"type":"String","label":"Weapon Properties","value":"Range, Ammunition, Heavy, Loading, Two-Handed"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"dex"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg"} +{"_id":"TkinrzJiEg06ezDP","name":"Oil of Etherealness","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of the Etherealness (SRD 140) spell for 1 hour.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"1920"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-1.jpg"} +{"_id":"TnpThPuauDxFoJME","name":"Potion of Flying","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

\n

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. 

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"500"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-10.jpg"} +{"_id":"Tobce1hexTnDk4sV","name":"Rapier","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":"25"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":"Finesse"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"dex"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-short.jpg"} +{"_id":"TyxDujEQ71C9Ians","name":"Javelin","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":"5"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"30/120"},"properties":{"type":"String","label":"Weapon Properties","value":"Thrown"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png"} +{"_id":"UBomFoiOEaCvJO2I","name":"Hand Crossbow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":3},"price":{"type":"String","label":"Price","value":"75"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialR"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"30/120"},"properties":{"type":"String","label":"Weapon Properties","value":"Ammunition, Range, Light, Loading"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"dex"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg"} +{"_id":"V3xizmMec3f8EUp3","name":"Thieves’ Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":1},"price":{"type":"String","label":"Price","value":"25"},"ability":{"type":"String","label":"Default Ability","value":"dex"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/lock.jpg"} +{"_id":"VZD18ngqtRW15eUy","name":"Blowgun","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":1},"price":{"type":"String","label":"Price","value":"10"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialR"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"25/100"},"properties":{"type":"String","label":"Weapon Properties","value":"Ammunition, Loading"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"folder":null,"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/staff.png"} +{"_id":"VqhYZOOI8tkcwGKt","name":"Crossbow Bolt","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 150"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.075},"price":{"type":"String","label":"Price","value":"5"},"weaponType":{"type":"String","label":"Weapon Type","value":""},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":""},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":"Ammunition"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"dex"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/bolt.png"} +{"_id":"XZFFH4PDdXvQH2pr","name":"Padded Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Padded armor consists of quilted layers of cloth and batting. Padded armor offers a comparable level of protection as stiffened leather but is somewhat less encumbering to the wearer.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 144"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":8},"price":{"type":"String","label":"Price","value":"5"},"armor":{"type":"Number","label":"Armor Value","value":11},"armorType":{"type":"String","label":"Armor Type","value":"light"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":false},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/leather.png"} +{"_id":"Y9S75go1hLMXUD48","name":"Brewer's Supplies","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":9},"price":{"type":"String","label":"Price","value":"20"},"ability":{"type":"String","label":"Default Ability","value":"wis"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/herb.jpg"} +{"_id":"YFeaXp0tENurolUI","name":"Arrows","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 150"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.05},"price":{"type":"String","label":"Price","value":"0.25"},"weaponType":{"type":"String","label":"Weapon Type","value":"ammo"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":""},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":"Stack, Ammunition"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"dex"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/arrows.png"} +{"_id":"YHCmjsiXxZ9UdUhU","name":"Navigator’s Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":"25"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"_id":"YOal65gC9mqoYikP","name":"Spiked Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

"},"source":{"type":"String","label":"Source","value":"SCAG pg. 121"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":45},"price":{"type":"String","label":"Price","value":"75"},"armor":{"type":"Number","label":"Armor Value","value":14},"armorType":{"type":"String","label":"Armor Type","value":"medium"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":true},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/spiked.png"} +{"_id":"YfBwELTgPFHmQdHh","name":"Jeweler's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":"25"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/gem-blue.jpg"} +{"_id":"ap9prThUB2y9lDyj","name":"Weaver's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"1"},"ability":{"type":"String","label":"Default Ability","value":"dex"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg"} +{"_id":"b9SmFePIz2akTf2x","name":"Potion of Speed","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion’s yellow fluid is streaked with black and swirls on its own.

\n

When you drink this potion, you gain the effect of the Haste (SRD 153) spell for 1 minute (no concentration required).

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"400"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-6.jpg"} +{"_id":"cG3m4YlHfbQlLEOx","name":"Forgery Kit","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"15"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/note-letter.jpg"} +{"_id":"cMbrYJqoPhis0Psc","name":"Philter of Love","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

\n

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you  regard it as your true love while you are charmed.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"90"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-5.jpg"} +{"_id":"ccm5xlWhx74d6lsK","name":"Painter's Supplies","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"10"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"_id":"dqHs8xAxN0YjbRFm","name":"Greatclub","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":10},"price":{"type":"String","label":"Price","value":"2"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"5 ft."},"properties":{"type":"String","label":"Weapon Properties","value":"Two-Handed"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/greatclub.png"} +{"_id":"dvAHTOK8q9rcE1se","name":"Potion of Fire Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to fire type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-red.jpg"} +{"_id":"eB63klHL5DvjM66J","name":"Chain Shirt","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 144"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":20},"price":{"type":"String","label":"Price","value":"50"},"armor":{"type":"Number","label":"Armor Value","value":13},"armorType":{"type":"String","label":"Armor Type","value":"medium"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":false},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"ePyEMRiGH1bTnxVA","name":"Oil of Slipperiness","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of a freedom of movement spell for 8 hours.

\n

Alternatively, the oil can be poured on the ground as an action, where it covers a 10‑foot square, duplicating the effect of the Grease (SRD 150) spell in that area for 8 hours.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"480"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"folder":"1dLsoZWM07m67bDI","flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-3.jpg"} +{"_id":"elTowm4qjvbIOCmR","name":"Potion of Clairvoyance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

\n

When you drink this potion, you gain the effect of the Clairvoyance (SRD 124) spell.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0},"price":{"type":"String","label":"Price","value":""},"consumableType":{"type":"String","label":"Consumable Type","value":""},"charges":{"type":"Number","label":"Charges","value":0,"max":0},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":false},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":false}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-2.jpg"} +{"_id":"fC0lFK8P4RuhpfaU","name":"Cartographer's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":6},"price":{"type":"String","label":"Price","value":"15"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"_id":"fISg8HQ2vWmVOZZp","name":"Blowgun Needle","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This ammunition is designed to be fired through a blowgun using the force of the wielders lungs. These needles are frequently tipped with deadly or crippling venoms.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 150"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.02},"price":{"type":"String","label":"Price","value":"2"},"weaponType":{"type":"String","label":"Weapon Type","value":""},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/dart.png"} +{"_id":"fbC0Mg1a73wdFbqO","name":"Scimitar","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":3},"price":{"type":"String","label":"Price","value":"25"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":"Finesse, Light"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg"} +{"_id":"fcGIsAeohqOeOvW9","name":"Potion of Frost Giant Strength","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":""},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-blue.jpg"} +{"_id":"gJ5eOa2szxFB85EC","name":"Gaming Set","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0},"price":{"type":"String","label":"Price","value":""},"ability":{"type":"String","label":"Default Ability","value":"dex"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/bag.jpg"} +{"_id":"gwab3TZdr2OTnECO","name":"Potion of Thunder Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Thunder type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg"} +{"_id":"hJS8yEVkqgJjwfWa","name":"Potter's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":3},"price":{"type":"String","label":"Price","value":"10"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"_id":"hM84pZnpCqKfi8XH","name":"Cobbler's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"5"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/equipment/boots-leather.jpg"} +{"_id":"i89okN7GFTWHsvPy","name":"Herbalism Kit","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"3"},"ability":{"type":"String","label":"Default Ability","value":"wis"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/herbalism-kit.jpg"} +{"_id":"iXCypevaO1afasUV","name":"Potion of Cloud Giant Strength","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 27 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":""},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-blue.jpg"} +{"_id":"il2GNi8C0DvGLL9P","name":"Poisoner’s Kit","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":"50"},"ability":{"type":"String","label":"Default Ability","value":"wis"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/herb-satchel.jpg"} +{"_id":"jKF7WuWac2bzXDyL","name":"Sickle","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":1},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d4"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":"L"},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"jhjo20QoiD5exf09","name":"Calligrapher's Supplies","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"10"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/note-letter.jpg"} +{"_id":"jpGafrItDYhup6zY","name":"Morningstar","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":4},"price":{"type":"String","label":"Price","value":15},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"k00uUxxjTi2WhegD","name":"Dagger","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":1},"price":{"type":"String","label":"Price","value":"2"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d4"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"20/60"},"properties":{"type":"String","label":"Weapon Properties","value":"Finesse, Light, Thrown"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/dagger.png"} +{"_id":"k0v0Oviggx4fnGkR","name":"Potion of Force Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Force type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-blue.jpg"} +{"_id":"kOamqagfnCwDmllM","name":"Potion of Fire Giant Strength","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 25 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":""},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg"} +{"_id":"lVNMhbkTxEsuXkTM","name":"Potion of Storm Giant Strength","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 29 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":""},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-blue.jpg"} +{"_id":"mKPyhWTAUavayPU2","name":"Potion of Diminution","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce (SRD 140) spell for 1d4 hours (no concentration required). 

\n

 

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"270"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":"1d4"},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"folder":"HGhPTD1QQvPVtmUd","flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-9.jpg"} +{"_id":"nfIRTECQIG81CvM4","name":"Club","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

\n

You can breathe underwater for 1 hour after drinking this potion. 

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"180"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-4.jpg"} +{"_id":"oHCCT35F9lRZcEhG","name":"Sling Bullet","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 150"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.075},"price":{"type":"String","label":"Price","value":0},"weaponType":{"type":"String","label":"Weapon Type"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula"},"damageType":{"type":"String","label":"Damage Type"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"ogWbXNAjB7h8c4Zb","name":"Leather Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":6},"price":{"type":"String","label":"Price","value":"8"},"ability":{"type":"String","label":"Default Ability","value":"str"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/woodaxe.jpg"} +{"_id":"qmMOHI8y4sPCy7FW","name":"Potion of Lightning Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Lightning type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg"} +{"_id":"r4qvGWO3BTPTSIGE","name":"Potion of Greater Healing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 4d4+4 hit points when you drink this potion.

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"150"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":"4d4+4"},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/major-red.jpg"} +{"_id":"rIYYVf0wzpgStj3m","name":"Chain Mail","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 145"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":55},"price":{"type":"String","label":"Price","value":"75"},"armor":{"type":"Number","label":"Armor Value","value":16},"armorType":{"type":"String","label":"Armor Type","value":"heavy"},"strength":{"type":"String","label":"Required Strength","value":"13"},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":true},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"rOG1OM2ihgPjOvFW","name":"Glaive","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":6},"price":{"type":"String","label":"Price","value":"20"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d10"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"10 ft."},"properties":{"type":"String","label":"Weapon Properties","value":"Heavy, Two-Handed, Reach"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/glaive.png"} +{"_id":"rTbVrNcwApnuTz5E","name":"Glassblower's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":5},"price":{"type":"String","label":"Price","value":"30"},"ability":{"type":"String","label":"Default Ability","value":"int"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} +{"_id":"s3BHNSJXvRYCpFNP","name":"Potion of Mind Reading","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

\n

When you drink this potion, you gain the effect of the Detect Thoughts (SRD 135) spell (save DC 13). 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"180"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/unique-2.jpg"} +{"_id":"sD0SwJOmncijEJJ0","name":"Orb","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 151"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":3},"price":{"type":"String","label":"Price","value":25},"weaponType":{"type":"String","label":"Weapon Type"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula"},"damageType":{"type":"String","label":"Damage Type"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"sLHi7qlAmHkEPtYJ","name":"Quarterstaff","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":4},"price":{"type":"String","label":"Price","value":"2"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"damage2":{"type":"String","label":"Alternate Damage","value":"1d8"},"damage2Type":{"type":"String","label":"Alternate Type","value":"bludgeoning"},"range":{"type":"String","label":"Weapon Range","value":"5 ft."},"properties":{"type":"String","label":"Weapon Properties","value":"Versatile"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/staff.png"} +{"_id":"sSs3hSzkKBMNBgTs","name":"Shield","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 144"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":6},"price":{"type":"String","label":"Price","value":"10"},"armor":{"type":"Number","label":"Armor Value","value":2},"armorType":{"type":"String","label":"Armor Type","value":"shield"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":false},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/shield.png"} +{"_id":"sXTLuXMX6eWPFppu","name":"Potion of Radiant Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Radiant type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg"} +{"_id":"skUih6tBvcBbORzA","name":"Mason's Tools","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":8},"price":{"type":"String","label":"Price","value":"10"},"ability":{"type":"String","label":"Default Ability","value":"wis"},"proficient":{"type":"Number","label":"Proficiency","value":0}},"flags":{},"type":"tool","img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} +{"_id":"tpC5drpd7Haqo7rp","name":"War Pick","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":5},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"uXOT4fYbgPY8DGdd","name":"Crystal","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This crystaline talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 151"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":1},"price":{"type":"String","label":"Price","value":"10"},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleR"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":""},"properties":{"type":"String","label":"Weapon Properties","value":"Focus"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/crystal.png"} +{"_id":"vnjPUqOzHLzYJMiJ","name":"Rod","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source","value":"PHB pg. 151"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":2},"price":{"type":"String","label":"Price","value":10},"weaponType":{"type":"String","label":"Weapon Type"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula"},"damageType":{"type":"String","label":"Damage Type"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range"},"properties":{"type":"String","label":"Weapon Properties","value":""},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"wRoy9ydr97VvltnP","name":"Yklwa","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.

"},"source":{"type":"String","label":"Source","value":"ToA pg. 32"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":3},"price":{"type":"String","label":"Price","value":1},"weaponType":{"type":"String","label":"Weapon Type","value":"simpleM"},"bonus":{"type":"String","label":"Attack Bonus"},"damage":{"type":"String","label":"Damage Formula","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"damage2":{"type":"String","label":"Alternate Damage"},"damage2Type":{"type":"String","label":"Alternate Type"},"range":{"type":"String","label":"Weapon Range","value":"10/30"},"properties":{"type":"String","label":"Weapon Properties","value":"T"},"proficient":{"type":"Boolean","label":"Proficient"},"attuned":{"type":"Boolean","label":"Attuned"},"ability":{"type":"String","label":"Offensive Ability"}},"flags":{},"type":"weapon"} +{"_id":"wkEbdlEiTCrEAENR","name":"Ring Mail","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 145"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":40},"price":{"type":"String","label":"Price","value":"30"},"armor":{"type":"Number","label":"Armor Value","value":14},"armorType":{"type":"String","label":"Armor Type","value":"heavy"},"strength":{"type":"String","label":"Required Strength","value":""},"stealth":{"type":"Boolean","label":"Stealth Disadvantage","value":true},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped","value":false}},"flags":{},"type":"equipment","img":"systems/dnd5e/icons/items/armor/scale.png"} +{"_id":"xMkP8BmFzElcsMaR","name":"Greatsword","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 149"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":6},"price":{"type":"String","label":"Price","value":"50"},"weaponType":{"type":"String","label":"Weapon Type","value":"martialM"},"bonus":{"type":"String","label":"Attack Bonus","value":""},"damage":{"type":"String","label":"Damage Formula","value":"2d6"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"damage2":{"type":"String","label":"Alternate Damage","value":""},"damage2Type":{"type":"String","label":"Alternate Type","value":""},"range":{"type":"String","label":"Weapon Range","value":"5 ft."},"properties":{"type":"String","label":"Weapon Properties","value":"Heavy, Two-Handed"},"proficient":{"type":"Boolean","label":"Proficient","value":false},"attuned":{"type":"Boolean","label":"Attuned","value":false},"ability":{"type":"String","label":"Offensive Ability","value":"str"}},"flags":{},"type":"weapon","img":"systems/dnd5e/icons/items/weapons/sword-great.jpg"} +{"_id":"xqTORaVbtOMV72wE","name":"Potion of Necrotic Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Necrotic type of damage for 1 hour.

\n

 

"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"weight":{"type":"Number","label":"Weight","value":0.1},"price":{"type":"String","label":"Price","value":"300"},"consumableType":{"type":"String","label":"Consumable Type","value":"potion"},"charges":{"type":"Number","label":"Charges","value":1,"max":1},"consume":{"type":"String","label":"Roll on Consume","value":""},"autoUse":{"type":"Boolean","label":"Consume on Use","value":true},"autoDestroy":{"type":"Boolean","label":"Destroy on Empty","value":true}},"flags":{},"type":"consumable","img":"systems/dnd5e/icons/items/potions/grand-violet.jpg"} +{"_id":"yM25WRgotLrhHQPd","name":"Potion of Poison","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion.

\n

However, it is actually poison masked by illusion magic.  An identify spell reveals its true nature.

\n

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

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Ropers are underworld hunters and ambushers which have evolved to assume the appearance of stalagmites or other rock formations. Ropers wait for living creatures to draw near before lashing out with extruding tendrils which ensnare the target and sap its strength. The roper will draw its prey into a large fanged maw to slowly consume. 

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While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

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The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

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The Roper attempts to slowly devour you with row upon row of jagged teeth nestled within a gaping maw.

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The roper lashes you with a whipping tendril which flexes with unnatural strength.

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The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

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A zombie is an Undead creature usually created by the re-animation of a corpse. Unlike animated skeletons, zombies still retained some flesh on their bodies, and gave off a horrid, rank smell.

\n

Zombies are almost mindless, but may be given simple commands. Almost any type of solid creature may be turned into a zombie; in addition to humanoids, troglodytes, minotaurs, ogres, and even beholders could be turned into zombies.

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Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The Zombie swings its decomposing fists towards you!

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Will-o'-wisps were malicious creatures that appeared as torches or lanterns seen floating through swamps.

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The will-o'-wisp appeared to be nothing more than a hazy ball of light, colored white, blue, green, or yellow, growing as brightly as a flaming torch. As such, it was easy to mistake one for a lantern or torch, especially in the foggy marshes they dwelled in. In fact, its faintly glowing body was just a transparent ball of spongy matter around 1 foot wide and weighing around 3 pounds. Although they had no vocal organs, will-o'-wisps could vibrate to emit a ghostly sound, with which they could speak.

\n

Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

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Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points.

\n

Ephemeral. The will-o’-wisp can’t wear or carry anything.

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Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.

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Giant fire beetles are nocturnal giant beetles and are the smallest of all the giant beetles known to scholars. They grew to be about two to two-and-a-half feet long. The glands of the giant fire beetle were prized by adventurers and miners because of their luminous glands. These glands were located above each eye and near the abdomen and glowed a red color. If removed, the glands would continue glowing for several days.

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An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

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Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

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Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow.

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Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

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Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

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Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

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Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

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The otyugh makes three attacks: one with its bite and two with its tentacles.

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The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

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The Otyugh lurches forward its gaping maw filled with serrated concentric rings of teeth protruding at odd angles.

\n

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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The huge Otyugh slams an aberrant tentacle towards you with spine-cracking force.

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If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

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Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.

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Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Vampire Weaknesses. The vampire has the following flaws:

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Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

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Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

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The vampire makes two attacks, only one of which can be a bite attack.

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The vampire has the following flaws:

\n

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

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Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

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Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

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Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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The Vampire Spawn slashes at you wildly with elongated claws which extrude from its lithe fingers.

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Instead of dealing damage, the vampire can grapple the target (escape DC 13).

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The Vampire bites one willing creature, or a creature that is Grappled by the vampire, Incapacitated, or Restrained.

\n

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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Roll on the Hit Location table to see from where

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Subject to Animosity to all not of your species

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Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"0uT3mzx8v4H3gVQj","name":"Rhya's Touch","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You lay hands upon an injured or diseased target as you sing your prayers. Choose one of the following effects:

\n

• Heal Fellowship Bonus wounds

\n

• Cure 1 naturally occurring disease

\n

For every + 2 SL, you may choose another effect, and may choose the same effect repeatedly. This Miracle is slow, with the effects taking at least 10 minutes to manifest. If interrupted, the Miracle will need to be attempted again.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Rhya"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Special"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"25trttu8NxFQQCo9","name":"Rhya's Shelter","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You sing one of Rhya’s hymns concerning shelter and safety. You may only invoke this Miracle outdoors and outside settlements. You discover a perfect natural shelter. Some combination of earth, and trees has formed a perfect location to camp for the night. The spot is protected from all naturally occurring wind and rain, and lasts as long as you remain camped there. The shelter is large enough for 1 person. For every +2 SL it fts another individual. When you break camp, the shelter cannot be rediscovered, as though it only existed through your goddess’s will.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Rhya"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Special"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"2WN0muIB2BFd4kBO","name":"Blessing of Righteousness","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target’s weapon counts as Magical.

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Your bellowed prayers bring Ulric’s attention, allowing your targets to survive the bite of his realm. While targets still feel the pain and discomfort caused by cold and wintry weather, they suffer no mechanical penalties.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ulric"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Hours"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"5fVTY8TSua3trOW8","name":"Soulfire","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call the power of Sigmar to smite the enemies of the Empire. A holy fire explodes from your body blasting outwards for Fellowship Bonus yards. All targets within range take 1d10 Wounds ignoring Toughness Bonus and APs. Targets with the Undead and Daemon Creature Traits also gain the Ablaze Condition. For every +2 SL, you may increase the area of effect by +Fellowship Bonus yards, or cause an extra +2 Damage to any Greenskins, Undead, or servants of the Ruinous Powers affected.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"Fellowship Bonus yards","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"7KUKKbXBv8MbyEHt","name":"Eagle's Eye","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Myrmidia to send a Divine Servant to grant you knowledge of your enemies. A spectral Eagle manifests, soaring into the sky above. The eagle looks like and has the capabilities of a normal eagle, but cannot physically affect the world, or be harmed in any way. While the Miracle is in effect, you can see through the eagle’s eyes and control its flight, surveying the battlefield and spying upon your enemies. Your vision is acute, but you do not have access to any of your own sense-enhancing Talents such as Night Vision. While looking through the eagle’s eyes, you cannot see through your own eyes, leaving you potentially vulnerable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Myrmidia"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"8LcAFB6W37LDN70K","name":"Balm to a Wounded Mind","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Shallya to calm the troubled mind of your targets. All Psychology traits are removed for the duration, and afterwards the targets enter deep and restful slumbers that last until next sunrise, assuming they are not disturbed. Unwilling targets may make a Challenging (+0) Cool Test to resist sleeping.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Shallya"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Minutes"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"9ALNZLZUZSLrLvkd","name":"Howl of the Wolf","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You howl for Ulric’s aid, and he sends a minor Divine Servant in the form of a White Wolf. The wolf fights your enemies for the duration of the Miracle, before vanishing to Ulric’s Hunting Grounds with a spectral, blood-chilling howl. The White Wolves have the statistics of a Wolf with the Frenzy, Magical, and Size (Large) Creature Traits.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ulric"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"BVZWihaal1zq3aJs","name":"Spear of Myrmidia","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

If wielding a spear, it gains the Impact Quality, and counts as Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Myrmidia"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"Bo3ukcaipFNb7Ljl","name":"Cat's Eyes","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Does anything exist that cannot be seen? You riddle with Ranald, who sends a Divine Servant in the form of a cat as an answer. The cat looks like and has the capabilities of a normal cat, but cannot be harmed in any way. While the Miracle is in effect, you perceive everything the cat perceives — sight, sound, touch — and control its movement. Your senses are as sharp as a cat’s, but you do not have access to any of your own sense-enhancing Talents such as Night Vision. While the Miracle is in effect, you cannot perceive anything through your own senses, leaving you vulnerable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"By5dc8Q7ZAGpr177","name":"Blessing of The Hunt","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Ballistic Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Taal"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Taal"}},"sort":1600000,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"C92dpJPRYpkZFsGu","name":"Blessing of Healing","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target heals +1 Wound.

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Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"DA4ZB3HkOh51vhuB","name":"Truth Will Out","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You intone prayers of Verena’s ability to find any truth. You may
ask the targets a single question. It will be immediately answered
truthfully and fully. If desired, targets may attempt to resist, by
contesting your SL with a Average (+20) Cool Test. If successful,
they may stubbornly refuse to answer. If they achieve +2 SL they
may withhold minor information. +4 SL allows them to withhold
significant information while +6 SL allows them to lie outright.
You will know if they resist successfully, though you will lack
specific knowledge about their deceit, or proof of their dishonesty

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Verena"},"range":{"type":"String","label":"Range","value":"Fellowship Bonus yards"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"Dk0zjtcANtahntHx","name":"Beacon of Righteous Virtue","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

As you bellow prayers in Sigmar’s name, you become infused with holy fire of righteousness. All allies with Line of Sight to you instantaneously remove all Broken Conditions, and gain the Fearless Talent while the Miracle is in effect and they remain in your Line of Sight. Any Greenskins with Line of Sight to you are subject to Fear 1.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Line of Sight","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"ElmLfnrXliStS9CP","name":"Blessing of Battle","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Myrmidia, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"F6iJdTrvBvGQ54G3","name":"Ulric's Fury","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You chant furious prayers, and Ulric’s ferocity spreads. Targets gain the Frenzy psychology.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ulric"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"FElNQGNiPzaOwwKT","name":"Blessing of Charisma","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Fellowship.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Ranald"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"FRkIz2sR7ZC92W2G","name":"Blessing of Wisdom","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Intelligence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Morr, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Morr, Verena"}},"sort":1700000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"FfGboPdR54WHtkAE","name":"Stay Lucky","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Crossing your fingers, you pose Ranald’s enigma and ask what, exactly, is luck? Gain +1 Fortune point. For every +2 SL you may gain an extra +1 Fortune point, which may take you beyond your normal maximum. You may not invoke this Miracle again until you reach 0 Fortune points.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Special"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"Ffm7xIlRUWyacvKU","name":"Heed Not the Witch","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Sigmar to protect those close to you from the fell influence of Chaos. Any spells that target anyone or anywhere within Fellowship Bonus yards suffer a penalty of –20 to Language (Magick) Tests, in addition to any other penalties. For every +2 SL, you may increase the area of effect by your Fellowship Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Line of Sight","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"GVMPSJwgscMVJzpX","name":"The Snow King's Judgement","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Ulric to make manifest his disdain for the weak, the cowardly and the deceitful. The target suffers 1d10 wounds ignoring Toughness Bonus and Armor Points. If the GM rules that the target is neither weak, cowardly, or deceitful, you suffer the effects instead.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ulric"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"Geo6EAR39JzaP9P2","name":"Becalm","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You steal the wind from the sails of a ship or boat. It is completely becalmed. Even in stormy weather an area of eerie calm and smooth waters surrounds the vessel while gales, lashing rains and towering crests surge and crash around it. This area of calm extends for Initiative yards from the vessel, and if the ship is propelled by some other method, such as oars, the area of calm travels with it.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Manann"},"range":{"type":"String","label":"Range","value":"Initiative Bonus Miles"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"target":{"type":"String","label":"Target","value":"1 sailing vessel within Line of Sight","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"GvaOlWY8iD5CO1WB","name":"Blessing of Tenacity","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target may remove 1 condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Shallya, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"value":"Manann, Morr, Shallya, Ulric"}},"sort":1500000,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"I8YPP2uRmUKyHEq2","name":"Vanquish the Unrighteous","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your prayers instill your chosen allies with a furious disdain for the enemies of Sigmar. All allies affected receive the Hatred Psychology towards Greenskins, Undead, and any associated with Chaos

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Fellowship Bonus allies","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"IKW03JiqXVdDoPA6","name":"Manann's Bounty","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You implore Manann to provide you with sustenance. Reaching into a body of water you catch enough fish to feed 1 person; if you reach into the sea, you provide enough fish for 2 people. For every +2 SL, you may feed another person.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Manann"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"Jkt465WPdRcejLwl","name":"Blessing of Recuperation","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target may reduce the duration of 1 disease with which they are afflicted by 1 day. This prayer may only be attempted once per instance of a disease per person.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Rhya, Shallya"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Rhya, Shallya"}},"sort":1200000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"JxmIQjVuoPcQnyPF","name":"Lord of the Hunt","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Taal to guide you in the hunt for your quarry, which must be an animal you have seen, or an individual you know (as limited by the GM). While the Miracle is in effect, you cannot lose your quarry’s trail save by supernatural means. Should your quarry enter a settlement, the trail ends there. You also receive +10 bonus to all Tests regarding your quarry while under the influence of the Miracle.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Taal"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Hours"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"K5DE9cceinUTIrem","name":"Blessing of Protection","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Enemies must make an Average (+20) Willpower Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Myrmidia, Ranald, Rhya, Shallya, Sigmar"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Myrmidia, Ranald, Rhya, Shallya, Sigmar"}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"KSDrXcieyRc37YI7","name":"Blessing of Might","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"ONz21FviMRk3AyvE","name":"Tanglefoot","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Taal, chanting prayers to protect his wild places. Roots, vines, and creepers wrap themselves around your foes. All targets within Fellowship Bonus yards of the target point gain an Entangled Condition. For every +2 SL you may increase the area of effect by your Fellowship Bonus in yards, or inflict an extra Entangled Condition. Tanglefoot has a Strength equal to your Willpower for the purposes of breaking free.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Taal"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"OiMiQmsv1mut24jD","name":"Rhya's Harvest","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You chant to Rhya, and life springs forth. Edible fruit, vegetables, and fungi grow at the point where you touch. For each round in which the Miracle is in effect, you cause enough food to feed 1 person to grow. The type of food depends on your location: in a cavern you may grow mushrooms, while outdoors you may cause many different fruits and vegetables to spring forth.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Rhya"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"1 Round"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"OkKWAfnMiHfxhTnB","name":"Blessing of Finesse","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Dexterity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Ranald"}},"sort":500000,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"PcKMAEF6UoaPSK6d","name":"Tooth and Claw","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Taal to grant you the ferocious might of his kingdom. Gain the Bite (Strength Bonus+3) and Weapon (Strength Bonus+4) Creature Traits. These attacks are Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Taal"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"Q91bWCEn0gt33fGT","name":"Blazing Sun","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Myrmidia to scour the battlefield of dishonorable foes, and a blinding flash of golden light bursts forth. All non-Myrmidians looking in your direction receive 1 Blinded Condition. For every +2 SL, they receive +1 Blinded Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Myrmidia"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"Fellowship yards","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"QQuIWTRGydpOfyZB","name":"Death Mask","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Morr works through you, piercing the Portal to make his presence known to your foes. Your visage takes on a cadaverous mien, and you gain Fear 1.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":""},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"QSwJNH8sotKjtdi4","name":"Rich Man, Poor Man, Beggar Man, Thief","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You smile at Ranald as you cheekily ask others what, exactly, is wealth? For each target affected, choose one option:

\n\n

For every +2 SL you may select an additional effect for one of your targets.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"1 yard"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Minutes"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"R6Q16WOXcPfaHnOb","name":"Blind Justice","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You articulate prayers concerning Verena’s acute perceptions, able pierce through to the truth of all things. You may make a Simple Challenging (+0) Perception Test to see through spells and Miracles of involving illusion or misdirection. You may also make a Average (+20) Intuition Test to tell whether a character speaking to you is lying. Note: this will only tell you if the character believes they speak the truth, it will not alert you if they are mistaken.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Verena"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"SItGUVYokyOo7csk","name":"Unblemished Innocence","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Laying hands on the afflicted, you beg Shallya to rid them of recently acquired corruption. The target loses 1 Corruption point, and can lose another per +2 SL scored. However, the Chaos Gods do not like to be so directly opposed. Should an attempt to invoke the Miracle Fumble, you and the target both gain 1d10 Corruption points on top of any other effects. This Miracle must be enacted within an hour of the target gaining a Corruption point.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Shallya"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Special"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"SZ88OXYo6F2q3vWb","name":"Animal Instincts","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You intone chants describing Taal’s extraordinary senses, and calling upon him for aid. While the Miracle is in effect, you gain +1 Acute Sense (choose one) Talent and, if you rest, you will automatically awaken should any threats come within Initiative yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Taal"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Hours"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"SjKFVBXgLC51dnQz","name":"Stay Morr's Hand","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You touch the eyes of someone close to death and request Morr guide the soul within, but not take it. The target must have 0 Wounds and be willing. For the duration of the Miracle, the target gains the Unconscious Condition and will not deteriorate until the Miracle ends, staving off disease, ignoring critical wounds and poisons, and similar. This miracle comes to an end should appropriate healing be provided, or should you perform the last rights. If you do this, which takes about a minute, the target’s soul will pass through Morr’s portal upon death, and the resulting corpse may never be targeted by Necromancy

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Morr"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Hours (Special)"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"TKHvOsihelBStO6i","name":"Blessing of Breath","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target does not need to breathe and ignores rules for suffocation.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Rhya, Shallya, Taal"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Rhya, Shallya, Taal"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"UtgGJK46K08TZpP5","name":"Bitter Catharsis","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

In answer to your heartfelt prayers, Shallya draws a poison or disease into you and purges it, completely removing it from your target’s system. For every +2 SL you may purge another disease or poison. For each poison removed or disease cured in this manner, you suffer Wounds equal to 1d10 – your Fellowship Bonus, not modified for Toughness Bonus or Armor Points.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Shallya"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"V8GCeqgk1FNGFg76","name":"Shield of Myrmidia","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your stalwart prayers incite Myrmidia to shield your allies in glittering, gossamer strands of light, warding enemy blows. All those affected gain +1 AP on all locations.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Myrmidia"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Intelligence Bonus allies","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"VUyCJ5LRPkuC5iZx","name":"Sea Legs","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your targets are immediately drenched in saltwater, and reel as if on the rolling deck of a tempest-tossed vessel. Their hair is whipped by spectral winds, and a torrent of spray lashes their skin. They gain one each of the Blinded, Deafened, and Fatigued Conditions, and must attempt an Average (+20) Agility Test to use their Move. If they fail, they also gain a Prone Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Manann"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"WgZx3xma6vYGz17e","name":"Sigmar's Fiery Hammer","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You chant benedictions of Sigmar’s might. If wielding a warhammer, it counts as Magical, deals +Fellowship Bonus Damage, and any target struck receives the Abaze and Prone Conditions.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"YAauxOwJJa3JahxQ","name":"Shallya's Tears","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You passionately appeal to Shallya to spare a poor, wounded soul as tears flow freely down your cheeks. You pray for 10 – your Fellowship Bonus Rounds, at which point you heal the target of 1 Critical Wound. For every +2 SL you may heal another Critical Wound. If your prayer is interrupted, the target receives no benefit. This Miracle cannot reattach amputated body parts.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Shallya"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Special"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"YCjWyU567vb4Rs11","name":"Martyr","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You intone prayers concerning Shallya’s need to take on the world’s pain. Any Damage taken by your targets are instead suffered by you. If you suffer any Damage because of this Miracle, your Toughness Bonus is doubled for the purposes of calculating the Wounds suffered from that Damage.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Shallya"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"cTZVEgAyT9l4vx3i","name":"An Invitation ","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You spin one of Ranald’s riddles concerning portals, and whether they exist if closed. A door, window, or hatch you target has one method of securing it undone — a lock unlocks, a latch unlatches, a rope unties. For every +2 SL you may target another method of securing the door, window, or hatch.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"1 yard"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"dDxhGgBBM9CugxsH","name":"Rhya's Union","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You bless and consecrate the union between two souls. While the Miracle is in effect, if biologically possible, the couple will conceive a child.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Rhya"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Hours"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"eBRjKAF6U0yR0KK8","name":"Blessing of Savagery","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

When your target next inflicts a Critical Wound, roll twice and choose the best result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Taal, Ulric"}},"sort":1400000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"ezVl3vFWTwHfNXL3","name":"Inspiring","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your rousing prayers inspire discipline and coordination within the ranks. Affected targets gain the +1 Drilled Talent.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Myrmidia"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Intelligence Bonus allies","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"fABd17NZvg2uUReL","name":"You Ain’t Seen Me, Right?","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You spin a complex conundrum concerning the reality of that which is unperceived. Targets affected by this Miracle may pass unnoticed and remarked, providing they do nothing to draw attention to themselves, such as touching, attacking, calling out to someone, casting a spell, or making a loud noise. You may only invoke this Miracle if no-one is looking directly at you.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"fAlQcNUb6TZtPKqk","name":"Wisdom of the Owl","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Verena to instil you with her wisdom and knowledge.
You gain a bonus of +20 on all Intelligence Tests while this
Miracle is in effect. Further, your pupils dilate widely, and your
gaze becomes piercing and unsettling: gain +1 Menacing and
Acute Sense (Sight) Talent.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Verena"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"hL7B3d7A0sYYjHXn","name":"Ranald's Grace","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Ranald to let your target negotiate the riddles of reality. Your target gains +10 Agility, +10 Stealth, and +1 Catfall Talent for the duration of the Miracle.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ranald"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Agility Bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"i5DW3xX2lGu6Pps6","name":"Drowned Man's Face","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You implore Manann to drown your foes. Your targets’ lungs continuously fill with saltwater while the Miracle is active, and their hair floats around their head as if submerged. Your targets gains a Fatigued Condition, and are subject to the rules for Drowning and Suffocation (page 181) while the Miracle is in effect. When the Miracle ends, your targets must attempt a Challenging (–20) Endurance Test. If a Failure is scored, also inflict a Prone Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Manann"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"iIfYOlNrLb0uiV8c","name":"Blessing of Fortune","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target’s next failed test may be rerolled. The reroll must stand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Morr, Myrmidia, Ranald, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Morr, Myrmidia, Ranald, Verena"}},"sort":600000,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"iWVQRVDVDCx1SyPA","name":"Waterwalk","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call on Manann to allow you to cross a stretch of open water as if it were solid ground. Tis only works on larger bodies of water that are at least 10 yards wide. Anything smaller is too far removed from Manann’s domain for it to be noticed.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Manann"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus minutes"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"itARFNqBAbwNDAAy","name":"Dooming","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Gazing deeply into your target’s eyes while muttering a threnody to Morr, you are granted a vision of the target’s Doom, a glimpse of what the future holds. Tis is almost always related to the target’s death. This Miracle may only be performed on a character once, after which the Doomed Talent may be purchased with XP as if it were in the target’s Career.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Morr"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"jXyyzYWid3nruQmc","name":"As Verena is My Witness","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

By calling Verena as your witness, the truth of your words shines out for all to see. For the duration of the Miracle, providing you speak only the truth, all listeners will believe you speak truly. This does not necessarily mean they will agree with your conclusions, of course

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Verena"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"mXKrxO8WRZ9QLHA6","name":"Leaping Stag","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You chant to Father Taal, and he grants you his favor, imbuing you with speed and agility. You gain +1 Movement and +1 Strong Legs Talent. Further, you automatically pass all Athletics Tests to jump with at least +0 SL; should you score lower, increase the SL to 0.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Taal"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"maUl7MoLvuvTOhM0","name":"Blessing of Grace","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Agility.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Rhya"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Rhya"}},"sort":700000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"n8MfaJhczROmscCR","name":"King of the Wild","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You chant a low prayer, and Taal answers with a wild animal appropriate for the surrounding area, which will act according to your wishes for the duration of the Miracle. See The Beasts of the Reikland for sample animals that may be summoned.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Taal"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"nQ9Fydtqshroi11E","name":"Fair Winds","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

The target vessels’ sails fill with favorable winds, speeding them safely towards their destination. While this Miracle is active, the sailing vessel moves at top speed, no matter the prevailing wind, tide, or current, and all Tests made to steer the vessel gain a bonus of +10.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Manann"},"range":{"type":"String","label":"Range","value":"Initiative Bonus Miles"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"target":{"type":"String","label":"Target","value":"1 sailing vessel within Line of Sight","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"nyZNUwJ54MTLKQ7Y","name":"Fury's Call","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your passionate prayers instill your allies with a furious disdain for their foes. All allies affected receive the Hatred Psychology towards any engaging them in combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Myrmidia"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Intelligence Bonus allies","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"o5soyuEJoUk9HmCC","name":"Sword of Justice","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You pray to Verena to guide your blade to strike down the unjust.
If wielding a sword, it ignores APs, and counts as Magical.
Further, if struck opponents are criminals (as determined by the
GM), they must make an Average (+20) Endurance or suffer
an Unconscious Condition that lasts for at least Fellowship
Bonus Rounds. If any crime is perpetrated on the unconscious
opponents, you suffer +1 Sin point per crime.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Verena"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"oI3iwxVEXHRLSael","name":"Shackles of Truth","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your appeal to Verena, requesting her judgement concerning a
suspected criminal. If your target committed a crime and claims
they did not, while affected by this miracle they gain an Entangled Condition that cannot be removed for the duration. If you have falsely accused the target, Verena is displeased with your lack of wisdom: you gain +1 Sin point and must immediately roll on The Wrath of the Gods table.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Verena"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"pBWXlJDOE7tfl8hP","name":"Rhya's Succour","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You chant Rhya’s song of revitalization. All affected targets have 1 Condition removed. If this removes all suffered Conditions, the targets feel as refreshed as if they had just awoken from a good night’s sleep, and gain a bonus of +10 to any tests on their next Turn.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Rhya"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"Fellowship Bonus allies","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"qB1T6ii29jreZBRP","name":"Rhya's Children","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Laying hands on the earth, you chant a prayer to Rhya appealing for her aid in understanding her Realm. This Miracle may only be invoked outdoors, outside settlements. You sense the presence and passing of all sentient creatures within Fellowship yards. Each +2 SL extents the area of effect by +Fellowship yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Rhya"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"Fellowship yards","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"rbdxcYoj8N2eMaqV","name":"Last Rites","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You chant a solemn requiem over a corpse. This miracle ensures that the soul is sent through the portal to Morr’s realm, and guarantees the cadaver may not be targeted by any Necromantic spells. If the Miracle targets a foe with the Undead and Construct Creature Traits, it will be destroyed.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Morr"},"range":{"type":"String","label":"Range","value":"1 yard"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"rjkMzFwN1trbSLL8","name":"Twin-tailed Comet","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You invoke litanies to Sigmar, calling on him to smite his foes. A twin-tailed comet, blazing a trail of fire in its wake, plummets from the heavens to strike a point within Line of Sight and range. Everything within Fellowship Bonus yards of the point of impact suffers 1d10 + SL Damage, ignoring Toughness Bonus and Armor Points, and gains the Ablaze condition. The target location must be outdoors, and may only target those Sigmar would deem an enemy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"Fellowship Bonus yards","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"rrfrmqCpy10u7c9o","name":"Winter's Bite","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You roar prayers concerning Blitzbeil, Ulric’s ever-thirsty axe. If wielding an axe, it counts as Magical, causes an additional + SL Damage, and any living targets struck must make a Challenging (+0) Endurance Test or gain a Stunned Condition. Further, struck targets lose any Bleeding Conditions as their blood freezes; similarly, attacks from your axe cannot cause any Bleeding Conditions.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ulric"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"sdSy4k7ygDhAjSSX","name":"Destroy Undead","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You call the power of Morr to smite all Undead. A black fire ripples forth from your body in a perfect circle for Fellowship Bonus yards. All potential targets with the Undead Creature Trait lose 1d10 Wounds, ignoring Toughness Bonus and AP. Any Undead destroyed by this Miracle can never be raised with Necromancy again under normal conditions. For every +2 SL, you may increase the area of effect by +Fellowship Bonus yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Morr"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Instant"},"target":{"type":"String","label":"Target","value":"Fellowship Bonus","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"tEMwdlHM8A40h6HE","name":"Blessing of Conscience","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target must pass a Average (+20) Willpower Test to break any of the Strictures of your deity. If they fail, they are overcome with Shame and do not take the action.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Myrmidia, Ranald, Rhya, Shallya, Taal, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Myrmidia, Ranald, Rhya, Shallya, Taal, Verena"}},"sort":250000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"tMocig1z9dHKNiCT","name":"Blessing of Wit","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Initiative.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Ranald, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Ranald, Verena"}},"sort":1900000,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/prayers/blessings.png"} +{"_id":"uE6AXjMjYvtvXQvy","name":"Portal's Threshold","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You draw a line up to 8 yards long on the ground while incanting a dirge to Morr. Upon enacting the Miracle, an indistinct, shadowy portal seems to manifest to the hoarse croaking of ravens. Creatures with the Undead Creature Trait must pass a Challenging (+0) Willpower Test to cross the line. Creatures with both Undead and Construct simply cannot cross the line. The Miracle remains in effect until dawn.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Morr"},"range":{"type":"String","label":"Range","value":"Touch"},"duration":{"type":"String","label":"Duration","value":"Special"},"target":{"type":"String","label":"Target","value":"8 yards","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"uMECZBuDnb3qkc7k","name":"Anchorite's Endurance","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

Your earnest prayers appeal to Shallya to grant the target the strength to endure. The target feels no pain, and suffers no penalties caused by Conditions.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Shallya"},"range":{"type":"String","label":"Range","value":"Fellowship yards"},"duration":{"type":"String","label":"Duration","value":"Fellowship Bonus Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} +{"_id":"v28a5ilgxvDJfBqR","name":"Hoarfrost's Chill","permission":{"default":0},"type":"prayer","data":{"description":{"type":"String","label":"Description","value":"

You scream angry prayers, and cold Ulric answers. Your eyes gain a steely blue glint and the air around you grows unnaturally cold. You cause Fear (1) in all enemies, and all within your Fellowship yards range lose –1 Advantage at the start of each Round, as they are chilled to the bone.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"miracle"},"god":{"type":"String","label":"God","value":"Ulric"},"range":{"type":"String","label":"Range","value":"You"},"duration":{"type":"String","label":"Duration","value":"Fellowship bonus Rounds"},"target":{"type":"String","label":"Target","value":"Fellowship yards","aoe":true},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/prayers/miracles.png"} diff --git a/compendium/psychologies.db b/compendium/psychologies.db new file mode 100644 index 0000000..d78798c --- /dev/null +++ b/compendium/psychologies.db @@ -0,0 +1,9 @@ +{"_id":"1y6Hv22y9C3UD8gX","name":"Trauma","permission":{"default":0},"type":"psychology","data":{"description":{"type":"String","label":"Description","value":"

The life of most Reiklanders is nasty, brutish and short: that goes double for adventurers, whose lives are often especially traumatic.

\n

 

\n

Everyone processes trauma differently, and you may choose to reflect that in a range of different ways: nightmares, substance abuse, flashbacks, @Compendium[wfrp4e.psychologies.Q2MCUrG2HppMcvN0]{Animosity} or @Compendium[wfrp4e.psychologies.5hH73j2NgPdsLCZN]{Hatred} towards a particular group, or a @Compendium[wfrp4e.psychologies.Mu5dU4IcP58LBQwi]{Phobia}. A character who has suffered a traumatic experience may manifest that in a range of different ways over time.

\n

 

\n

Example: Horst’s village was destroyed in a terrible fire – he can still hear their screams at night. If Horst sees any characters — friend or foe — with the Ablaze Condition, he must make a Challenging (+0) Cool Test. If he fails, he receives a Stunned Condition, plus one additional Stunned Condition for each SL below 0. Additionally, every night Horst makes an Easy (+40) Cool Test; if he fails, he suffers nightmares and gains the Fatigued Condition.

"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{},"img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"5hH73j2NgPdsLCZN","type":"psychology","name":"Hatred (Target)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner.

On encountering the object of your Hatred, you must attempt a Psychology Test.If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition.

\n

While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible.

\n"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"DrNUTPeodEgpWTnT","name":"Frenzy","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"}},"flags":{},"type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"EBmSCscpk4vEDCD3","name":"Camaraderie (Group)","permission":{"default":0},"type":"psychology","data":{"description":{"type":"String","label":"Description","value":"

Camaraderie reflects positive feelings towards a group of individuals.

\n\n

Example: Amhold had a difficult childhood, growing up on the streets without a family. Despite his gruff demeanour he has Camaraderie (Orphans).

"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{},"img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"Ib2YQYChktDFN93y","name":"Fear (Rating)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

"},"source":{"type":"String","label":"Source"}},"flags":{},"type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"Mu5dU4IcP58LBQwi","name":"Phobia (Target)","permission":{"default":0},"type":"psychology","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"Q2MCUrG2HppMcvN0","name":"Animosity (Target)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"source":{"type":"String","label":"Source"}},"flags":{},"type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"klCJX0mNpXYH5AIx","type":"psychology","name":"Prejudice","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/psychologies/psychology.png"} +{"_id":"meMkLEwdJIDLxM0B","name":"Terror (Rating)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"source":{"type":"String","label":"Source"}},"flags":{},"type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png"} diff --git a/compendium/skills.db b/compendium/skills.db new file mode 100644 index 0000000..805d188 --- /dev/null +++ b/compendium/skills.db @@ -0,0 +1,151 @@ +{"_id":"0CwV96kTDRF0jUhk","name":"Divertissement ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Divertissement Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Divertissement will be of much use, although you may come up with an interesting way to use Divertissement (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"0qQqFANTRUDTDpRg","name":"Métier (Apothicaire)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"12e3H6NX4JH0bwI3","name":"Langue (Tilean)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

TileanSpoken by the folk of Tilea, who are most commonly encountered in the Empire as traders or mercenaries. The Tilean Princedoms to the south are notorious for their deadly politics and their veneration of Myrmidia.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"1SVd48nGAHbASqr8","name":"Divertissement (Comédie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Divertissement Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Divertissement will be of much use, although you may come up with an interesting way to use Divertissement (Acting) to confuse or mislead your opponents.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"1dVlA24UQGuWCiPT","name":"Représentation (Firebreathing)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"1jCxbFAUuFuAPLJl","name":"Esquive","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"2LDCVJQWkTFszMok","name":"Savoir (Loi)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"2Y91ebFapH6zRfHk","name":"Projectiles (Engineering)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"3MbQF1W8U18ba9fb","name":"Focalisation ( )","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic.

\n

 

\n

Specializations: Aqshy, Azyr, Chamon, Dhar, Ghur, Ghyran, Hysh, Shyish, Ulgu 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"4HgOG0Ud3V2P52so","name":"Dressage (Pigeon)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Dressage represents your understanding of pigeons, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a pigeon. The Dressage Skill also allows you to undertake the Dressage Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Dressage/Willpower Test allows you to intimidate a single pigeon; you cause Fear in the pigeon targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Dressage Skill instead of Corps à Corps when defending against your target; with your GM’s approval you may also use Dressage to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Dressage (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Dressage Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"4IGdIhnwTaZijzg7","name":"Emprise sur les Animaux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"4mJoPBw4drm1kv2D","name":"Corps à Corps (Escrime)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"5EvSIh1khpt77uM7","name":"Langue (Bretonnien)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"5MzxtQSzv5RtJGbw","name":"Langue (Elthárin)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

ElthárinSpoken by the folk of Athel Loren, the Laurelorn, and visiting merchants from Ulthuan. Elthárin is the language of the Elves. The tonal language has many dialects, and is notoriously difficult for non-Elves to learn.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"5WfSy7tUYgjvChyN","name":"Voile (Chaland)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Voile Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Voile. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Voile Specialty makes all other Voile Specialties Basic Skills for you.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"61L9aX2z164cjm7K","name":"Langue (Classique)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Classical: Spoken by human academics of all kinds. It is the first recorded Human language of the Old World — over 3,000 years old — used in most scholarly texts of the Empire including wizard grimoires and many holy books.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"6am9EDNE43mzwDvG","name":"Dressage (Cheval)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Dressage represents your understanding of horses, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a horse. The Dressage Skill also allows you to undertake the Dressage Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Dressage/Willpower Test allows you to intimidate a single horse; you cause Fear in the horse targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Dressage Skill instead of Corps à Corps when defending against your target; with your GM’s approval you may also use Dressage to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Dressage (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Dressage Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"6l2JkMfD3mNxqiep","name":"Signes Secrets (Ruraux)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Ranger: Used by woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"7ToyUcqJDkceoJRd","name":"Savoir (Science)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"7pQo66cESWttzIlb","name":"Pari","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"9s8S1BlR4cd5UeN8","name":"Voile (Frégate)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Voile Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Voile. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Voile Specialty makes all other Voile Specialties Basic Skills for you.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"9tbHTeuvEMZrp0rx","name":"Recherche","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

How adept you are at pulling useful and frequently obscure knowledge from libraries and other such storehouses of information. Research requires you have @Item[Read/Write].

\n

 

\n

Simply possessing the Research Skill indicates you can find straightforward information from a clearly indexed library without a Test given enough time. If you are seeking specific, less well-known information, or you are in a rush, you will be required to make an Extended Research Test, with the Difficulty modified by the library size, and the target SL depending upon the obscurity of the topic. Research has no use in combat beyond perhaps finding you a useful manual on sword-fighting techniques.

\n

 

\n

Research and Libraries

\n

Libraries of the old World vary from small personal libraries of a few dozen books to vast archives found in the universities and temples of the towns and cities. Using a Research Test in a small library, perhaps to find a specific book, only takes about 5 minutes. By comparison, research tests in large libraries can easily takes an hour or more per Test, but are far more likely to find esoteric lore.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"9xR9uO8FIvi4YsJp","name":"Prière","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief.

\n

 

\n

In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.

\n

 

\n

Further, if your enemies understand your language and recognize (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"A5I729L56i4WQXfB","name":"Dressage (Hippogriffe)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Dressage represents your understanding of demigryphs, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a demigryph. The Dressage Skill also allows you to undertake the Dressage Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Dressage/Willpower Test allows you to intimidate a single demigryph; you cause Fear in the demigryph targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Dressage Skill instead of Corps à Corps when defending against your target; with your GM’s approval you may also use Dressage to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

ExampleFacing a slavering war-hound, Ilse passes an Opposed Dressage (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Dressage Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"AIueed3kikw3euvn","name":"Signes Secrets (Voleurs)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Thief: Used by thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"AaXk4bfDRTPeeYjn","name":"Art (Tatouages)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in tattoos. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"AkjRsazdAppqveZu","name":"Crochetage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You know the mechanisms of locks and how to open them without their proper keys. Picking a lock is often an Extended Test, with the number of SL required to open the lock dependent on the complexity of the lock. 

\n

 

\n

Locks and Lock Picks

\n

Lock Difficulty ratings assume the use of Lock Picks. Improvised picks such as hairpins and nails can be used at –10 penalty. Each Test normally takes a Round to complete, though the GM may determine some locks are particularity stiff or rusted, and take longer. If the GM deems a lock is sufficiently simple, unskilled characters can attempt a single Very Hard (–30) Dexterity Test to pick the lock. The following provides some standard difficulties for locks typically encountered in the Old World.  

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

Lock Type

\n
\n

 Difficulty

\n
\n

SL

\n
\n

Latch

\n
\n

Average (+20)

\n
\n

 0

\n
\n

Normal Door

\n
\n

Challenging (+0)

\n
\n

 2

\n
\n

Secure Door

\n
\n

Difficult (–10)

\n
\n

 2

\n
\n

Treasure Chest

\n
\n

Hard (–20)

\n
\n

5

\n
\n

Vault Door

\n
\n

Very Hard (–30)

\n
\n

10

\n
\n
"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"CJxLsDRzVMguEpF1","name":"Signes Secrets (Ordre Gris)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Grey Order: Used by Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering magisters, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"COND1RfSn9v58QiN","name":"Signes Secrets (Eclaireur)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Scout: Used by scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"CcNJsS4jSwB6Ug1J","name":"Résistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Cg2b92BRjvxYXZiE","name":"Langue (Halfeling)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

MootishSpoken by the folk of the Mootland; i.e.: the Halfling grand province in the Empire. This language is little known outside the Moot.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"ChI09rjm2afh1bqI","name":"Focalisation (Hysh)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Hysh, the White Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"D4JNPSl6VOpsVmSi","name":"Signes Secrets (Guildes)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Grey Order: Used by guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"DRO5DLF6UcfkvNSh","name":"Savoir ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"DiP9cmbqUir3HkkK","name":"Savoir (Heraldique)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"EXysjCwmGzCOiRDx","name":"Langue (Gospodarin)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

GospodarinyiSpoken by the folk of Kislev, a hardy people from the frozen oblasts to the east of the Empire. The language is often called ‘Kislevarin’ or ‘Kislevite’ by outsiders.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Emd8lVdIpaXTxLwL","name":"Langue (Estalien)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

EstalianSpoken by the folk of Estalia, people of the hot, southern-western kingdoms known for their bitter politics and worship of the goddess Myrmidia.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"EsgYCZZbWaDZsLYx","name":"Musicien (Cor)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with a horn, hopefully well enough to impress others. A successful Musicien Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Représentation, and Musicien, each reflects a distinct group of Skills.

\n

 

\n

Divertissement is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Représentation is an advanced skill using Agility. Représentation specializations require training to attempt, and rely on physical speed and coordination.

\n

Musicien is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"F8NfBZdVSEIGCMtu","name":"Corps à Corps ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"FChdV10BCuXQyUhU","name":"Savoir (Histoire)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"FR60c6AX1pWZz6Mc","name":"Voile (Caravelle)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Voile Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Voile. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Voile Specialty makes all other Voile Specialties Basic Skills for you.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Fs06sr7y9JKpVQmB","name":"Perception","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Discrétion. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"GJt5I57Fbb7pj1mF","name":"Musicien (Clavecin)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with a harpsichord, hopefully well enough to impress others. A successful Musicien Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Représentation, and Musicien, each reflects a distinct group of Skills.

\n

 

\n

Divertissement is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Représentation is an advanced skill using Agility. Représentation specializations require training to attempt, and rely on physical speed and coordination.

\n

Musicien is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"GPrunawhB8das1O7","name":"Art (Mosaiques)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in mosaics. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"H2upcZ7q7qAPtPic","name":"Projectiles (Poudre Noire)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"HO8vIjGTHjmenIaV","name":"Représentation ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"HXZaV1CJhmTvcAz4","name":"Guérison","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:

\n\n

A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a Minor Infection.

\n

 

\n

If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. See Disease and Infection.

\n

 

\n

Certain injuries require Surgery; see the Surgery Talent for details. For more information on healing wounds, refer to Injury.

\n

 

\n

Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing  during combat, Tests will likely be Challenging (+0) at the very least.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"HngrTVqKis08Nvcf","name":"Piégeage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

From a simple snare, or bear-trap, to more spectacular devices like Von Grizzel’s Thief-Render, players are unlikely to venture far in the Old World without encountering traps. The Set Trap Skill measures your ability to set and disarm traps of all varieties. Anyone with the skill is automatically assumed to be able to activate and disarm traps given enough time. A Test is normally only required if attempting to use the Skill swiftly or if otherwise under pressure, or if the trap is especially complex. A selection of simple traps can be found in Chapter 11: Consumers’ Guide. Setting or disarming most traps requires an Average (+20%) Set Trap Test, but more complex devices may require an extended Test, needing several SL over multiple rounds to set. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"I0QRyEA0tk4IAEAn","name":"Langue (Reikspiel)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

ReikspielSpoken by the folk of the Empire. Reikspiel is the primary language used in most WFRP games. It manifests in uncounted discrete dialects from across the Empire, most of which are mutually intelligible. It is the modern version of the tongue once spoken by the God-King Sigmar when he still walked as a mortal over two thousand five hundred years ago.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"I0yPc4PH5erWJLmu","name":"Intimidation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Corps à Corps when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"IQ5MxF1XlWoRomfj","name":"Focalisation (Shyish)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Shyish, the Purple Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"KL4pCOqma5E7fLG4","name":"Ramer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"KQjZ85kKz42YQGYT","name":"Projectiles (Fronde)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"LGHozP5gmQ8cuDQV","name":"Athlétisme","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Lst4xxUcxTYMlD3U","name":"Corps à Corps (Deux-Mains)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"MWyxcAft5lonB1mB","name":"Projectiles (Entraves)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"MXy22hFCgntdlQrn","name":"Soin aux Animaux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.

\n

Having a single Advance in Animal Care means you can keep animals healthy without needing to Test. You can also enact an Animal Care Test to identify and resolve problems with animals, such as:

\n

 

\n

• Spotting an illness.

\n

• Understanding reasons for fractiousness or discomfort.

\n

• Determining the quality of the animal.

\n

• Heal Intelligence Bonus + SL Wounds (Note: an animal can only benefit from one healing roll after each encounter).

\n

• Staunching a Bleeding condition.

\n

• Preparing the animal for display.

\n

 

\n

In combat, you may appraise an enemy animal with an Animal Care Test. If successful, you and all you inform gain +10 to hit when attacking that animal — or anyone using it as a mount — until the end of your next turn, as you point out loose tack, a limp from a niggling wound, or highlight some other weakness or vulnerability. Animal Care may only provide a maximum of +10 to hit per animal, no matter how many Tests are made to spot weaknesses.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"McTtmZu3Ac8Lh48W","name":"Discrétion ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Discrétion is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Discrétion Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Discrétion has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Discrétion Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Discrétion Skill.

\n

 

\n

If you pass the Perception Test, and fail the Discrétion Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Discrétion Test, you lose your target, but go unnoticed

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"MeXCAQ3wqJzX07X7","name":"Chevaucher ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Chevaucher (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Chevaucher Skill, not Athletics. An extended Chevaucher Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Chevaucher Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Chevaucher skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Ml6ZblglcSbVhXyh","name":"Métier (Forgeron)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"NSnpJQiky8JcMnme","name":"Projectiles (Lancer)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Nemd0MJ4MOcOJYhT","name":"Langue (Albion)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Albion: Spoken by the folk of Albion, who hail from a far-off mist-shrouded island-realm and are rarely encountered.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"NzmG8oghB65XqdDd","name":"Chevaucher (Pégase)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding pegasi. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Chevaucher Skill, not Athletics. An extended Chevaucher Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Chevaucher Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Chevaucher skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"OZMvB887CeshFy7b","name":"Représentation (Dance)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"OuDdJRDo3W56zk0Z","name":"Projectiles (Arbalète)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"PFQYm0XaYcoeSYxE","name":"Métier (Cirier)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"PzimjNx9Ojq4g6mV","name":"Corps à Corps (Arme d'Hast)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"QJ1sfMkNmIh04nky","name":"Focalisation (Chamon)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Azyr, the Yellow Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"QNVlucN2nC2yBP5Q","name":"Métier (Embaumeur)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"QXQA1ycrJHzZkIou","name":"Musicien (Luth)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with a lute, hopefully well enough to impress others. A successful Musicien Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Représentation, and Musicien, each reflects a distinct group of Skills.

\n

 

\n

Divertissement is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Représentation is an advanced skill using Agility. Représentation specializations require training to attempt, and rely on physical speed and coordination.

\n

Musicien is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"R2ytluHiEFF2KQ5e","name":"Résistance à l'Alcool","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"RLQHm1s4IuY9RSr2","name":"Ragot","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"RLSVcLqPvnd1cg4U","name":"Focalisation (Ghyran)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Ghyran, the Green Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"RitSkR0YDixuUei9","name":"Art (Tissage)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in weaving. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"SMBkaNJzNKypJMA2","name":"Métier (Calligraphe)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"TXsoAJQZWcilgUli","name":"Représentation (Jonglage)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"UFunAopCNaD8Zdc7","name":"Divertissement (Chant)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Divertissement Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Divertissement will be of much use, although you may come up with an interesting way to use Divertissement (Acting) to confuse or mislead your opponents.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"UQgNIecnmaguYegE","name":"Projectiles (Explosifs)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Uxnxmtvshz8OAVaX","name":"Langue (Language Voleurs)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Thieves TongueSpoken by street folk of the Old World. Expressions of this language are highly localized and individual to each realm; e.g. Tileans sport a completely different ‘Thieves Tongue’ to folk of the Empire.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"V8eRx66SxB9Jha0Q","name":"Focalisation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"VNjHDKWD6sIbF6BI","name":"Savoir (Geologie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"W0GnDjtcocY6m07J","name":"Dressage (Chien)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Dressage represents your understanding of dogs, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a dog. The Dressage Skill also allows you to undertake the Dressage Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Dressage/Willpower Test allows you to intimidate a single dog; you cause Fear in the dog targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Dressage Skill instead of Corps à Corps when defending against your target; with your GM’s approval you may also use Dressage to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

ExampleFacing a slavering war-hound, Ilse passes an Opposed Dressage (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Dressage Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"WuGqleOpKoMCfhO0","name":"Voile (Barge)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Voile Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Voile. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Voile Specialty makes all other Voile Specialties Basic Skills for you.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"X16IoUlKcVLI4MRw","name":"Langue (Wastelander)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"XQiiwS9m2Du1IMUz","name":"Langue ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Note: Langue (Magick) is used to cast spells and may occasionally be Tested, with… unpleasant consequences if failed. See Casting and Focalisation

\n

 

\n

Specialisations: Battle Tongue, Bretonnian, Classical, Guilder, Khazalid, Magick, Thief, Tilean 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Xk5tp3aasPNtk4zt","name":"Discrétion (Rurale)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Discrétion is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Discrétion Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Discrétion has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Discrétion Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Discrétion Skill.

\n

 

\n

If you pass the Perception Test, and fail the Discrétion Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Discrétion Test, you lose your target, but go unnoticed

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"XzPlUWFDtOOjG98P","name":"Langue (Khazalid)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

KhazalidSpoken by the folk of Karaz Ankor, the Dwarf kingdoms in the mountains. Tis language is also wide-spread through the Cult of Sigmar, which venerates the strong relationship Sigmar had with the Dwarfs when he was mortal.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"Z9hQe46ykQBZneoU","name":"Projectiles ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

\n

 

\n

 Specializations: Blackpowder, Bow, Crossbow, Engineering, Entangling, Explosives, Sling, Throwing 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"ZQSm2AwrgT2cHG0C","name":"Projectiles (Arc)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Projectiles Specialization is specific to a group of ranged weapons. If you don’t have the Projectiles Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"ZQzRZkB9JK1CveMW","name":"Savoir (Magick)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"ZUldeWVqTnMRw5xD","name":"Voile (Cogue)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Voile Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Voile. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Voile Specialty makes all other Voile Specialties Basic Skills for you.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"ZqYYWZuWwqMb3wVf","name":"Corps à Corps (Fléau)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"aD6f4BzQlKEGAM8d","name":"Chevaucher (Grand Loup)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding great wolves. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Chevaucher Skill, not Athletics. An extended Chevaucher Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Chevaucher Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Chevaucher skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"bBLK2hznjPlby6Jb","name":"Musicien ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Musicien Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Représentation, and Musicien, each reflects a distinct group of Skills.

\n

 

\n

Divertissement is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Représentation is an advanced skill using Agility. Représentation specializations require training to attempt, and rely on physical speed and coordination.

\n

Musicien is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"bJBesrdCaDqaXbQg","name":"Corps à Corps (Parade)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"bJZ8le54J5OwGqFx","name":"Art (Peinture)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in paintings. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"bSWoV1IiS5qWNw39","name":"Evaluation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Let's you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Métier Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"bVdhLdfuSAfMi3qq","name":"Signes Secrets ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Specializations: Grey Order, Guild (any one), Ranger, Scout, Thief, Vagabond 

\n

 

\n

I Saw The Sign…

\n

This is a list of the primary secret signs of the Old world, and those who use them. This is only a tiny sample of those most commonly used in the Reikland; there are many more than this short list suggests, and you are encouraged to create those best fitting your game.

\n

 

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Signes Secrets

\n
\n

Used by…

\n
\n

Grey Order

\n
\n

 …Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering magisters, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.

\n
\n

Guilder

\n
\n

…guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.

\n
\n

Ranger

\n
\n

…woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.

\n
\n

Scout

\n
\n

…scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.

\n
\n

Thief

\n
\n

…thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.

\n
\n

Vagabond

\n
\n

…wandering vagabonds and peddlers. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.

\n
\n
\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"c2HVWH6ZLRn3QjhH","name":"Dressage (Pegases)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Dressage represents your understanding of pegasi, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a pegasus. The Dressage Skill also allows you to undertake the Dressage Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Dressage/Willpower Test allows you to intimidate a single pegasus; you cause Fear in the pegasus targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Dressage Skill instead of Corps à Corps when defending against your target; with your GM’s approval you may also use Dressage to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Dressage (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Dressage Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"c6I7wHp56nulRLic","name":"Représentation (Pitreries)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"cHbQeJQ7cVZZyDyl","name":"Discrétion (Souterrains)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Discrétion is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Discrétion Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Discrétion has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Discrétion Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Discrétion Skill.

\n

 

\n

If you pass the Perception Test, and fail the Discrétion Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Discrétion Test, you lose your target, but go unnoticed

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"cYtU0ORRFCOpQLWz","name":"Intuition","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Divertissement (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"d3VZwO4Y5JH5DXdT","name":"Subornation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"d9bGxy6Y3u3rOHIN","name":"Savoir (Theologie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"dBwnAzhe0bvobgbY","name":"Focalisation (Dhar)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Dhar, a dangerous mixture of multiple Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"dfuN0EpNQS6eqCxZ","name":"Chevaucher (Griffon)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding griffons. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Chevaucher Skill, not Athletics. An extended Chevaucher Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Chevaucher Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Chevaucher skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"e3McIND4Rrsn5cE6","name":"Langue (Magick)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

MagickSpoken by wizards; a tonal language used to shape the Winds of Magic into material effects. The academic form of the language taught by the Colleges of Magic is called the Lingua Praestantia, which is quite different to the debased form of the language used by witches and the untrained. It is not a language used for communication.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"e6uURn9IFt09beNU","name":"Focalisation (Ulgu)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Ulgu, the Grey Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"eXLVhJVuIhm8wPUF","name":"Signes Secrets (Vagabond)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Vagabond: Used by wandering vagabonds and peddlers. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"epSHxgJWtT1S0yMY","name":"Métier (Cuisinier)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"exLrBrn2mjb6x2Cq","name":"Charme","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"fPVnjkCnm5nKdKBh","name":"Langue (Norse)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

NorseSpoken by the folk of Norsca. Norse is commonly spoken across the north of the Empire in Nordland and Ostland, and is well-known in the Wasteland and Kislev, too.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"fdq3RFSOKl5b3WzW","name":"Art ( )","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"gh91jaxzTBgbMoi5","name":"Focalisation (Aqshy)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Aqshy, the Red Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"h7OXI7PXcs8EHdxf","name":"Art (Cartogrpahie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in cartogrpahy. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"hodHqFNKAmu40ajh","name":"Natation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to swim in water without drowning. If you have the Swim Skill, you are automatically presumed to be able to swim freely without a Test. But if you find yourself in difficult currents, racing, or fleeing from an oversized shark sent by Stromfels, the God of Drowning, a Test will be required. This may be modified by the condition of the water, or how encumbered you are by clothes, armor, and other trappings.

\n

 

\n

Swim is only used in combat if you happen to be fighting in the water, where it replaces Skills like Athletics to govern Movement. If exact speeds are required, you swim at half your Movement rate, using the normal rules for moving.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"hpc8g8Z9rl3fJECS","name":"Focalisation (Azyr)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Azyr, the Blue Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"iYan4z52v7HYM9u9","name":"Contuite Attelage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Métier Skill, such as Métier (Carpenter) or Métier (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Métier Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"jLyoyqwmBVPjRjhM","name":"Corps à Corps (Bagare)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"kEI7TLacmDfwcM3A","name":"Langue (Queekish)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

QueekishSpoken by the folk of the Under-Empire. Used by the Skaven and their many slaves. Few admit to speaking it, or even being aware of its existence.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"kFfdmvE78pEUVB6f","name":"Musicien (Cornemuse)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with a bagpipe, hopefully well enough to impress others. A successful Musicien Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Représentation, and Musicien, each reflects a distinct group of Skills.

\n

 

\n

Divertissement is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Représentation is an advanced skill using Agility. Représentation specializations require training to attempt, and rely on physical speed and coordination.

\n

Musicien is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"n8IfmLt4kzMhIKIv","name":"Voile ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Voile Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Voile. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Voile Specialty makes all other Voile Specialties Basic Skills for you.

\n

 

\n

Specializations: Barge, Caravel, Cog, Frigate, Wolfship 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"nCnEDGtiGYgv80xJ","name":"Représentation (Funambule)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"nLlRDNRC95plBgXs","name":"Savoir (Métallurgie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"nQPMcmt3Q1SXAzEd","name":"Musicien (Violon)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with a violin, hopefully well enough to impress others. A successful Musicien Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Représentation, and Musicien, each reflects a distinct group of Skills.

\n

 

\n

Divertissement is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Représentation is an advanced skill using Agility. Représentation specializations require training to attempt, and rely on physical speed and coordination.

\n

Musicien is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"nqhgjUbJWglxU59j","name":"Langue (Language Bataille)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Battle Tongue: Spoken by warriors of the Old World. It is very common amongst soldiers and mercenaries and is used for giving orders swiftly during battle. It was supposedly developed by the goddess Myrmidia when she walked the Old World as a mortal.

\n

 

\n

Options: Battle Tongue

\n

Battle tongue represents a series of simple commands and gestures that may be made in the heat of combat. Players with Langue (Battle Tongue) may communicate briefly with one another during combat without penalty. those without the skill cannot quickly coordinate their attacks or discuss strategy once combat begins.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"oMaJZ5cvCJeOUq9H","name":"Commandement","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"oSbEE6eXH1S3LfUU","name":"Chevaucher (Cheval)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding horses. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Chevaucher Skill, not Athletics. An extended Chevaucher Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Chevaucher Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Chevaucher skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"os4NKy5Oy6sRt1eh","name":"Survie Extérieur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"osMw1Be6YgRBolTm","name":"Savoir (Engénierie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Having a Savoir Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Savoir Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Savoir Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Savoir Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Savoir (Geology) may give you an edge if fighting in a rocky cavern, or Savoir (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"pKLMbmG3Ivt6mzMf","name":"Marchandage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"pxNjTxsp1Kp0SmQe","name":"Calme","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"qBm2fu3oMhxsDBNQ","name":"Divertissement (Narration)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Divertissement Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Divertissement will be of much use, although you may come up with an interesting way to use Divertissement (Acting) to confuse or mislead your opponents.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"qce9bEiaA9ICpl7V","name":"Représentation (Mime)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"qy68sCupAbzhlvVU","name":"Métier (Charpentier)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"rOPmyLWa37e7s9v6","name":"Corps à Corps (Basique)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"rt1yfcjZoeSulddW","name":"Corps à Corps (Cavalerie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Corps à Corps Skill represents specific training with a single type of close combat weaponry. Each Corps à Corps Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Corps à Corps Skill.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"rt2rGSwFDCDHPh0A","name":"Pistage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your ability to follow subtle trails left by others. Track is used to follow difficult trails across the wilderness. This is not a skill for following a set of footprints in the snow — a simple Perception test covers that — Track involves deeper knowledge and awareness used to recognize the subtle signs of a quarry’s passage. You can also attempt to hide your trail, in which case use your Track skill to oppose your pursuer’s Track Test.

\n

 

\n

Often an Extended Track Test is required to follow a trail, with the Difficulty modified by how fresh the tracks are, and how suitable the ground is: damp earth betrays passage better than stony ground. The GM may also use the Pursuit rules to determine if you manage to track down a fleeing quarry.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"rvd0S8Z0v2m0MHmD","name":"Escamotage","permission":{"default":0},"type":"skill","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"sRuMlaPU5xdIrwhd","name":"Escalade","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"sUaPQdDiyWcTzC9p","name":"Art (Sculpture)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in sculpture. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"ssCqvqr2ORFX6lPL","name":"Focalisation (Ghur)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control Ghur, the Brown Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"u9dLyalenY0AIzCT","name":"Métier (Tanneur)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"uZpeJ8P0g10UBRdE","name":"Dressage ( )","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Dressage represents your understanding of a particular type of animal, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by an animal belonging to your Specialization. The Dressage Skill also allows you to undertake the Dressage Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Dressage/Willpower Test allows you to intimidate a single animal belonging to your Specialization; you cause Fear in the animal targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Dressage Skill instead of Corps à Corps when defending against your target; with your GM’s approval you may also use Dressage to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Dressage (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Dressage Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"v2eVrGuRfN4p6NCA","name":"Art (Gravure)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Create works of art in engraving. Not having access to appropriate Métier Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"vQtJqX0qb0bbpVDg","name":"Représentation (Acrobatie)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Représentation Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Représentation specializations may give you an edge. With your GM’s permission, Représentation (Acrobatics) may be used in lieu of Dodge. Other Représentation Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Représentation skills can be directly used as a weapon if you have the correct trappings, such as Représentation (Firebreathing)!

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"wKwel9MG7NIG3i3w","name":"Métier ()","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Métier Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Métier Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Métier Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Métier (Cook) to impress a local lord will take far less time than constructing a warship with Métier (Shipwright).

\n

 

\n

You may also make a Métier Test as a Savoir Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Métier Skills have little function in combat, there are as many Métier Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Métier (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Métier Skill is also used for enacting a Crafting Endeavor.

\n

 

\n

Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner 

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"xeGpCLz8uGaZb1nL","name":"Langue (Grumbarth)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native Langue (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

GrumbarthSpoken by Ogres; few others learn this simple tongue, though some mercenary commanders find it useful for communicating with any Ogres they may hire.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"yr4ikZaXnYt7kOZd","name":"Chevaucher (Hippogriffe)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding demigryphs. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Chevaucher Skill, not Athletics. An extended Chevaucher Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Chevaucher Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Chevaucher skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"zZUX7wO4rOo8k9F0","name":"Navigation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"details"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} +{"_id":"zkI6tIqbyAZvh0Th","name":"Discrétion (Urbain)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Discrétion is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Discrétion Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Discrétion has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Discrétion Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Discrétion Skill.

\n

 

\n

If you pass the Perception Test, and fail the Discrétion Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Discrétion Test, you lose your target, but go unnoticed

"},"source":{"type":"String","label":"Source"},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"}},"flags":{"_sheetTab":"description"},"type":"skill","img":"systems/wfrp4e/icons/skills/skill.png"} diff --git a/compendium/spells.db b/compendium/spells.db new file mode 100644 index 0000000..8b5fef7 --- /dev/null +++ b/compendium/spells.db @@ -0,0 +1,365 @@ +{"_id":"04Qv4t0qMMZIUhRw","name":"The First Portent of Amul","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Gain +1 Fortune Point. For every +2 SL, gain +1 more. Any of these points unused at the end of the Duration are lost.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Initiative Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/the-first-portent-of-amul.png"} +{"_id":"0Aec8e6nNCmSWIvQ","name":"Dark Vision (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"0FlFXS9yDuLnr92k","name":"Drop (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"0HjjloXfVly8tZ4E","name":"Sanctify","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Inscribing a magical circle, you ward it with Shyish, forming an impenetrable barrier to the Undead. Creatures with the Undead Creature Trait cannot enter or leave the circle.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/sanctify.png"} +{"_id":"0IzOYTDhNWrgHoXJ","name":"Terrifying (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"0JlQdHgFqT4RcPh1","name":"Move Object (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"14tKnA2ILXw2oaMK","name":"Distracting (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"1PXlilHc99nrt0zn","name":"Drop (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"1QNOsOlEtjXccQjl","name":"Blast (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"1RjTFiv9ooOW35LV","name":"Firewall","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a fiery streak of Aqshy, creating a wall of flame. The Firewall is Willpower Bonus yards wide, and 1 yard deep. For every +2 SL you may extend the length of the Firewall by +Willpower Bonus yards. Anyone crossing the firewall gains 1 Ablaze condition and suffers a hit with a Damage equal to your Willpower Bonus, handled like a Magic Missile

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":"Willpower Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/firewall.png"} +{"_id":"1ltl7lPCsWIr4H6h","name":"Drop (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"1ndRohs7YMmV2OHh","name":"Shadowsteed","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You summon forth a shadowy steed. The creature’s unnatural flesh is black as midnight, and at times it appears to be both solid and insubstantial. Use the rules for a riding horse. When the Shadowsteed is out of sunlight, it also gains the following Creature Traits: Dark Vision, Ethereal, Magical, Painless, Stealthy, Stride, Fear (1) and Ward (+9).

\n

 

\n

Even when insubstantial, Shadowsteeds may be ridden. Riders with the Arcane Magic (Shadow) Talent do so with a bonus of +20 to Ride Tests. Those without suffer a penalty of –20 to Ride Tests. Shadowsteeds are tireless, so need no rest (though their unsettled riders might!). As the first rays of dawn break over the horizon the steeds melt into insubstantial mist. If still being ridden when the spell ends, or when dispelled, the rider will suffer Falling Damage.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"","aoe":false},"duration":{"type":"String","label":"Duration","value":"Until the next sunrise","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadowsteed.png"} +{"_id":"208BiJLY0jXxelbd","name":"Comet of Casandora","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel all the Azyr you can muster and reach out to the skies, calling down a comet to wreak havoc amongst your foes. Select a target point within range. At the end of the next round, make an Average (+20) Perception Test. For every +SL you achieve, you may move your point of impact by Initiative Bonus yards. 

\n


For every –SL, the GM will move the point of impact by Initiative Bonus yards in a random direction. Comet of Casandora then acts as a magical missile with Damage +12 that hits all targets in the Area of Effect, who also gain +1 Ablaze and the Prone Condition.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Initiative yards"},"target":{"type":"String","label":"Target","value":"Initiative Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":"+12"},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/comet-of-casandora.png"} +{"name":"Magic Shield (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"24ichKVP2EzyO5ob"} +{"_id":"2ccKksxXFIMD2YLs","name":"Shroud of Invisibility","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wrap the target in a shroud of Ulgu. The Target becomes invisible and cannot be perceived by mundane senses. The spell will automatically fool anyone without the Second Sight Talent. Those with the Talent must pass a Challenging (+0) Perception Test to notice that someone is nearby, though they will not be able to pin down the precise location. They must dispel the Shroud of Invisibility to do so . You are still perceptible to the other senses, and the spell will come to an end if you bring attention to yourself by making large noises or attacking someone.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/shroud-of-invisibility.png"} +{"_id":"2cwR2BPkdi7IuV3e","name":"Earthpool","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

On casting the spell, you immediately disappear into the ground in a wild torrent of Ghyran. You appear at the start of the next Round at any point within your Willpower in yards, erupting from the earth violently. For every +2 SL you may increase the distance travelled by your Willpower in yards. Any enemies engaged by you on your appearance gain the Surpised Condition. This spell will not allow you to move through stone but will allow you to move through water.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/earthpool.png"} +{"_id":"2fBaYkBsPZzxNSNj","name":"Acquiescence","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your magic pierces deep within your target, flooding the soul with an acute awareness of their broken dreams. The target’s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target’s Turn, all movement is randomized as determined by the GM as the character bemoans life, lewdly telling all what should have been as hands are flung in the air. Further, the target can only perform an Action if a Challenging (+0) Cool Test is first passed; if failed, the Target is far too busy bemoaning what could have been to do anything else

"},"lore":{"type":"String","label":"Lore","value":"slaanesh","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/slaanesh.png"} +{"_id":"2hxE68YnEOLIceHb","name":"Mundane Aura (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"2jXYoW0CJoA5BoMd","name":"Chain Attack (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"name":"Fearsome (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"31sQbAwCE7viJDXi"} +{"_id":"38qRyF13jCszeOe1","name":"Net of Amyntok","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You cast a delicate net woven from strands of Hysh over your targets, whose minds are overcome with conundrums and puzzles, leaving them paralyzed with indecision. Targets gain +1 Stunned Condition, which they cannot lose while the spell is in effect. When recovering from the Condition, targets test their Intelligence instead of the Endurance Skill. Targets with the Bestial Creature Trait are immune to this spell.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Intelligence Bonus yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Target's Intelligence Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/net-of-amyntok.png"} +{"name":"Entangle (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"3BB6QnnDq8OvchRk"} +{"_id":"3DvCrKaYw2mF42Nr","name":"Bridge","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"name":"Aethyric Armour (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"3GDfAQLXIOuaDo1d"} +{"_id":"3SzMz3ZiGzbHRjTP","name":"Flaming Sword of Rhuin","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe a sword in magical flames. The weapon has Damage +6 and the Impact Quality, and anyone struck by the blade gains +1 Ablaze Condition. If wielders do not possess the Arcane Magic (Feu) Talent, and they fumble an attack with the Flaming Sword, they gain +1 Ablaze Condition.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/flaming-sword-of-rhuin.png"} +{"_id":"3Wilae1bkHUDR7Aj","name":"Push (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"3XZDELqDQ1BBUAmI","name":"Fearsome (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"3dpFC0lsOPXEcTMX","name":"Fearsome (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"3eGh2vUgXRk3Czj8","name":"Breath (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Blast (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"3mZ76XJX38pT2d7r"} +{"_id":"44AO7oTKwqUu78C1","name":"Breath (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"name":"Regenerate","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your target gains Regenerate.

\n
\n

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":""},"target":{"type":"String","label":"Target","value":"","aoe":false},"duration":{"type":"String","label":"Duration","value":"","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/regenerate.png","_id":"4NQUrs2PUNpYxlWs"} +{"_id":"4ZtCco8IAK6cucSc","name":"Magic Shield (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"4ePe5oNQakA8nJlk","name":"Sleep","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You touch your opponent, sending them into a deep sleep. If the target has the Prone Condition, they gain the Unconscious Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"4iSZ7vop0NVz8xih","name":"Ward (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"4jNBpvM21vnZgUFw","name":"Teleport (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"4mUZ6UbD79OwrjqX","name":"Teleport (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"57d5ugakBYcsphah","name":"Blinding Light","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You emit a bright, blinding flash of light from your hand or staff. Everyone looking at you, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/blinding-light.png"} +{"_id":"5BZJbIORcBTnHCKL","name":"Terrifying (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"5QO1LkRkxCfaWCtS","name":"Flight (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"name":"Move Object (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"5rRSPXB064kaD7S6"} +{"_id":"5srkF8mJss2fJbnH","name":"Aethyric Armour (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"6GaqchV2dL60Xfsm","name":"Teleport (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"6XVrv2zgdL3CSJHX","name":"Aethyric Armour (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"6ax6mO8DPMTrG5Sp","name":"Magic Shield (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"6eu6VVbYzq5mCNGW","name":"Magic Shield (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"name":"Reanimate","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel worming strands of thick Dhar before you, sinking it into corpses, reanimating that which was once dead. Reanimate Willpower Bonus + SL dead bodies (as Zombies) or skeletons (as Skeletons) within range. They start with the Prone Condition. The summoned Undead are entirely under your control and can perform simple orders as you command. If you die or gain an Unconscious Condition, the spell comes to an end and the reanimated corpses fall dead again. For each +2 SL you score, you may reanimate an extra Willpower Bonus +SL Skeletons or Zombies.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Until sunrise","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1800001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/reanimate.png","_id":"7BJDTRG65hwt1fUK"} +{"name":"Distracting (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"7HSRFiY46vA8M2zY"} +{"_id":"7QaIq838arGHgzKl","name":"Corrosive Blood (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"7pHcU30nMhgd0V5N","name":"Mundane Aura (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"name":"Push (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"7wK4srcIgc8USRYt"} +{"_id":"82mmGLTAKQ4mrsBl","name":"Clarity of Thought","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You calm your target’s mind, allowing them to think clearly. All negative modifiers on their thinking processes — from Conditions, Mental Mutations, Psychologies, or any other source — are ignored while the spell is in effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Intelligence minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/clarity-of-thought.png"} +{"_id":"89Xcjrqa44LEluU5","name":"Aethyric Arms (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"8rRCSJGIdecFcpxm","name":"Blast (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"99QJoyyHfYBQz5Wz","name":"Push (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"9uRDDAjndugmNmZr","name":"Arrow Shield","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds+","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"9wmmln3DunIqGXM2","name":"Flight","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"AwRVLEJZCLwPJKy2","name":"Teleport (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"AywiuNyA8bMS7yFi","name":"Arrow Shield (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points."},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"B7iwAtfa9EgNvKMz","name":"Barkskin","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You cause the target’s skin to become hard and rough like the bark of a tree. While affected by the spell, add +2 to the target’s Toughness Bonus, but suffer a penalty of –10 to Agility and Dexterity.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/barkskin.png"} +{"name":"Bolt (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"B8dvTJtaLCHgfFuP"} +{"_id":"BKHMI2wI74a42ZQa","name":"Breath (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"BMnu4XfgsSqVnCB8","name":"Sly Hands","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You teleport a small object — no bigger than your fist — from about your person into your hand.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"BU56aMyn8Hfaamrb","name":"Earthblood","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

To cast this spell, you must be in direct contact with the earth. Standing barefoot counts. For the duration of the spell, any creatures in direct contact with the earth within AoE heal Wounds equal to your Willpower Bonus at the start of every Round.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"WIllpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/earthblood.png"} +{"_id":"BWjNKaTolhIPbNcO","name":"Push (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"Bx5CC17pRNITWhg8","name":"Chain Attack","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"CJvmSabjtw2SNmMA","name":"Mundane Aura (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"CL2ysmNjmJopV9Tu","name":"Move Object (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"CVam8L1cNsnxZHRR","name":"Teleport","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"name":"The Evil Eye","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You lock eyes with a single target, who must be looking at you. Perform an Opposed Intimidate/Cool Test, adding any SL from your casting roll to your result. Your opponent gains 1 Fatigued Condition per +2 SL by which you win. If you win by 6+ SL, your opponent gains the Broken Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"witchcraft","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1200001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/the-evil-eye.png","_id":"CnydL8p3PVAuF98w"} +{"_id":"DOfyDATb1gcGOMry","name":"Lie of the Land","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Touching the earth, your senses flow through the Ghyran tracing the nearby area. After communing for 1 minute, you receive a detailed mental map of all-natural features — land, forests, rivers, but not settlements — within range. Settlements may be alluded to — areas of clear terrain, or dug trenches, for example. Each time you increase the range with SL increases the time taken communing with the land by +1 minute.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Initiative Bonus miles"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/lie-of-the-land.png"} +{"_id":"E5M0Thnx6HFj46At","name":"Corrosive Blood (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"ET5sNnUsGslSNEAm","name":"Chain Attack (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"EfUTKGyYDR361dVu","name":"Dark Vision (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"EyBc9yQqFUNIP9S1","name":"Produce Small Animal","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You reach into a bag, pocket, or hat, or under a rock, bush or burrow, producing a small animal of a type you would expect to find in the vicinity, such as a rabbit, dove, or rat. If there are no appropriate local animals, the spell does nothing. The temperament of the animal is not guaranteed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"FOmZlLUDNDfMAPuT","name":"Breath (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"name":"Raise Dead","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a heavy flow of Dhar into bare earth, causing old bones to gather and rise. SL+1 Skeletons will claw upwards into the affected area at the end of the Round, which are organized as you prefer within the area of effect. They start with the Prone Condition. The summoned undead are entirely under your control and can perform simple orders as you command. If you are killed or gain an Unconscious Condition, the spell comes to an end and the summoned Undead collapse. For each +2 SL you score, you may summon an extra SL Skeletons.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Until sunrise","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1700001,"flags":{},"img":"systems/wfrp4e/icons/spells/raise-dead.png","_id":"FRfAqPlOdwiIitR5"} +{"_id":"FaHVRxdljzqklNTC","name":"Beast Master","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your breath steams and your eyes take on a shining amber sheen as Ghur suffuses you. Your gaze and words convince 1 creature possessing the Bestial trait that you are its pack master, and it will fight to the death to protect you. While subject to your mastery it will follow your instructions, instinctively understanding simple instructions. If the creature is released from the spell — through the duration running out, or the spell being dispelled — it will retain enough residual respect and fear not to attack you, unless compelled to. Your allies may not be so fortunate.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus days","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/beast-master.png"} +{"_id":"Ft0YBUCMN0VzE39c","name":"Dome (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"G2LKMsTYXJhzF1Tn","name":"Arrow Shield (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"H1Q0YjIX1wuS4phQ","name":"Forest of Thorns","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

This spell may only target a patch of earth (though the patch can be very small). You cause a dense knot of wickedly spiked brambles and tangled vines to burst upwards, covering the Area of Effect.

\n

 

\n

While the spell is active, anyone attempting to traverse the area on foot without the Arcane Magic (Life) Talent must make a Hard (–20) Agility Test. Failure means they gain 1 Bleeding Condition, and 1 Entangled Condition, with your Willpower used for its Strength. After the spell concludes, the growth remains, but loses its preternatural properties.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/forest-of-thorns.png"} +{"_id":"HAnyF2QUfYGuXkPn","name":"Aethyric Armour (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"HM9WbGOtUngY5TEm","name":"Chain Attack (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"HOqmAugvYdgLwoQt","name":"Healing Light","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your target glows with a bright, cleansing light (equivalent light to a campfire), healing Intelligence Bonus + Willpower Bonus Wounds. If the Target passes a Very Hard (–20) Endurance Test, 1 Corruption point gained in the last hour is also lost.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":9,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/healing-light.png"} +{"_id":"HVtGSSEFgyQgpbx4","name":"Aethyric Armour (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Teleport (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"HZh2wueRro8Ks3yF"} +{"_id":"HhfVsm3ZRwSahyMU","name":"Blast (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"HpFkVJ2lYPAWumUL","name":"Great Fires of U’Zhul","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You hurl a great, explosive blast of Aqshy into an enemy, which erupts into a furious blaze, burning with the heat of a forge. This is a Magic Missile with Damage +10 that ignores Armor Points and inflicts +2 Ablaze Conditions and the Prone Condition on a target. Everyone within the Area of Effect of that target suffers a Damage +5 hit ignoring Armor Points, and must pass a Dodge Test or also gain +1 Ablaze Condition. The spell stops behaving like a magic missile as the fire continues to burn in the Area of Effect for the duration. Anyone within the Area of Effect at the start of a round suffers 1d10+6 Damage, ignoring APs, and gains +1 Ablaze Condition.

"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":"+10"},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/great-fires-of-uzhul.png"} +{"name":"Screaming Skull","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You shriek the high-pitched words of the spell and a large, black skull wreathed with greenish-purple fire forms before you, then flies forwards, screaming and cackling as it goes. The skull moves in a straight line for the spell range, following the contours of the land, passing through any obstacles in its way. Screaming Skull is a Magic Missile that only affects targets without the Undead Creature Trait, and has a Damage equal to your Willpower Bonus. Any suffering Wounds from the spell must pass a Challenging (+0) Cool Test or also take a Broken Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Willpower Bonus"},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1900001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/screaming-skull.png","_id":"HqInHmOviuLqymdm"} +{"_id":"IFuUxTGFQAxp40si","name":"Dazzle","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

The target gains 1 Blinded Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"ILOsg4RfvpUhXhQa","name":"Dome (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"IYclEWSEVogFXf3w","name":"Entangle (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"IlDSC7F3Ns4NDbyi","name":"Bridge (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"IuKAeoZqCEAC9NtH","name":"Terrifying (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Terrifying (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"Iz88EUCTmIYQXOY9"} +{"_id":"J0DWeBBIa40gzWqV","name":"Entangle (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"J0wUSVSnos7fBprP","name":"Terrifying","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"JGRyUj4AZq8oGpKs","name":"Fat of the Land","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You flood the target’s body with nourishing Ghyran. The target need not eat or drink, but will still excrete as normal, though any leavings will be verdant green.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus days","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/fat-of-the-land.png"} +{"_id":"JpKZSkyF2CZqkZ6d","name":"Distracting (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"JvK9jnniMihpDuDX","name":"Ward (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"K0zoHArrRehHV8t2","name":"Blast (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"K37ME8M75JvtM3Vr","name":"Lifebloom","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You cause Ghyran to flood an area that is blighted or desolate. You may target either a dry riverbed, well, field, or a domestic animal. If you successfully cast the spell, the target bursts to life:

\n"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/lifebloom.png"} +{"_id":"KGRIdIDE57BV54Ub","name":"Breath (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"Kh8kZ4aq8Xjp0cyL","name":"Blast (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"Kv2amawh7q3zGEij","name":"Aethyric Arms (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"name":"Push (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"KvapXfYXiCcAOe7S"} +{"_id":"LKrfb4o45tmEOmeg","name":"Corrosive Blood (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"LOEdFN7fP0JHuGoE","name":"Ward","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"LTUC1fqIuuGSUaQ1","name":"The Amber Spear","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You hurl a great spear of pure Ghur in a straight line. This is a Magic Missile with a Damage of +12. It strikes the first creature in its path, ignoring APs from armor made of leather and furs. If the target suffers any Wounds, also inflict +1 Bleeding Condition, after which the spear continues on its path, striking each target in the same manner, but at –1 Damage each time. If the spear fails to inflict any Wounds, its progress is stopped and the spell comes to an end. The Amber Spear only inflicts the minimum 1 Wound on the first target it strikes.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+12"},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/the-amber-spear.png"} +{"_id":"MIgKjszwK6hk7Pps","name":"Bearing","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You sense the influx of the Winds of Magic from their source. You know which direction North is.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"MasblfJG8SmHrVCF","name":"Corrosive Blood (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"MdNzPNRgxkdMwbjj","name":"Distracting (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"MhpmVs0WVP96uOnw","name":"Move Object (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"name":"Detect Daemon","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your spell homes in on the daemonic influences in the surrounding area. You automatically know if there is a manifested Daemon within range, be it summoned, bound into an artefact, possessing another, or similar.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1500001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/detect-daemon.png","_id":"MlF3ci9vxiDZYhmZ"} +{"_id":"N1aBnhPpQUu0Bkuh","name":"Terrifying (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"N9ICWNGmsYcBzmtv","name":"Fearsome (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"NM9FGsijRFByrl3M","name":"Dome (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"NUTVPuhPWA7xCCg3","name":"Chain Attack (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"NXHZ3RtPN3SrSH8I","name":"Protection from Rain","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can keep yourself dry whatever the weather, unaffected by precipitation. This affects rain, hail, sleet and snow, and any similar water falling from the heavens, but not standing water.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Toughness Bonus hours","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"NeERYZQcEa0lI9kz","name":"Gust","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a brief gust of wind, strong enough to blow out a candle, cause an open door to slam, or blow a few pages to the floor.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"name":"Octagram","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"maximum, Willpower Bonus yards across","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1300001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/octagram.png","_id":"NwVgP5msZHERwEfK"} +{"_id":"NwZeZd81PTXTK1WO","name":"Dark Vision (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"name":"Blight","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You may target either a well, a field, or a domestic animal. If you successfully cast the spell, the target suffers from a blight:

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"witchcraft","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":14,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":700001,"flags":{},"img":"systems/wfrp4e/icons/spells/blight.png","_id":"NytMCgP0IXtHnFwm"} +{"_id":"O7G5olv0aWLpb7Ea","name":"Drain","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+0"},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"OB05oGoSZDzNYLjW","name":"Speed of Thought","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

A lattice of Hysh overlays your mind, allowing you to think rapidly. Gain a bonus of +20 to Intelligence and Initiative.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/speed-of-thought.png"} +{"_id":"OcYPErjJzQKOX2aI","name":"Doppelganger","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You weave a mask and cloak of Ulgu around your form, assuming the likeness of another humanoid creature with whom you are familiar (as determined by the GM). Your appearance will automatically fool anyone without the Second Sight Talent, though some may note if any of your mannerisms are incorrect. Those with that Talent must pass a Difficult (–10) Perception Test to notice you are disguising your form. This does not let them see through the spell. They must dispel it to do so.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Intelligence Bonus minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/doppelganger.png"} +{"name":"Bridge (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"Ofrbz80hutlvBXUe"} +{"_id":"OnaQ9kiK5S2d31pE","name":"Aethyric Arms","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"OwH4hpe1EReh06t3","name":"Illusion","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You spin a web of intricate strands of Ulgu, obfuscating the Area of Effect with an illusory image of your choosing. You will automatically fool anyone without the Second Sight Talent. Those with that Talent must pass a Difficult (–10) Perception Test to notice the illusion. This does not let them see through the spell. They must dispel it to do so. The illusion is, by default, static. For your Action, you may make a Hard (–20) Channeling Test to make the illusion move for that Round.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/illusion.png"} +{"_id":"P136wDtdbsbvOsAk","name":"Drop (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"PIL4yBcGlk96cvcb","name":"Daemonbane","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You summon a blast of Hysh that passes through the border between the Realm of Chaos and the material world. The Casting Test is Opposed by the target making a Willpower Test. If you win, you obliterate a target with the Daemonic Creature Trait with a blinding white light, sending it back whence it came. If the spell successfully banishes a Daemon, everyone looking at your target, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/daemonbane.png"} +{"_id":"PKuHxRwZ2SVVIE0y","name":"Bridge (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"PbCD8mjAKQSnxAe6","name":"Warning","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"PiX6AORRMfW2xB6f","name":"Bridge (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Haunting Horror","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You target a single location, such as a house or clearing, and inflict haunting dreams and waking nightmares on any who enter there. Those entering while the spell is in effect are unnerved by eerie sensations, flitting shadows, and whispered voices lurking on the threshold of hearing. Unless they possess the Arcane Magic (Witchcraft) Talent, they gain +1 Fatigued Condition. Ten, unless they pass an Average (+0) Cool Test, they gain another +1 Fatigued Condition and the Broken Condition, both of which are only removed upon leaving the location.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"witchcraft","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"a single location","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower days","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/haunting-horror.png","_id":"PkqPqy3Fy9fawQZ8"} +{"_id":"PpMxNEHPJag1i9WJ","name":"Magic Shield (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"Pw4GYr6PZgFuOiT5","name":"Flight (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"Q8LodCIteEa4ufrn","name":"Flight (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"QNkxj6vyBm2WEdOA","name":"Distracting (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"QSHKYMNy2yr1n9ww","name":"Hunter's Hide","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You cloak yourself in a shimmering mantle of Ghur. While the spell lasts, gain a bonus of +20 Toughness and the Dark Vision and Fear (1) Creature Traits, as well as the Acute Sense (Smell) Talent.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/hunter's-hide.png"} +{"_id":"QcJfSMq3c50pGBen","name":"Breath (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"name":"Destroy Lesser Demon","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your spell disrupts the Dhar holding a target Daemon together, and draws it back to you. A target with the Daemonic Creature Trait and a lower Willpower than you loses Wounds equal to your Willpower Bonus, ignoring Toughness Bonus or Armor Points. In turn, you may increase one of your Characteristic by +10 for the duration as you siphon profane energies.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1600001,"flags":{},"img":"systems/wfrp4e/icons/spells/destroy-lesser-daemon.png","_id":"Qg98e2pFgCW63aB1"} +{"_id":"QkBpHcb2BuZMSDZt","name":"Breath (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"QmjYLCaEn3YKHxdv","name":"Bolt","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"QtWY9ruGFQ6cncLQ","name":"Mundane Aura (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"R0n47B7PvdOaTl23","name":"Drop (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"ROmZq14yqEXx6zYN","name":"Blast (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"RShhxeal5U14P8Bh","name":"Entangle (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"RYrUWrXH6O22FZY8","name":"Push (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"RiqCDDKRHTEJp3Bm","name":"Purge","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You funnel intense flame to burn away the taint and corruption in an area. Anything flammable is set alight, and any creatures in the area takes +SL Ablaze conditions. If the location contains a Corrupting Influence, such as Dhar, warpstone, or a Chaos-tainted object, it too will smolder and blacken, beginning to burn. This spell may be maintained in subsequent rounds by passing a Challenging (+0) Channeling Test. The precise time needed to eliminate the Corrupting Influence will be determined by your GM. As a rough guideline, a small quantity (smaller than an acorn) of warpstone, or a minor Chaos-tainted object may require 10–Willpower Bonus Rounds (minimum of 1 Round). A larger quantity of warpstone — fist-sized — or a more potent Chaos-tainted object may require double this. A powerful Chaos Artefact may take hours, or even longer… See Corrupting Influences.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/purge.png"} +{"_id":"RkBdnQ4cjTLPUSim","name":"Purple Pall of Shyish","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You pull about you a pall fashioned from fine strands of purple magic. Gain +Willpower Bonus Armor Points on all locations, and the Fear (1) Creature Trait. For every +2 SL you may increase your Fear rating by 1.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":9,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/purple-pall-of-shyish.png"} +{"name":"Bolt (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"Rkg1tMICxdRsH1zB"} +{"_id":"RmIJdvjohr7n6nio","name":"Push (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"Rpc1VfsdIfw0Zjzk","name":"Corrosive Blood (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"RuwPnfpvjAWQZzS3","name":"Move Object (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"S51eCqcrjMv7u7uH","name":"Push (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"name":"Dome (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"SAjnT6vjJXmh8tDy"} +{"_id":"SGREGarfzIreXelO","name":"Ward (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"SJNRH1G9RJJftD5g","name":"Teleport (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"SQJQrAsAKc2Icatv","name":"Scythe of Shyish","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You conjure a magical scythe, which can be wielded in combat, using the Melee (Polearm) Skill. It acts like a normal scythe with a Damage equal to your Willpower Bonus+3. Enemies with the Undead Creature Trait do not receive Advantage when Engaged in combat with you.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/scythe-of-shyish.png"} +{"name":"Terrifying (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"SfYwurel0h4mLYV0"} +{"_id":"T8nErqWnkqdvcNVz","name":"Dart","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"1"},"target":{"type":"String","label":"Target","value":"Willpower yards","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+0"},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"T9cEYAUhqBiTxrp2","name":"Mundane Aura","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/blank.png"} +{"name":"Part the Branches","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your pupils dilate as you complete your incantation, and you are able to see into the Spirit world. This allows you to perceive invisible creatures, spirits, and Daemons, even those marked as impossible to see.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"hedgecraft","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":500001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/part-the-branches.png","_id":"TL2IelDsaRWflCeY"} +{"_id":"TtiLLfX0a21t2YpO","name":"Blast (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"TtuJjGh4fdU4mwBN","name":"Move Object (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"name":"Mystifying Miasma","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You conjure forth a swirling mass of mist shot through with roiling shadow that flits and confounds the senses. Anyone within the mist who does not possess the Arcane Magic (Shadows) Talent is affected by the Miasma, gaining +1 Blinded, Deafened, and Fatigued Condition, which remain for the spell’s duration. Anyone affected attempting to move must pass a Challenging (+0) Perception Test, or gain the Prone Condition. If the spell is dispelled once in play, anyone affected by the spell must make a Routine (+40) Initiative Test, or gain the Stunned Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/mystifying-miasma.png","_id":"Tv9BIBNTPT6JV0HG"} +{"_id":"U6P57Y8nJ3H7pFvx","name":"Flight (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"U9eqCSFiwY04tN1F","name":"Ward (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"UMsw5Mi0Gs90yp5J","name":"Aethyric Arms (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"UWg4WPFALcsoPKau","name":"Bolt (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"UZux81S2ZnD9sx6U","name":"Ward (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"UjgiulCattmtfeGL","name":"Aethyric Arms (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"UkRsdBSzr4K0JsM8","name":"Bridge (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"UktSswGGaToftXFk","name":"Aqshy’s Aegis","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wrap yourself in a fiery cloak of Aqshy, which channels flame into the Aegis. You are completely immune to damage from non-magical fire, including the breath attacks of monsters, and ignore any Ablaze Conditions you receive. You receive the Ward (9+) Creature Trait against magical fire attacks including spells from the Lore of Fire.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"sort":100001,"flags":{},"img":"systems/wfrp4e/icons/spells/aqshys-aegis.png"} +{"_id":"VFWBB9zlwCe5J9EZ","name":"Shadowstep","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a shadowy portal of Ulgu through the Aethyr. You disappear from your current location and immediately appear up to your Willpower yards away. Any enemies Engaged by you on your disappearance or reappearance gain the Surprised Condition.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadowstep.png"} +{"_id":"Vk12kqjcz6aV9o7w","name":"Bolt (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"W47xmdZ3ztckm89t","name":"Push (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Ward (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"W8VbsItRrBVRg9kg"} +{"_id":"WNJuabKOre8IAu8y","name":"Bolt (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"WbaCw5ZrN1sZtbzu","name":"Arrow Shield (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"WeIdAA7KArjUZfyH","name":"Entangle","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"WkItvLT52Bob8Up3","name":"Beast Form","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse your very bones and flesh with Ghur, warping your body into that of a creature. When cast, select a new form from any of the Beasts of the Reikland section of the Bestiary. Gain all the standard Traits of the creature, except the Bestial Trait. Further, replace your S, T, Agi, and Dex with those of the creature, then recalculate your Wounds. For every + 2 SL, you may include 1 of the included Optional Creature Trait.

\n

While in Beast Form, you look like a normal version of the creature, with amber and brown coloring. You may not speak, which means you cannot cast spells, or attempt to dispel. If you have lost any Wounds when the spell ends, you lose the same number of Wounds when you revert to your true form, to a minimum of 0 Wounds

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/beast-form.png"} +{"_id":"WqJubE8GuApAeIbb","name":"Bolt (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"Wt6ikb1n9CivB3JN","name":"Drop","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"Wz1bb0g1mklJHfft","name":"Rot","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"X6dcIMLvfo9aiOoA","name":"Fearsome (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"name":"Breath (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"XS9i8PasJ33rNA2g"} +{"_id":"XXEIfkXpNxpfkamo","name":"Starcrossed","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

While this spell is active, you can spend Fortune Points to force an opponent to reroll Tests.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Initiative Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/starcrossed.png"} +{"_id":"XhyZ140R1iA1J7wZ","name":"Stream of Corruption","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your maw distends horrifically before you vomit forth a foul stream of diseased filth and horror. Immediately make a Breath attack as if you had spent 2 Advantage to activate the Breath Creature Trait. It counts as a Magic Missile with a Damage equal to your Toughness Bonus, and it ignores Armor Points. The attack also has the Corrosive and Poison Traits listed under the Breath Creature Trait. Further, should any targets take more than their Toughness Bonus in Wounds, they must pass a Challenging (+0) Endurance Test or contract Blood Rot. For every +2 SL achieved, you may also increase Damage by +2.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n

 

\n
"},"lore":{"type":"String","label":"Lore","value":"nurgle","effect":""},"range":{"type":"String","label":"Range","value":"Special"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":9,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"sort":100001,"flags":{},"img":"systems/wfrp4e/icons/spells/nurgle.png"} +{"_id":"XnNAe4R8hSXY5IsS","name":"Spring","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You touch the ground and water bubbles forth at the rate of 1 pint per Round, to a total of your Initiative Bonus in pints.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"Y7JOj3hCqq2OSzAb","name":"Magic Shield (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"YDGi3tMQuK9MxXpt","name":"Enchant Weapon","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase a single non-magical weapon with heavy bands of Chamon, enhancing its potency. For the duration of the spell it counts as magical, gains a bonus to Damage equal to your Willpower Bonus, and gains the Unbreakable Quality. For every +3 SL you may also add 1 Quality or remove 1 Flaw from the weapon, while the spell is in effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/enchant-weapon.png"} +{"_id":"YNZdL7VIaShNfdnb","name":"Aethyric Armour (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"name":"Goodwill","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create an atmosphere conducive to friendliness and good spirits. All Fellowship Tests within the Area of Effect receive a bonus of +10, and Animosity and Hatred Psychologies have no effect.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"hedgecraft","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Fellowship Bonus","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/goodwill.png","_id":"YaG8xthJF0zLy7xs"} +{"_id":"YijozJARkRLN9iGA","name":"Corrosive Blood (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"Ynbfu2VJDrYqN9aW","name":"Mundane Aura (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"YsBRTjGGyISyUudZ","name":"Arrow Shield (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: You may inflict one Blinded Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the Daemonic or Undead Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points."},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Curse of Crippling Pain","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Stabbing a crude representation of your target — a doll or puppet — you inflict crippling pain. When successfully cast, choose which hit location to stab:

\n\n\n\n

While the spell is in effect, for your Action you may make a Channeling Test, stabbing the doll again, to affect a different location.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"witchcraft","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":900001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/curse-of-crippling-pain.png","_id":"ZOlM8KjLfNIefAb0"} +{"_id":"ZbJqeT8ffXMOPTMI","name":"Drop (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"name":"Aethyric Arms (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"ZqjcMFgrlsaS8zLZ"} +{"_id":"ZvNSOZZzAcjRBVBk","name":"Breath (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"ZwyxHwGUEIEAwgg6","name":"Entangle (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"a0rkY56nliMmxoCf","name":"Corrosive Blood (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"name":"Creeping Menace","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You summon a swarm of creeping, slithering creatures to harass your foes. Each target affected is immediately engaged by a swarm of Giant Rats, Giant Spiders, or Snakes. Use the standard profiles for the relevant creature type, adding the Swarm Trait. For your Action you may make a Challenging (+0) Charm Animal Test to direct 1 or more swarms to attack a different target. When the spell ends, any remaining swarms disappear into the shadows.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"witchcraft","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":800001,"flags":{},"img":"systems/wfrp4e/icons/spells/creeping-menace.png","_id":"a8npXWG2o4BxhtVV"} +{"_id":"aCDDeeYF24waaPgT","name":"Ward (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"name":"Mundane Aura (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"aCOdKvw68yopHYJ2"} +{"name":"Drop (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"aMQMBNGgolHJAzXF"} +{"_id":"aPhKykUG3I5R9P4u","name":"Dark Vision (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"aT6shbEGQSOfHx57","name":"Distracting (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"name":"Nepenthe","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You mutter words of power over a premade potion of herbs, magically transforming it into a potent philtre. If drunk while the spell is in effect, the target may choose to completely forget one individual, permanently.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"hedgecraft","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":300001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/nepenthe.png","_id":"aVUKVQTwtWuQXIgx"} +{"_id":"aWxO2jpMvmZUEsK9","name":"Cauterise","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Channeling Aqshy through your hands you lay them on an ally’s wounds. Immediately heal 1d10 Wounds and remove all Bleeding Conditions. Further, the wounds will not become infected.

\n

 

\n

Targets without the Arcane Magic (Feu) Talent, must pass a Challenging (+0) Cool Test or scream in agony.. If Failed by –6 or more SL, the target gains the Unconscious Condition and is permanently scarred, waking up 1d10 hours later

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/cauterise.png"} +{"_id":"bLCz5iBxd2wjfStI","name":"Aethyric Arms (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"bNdVPhv1OT8LJnnt","name":"Mundane Aura (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"name":"Entangle (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"bVcEr9YvMfBcE3tH"} +{"_id":"bd9bf1D55v6ov1UV","name":"Arrow Shield (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the Fear (1) Creature Trait for the next 1d10 Rounds."},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"bgQpVEP0PZNsAheP","name":"Dark Vision (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"cSjAAjixcMdYrKBz","name":"Conserve","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You preserve up to a day’s worth of rations. During this time they will not rot, develop mold, or go stale, although they can still be harmed by external factors, such as getting wet or being burned or poisoned.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus days","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"cSmcBYrwV385Tgbt","name":"Terrifying (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"cVDkOI7AQdpJo0kj","name":"Fearsome (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"cfuqgV2PTnjMrgT7","name":"Push (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"cfvdViThaoOHyuSk","name":"Breath","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"cjD53QYSatQwL6CR","name":"Careful Step","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"cuN77AhQ490wCmk6","name":"Entangle (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"cwnBquEIHjnvkJ7E","name":"Move Object (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"name":"Move Object (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"d9VeHlESTpPYww5o"} +{"_id":"dBIIdzVZh6cnbWDG","name":"Entangle (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"dGSUQiUmXHrGqwxY","name":"Mindslip","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You conjure delicate threads of Ulgu in your Target’s mind, causing all prior memory of you to disappear for the spell’s duration. Once the spell is over, the Target must pass an Average (+20) Intelligence Test, or the memory loss becomes permanent until dispelled.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/mindslip.png"} +{"name":"Aethyric Arms (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"dJYAXtG1e5pmo5NZ"} +{"_id":"dQqsVfVNdO1PTdah","name":"Entangle (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"name":"Phâ’s Protection","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You summon a protective aura of pure, holy light. Profane creatures — those with the Undead or Daemonic Creature Trait, those with mutations, and those with more Corruption than their Willpower Bonus and Toughness Bonus combined — cannot enter the Area of Effect. Any already within the Area gain the Broken Condition until they leave. Creatures within the Area cannot gain any Corruption points while the spell is active.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":10,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{},"img":"systems/wfrp4e/icons/spells/phas-protection.png","_id":"dS5zK3lMCumvuAAF"} +{"_id":"dUX1XGppNdZpUZyA","name":"Aethyric Arms (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"ddnMcWMN4MftxGLr","name":"Forge of Chamon","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You alter the quality of a single item made of metal. You may add 1 Quality or remove 1 Flaw. For every +2 SL, you may add another Quality or remove another Flaw.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":9,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/forge-of-chamon.png"} +{"_id":"druJd5YFjyW5liTz","name":"Fool’s Gold","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You weave Chamon into a non-magical object made of metal, fundamentally altering its alchemical nature. For the duration of the spell, all metal in the object becomes gold. This is not an illusion: it has actually transformed into gold. When the spell ends, the item reverts to its original metal. Tis spell can ruin good weapons, make armor too heavy to wear, and turn lead coins into something much more appealing. Spot effects arising from this spell are left in the hands of the GM.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/fool's-gold.png"} +{"_id":"dzfhqgUxWleNZbyW","name":"Crown of Flame","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel Aqshy into a majestic crown of inspiring fire about your brow. Gain the Fear (1) Trait and +1 War Leader Talent while the spell is active.

\n

For every +2 SL, you may increase your Fear value by +1, or take War Leader Talent again. Furthermore, gain a bonus of +10 on all attempts to Channel and Cast with Aqshy while the spell is in effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/crown-of-flame.png"} +{"_id":"eJJRmbyFlNheGjMG","name":"Fearsome (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"eJPjVeW9UEH891rm","name":"Soul Vortex","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You hurl a shimmering ball of Shyish which erupts into purple flames, swirling with ghostly faces, mouths agape in silent terror. Targets within the Area of Effect receive +1 Broken Condition. Against targets with the Undead Creature Trait, Soul Vortex is a Magic Missile with a Damage of +10 that ignores Toughness Bonus and Armor Points.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"10"},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/soul-vortex.png"} +{"name":"Magic Shield (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"eTAzKM5j06KwtdBt"} +{"_id":"eYrq2tyVjW8C84w6","name":"Flight (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"enG7NVLPcWHfRXg8","name":"Bridge (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"f8bYT3ZqKLUZSZBY","name":"Magic Shield (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"fHYVckKx4fnqz75K","name":"Terrifying (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"fTjzN0fg1SmqvHYI","name":"Move Object (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"fWZxupuKCC2rZ2g7","name":"Swift Passing","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your touch brings the release of death to a single mortally wounded target. If you successfully touch a target with 0 wounds remaining and at least 2 Critical Wounds, death swiftly follows. Further, the target cannot be raised as Undead.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/swift-passing.png"} +{"name":"Chain Attack (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"fdhFU2wkYwpJIssM"} +{"_id":"fmx1OeOsxkGf21wa","name":"Eavesdrop","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can hear what your targets say as if you were standing right next to them.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Initiative Bonus minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"name":"Vanhel's Call","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You manipulate complicated flows of Dhar into your targets, filling them with overwhelming energy. Intelligence Bonus targets with the Undead Trait gain a free Move or Action — you choose one or the other to affect all targets — this is taken the moment the spell is cast. For each +2 SL you score, you may invigorate an extra Intelligence Bonus targets.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":2000001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/vanhels-call.png","_id":"foqexF06lguqPFK6"} +{"_id":"fxdXQBC34eLXcySP","name":"Distracting (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"gJYXrZa4pW49R9Vu","name":"Blast","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"gQ14yfwjfcJgNpMp","name":"Animal Friend","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You make friends with a creature that is smaller than you and possesses the Bestial creature Trait. The animal trusts you completely and regards you as a friend.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 hour","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"gQAE2ifjBM5Cp9Gi","name":"Drop (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"gWMhBQ8wm1Td78Si","name":"Magic Shield (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"gwnNz34Rh0jW4WmF","name":"Beast Tongue","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can commune with all creatures possessing the Bestial Trait. Ghur clogs your throat, and your language comes out as snarls, hisses, and roars as befits the beasts to whom you talk. While the creatures are not compelled to answer you, or do as you bid, most will be curious enough to hear you out. You gain +20 on all Charm Animal and Animal Training Tests While this spell is active, you may only speak with beasts — you may not speak any civilized tongues, and can only communicate with your party using gestures or Language (Battle). Note, this also means you cannot cast any spells, or dispel, while Beast Tongue is active.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/beast-tongue.png"} +{"_id":"h71V7JrSChemeLxk","name":"Entangle (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Special","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"hFjPSbBEQXVQNXmW","name":"Bridge (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"hKFeMAsntzXscIGy","name":"Shock","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your target receives 1 Stunned Condition.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"name":"Bridge (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"hNOnwU998jZlnGuk"} +{"_id":"hW0jBCKx6noFKNMc","name":"Purify Water","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You purify all water within a receptacle, such as a water flask, stein, or jug. All non-magical impurities, such as poison or contaminants are removed, leaving crisp, clear, potable water. If the vessel contained another liquid that is predominantly water – such as ale, or wine – this is also purified, turning into delicious, pure, non-alcoholic water.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"ha5MaHoDPxGtzP2b","name":"Bolt (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"name":"Dark Vision (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"hbWZeX5jVtGJXoTe"} +{"name":"Flight (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"hf9G7f8sMqZ0xweB"} +{"name":"Arrow Shield (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds+","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"iEZnh3fR7X0E0wqb"} +{"name":"Distracting (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"iLOpRevlkpP4zLMx"} +{"name":"Corrosive Blood (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"iR1C4icHTLBIH2Mk"} +{"_id":"ifjDVtgGEh787p20","name":"Steal Life","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Thin strands of purple mist connect you briefly to your target, who wastes away before your very eyes. This counts as a Magic Missile with a Damage of +6 that ignores Armor Points and inflicts +1 Fatigued Condition. Further, you remove all Fatigued Conditions you currently suffer, and may heal yourself up to half the Wounds the target suffers, rounding up.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"6"},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/steal-life.png"} +{"_id":"jD1PJib6NkYkatmq","name":"Dying Words","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Touching the body of a recently departed soul (one that passed away within the last day), you call its soul back briefly. For the spell’s duration, you can communicate with the dead soul, though it cannot take any action other than talking. It is not compelled to answer you, but the dead do not lie.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/dying-words.png"} +{"_id":"jHMsJaaIQjyhYAgV","name":"Mutable Metal","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You touch a non-magical object made of metal, which instantly becomes warm to the touch as you squeeze Chamon into it. You may bend and mangle the object with an Average (+20) Strength Test. If you wish to make a more complex alteration, you may attempt an Average (+20) Trade (Smith, or similar) Test instead.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/mutable-metal.png"} +{"_id":"jWfYyh7QyK6XaQRU","name":"Open Lock","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

One non-magical lock you touch opens.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"jdv7gnwKk6eEPtQK","name":"Marsh Lights","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"jsWKM8TEIwgacZfm","name":"Drop (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"k2DXiabtQZcgFggb","name":"Aethyric Armour (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"kD7mJjGJ6owqV9nI","name":"Move Object (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"kLkvuZtSsedoypGm","name":"Mundane Aura (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"kMu92bwMe2jyXSjM","name":"Aethyric Armour (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"kWo9eTmKWa0MxtrB","name":"Chain Attack (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"lM8c3LlW4s3KBVHR","name":"Push","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"lghYQXa227Sf8ofT","name":"Sounds","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"lniqTi6PlyCuLji6","name":"Teleport (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"lpSjuZSgTF8U62RG","name":"Flight (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"lzTmKnhO1MY9ycPU","name":"Fate’s Fickle Fingers","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

All allies within the Area of Effect, excluding those with the Arcane Magic (Heavens) Talent, create a single pool for their Fortune Points. All may draw on the pool, frst come, frst served. When the spell ends, you reallocate any remaining Fortune Points as fairly as possible.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Initative Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/fate's-fickle-finger.png"} +{"_id":"mC2uukGCM4zykxUu","name":"Bolt (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"name":"Dome (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"mJAINJ9ufafeIUmq"} +{"_id":"mJVPaGIUEg8cfpJj","name":"Magic Shield","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"mOMiylDui4p0nDcO","name":"Aethyric Arms (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"mRQTe8QOSt7MEwa0","name":"Ward (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"mYXcxTjAUlIHhlPo","name":"Chain Attack (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"mifZY3mi9Ed23DAv","name":"Bolt (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"nKmrZwwjvYcS0XhE","name":"Arrow Shield (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile."},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"nTbPOZJx5WB6Y4lL","name":"Flaming Hearts","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your voice takes on a rich resonance, echoing with Aqshy’s fiery passion. Affected allies lose all Broken and Fatigued Conditions, and gain +1 Drilled, Fearless and Stout-hearted Talent while the spell is in effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/flaming-hearts.png"} +{"_id":"nZw4oN4yDo5ycrmk","name":"Dome (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"name":"Breath (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"1 yard"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Toughness Bonus"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"nbqYJUSsVCSzmOU5"} +{"_id":"neCKUJ2yMwEl6GAX","name":"Fearsome","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"name":"Protective Charm","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You imbue a protective charm with a spell of protection. Those bearing the charm gain the Magic Resistance Talent. If they already have that Talent, the charm does nothing more.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"hedgecraft","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Days","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":600001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/protective-charm.png","_id":"ngOHho544P05W7Qi"} +{"_id":"o1FW2B7PwFhcT53j","name":"Terrifying (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"oMTXHeEhzlQ3sx5M","name":"Feather of Lead","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Calling on the golden wind, you alter the density of your target’s belongings, raising or lowering their weight. For the duration of the spell, choose one effect for everyone within the area of effect: 

\n"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/feather-of-lead.png"} +{"_id":"oNnQmw8hJH6f5ct0","name":"Mundane Aura (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"oZV3ImfM1kxQUCSD","name":"Transmutation of Chamon","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wrench Chamon from the metals worn by your foes, and the earth itself, briefly transforming the flesh of your enemies into metal. This is a Magic Missile affecting all in the Area of Effect, with a Damage equal to your Willpower Bonus; the spell ignores Toughness Bonus and inflicts +1 Blinded, Deafened, and Stunned Condition, all of which last for the duration of the spell. All affected targets gain +1 Armor Point from the gold wrapped about their bodies, but also suffer from Suffocation. If targets die while the spell is in effect, they are permanently encased in a shell of base metals, a macabre reminder of the risks of sorcery

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":12,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/transmutation-of-chamon.png"} +{"_id":"ojamLp1DFHJfgX6J","name":"Aethyric Armour (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"name":"Ward (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"ondTnKp6pE0s0bDD"} +{"name":"Chain Attack (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"oqV2s1CJix4eAUW7"} +{"name":"Dark Vision (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"ovBsMewZzi7r6Ffx"} +{"_id":"pDvOunMrvaYoXjd9","name":"Murmured Whisper","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You cast your voice at a point within Willpower yards, regardless of line of sight. Your voice sounds from this point, and all within earshot will hear it.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"pHITBuvCatCOBhZb","name":"Aethyric Armour","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/blank.png"} +{"name":"Fearsome (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"pMPYQC15eRIaJ2eL"} +{"_id":"pToozYRwOH6rC7ol","name":"Fearsome (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Aethyric Armour (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"pjZwhUmipn2XA6h1"} +{"name":"Mundane Aura (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"pqdLI8MBZlExTRmV"} +{"_id":"pxfB6tZZVwKK8SG3","name":"Magic Shield (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"pzccnv4TOgIyrf9R","name":"Fearsome (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"qTVOlj1aU6776dep","name":"Choking Shadows","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wrap shadowy tendrils of Ulgu around your foes’ necks. Assuming they need to breathe, they gain +1 Fatigued Condition, cannot talk, and are subject to rules for Suffocation.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/choking-shadows.png"} +{"_id":"qgWy2MsylxyyIm6V","name":"Corrosive Blood","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"qh3sckvH1ioaHODD","name":"Dome (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"qiLudcBEdA7qgrZp","name":"Blast (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"qwGYRwFkwMSHZDDj","name":"Corrosive Blood (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"r3BgUFaaCzsLIUDi","name":"T'Essla's Arc","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

A crackling bolt of lightning shoots from your fngertips, striking your target. Tis is a magic missile with Damage +10 that inflicts +1 Blinded condition.

"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"10"},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/tesslas-arc.png"} +{"name":"Drop (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"rL22KLFNVzGrE9mG"} +{"_id":"rZqr5r61z1kw9Zg5","name":"Magic Flame","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but will emit heat and set flammable objects alight, like a natural flame.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"rtnNRlwNbYst1gZz","name":"Terrifying (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"rxFZ0x4pfbK3LfZy","name":"Dome (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"sWILR54qy3qsdQYQ","name":"Dome (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"sknoH0n9P9uC0qvW","name":"Banishment","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You send a cleansing halo of Hysh out from hands, affecting all creatures within the Area of Effect whose Toughness is lower than your Willpower. Targets with the Undead and Daemonic Creature Traits gain the Unstable Creature Trait. If they already have the Unstable Trait, they are reduced to 0 Wounds.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":12,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/banishment.png"} +{"name":"Manifest Lesser Daemon","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1400001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/manifest-lesser-daemon.png","_id":"soyujZNyzu7NKxMs"} +{"name":"Curse of Ill-Fortune","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

The ingredient for this spell is something belonging to the target, either a personal possession or a strand of hair. For the duration, your target suffers bad luck. Laces snap, chairs break, and other minor narrative effects inconvenience them. The target suffers a penalty of –10 to all Tests, in addition to any other modifiers, and may not spend Fortune points.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"witchcraft","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus Miles"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus days","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":1000001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/curse-of-ill-fortune.png","_id":"sq47SZ1v9Pofa4L1"} +{"name":"Nostrum","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You incant a spell over an already prepared draught, imbuing it with magical power. If drunk while the spell is in effect, the target immediately heals your Willpower Bonus in Wounds and is cured of one disease. For every +2 SL you may cure an extra disease.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"hedgecraft","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":400001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/nostrum.png","_id":"sxFriQ3XAtvwlmMq"} +{"_id":"tCCaNirq3zCIkyri","name":"Amber Talons","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Your nails grow into wickedly sharp talons of crystal amber. Unarmed attacks made using Melee (Brawling) count as magical, have a Damage equal to your Willpower Bonus, and inflict +1 Bleeding Condition whenever they cause a loss of Wounds.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/amber-talons.png"} +{"_id":"tHjTlaoBNbBHbW6z","name":"Bridge (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"tNMQQhBYzHoRq7AD","name":"Distracting","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"tbgyz5b4lR8k1Nk4","name":"Distracting (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"teHEJyd80PqNHT9q","name":"Arrow Shield (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the Daemonic or Undead Creature Traits — targeted by Arcane Spells from the Lore of Life have all Fatigued and Bleeding Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the Undead Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life."},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"tkPrVMoZibf5kbhe","name":"Flight (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"trieNRiCCulTerPb","name":"Wyssan’s Wildform","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You call on the wild power of Ghur to infuse you, surrendering to its savage delights. Gain the following Creature Traits: Arboreal, Armor (2), Belligerent, Big, Bite (Strength Bonus +1),  Fear (1), Fury, Magical, Weapon (Strength Bonus +2). While the spell is in place you are incapable of using any Language or Lore skills.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/wyssans-wildform.png"} +{"_id":"u0ykDg71xyZWSxn6","name":"Twitch","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"Willpower bonus yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"uIamxlmA6SWAa3YR","name":"The Third Portent of Amul","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Gain +1 Fate Point. If the Fate point is not used by the end of the Duration, it is lost.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Initiative Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":12,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/the-third-portent-of-amul.png"} +{"_id":"uZdUrRFgNpTtY00H","name":"Dome","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"uaCXMXoY3UaJ26ne","name":"Ward (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"uej1rqpQSyzK9wRT","name":"Teleport (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"urBvn79ntZ0q44Op","name":"Chain Attack (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"v0agvdbIs8UC85IE","name":"Dark Vision (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"v1Qrow72mtUtgkFC","name":"Glittering Robe","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Wild flurries of Chamon whirl around you, deflecting blows and intercepting missiles and magical attacks. Gain Ward (9+) against all attacks and spells targeting you. Each hit successfully saved increases the Ward’s effectiveness by 1, to a maximum of Ward (3+).

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Toughness Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/glittering-robe.png"} +{"_id":"vEuljwoWR2rOTU5y","name":"Caress of Laniph","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

As you reach out your hand, it appears withered, even skeletal, drawing Shyish from your target’s corpus. This counts as a Magic Missile with a Damage of +6 that ignores Toughness Bonus and Armor Points. For every 2 Wounds inflicted, you may recover 1 Wound.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+6"},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/caress-of-laniph.png"} +{"name":"Flight (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"vLhS0qwea9LjvK6u"} +{"_id":"vwphk8DwbBkUABDZ","name":"Teleport (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"vxbYDthV1f7D2nyx","name":"Distracting (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"name":"Blast (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"vzaBW9F5LVSAAV5H"} +{"_id":"w0pZ963P6QS7Eh2a","name":"Aethyric Arms (Metal)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":2,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/metal.png"} +{"_id":"w5b653yUVENuVHzy","name":"Chain Attack (Heavens)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/heavens.png"} +{"_id":"wHaglsPNfRMpKB9K","name":"Crucible of Chamon","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel Chamon into a single non-magical, metallic object, such as a weapon or piece of armor. The item melts, dripping to the floor as molten metal, cooling almost immediately. If held, the item is dropped. If worn, the wearer takes a hit like a Magic Missile with Damage equal to your Willpower Bonus that ignores Toughness Bonus. While the object is destroyed, the metal retains its base value, and may be used by a smith as raw material.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Métal","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Bonus yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"Willpower Bonus"},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/crucible-of-chamon.png"} +{"_id":"wQ5ld4yCCqhG0lqL","name":"Move Object","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"1 Round","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"wTfoDOFOnvQykpdm","name":"Cerulean Shield","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You encase yourself in a crackling cage of sparking electricity and Azyr. For the spell’s duration, gain +SL Armour Points to all locations against melee attacks. If attacked by metal weapons — such as daggers, swords, and spears with metal tips — your attacker takes +Willpower Bonus Damage.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":"Willpower Bonus"},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/cerulean-shield.png"} +{"name":"Arrow Shield (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds+","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"wi9BBLoL1TIf5aUf"} +{"_id":"wj5pXiyhNjaP6pom","name":"Light","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a small light, roughly equivalent to a torch, which glows from your hand, staff or some other part of your person. While the spell is active, you may choose to increase the illumination to that of a lantern, or decrease it to that of a candle, if you pass an Average (+20) Channeling Test.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mineure","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/petty.png"} +{"_id":"wx23bbK7pPqY2quI","name":"Dark Vision","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/blank.png"} +{"_id":"wzDP2S8dphUGFWO3","name":"Dark Vision (Light)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Lumière","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/light.png"} +{"_id":"xPTG5wLvHULLEM2p","name":"The Second Portent of Amul","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Gain +SL Fortune Points. For every +2 SL, gain +1 additional Fortune point. Any unused points at the end of the Duration are lost.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Cieux","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Initiative Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/the-second-portent-of-amul.png"} +{"_id":"xQVVrzVD7V7yCq31","name":"Bridge (Feu)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Feu","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"see description","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/fire.png"} +{"_id":"xhGjRScyU149nK3i","name":"Treason of Tzeentch","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"tzeentch","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"sort":100001,"flags":{},"img":"systems/wfrp4e/icons/spells/tzeentch.png"} +{"name":"Mirkride","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Speaking ancient words of magic, your spirit leaves your body, stepping into the Hedge, the dark space between the material world and the spirit realm. For the duration, your stand apart from the world, able to witness it invisibly, but not affect it in any way. Physical barriers are no impediment to you, and you may walk through non-magical obstacles at will. Your body remains in place, immobile and insensate.

\n

 

\n

At the end of the spell you will be pulled suddenly back to your body. If your body is killed while you are walking the Hedge, your spirit will wander aimlessly for eternity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"hedgecraft","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus minutes","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":200001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/mirkride.png","_id":"xiTk3pZX0GYVO2TQ"} +{"name":"Teleport (Daemonology)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Démonologie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/daemonology.png","_id":"xyCPobJtYNSpYtr6"} +{"_id":"yC4ry3bNP2Lc04WK","name":"Flight (Beasts)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/beasts.png"} +{"_id":"yR82MDHEF4zQoYyR","name":"Flock of Doom","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You call down a murder of crows or similar local bird to assail your foes.

\n

 

\n

The flock attacks everyone in the Area of Effect who does not possess the Arcane Magic (Beasts) Talent ferociously, inflicting a +7 Damage hit at the end of the Round. The flock remains in play for the duration of the spell. For your Action you may make an Average (+20) Charm Animal Test to move the flock to another target within range. While within the Area of Effect, all creatures gain +1 Blinded Condition.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Bête","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":"7"},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{},"img":"systems/wfrp4e/icons/spells/flock-of-doom.png"} +{"name":"Corrosive Blood (Necromancy)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"Nécromancie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"source":{"type":"String","label":"Source"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/necromancy.png","_id":"yiI4a3Yufcm8NXN6"} +{"_id":"zNobG855V6XwHTXh","name":"Bolt (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"4"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/death.png"} +{"_id":"zXlqNl9jSTRWyKpm","name":"Dome (Shadow)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Ombre","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/shadow.png"} +{"_id":"zcH25H2Zr7Xwq1Xd","name":"Dark Vision (Life)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Vie","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":1,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/spells/life.png"} +{"_id":"zwQQb0upMLj8bFe9","name":"Arrow Shield (Mort)","permission":{"default":0},"type":"spell","data":{"description":{"type":"String","label":"Description","value":"

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

"},"source":{"type":"String","label":"Source"},"lore":{"type":"String","label":"Lore","value":"Mort","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":3,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/spells/death.png"} diff --git a/compendium/srdspells.db b/compendium/srdspells.db new file mode 100644 index 0000000..32e7716 --- /dev/null +++ b/compendium/srdspells.db @@ -0,0 +1,313 @@ +{"_id":"013SoEISl2jAwr9d","name":"Slow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

\n

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 277"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A drop of molasses."},"target":{"type":"String","label":"Target","value":"Up to 6 Creatures, 40 ft. Cube"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"06l6ONKqfGFS9uw9","name":"Silence","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the Duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 275"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"20 ft. radius sphere"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"0D3H4E2WeiWth6Gr","name":"Telepathy","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

\n

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pair of linked silver rings"},"target":{"type":"String","label":"Target","value":"You and a willing creature with which you are familiar with"},"range":{"type":"String","label":"Range","value":"Unlimited"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"0c2SBeAP2y02qtek","name":"Earthquake","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a seismic disturbance at a point on the ground that you can see within range. For the Duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s Concentration is broken.

\n

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This spell can have additional Effects depending on the terrain in the area, as determined by the DM.

\n

 

\n

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

 

\n

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 236"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pinch of dirt, a piece of rock, and a lump of clay"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"500 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"0iuCAAfWwibM4A56","name":"Pass without Trace","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 264"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Ashes from a burned leaf of mistletoe and a sprig of spruce"},"target":{"type":"String","label":"Target","value":"Each chosen creature within 30 ft."},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"0mUunnH73RLUkxkR","name":"Death Ward","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 230"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One creature"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"10KsdnmoIow3ZIlt","name":"Disintegrate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes {@dice 10d6 + 40} force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 233"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a loadstone and a pinch of dust"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"10d6+40"},"damageType":{"type":"String","label":"Damage Type","value":"force"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"10sH2a4vAGI92fv5","name":"Shield","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 275"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Reaction"},"duration":{"type":"String","label":"Duration","value":"1 Round"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"1NbVuJjsDNtvWR9r","name":"Wish","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

\n

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly Components. The spell simply takes effect.

\n

Alternatively, you can create one of the following Effects of your choice:

\n

 

\n\n

 

\n

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

\n

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell⁠ until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend Resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 288"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V "},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"1VkN7PpNfK6rN4aD","name":"Ice Storm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 252"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pinch of dust and a few drops of water"},"target":{"type":"String","label":"Target","value":"20 ft. radius, 40 ft. high cylinder"},"range":{"type":"String","label":"Range","value":"300 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"4d6"},"damageType":{"type":"String","label":"Damage Type","value":"cold"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"1Zlar3PWOJCVQ3HP","name":"Maze","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You banish a creature that you can see within range into a labyrinthine Demiplane. The target remains there for the Duration or until it escapes the maze.

\n

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a Minotaur or Goristro demon automatically succeeds).

\n

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 258"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"29U8J77iRhYYAudi","name":"Banishment","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

\n

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

\n

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 217"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"An item distasteful to the target."},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"2PRAfntJY1mgNKlG","name":"Mind Blank","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Spells, and the Charmed condition. The spell even foils Wish s⁠pells and Spells or Effects of similar power used to affect the target’s mind or to gain information about the target.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 259"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One willing creature"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"2Usy69xl1iTSZnup","name":"Speak with Plants","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You imbue Plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plan⁠ts about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

\n

You can also turn difficult terrain caused by Plant Growth (such as thickets and undergrowth) into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where Plants are present into difficult terrain that lasts for the dur⁠ation, causing vines and branches to hinder pursuers, for example.

\n

P⁠lants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

\n

If a p⁠lant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to influence it.

\n

This spell can cause the p⁠lants created by the Entangle spell to release a Restrained creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 277"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"All plants within 30 ft."},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"2mfRpQr88B0BBjt3","name":"Protection from Energy","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 270"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 willing creature"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"2zFNLj18iFs5HEnd","name":"Planar Ally","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You beseech an otherworldly entity for aid. The being must be known to you: a god, a Primordial, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

\n

When the creature appears, it is under no Compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its Services.

\n

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or Magic Items to an allied Temple, while a fiend might demand a living sacrifice or a gift of Treasure. Some creatures might exchange their service for a quest undertaken by you.

\n

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

\n

After the creature completes the task, or when the agreed-upon Duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

\n

A creature enlisted to join your group counts as a member of it, receiving a full share of Experience Points awarded.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 265"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"3EDMtLh0ZX0vHqEE","name":"Goodberry","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 246"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a spring of mistletoe"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"1"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"3Ma4UiIkzxyE513u","name":"Counterspell","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

\n

Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 228"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Reaction"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"3WKvnaRpw7YqjwyX","name":"Programmed Illusion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create an Illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The i⁠llusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the i⁠llusion behaves and what sounds it makes. This scripted Performance can last up to 5 minutes.

\n

When the condition you specify occurs, the i⁠llusion springs into existence and performs in the manner you described. Once the i⁠llusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the i⁠llusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible Conditions that occur within 30 feet of the area. For example, you could create an i⁠llusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the i⁠llusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature

"},"source":{"type":"String","label":"Source","value":"PHB pg. 269"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A bit of fleece and jade dust worth at least 25gp"},"target":{"type":"String","label":"Target","value":"An object, creature, or some other visible phenomenon, no larger then a 30 ft. cube"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Until dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"4AXJINh7zE3n3kZZ","name":"Transport via Plants","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of Movement.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 283"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"A plant within range and another at any distance on the same plane of existence that you have seen or touched"},"range":{"type":"String","label":"Range","value":"10 feet"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 round"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"4BIl2GRh5WYCN08J","name":"Web","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are difficult terrain and lightly obscure their area.

\n

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

\n

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.

\n

A creature Restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.

\n

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 287"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A bit of spiderweb"},"target":{"type":"String","label":"Target","value":"20 ft. cube"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"4ZspWoDcqLYhj3d1","name":"Detect Evil and Good","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 231"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"5nNEIs9mGa7TH9pz","name":"Power Word Stun","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the spell has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 267"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"5oyDhBnTjIdPGjWx","name":"Holy Aura","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all Saving Throws, and other creatures have disadvantage on Attack rolls against them until the spell ends. In addition, when a fiend or an Undead hits an affected creature with a melee atta⁠ck, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be Blinded until the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 251"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"61rRiQmQO0kHq4Y9","name":"False Life","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 239"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a small amount of alcohol or distilled spirits"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"6G5kNgkiTN0u5UtV","name":"Hold Person","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 251"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A small, straight piece of iron"},"target":{"type":"String","label":"Target","value":"One Enemy"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"6HwBL7Ui6FjWDwxS","name":"Prestidigitation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 267"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Object or Location"},"range":{"type":"String","label":"Range","value":"10 ft"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"6MPd6ocOwGDkRYl6","name":"Animal Friendship","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 212"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A morsel of food."},"target":{"type":"String","label":"Target","value":"One Beast"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"6g73jAJa4oLQKYTJ","name":"Beacon of Hope","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 217"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Any Creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"6kOu3xavP2kG4BPW","name":"Jump","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature. The creature's jump distance is tripled until the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 254"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a grasshopper's hind leg"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"74yt3fDsjB7Nr7ER","name":"Darkness","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 230"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, M"},"materials":{"type":"String","label":"Materials","value":"Bat fur and a drop of pitch or piece of coal"},"target":{"type":"String","label":"Target","value":"15 ft. Radius"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"7SAQxvvZiiSRwyG6","name":"Sunbeam","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is Blinded until your next turn. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw.

\n

You can create a new line of radiance as your action on any turn until the spell ends.

\n

For the Duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 279"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A magnifying glass"},"target":{"type":"String","label":"Target","value":"5 ft. wide, 60 ft. long line"},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"6d8"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"7tdafoZQSXACtBBl","name":"Dominate Person","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the Duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

 

\n

While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

 

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the Actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well.

\n

 

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

 

\n

At Higher Levels.

\n

When you cast this spell using a 6th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 7th-level spell slot, the dur⁠ation is concen⁠tration, up to 1 Hour. When you use a spell slot of 8th level or higher, the dura⁠tion is concentr⁠ation, up to 8 hours.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 235"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"89mZiIFgA9OKA6Bg","name":"Burning Hands","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 220"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"15 ft. Cone"},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"3d6"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"8USxt5pKePSf8UGz","name":"Stone Shape","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 278"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Soft clay, which must be worked into roughly the desired shape of the stone object"},"target":{"type":"String","label":"Target","value":"A stone object of Medium size or smaller"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"8VKTKjiZbCcianjG","name":"Move Earth","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

\n

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

\n

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.

\n

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

\n

Similarly, this spell doesn’t directly affect Plant Growth. The moved earth carries any Plants along with it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 263"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"An iron blade and a small bag containing a mixture of soils- clay, loam, and sand"},"target":{"type":"String","label":"Target","value":"An area of terrain no larger then 40 ft. on a side"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"2 hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"8altWicswi2Zed59","name":"Wall of Thorns","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the Duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

\n

When the wall appears, each creature within its area must make a Dexterity⁠ saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

\n

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of Movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity⁠ saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 287"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A handful of thorns"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":"7d8"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"8fR0t76w5gfnfjOx","name":"Project Image","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create an illusory copy of yourself that lasts for the Duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The Illusion looks and sounds like you but is intangible. If the i⁠llusion takes any damage, it disappears, and the spell ends.

\n

You can use your action to move this i⁠llusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On Your Turn as a Bonus Action, you can switch from using its se⁠nses to using your own, or back again. While you are using its sen⁠ses, you are Blinded and Deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an ⁠illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 270"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A small replica of you made from material worth at least 5gp"},"target":{"type":"String","label":"Target","value":"Any location within range you have seen before"},"range":{"type":"String","label":"Range","value":"500 miles"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 day"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"9Mh3iQDyIgsKxhso","name":"Incendiary Cloud","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius Sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 253"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"10d8"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"9RsBPUlDTDUhrp9i","name":"Detect Poison and Disease","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 231"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a yew leaf"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"9TY0ocanG79t67yP","name":"Teleport","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

\n

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
\n

 

\n

Familiarity. “Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s Secret tomb.

\n

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

\n

\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists.

\n

On Target. You and your group (or the target object) appear where you want to.

\n

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

\n

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

\n

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

\n

 

"},"source":{"type":"String","label":"Source","value":"PHB pg. 281"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"You and up to eight willing creatures"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"9TsS9SOFpDKfwN7e","name":"Stoneskin","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 278"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Diamond dust worth 100 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"1 willing creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"9zcYmzdDrFZid59d","name":"Hideous Laughter","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn’t affected.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"tiny tarts and a feather that is waved in the air"},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"A6Q1xqtWuDWFaqTu","name":"Fireball","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 241"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A tiny ball of bat guano and sulfur"},"target":{"type":"String","label":"Target","value":"20 ft. Radius"},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"8d6"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ACulYzw3DehXokHH","name":"Magic Mouth","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 257"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a small bit of honeycomb and jade dust worth at least 10gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"until dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"AZCkrKE5gsCvvrFk","name":"Augury","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

\n\n

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

\n

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 215"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Specially marked sticks, bones, or similar tokens worth at least 25 gp"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"AZJ2GGROw3GTUiNa","name":"Illusory Script","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You write on Parchment, paper, or some other suitable writing material and imbue it with a potent Illusion that lasts for the Duration.

\n

 

\n

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different me⁠ssage, written in a different hand and language, though the language must be one you know.

\n

Should the spell be dispelled, the original script and the Illusion both disappear.

\n

A creature with Truesight can read the hidden mes⁠sage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 252"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"S M"},"materials":{"type":"String","label":"Materials","value":"a lead-based ink worth at least 10gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"10 days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ArOcyXqCoGXrVBNL","name":"Enlarge/Reduce","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

\n

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

\n

 

\n

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target’s Weapons also grow to match its new size. While these Weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

\n

 

\n

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target’s Weapons also shrink to match its new size. While these Weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 237"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pinch of powdered iron"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"As6s7N2LYdIoMmRB","name":"True Seeing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 284"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"An oinment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"},"target":{"type":"String","label":"Target","value":"1 willing creature"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"AtKGL5y4JvyVbKTE","name":"Hallow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following Effects.

\n

First, Celestials, Elementals, fey, Fiends, and Undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer ch⁠armed, frighte⁠ned, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

\n

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these Effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or Trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

\n

 

\n"},"source":{"type":"String","label":"Source","value":"PHB pg. 249"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"herbs, oils, and incense worth at least 1000gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"24 Hours"},"duration":{"type":"String","label":"Duration","value":"until dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"AtgWTAoioefnXUF9","name":"Detect Magic","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 231"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Aya0WrzEOTswRgkS","name":"Scrying","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 273"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A focus worht at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water."},"target":{"type":"String","label":"Target","value":"1 creature on the same plane."},"range":{"type":"String","label":"Range","value":"self"},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"B4rduqD2hO1XhjNr","name":"Fire Shield","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

\n

The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you Resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage.

\n

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 242"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a bit of phosphorus or a firefly"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"BSmXcgsNCAYigWmD","name":"Calm Emotions","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 221"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"20 ft. Radius"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"cha"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"BUCZstEaG13xnHjW","name":"Rope Trick","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 272"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Powdered corn extract and a twisted loop of parchment"},"target":{"type":"String","label":"Target","value":"60 ft. llength of rope"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"C10FmVRU5q7hFeyr","name":"Fabricate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

\n

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of Objects made by the spell is commensurate with the quality of the raw materials.

\n

Creatures or Magic Items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such Objects.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"C294RLupfdgyr8PI","name":"Shillelagh","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 275"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A shamrock leaf, and a club or quarterstaff"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"CE8VT8OxLJe4trti","name":"Water Breathing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 287"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A short reed or piece of straw"},"target":{"type":"String","label":"Target","value":"Up to 10 willing creatures you can see"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"CNxEcI3jzlSm4mID","name":"Feather Fall","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 239"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V M"},"materials":{"type":"String","label":"Materials","value":"a small feather or piece of down"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 feet"},"time":{"type":"String","label":"Casting Time","value":"1 reaction, which you take when you or a creature within 60 ft. of you falls"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"CXLQfcJnj8iAZnlb","name":"Imprisonment","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination Spells can’t locate or perceive the target.

\n

When you cast the spell, you choose one of the following forms of imprisonment.

\n

 

\n

Burial. The target is entombed far beneath the earth in a Sphere of magical force that is just large enough to contain the target. Nothing can pass through the sph⁠ere, nor can any creature Teleport or use Planar Travel to get into or out of it.

\n

The spec⁠ia⁠l component for this version of the spell is a small mithral orb.

\n

 

\n

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is Restrained until the spell ends, and it can’t move or be moved by any means until then.

\n

The speci⁠al component for this version of the spell is a fine chain of precious metal.

\n

 

\n

Hedged Prison. The spell transports the target into a tiny Demiplane that is warded against teleportation and Planar Travel. The Demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

\n

The speci⁠al component for this version of the spell is a miniature representation of the prison made from jade.

\n

 

\n

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or Planar Travel. The gemstone can’t be cut or broken while the spell remains in effect.

\n

The s⁠pec⁠ial component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

\n

 

\n

Slumber. The target falls asleep and can’t be awoken. The specia⁠l component for this version of the spell consists of rare soporific herbs.

\n

 

\n

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The Conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable Actions or qualities and not based on intangibles such as level, class, or Hit Points.

\n

 

\n

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the spe⁠cial component used to create it.

\n

You can use a particular spec⁠ial component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 252"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"until dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Cm41cTP2ULqt0ZJE","name":"Fly","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 243"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a wing feather from any bird"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"CsSX4naHPHraU7u0","name":"Guidance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 248"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"CxB4rLe38RlQq8y2","name":"Commune with Nature","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

\n

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

\n\n

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 224"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"D1qUz7vk9fYFOUak","name":"Foresight","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a willing creature and bestow a limited ability to see into the immediate future. For the Duration, the target can’t be surprised and has advantage on Attack rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on a⁠ttack rolls against the target for the du⁠ration.

\n

This spell immediately ends if you cast it again before its Duration ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 244"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a hummingbird feather"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"DQ7yOpsL9KD8ZpsB","name":"Arcanist's Magic Aura","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You place an Illusion on a creature or an object you touch so that Divination Spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

\n

When you cast the spell, choose one or both of the following Effects. The effect lasts for the Duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the i⁠llusion lasts until it is dispelled.

\n

False Aura. You change the way the target appears to Spells and magical Effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

\n

Mask. You change the way the target appears to Spells and magical Effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym⁠bol spell. You choose a creature type and other Spells and magical Effects treat the target as if it were a creature of that type or of that Alignment.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a small square of silk"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"DVXudwor0h2YOeXx","name":"Greater Restoration","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:

\n"},"source":{"type":"String","label":"Source","value":"PHB pg. 246"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"diamond dust worth at least 100gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"DtEeyC1ybuSe5WIA","name":"Polymorph","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a Shapechanger or a creature with 0 Hit Points.

\n

The transformation lasts for the Duration, or until the target drops to 0 Hit Points or dies. The new form can be any beast whose Challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a c⁠hallenge rating). The target’s game s⁠tatistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. It retains its Alignment and personality.

\n

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of hit po⁠ints it had before it transformed. If it reverts as a result of dropping to 0 h⁠it points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit poin⁠ts, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the Nature of its new form, and it can’t speak, cast Spells, or take any other action that requires hands or s⁠peech.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 266"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a caterpillar cocoon"},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"EFbT7UyhOvpfD1az","name":"Thunderwave","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

\n

On Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 282"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"15 ft. Cube"},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"2d8"},"damageType":{"type":"String","label":"Damage Type","value":"thunder"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"EPmgh7ABdWWi4Yzs","name":"Etherealness","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the Duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

\n

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a sp⁠ecial ability or magic has given them the ability to do so.

\n

You ignore all Objects and Effects that aren’t on the Ethereal Plane, allowing you to move through obje⁠cts you perceive on the plane you originated from.

\n

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

\n

 

\n

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 238"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"EXGagczcDnLL00Y3","name":"Knock","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of Manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 254"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"EYrlTChZ4QXeuy13","name":"Planar Binding","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

With this spell, you attempt to bind a Celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the Duration. If the creature was summoned or created by another spell, that spell’s d⁠uration is extended to match the d⁠uration of this spell.

\n

A bound creature must follow your instructions to the best of its ability. You might c⁠ommand the creature to accompany you on an adventure, to guard a location, or to deliver a m⁠essage. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 265"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A jewel worth at least 1,000gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"A celestial, an elemental, a fey, or a fiend"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"cha"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"EZ6nOMjBTgvZkfft","name":"Conjure Celestial","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

\n

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

\n

Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 225"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Unoccupied Space"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"EbUQ73zF9A3Sso68","name":"Conjure Elemental","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 Hour after you summoned it.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 225"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water."},"target":{"type":"String","label":"Target","value":"10 ft. Cube"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"EfkwHPMbcqdMzH0B","name":"Water Walk","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 287"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A piece of cork"},"target":{"type":"String","label":"Target","value":"Up to 10 willing creatures you can see"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ElG40PAiat9Jw4iw","name":"Chain Lightning","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 221"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"10d8"},"damageType":{"type":"String","label":"Damage Type","value":"lightning"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"FA2clGdLvQ6CPE1c","name":"Antimagic Field","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

\n

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

\n

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

\n

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

\n

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

\n

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 213"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A pinch of powdered iron or iron filings"},"target":{"type":"String","label":"Target","value":"Self, 10 ft. Radius"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"FEx65mFs9zKh9tTM","name":"Minor Illusion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 260"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"S, M"},"materials":{"type":"String","label":"Materials","value":"A bit of fleece."},"target":{"type":"String","label":"Target","value":"5 ft. Cube"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"FVvPkwoLW513D8V9","name":"Resurrection","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 272"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A diamond worth at least 1,000 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"A creature that died no longer then a century ago"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"FYAVDciqgv9lvaHW","name":"Mislead","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the Duration, but the Invisibility ends if you Attack or Cast a Spell.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a Bonus Action, you can switch from using its sens⁠es to using your own, or back again. While you are using its se⁠nses, you are Blinded and Deafened in regard to your own surroundings.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 260"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Faxbhdw44C4P2vJl","name":"Wall of Fire","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 285"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A small piece of phosphorous"},"target":{"type":"String","label":"Target","value":"60 ft. Line"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":"5d8"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"FjMCxzEjaqe0tdom","name":"Shapechange","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You assume the form of a different creature for the Duration. The new form can be of any creature with a Challenge rating equal to your level or lower. The creature can’t be a construct or an Undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

\n

Your game s⁠tatistics are replaced by the s⁠tatistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its Statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary Actions or Lair Actions of the new form.

\n

You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious.

\n

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

\n

When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn e⁠quipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of e⁠quipment, based on the creature’s shape and size. Your e⁠quipment doesn’t change shape or size to match the new form, and any e⁠quipment that the new form can’t wear must either fall to the ground or merge into your new form. E⁠quipment that merges has no effect in that state.

\n

During this spell’s Duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more h⁠it points than your current one, your h⁠it points remain at their current value.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 274"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"FqJ32EgtIUD1TJCR","name":"Spirit Guardians","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the Duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 278"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A holy symbol"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"15 ft. radius"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":"3d8"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"G9PfI80tikGp23CM","name":"Animal Messenger","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

\n

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 212"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A morsel of food."},"target":{"type":"String","label":"Target","value":"One Tiny Beast"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"GC3de7shkfbT08cT","name":"Secret Chest","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

\n

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

\n

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"GpNFVk8cJk2F6ihu","name":"Guiding Bolt","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 248"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Round"},"damage":{"type":"String","label":"Spell Damage","value":"4d4"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Gt3rSA2iH5X8cCwM","name":"Warding Bond","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 287"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A pair of platinum rings worht at least 50 gp each, which you and the target must wear for the duration"},"target":{"type":"String","label":"Target","value":"1 willing creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"HB08yKkoMqngLErJ","name":"Teleportation Circle","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

\n

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on The Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after studying it for 1 minute.

\n

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to Teleport when you cast the spell in this way.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 282"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V M"},"materials":{"type":"String","label":"Materials","value":"Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"10 ft. diameter circle on the ground"},"range":{"type":"String","label":"Range","value":"10 feet"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"1 round"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"HSHaAoq5JpabFA8w","name":"Hold Monster","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This spell has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 251"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a small straight up piece of iron"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"HXLw8uoP8y1q3iB2","name":"Conjure Minor Elementals","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

\n\n

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 226"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Unoccupied Spaces"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"HaJLwcZg9sWwmWTX","name":"Dominate Beast","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 234"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"HkCbbJJ9HSQ3ATgn","name":"True Resurrection","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 284"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"A creature that has been dead for no longer then 200 years and died for any reason except old age"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"HwFemnwSiRLy2LSQ","name":"Reverse Gravity","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and Objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

\n

If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the Duration.

\n

At the end of the Duration, affected Objects and creatures fall back down.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 272"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A lodestone and iron fillings"},"target":{"type":"String","label":"Target","value":"50 ft. radius, 100 ft. high cylinder"},"range":{"type":"String","label":"Range","value":"100 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ICHV6awRRULsvKtt","name":"Commune","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 223"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Incense and a vial of holy or unholy water."},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"IPOd40WskYv5dy9o","name":"Geas","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

\n

You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the spell ends.

\n

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish spell also ends it.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 244"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"30 days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ISwXuP4zSJU73G1j","name":"Spiritual Weapon","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 278"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"5 ft. Square"},"range":{"type":"String","label":"Range","value":"5 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":"1d8 + @mod"},"damageType":{"type":"String","label":"Damage Type","value":"force"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"IdlRUCqAs8aCDUIJ","name":"Phantom Steed","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 265"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"IvM6jfUjffYjpf4o","name":"Hypnotic Pattern","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

\n

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 252"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"S, M"},"materials":{"type":"String","label":"Materials","value":"A glowing stick of incense or a crystal vial filled with phosphorescent material."},"target":{"type":"String","label":"Target","value":"30 ft. Cube"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"IwLGgee2SqeoWtG7","name":"Power Word Kill","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 266"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"J79zr8VxOTFigdfD","name":"See Invisibility","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 274"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A dash of talc and a small amount of silver powder"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"JBEiYTi9lG8nG7y0","name":"Wind Walk","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You and up to ten willing creatures you can see within range assume a g⁠aseous form for the Duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance⁠ to damage from nonmagical weapons⁠. The only Actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is Incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

\n

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 288"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Fire and holy water"},"target":{"type":"String","label":"Target","value":"You and up to 10 willing creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"JCBu7gWufsR0UnOf","name":"Magic Weapon","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to Attack rolls and Damage Rolls.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 257"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 bonus action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"JCawGRxJNlw1fl9w","name":"Bestow Curse","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

\n\n

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

\n

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 218"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":""},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":""},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"JbCi9fjuLRcypCfN","name":"Arcane Eye","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 214"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A bit of bat fur."},"target":{"type":"String","label":"Target","value":"One area"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"JeavLmlc5dfLUryW","name":"Wall of Ice","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.

\n

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

\n

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points⁠⁠ per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points⁠ destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 285"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A small piece of quartz"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":"10d6"},"damageType":{"type":"String","label":"Damage Type","value":"cold"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Jmrxgth8EA5k75L5","name":"Moonbeam","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, dim light fills the cylind⁠er.

\n

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

\n

A Shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

\n

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

\n

 

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 261"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Several seeds of any moonseed plant and a piece of opalescent feldspar"},"target":{"type":"String","label":"Target","value":"5 ft. radius, 40 ft. high cylinder"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"2d10"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"K1XpHPNEKnwqukBs","name":"Sunburst","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw.

\n

A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer b⁠linded.

\n

This spell dispels any Darkness in its area that was created by a spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 279"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Fire and a piece of sunstone"},"target":{"type":"String","label":"Target","value":"60 ft. radius"},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"12d6"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"K8hdXZ2jDNblfIQy","name":"Resilient Sphere","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A s⁠phere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the Duration.

\n

 

\n

Nothing—not physical Objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the s⁠phere can breathe there. The s⁠phere is immune to all damage, and a creature or object inside can’t be damaged by attacks or Effects originating from outside, nor can a creature inside the s⁠phere damage anything outside it.

\n

The s⁠phere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the s⁠phere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic"},"target":{"type":"String","label":"Target","value":"1 creature or object"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"KM3ScKtn8KLmqSlY","name":"Purify Food and Drink","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 270"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"All nonmagical food and drink within 5 ft. sphere"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"KYMdqsxRKH5VQZmJ","name":"Ray of Enfeeblement","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 271"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"KxioFbQlMCU0zkr8","name":"Blink","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

\n

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 219"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"L6WyZqNlOfchtiRI","name":"Feeblemind","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You blast the mind of a creature that you can see within range, attempting to shat⁠ter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

\n

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast Spells, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, ide⁠ntify its frie⁠nds, follow them, and even protect them.

\n

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

\n

The spell can also be ended by Greater Restoration, heal, or wish.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 239"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a handful of clay, crystal, glass, or mineral spheres"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"int"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LFHEg8kDT8z39kmc","name":"Irresistible Dance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the Duration. Creatures that can’t be Charmed are immune to this spell.

\n

A dancing creature must use all its Movement to dance without leaving its space and has disadvantage on Dexterity Saving Throws and Attack rolls. While the target is affected by this spell, other creatures have advantage on a⁠ttack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LG3OwvPAtZqIsfop","name":"Weird","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere⁠ centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes Frightened for the Duration. The illusion⁠ calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the Frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 288"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"30 ft. radius sphere"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LS3zb3CpWUPWH93S","name":"Acid Arrow","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"powdered rhubar leaf and an adders stomach"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"4d4"},"damageType":{"type":"String","label":"Damage Type","value":"acid"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Li4DLPo5Csqj7bMB","name":"Dispel Evil and Good","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the spell early by using either of the following spe⁠cial functions.

\n

 

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

 

\n

Dismissal. As your action, make a melee spell Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 233"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"holy water or powdered silver and iron"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LiG9Qx13cgrotBBn","name":"Hellish Rebuke","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 250"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"a creature that damaged you"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"2d10"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LkVyKuJwO8e5vLPB","name":"Sequester","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the Duration. When you cast the spell and touch the target, it becomes Invisible and can’t be targeted by d⁠ivination s⁠pells or perceived through Scrying sensors created by Divination Spells.

\n

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

\n

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the Tarrasque awakens.” This spell also ends if the target takes any damage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 274"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"A willing creature or an object"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Until Dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LwBZAQgwMURF9zs3","name":"Floating Disc","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the Duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

\n

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

\n

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a drop of mercury"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LwWxnzrbFnwnUeyR","name":"Locate Object","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 256"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a forked twig"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LyjsB74UqHvnxExu","name":"Telekinesis","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the spell, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the spell.

\n

 

\n

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

 

\n

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

\n

If the object is worn or carried by a creature, you must make an ability check with your Spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

\n

You can exert fine control on Objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

 

"},"source":{"type":"String","label":"Source","value":"PHB pg. 280"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"A huge or smaller creature or an object that weighs up to 1,000 pound"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"LywqS6eC3OpUNox4","name":"Fire Storm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire damages Objects in the area and ignites flammable Objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 242"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"7d10"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Md88fvWhfpNTlylG","name":"Magic Jar","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

\n

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

\n

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

\n

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

\n

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

\n

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

\n

When the spell ends, the container is destroyed.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 257"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a gem, crystal, reliquary, or some other ornamental container worth at least 500gp"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"until dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"MlUTCo5GmJMQ5csw","name":"Inflict Wounds","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 253"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"3d10"},"damageType":{"type":"String","label":"Damage Type","value":"necrotic"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"MsO59St6D0QekayR","name":"Glibness","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 245"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"N5z2exfCgo86FlSi","name":"Magic Missile","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 257"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Enemy"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"3d4+3"},"damageType":{"type":"String","label":"Damage Type","value":"force"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"NJb4uLQOYJAnSR7K","name":"Zone of Truth","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

\n

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 289"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"15 ft. radius sphere"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"cha"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"NMGT9bosx1XC9PYc","name":"Black Tentacles","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the Duration, these tentacles turn the ground in the area into difficult terrain.

\n

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrai⁠ned by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrai⁠ned by the tentacles takes 3d6 bludgeoning damage.

\n

A creature Restrained by the tentacles can use its action to make a Strength or D⁠exterity check (its choice) against your spell save DC. On a success, it frees itself.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a piece of tentacle from a giant octopus or a giant squid"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"3d6"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"OAEPeEkRV8HF5QF9","name":"Gust of Wind","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 248"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A legume seed."},"target":{"type":"String","label":"Target","value":"60 by 10 ft. Line"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"str"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"OIz7uIuMJAiBWDJq","name":"Spider Climb","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 277"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A drop of bitumen and a spider"},"target":{"type":"String","label":"Target","value":"1 willing creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ObavW9U4Y9tZXGoe","name":"Symbol","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure⁠ chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

\n

The glyph is nearly invisible⁠, requiring an Intelligence (Investigation) check against your spell save DC to find it.

\n

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common⁠ triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

\n

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics⁠ (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere⁠ with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere⁠ when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there.

\n

 

\n"},"source":{"type":"String","label":"Source","value":"PHB pg. 280"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"Until dispelled or triggered"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Ofd8sygRq7VrkLdA","name":"Mage Hand","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 256"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Object or Item"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"P9BRP8UoLgLWEO5L","name":"Create or Destroy Water","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You either create or destroy water.

\n

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.

\n

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 229"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A drop of water if creating water, or a few grains of sand if destroying it."},"target":{"type":"String","label":"Target","value":"Area or Container"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"PFKzdIRBlVvDjfeR","name":"Divine Word","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You utter a divine word, imbued with the power that shaped the world at the dawn of Creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n\n

Regardless of its current Hit Points, a Celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of Origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 234"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 bonus action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"PK0xjPPTbnVK9E2H","name":"True Polymorph","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the d⁠uration, or until the target drops to 0 hit points⁠ or dies. If you concentrate on this spell for the full Duration, the transformation lasts until it is dispelled.

\n

This spell has no effect on a target with 0 Hit Points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

\n

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose c⁠hallenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a Challenge rating). The target’s game statistics⁠, including mental Ability Scores, are replaced by the statistics⁠ of the new form. It retains its Alignment and personality.

\n

The target assumes the hit points⁠ of its new form, and when it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 hit points⁠, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points⁠, it isn’t knocked Unconscious.

\n

The creature is limited in the Actions it can perform by the nature⁠ of its new form, and it can’t speak, cast Spells, or take any other action that requires hands or speech⁠, unless its new form is capable of such Actions.

\n

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its Equipment.

\n

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s Challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s Statistics and resolves all of its Actions and Movement.

\n

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

\n

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics⁠ become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 283"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A drop of mercury, a dollop of gum arabic, and a wisp of smoke"},"target":{"type":"String","label":"Target","value":"1 creature or object that is nither worn nor carried"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"PiGwOV6xQ3LZBeM4","name":"Antilife Shell","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

\n

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

\n

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 213"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"10 ft. Radius"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Pl5Kl8U26ewpHOZH","name":"Guards and Wards","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

\n

When you cast this spell, you can specify individuals that are unaffected by any or all of the Effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these Effects.

\n

Guards and wards creates the following Effects within the warded area.

\n

 

\n

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an Illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

\n

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

\n

Other Spell Effect. You can place your choice of one of the following magical Effects within the warded area of the stronghold.

\n\n

 

\n

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

\n

 

"},"source":{"type":"String","label":"Source","value":"PHB pg. 248"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"10 minute"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"PngRBDKBWBBAz82m","name":"Alter Self","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

\n

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

\n

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

\n

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 211"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"PqmxSCCXtawUNbIc","name":"Thaumaturgy","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 282"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Q5YqZIAM1PUScJTC","name":"Faithful Hound","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the Duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

\n

The hound is Invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisib⁠le creatures and can see into the Ethereal Plane. It ignores illusions.

\n

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s Attack bonus is equal to your Spellcasting ability modifier + your Proficiency Bonus. On a hit, it deals 4d8 piercing damage.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a tiny silver whistle, a piece of bone, and a thread"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Q5hdehdHF2oeDhLN","name":"Control Water","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

\n

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land, instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

\n

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

\n

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

\n

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

\n

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

\n

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

\n

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 227"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A drop of water and a pinch of dust."},"target":{"type":"String","label":"Target","value":"100 ft. Cube"},"range":{"type":"String","label":"Range","value":"200 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":"2d8"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"save":{"type":"String","label":"Saving Throw","value":"str"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"QCF1YpMbYc9VMQIL","name":"Forcecage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Spells cast into or out from the area.

\n

 

\n

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

\n

This spell can’t be dispelled by Dispel Magic.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 243"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Ruby dust worth 1500gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"100 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"cha"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"QDqAMAwlVZAoAHXf","name":"Divine Favor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 234"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"QEIBxki2gteT7x2Q","name":"Unseen Servant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command⁠ until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack⁠. If it drops to 0 hit points⁠, the spell ends.

\n

Once on each of your turns as a Bonus Action, you can mentally command⁠ the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending⁠, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command⁠, the servant performs the task to the best of its ability until it completes the task, then waits for your next command⁠.

\n

If you command⁠ the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 284"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A piece of string and a bit of wood"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"QVyjvvBm2Z3rdKhq","name":"Nondetection","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical Scrying sensors.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 263"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"QkSy0G3ZwvqCPflt","name":"Confusion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the spell must make a Wisdom saving throw otherwise it will be affected by the spell.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the spell ends for this target.

\n

Higher Levels. When you cast this spell using a level spell slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher spell slot to 4.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 224"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Three walnut shells."},"target":{"type":"String","label":"Target","value":"10 ft. Radius"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"QtlvpOnm4vt9O7UL","name":"Charm Person","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 221"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"R8DIo4HnFiK8yvED","name":"Find Steed","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a Warhorse, a pony, a camel, an elk, or a Mastiff. (Your DM might allow Other Animals to be summoned as steeds.) The steed has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

\n

Your steed serves you as a mount, both in Combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that Targets only you also target your steed.

\n

When the steed drops to 0 Hit Points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

\n

While your steed is within 1 mile of you, you can communicate with each other telepathically.

\n

You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"RXWhdqcaICRhY0Yo","name":"Mass Cure Wounds","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 258"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"up to 6 creatures in a 30 ft. radius sphere"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"3d8 + @mod"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"RYRltDMBvvjDTIL2","name":"Fear","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the duration.

\n

While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 239"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A white feather or the heart of a hen."},"target":{"type":"String","label":"Target","value":"30 ft. Cone"},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"RkwlPCAqcZaZnLZP","name":"Seeming","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

\n

The spell disguises physical appearance as well as clothing, armor, Weapons, and Equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The spell lasts for the Duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence 

\n

(Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 274"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Any number of creatures you can see"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"SEceE93wXRJYEIEB","name":"Prismatic Spray","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

\n
    \n
  1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
  2. \n
  3. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
  4. \n
  5. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  6. \n
  7. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
  8. \n
  9. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
  10. \n
  11. Indigo. On a failed save, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
  12. \n
  13. Violet. On a failed save, the target is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  14. \n
  15. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
  16. \n
"},"source":{"type":"String","label":"Source","value":"PHB pg. 267"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"60 ft. cone"},"range":{"type":"String","label":"Range","value":"self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"SKsyUKbHem14211t","name":"Blight","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 219"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"8d8"},"damageType":{"type":"String","label":"Damage Type","value":"necrotic"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"SMP1qCUVT94gRaqq","name":"Magic Circle","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylin⁠der intersects with the floor or other surface.

\n

Choose one or more of the following types of creatures: Celestials, Elementals, fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

\n\n

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cyl⁠inder and protecting targ⁠ets outside it.

\n

 

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 Hour for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 256"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"holy water or powdered silver and iron worth at least 100gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"10 ft. radius, 20 ft. tall cylinder"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"SXpyWeLX7oaGwH5L","name":"Suggestion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be Charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

\n

You can also specify Conditions that will trigger a special⁠ activity during the Duration. For example, you might suggest that a knight⁠⁠ give her warhorse⁠ to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 279"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V M"},"materials":{"type":"String","label":"Materials","value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil"},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"SZutyJJokP9IlzJh","name":"Lightning Bolt","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 255"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A bit of fur and a rod of amber, crystal, or glass"},"target":{"type":"String","label":"Target","value":"5 ft. Line"},"range":{"type":"String","label":"Range","value":"100 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"8d6"},"damageType":{"type":"String","label":"Damage Type","value":"lightning"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Szv3POcgJCwkhHFj","name":"Chill Touch","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

\n

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

\n

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 221"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Round"},"damage":{"type":"String","label":"Spell Damage","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"necrotic"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"T10QiuOIs2RuxLsE","name":"Light","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 255"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, M"},"materials":{"type":"String","label":"Materials","value":"A firefly or phosphorescent moss."},"target":{"type":"String","label":"Target","value":"One Object"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"TB9F8Fb8j15mGFfh","name":"Animate Dead","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 212"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A drop of blood, a piece of flesh, and a pinch of bone dust"},"target":{"type":"String","label":"Target","value":"One pile of bones or corpse"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"TR04U2IP0AWRorw8","name":"Mirage Arcane","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

\n

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

\n

The Illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede Movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

\n

Creatures with Truesight can see through the Illusion to the terrain’s true form; however, all other elements of the illu⁠sion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illus⁠ion.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 260"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Up to 1 square mile"},"range":{"type":"String","label":"Range","value":"Sight"},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":"10 days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"TslaUppO2NrVjWEx","name":"Regenerate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature and stimulate its natural Healing ability. The target regains 4d8 + 15 Hit Points. For the Duration of the spell, the target regains 1 hit point at the start of each of its turns (10 h⁠it points each minute).

\n

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 271"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A prayer wheel and holy water"},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":"4d8+15"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"TxwLQ7h0KtOPc6JN","name":"Flame Blade","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus Action.

\n

You can use your action to make a melee spell Attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

\n

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 242"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"leaf of sumac"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"self"},"time":{"type":"String","label":"Casting Time","value":"1 bonus action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":"3d6"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"TzCIlgC8IK8QXEz5","name":"Antipathy/Sympathy","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

\n

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

\n

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

\n

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

\n

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

\n

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 214"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A lump of alum soaked in vinegar for antipathy. A drop of honey for sympathy."},"target":{"type":"String","label":"Target","value":"One Object or Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":"10 Days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"U231KnU7gul4EX06","name":"Produce Flame","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.

\n

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 269"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ULdJNZuvfN1x0yuQ","name":"Mass Healing Word","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 258"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"6 Creatures"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d4 + @mod"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"UVVRs1T9VACtHfzj","name":"Enhance Ability","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

\n

 

\n\n

 

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

\n

 

"},"source":{"type":"String","label":"Source","value":"PHB pg. 237"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"fur or feather from a beast"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"UeQCmC0D9eGbBc0D","name":"Mirror Image","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.

\n

Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.

\n

If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.

\n

The AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.

\n

A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 260"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"VJ6axpgHS0oBehhn","name":"Raise Dead","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 270"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A diamond worth at least 500gp, which the spell consumes."},"target":{"type":"String","label":"Target","value":"1 creature that died no longer then 10 days ago."},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"VYRtXAs6tkvVCXAY","name":"Vampiric Touch","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

\n

On Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 285"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":"3d6"},"damageType":{"type":"String","label":"Damage Type","value":"necrotic"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"VmHvuFN2662oppsP","name":"Revivify","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 272"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Diamonds worth 300gp, which the spell consumes."},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"VnKL53aKKDMPH6uI","name":"Shield of Faith","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 275"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A small parchment with a bit of holy text written on it."},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"Up to 10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"WBb4iK88W8wG7HeL","name":"Storm of Vengeance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes.

\n

Each round you maintain Concentration on this spell, the storm produces different Effects on your turn⁠.

\n

 

\n

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

\n

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects⁠ of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

\n

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 279"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"A point you can see"},"range":{"type":"String","label":"Range","value":"Sight"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"WVDF0ZKi5YKBgi1j","name":"Bless","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 219"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A sprinkling of holy water."},"target":{"type":"String","label":"Target","value":"Up to 3 Creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"WdzqieI3O6h8nFgW","name":"Wall of Force","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

\n

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 285"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A pinch of powder made by crushing clear gemstone"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"WeHQXikKcEibck2l","name":"Spike Growth","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the Duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

\n

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 277"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Seven sharp thorns or seven small twigs, each sharpened to a point"},"target":{"type":"String","label":"Target","value":"20 ft. radius"},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":"2d4"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"WfTLW4EOGBCAm7na","name":"Command","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 223"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Round"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"WwpV98IoFTNrxWF4","name":"Passwall","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

\n

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 264"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A pinch of sesame seeds"},"target":{"type":"String","label":"Target","value":"Nearby Surface"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"X7CBCYGwv1xEJXQo","name":"Protection from Poison","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 270"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Xb8RfyncGrWjpU1Y","name":"Lesser Restoration","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 255"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Y1SzPuz5jfwjw04G","name":"Faerie Fire","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 239"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"20 ft. Cube"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"YPI04h9mKyFQuDOJ","name":"Demiplane","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 231"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"YRnMKANpSiAFEqts","name":"Find Traps","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 241"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"YZGJjFQx6DAMxg1k","name":"Scorching Ray","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

\n

Make a ranged Spell Attack for each ray. On a hit, the target takes 2d6 fire damage.

\n

On higher levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 273"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Up to 3 Enemies"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"2d6"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"YfaQKZVj5yI5Y8Zw","name":"Blindness/Deafness","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 219"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"YiReNWV0QWfhNqQA","name":"Fog Cloud","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a 20-foot-radius Sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 243"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ZCMe4n0BepWbkCze","name":"Sacred Flame","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 272"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ZcipriAYanu8n0KQ","name":"Daylight","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 230"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"60 ft. radius sphere"},"range":{"type":"String","label":"Range","value":"60 feet"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ZiND1VS37Yd7jpHl","name":"Cone of Cold","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

\n

A creature killed by this spell becomes a frozen statue until it thaws.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 224"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A small crystal or glass cone"},"target":{"type":"String","label":"Target","value":"60 ft. Cone"},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"8d8"},"damageType":{"type":"String","label":"Damage Type","value":"cold"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Zj9UujBH1kiHEwlJ","name":"Mass Heal","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A flood of Healing energy flows from you into injured creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any effect making them Blinded or Deafened. This spell has no effect on Undead or constructs.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 258"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"700"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"Zu1dpHlSgop3CDk4","name":"Astral Projection","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

\n

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

\n

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

\n

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

\n

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

\n

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 215"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes"},"target":{"type":"String","label":"Target","value":"Up to 8 Creatures"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":"Special"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ZuU7MIizuyeIAzp0","name":"Heat Metal","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 250"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A piece of iron and a flame."},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":"2d8"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"a41JtDRkf5aaXO22","name":"Prismatic Wall","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the Duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

\n

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become Blinded for 1 minute.

\n

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

\n

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the Duration of the spell. An Antimagic Field has no effect on the wall, and Dispel Magic works only against the violet layer.

\n

 

\n
    \n
  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical Ranged Attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
  2. \n
  3. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical Ranged Attacks can’t pass through the wall. The layer is destroyed by a strong wind.
  4. \n
  5. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  6. \n
  7. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
  8. \n
  9. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
  10. \n
  11. Indigo. On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.\n
      \n
    • While this layer is in place, Spells can’t be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or a similar spell of equal or higher level.
    • \n
    \n
  12. \n
  13. Violet. On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or a similar spell of equal or higher level that can end Spells and magical Effects.
  14. \n
"},"source":{"type":"String","label":"Source","value":"PHB pg. 267"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"90 ft. long, 30 ft. high, 1 inch thick wall"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"aCrGF3IIiWXcYW15","name":"Cure Wounds","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 230"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d8 + @mod"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"b6zhKIQCbzALVm37","name":"Remove Curse","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 271"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 creature or object"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"bQeywFMMQ1aHIhff","name":"Create Undead","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

\n

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

\n

Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 229"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse."},"target":{"type":"String","label":"Target","value":"Up to 3 Corpses"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"bXegKieKkizB1lIh","name":"Hunter's Mark","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra {@dice 1d6} damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 251"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"biZ6d93vKALlcbwC","name":"Vicious Mockery","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 285"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantateous"},"damage":{"type":"String","label":"Spell Damage","value":"1d4"},"damageType":{"type":"String","label":"Damage Type","value":"psychic"},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"bmGe5retzxNPR8tc","name":"Prayer of Healing","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Up to six creatures of your choice that you can see within range each regain Hit Points equal to 2d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 267"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Up to 6 creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"2d8 + @mod"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"cXlOgbZQJGJvEaBJ","name":"Comprehend Languages","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 224"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A pinch of soot and salt"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ccEqu44g1l9kVL1w","name":"Eyebite","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the spell’s Duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

\n"},"source":{"type":"String","label":"Source","value":"PHB pg. 238"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ckCCws7R8BXK9IRm","name":"Delayed Blast Fireball","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell's base damage is {@dice 12d6}. If at the end of your turn the bead has not yet detonated, the damage increases by {@dice 1d6}.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 230"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a tiny ball of bat guano and sulfur"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"150 feet"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"12d6"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"crFHd3kdR8Wxu6ab","name":"Freedom of Movement","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a willing creature. For the Duration, the target’s Movement is unaffected by difficult terrain, and Spells and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

\n

The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target’s mov⁠ement or attacks.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 244"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a leather strap, bound around the arm or a similar appendage"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"cuayIRpUfSECAjhU","name":"Sending","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 274"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A short piece of fine copper wire"},"target":{"type":"String","label":"Target","value":"A creature you are familiar with"},"range":{"type":"String","label":"Range","value":"Unlimited"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 round"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"dg2tDVeMFkgGbzXr","name":"Divination","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 234"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Incense and a sacrificial offering appropiate to your religion, together worth at least 25gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"dhT34ru8NybDz2ME","name":"Arcane Lock","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

\n

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 215"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Gold dust worth at least 25 gold, which is consumed."},"target":{"type":"String","label":"Target","value":"One Object"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Until Dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"dkgHptEyqlZkNvFl","name":"Meteor Swarm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius s⁠phere centered on each point you choose must make a Dexterity saving throw. The s⁠phere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The spell damages o⁠bjects in the area and ignites flammable o⁠bjects that aren’t being worn or carried.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 259"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"4x 40 ft. radius Spheres at points you can see"},"range":{"type":"String","label":"Range","value":"1 mile"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"20d6"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"duxJghPumja8majX","name":"Flesh to Stone","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

\n

A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition for the Duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your Concentration on this spell for the entire possible Duration, the creature is turned to stone until the effect is removed.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 243"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pinch of lime, water, and earth"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"e6yowgx4zMAWKyDT","name":"Create Food and Water","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 229"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Ground"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"eANTJjBCgvEPqYxf","name":"Flame Strike","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 242"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pinch of sulfur"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"4d6"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"eTEQdRliYcsK14Ru","name":"Forbiddance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can’t tele⁠port into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against Planar Travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift spell.

\n

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Celestials, Elementals, fey, Fiends, and Undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

\n

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

\n

The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material Components are consumed on the last casting.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 243"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a sprinkle of holy water, rare incense, and powdered ruby worth at least 1000gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":"1 day"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"eah0Gh8cenTKRDUE","name":"Continual Flame","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 227"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Ruby dust worth 50 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"One Object"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Until Dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"f2gGBifrUTVksHxm","name":"Color Spray","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 222"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A pinch of powder or sand that is colored red, yellow, and blue."},"target":{"type":"String","label":"Target","value":"15 ft. Cone"},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Round"},"damage":{"type":"String","label":"Spell Damage","value":"6d10"},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"fVOOquclAeuK6ZCp","name":"Misty Step","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 260"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"fWcujcL4GeByGps3","name":"Eldritch Blast","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

\n

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 237"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 Creature"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d10"},"damageType":{"type":"String","label":"Damage Type","value":"force"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"g3o2Zgm2mRXZO2q2","name":"Sleet Storm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

\n

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls Prone.

\n

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 276"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A pinch of dust and a few drops of water."},"target":{"type":"String","label":"Target","value":"20 ft. Cylinder, 40 ft. Radius"},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"g4UxQmtIIzbOlWqY","name":"Longstrider","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a creature. The target's speed increases by 10 feet until the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 256"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pinch of dirt"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"gabEWu6kOCNqijGt","name":"Control Weather","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

\n

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
"},"source":{"type":"String","label":"Source","value":"PHB pg. 228"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Burning incense and bits of earth and wood mixed in water."},"target":{"type":"String","label":"Target","value":"5 Mile Radius"},"range":{"type":"String","label":"Range","value":"Self"},"time":{"type":"String","label":"Casting Time","value":"10 Minutes"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"h5gtkbyWLe3LKts1","name":"Aid","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

\n

At Higher Levels.

\n

When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 211"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A tiny strip of white cloth."},"target":{"type":"String","label":"Target","value":"Up to 3 Creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":"5"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"hJycYd6jN47jBoIc","name":"Magnificent Mansion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You conjure an extradimensional dwelling in range that lasts for the Duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is Invisible.

\n

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

\n

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent Servants attends all who enter. You decide the visual appearance of these Servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t Attack or take any action that would directly harm another creature. Thus the Servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The Servants can go anywhere in the mansion but can’t leave it. Furnishings and other Objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"300 ft."},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"hN307uHrq9BwXbp8","name":"Finger of Death","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

\n

A humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 241"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"7d8+30"},"damageType":{"type":"String","label":"Damage Type","value":"necrotic"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"hwE1kuF07bwSwoNM","name":"Creation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

\n

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

\n\n

Using any material created by this spell as another spell’s material component causes that spell to fail.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 229"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A tiny piece of matter of the same type of the item you plan to create."},"target":{"type":"String","label":"Target","value":"5 ft. Cube"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"Special"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"i1eFhGwrc7oPhOwt","name":"Find Familiar","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

\n

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

\n

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

\n

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

\n

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

\n

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 240"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":"Permanent"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"i79B0NhKZ2cg9Qju","name":"Speak with Animals","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 277"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"iJgiiSt0FImZ5T0b","name":"True Strike","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight⁠ into the target’s defenses. On your next turn, you gain advantage on your first attack⁠ roll against the target, provided that this spell hasn’t ended.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 284"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 target"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 round"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ioPUsteI9fi3stT0","name":"Mending","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Two lodestones"},"target":{"type":"String","label":"Target","value":"One break or tear in an object"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"iwU5GuONzpKipfmh","name":"Detect Thoughts","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 231"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A copper piece"},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"folder":null,"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"j8bvi8qkKqj95JqD","name":"Conjure Woodland Beings","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n\n

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 226"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"One holly berry per creature summoned."},"target":{"type":"String","label":"Target","value":"Unoccupied Spaces"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"jUE2UiKsqm8pfyGU","name":"Major Image","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 258"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a bit of fleece"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"jYUXsMWXCWiK5mmD","name":"Expeditious Retreat","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 238"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"self"},"time":{"type":"String","label":"Casting Time","value":"1 bonus action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"jZ2DyRGfXRXnwgHu","name":"Insect Plague","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the Duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

\n

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 254"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a few grains of sugar, some kernels of grain, and a smear of fat"},"target":{"type":"String","label":"Target","value":"20 ft. radius sphere"},"range":{"type":"String","label":"Range","value":"300 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":"4d10"},"damageType":{"type":"String","label":"Damage Type","value":"piercing"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"jaQwv4te8DzTNWRf","name":"Druidcraft","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n"},"source":{"type":"String","label":"Source","value":"PHB pg. 236"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"jhY5NN76gU9pUBRC","name":"Dream","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take Actions or move.

\n

 

\n

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

\n

 

\n

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the Duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

\n

 

\n

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 236"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"special"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"joS5iZb7ydoctpYX","name":"Shocking Grasp","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

\n

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d8"},"damageType":{"type":"String","label":"Damage Type","value":"lightning"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"jtcMTxOu3P2hUgAl","name":"Mage Armor","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 256"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":""},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":""},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"k1tPMcSpABopAmY7","name":"Instant Summons","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

\n

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

\n

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

\n

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a sapphire worth 1000gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"until dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"k4CeafssagysFJim","name":"Globe of Invulnerability","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.

\n

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or Objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and Objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Spells.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 245"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a glass or crystal bead that shatters when the spell ends"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"kBqm7KuTeFcolYrQ","name":"Haste","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action.

\n

When the spell ends, the target can’t move or take Actions until after its next turn, as a wave of lethargy sweeps over it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 250"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a shaving of licorice root"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"kJH9EJ9uVk8Zczdk","name":"Wall of Stone","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

\n

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed by the wall.

\n

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

\n

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

\n

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.

\n

If you maintain your Concentration on this spell for its whole Duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 287"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A small block of granite"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"kPazjV5KUB0FRmOU","name":"Private Sanctum","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the Duration or until you use an action to dismiss it.

\n

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

\n\n

Casting this spell on the same spot every day for a year makes this effect permanent.

\n

 

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite"},"target":{"type":"String","label":"Target","value":"A cube between 5 and 100 feet on each side"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"kQGuRjP8e1iUNqlX","name":"Wind Wall","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the Duration.

\n

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

\n

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects⁠ can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows⁠, bolts, and other ordinary projectiles launched at targets⁠ behind the wall are deflected upward and automatically miss. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in g⁠aseous form can’t pass through it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 288"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A tiny fan and a feather of exotic origin"},"target":{"type":"String","label":"Target","value":"50 ft. long, 15 ft. high, 1 ft. thick wall"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"3d8"},"damageType":{"type":"String","label":"Damage Type","value":"bludgeoning"},"save":{"type":"String","label":"Saving Throw","value":"str"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"kd3y3THeu8o2eYIT","name":"Shatter","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

\n

At Higher Levels. When you cast this spell using a 3 or higher level spell slot, the damage of the spell increases by 1d8 for each level of higher spell slot 2.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 275"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A burst of mica."},"target":{"type":"String","label":"Target","value":"10 ft. Radius"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"3d8"},"damageType":{"type":"String","label":"Damage Type","value":"thunder"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"kh5sbcRFRwJzOK3p","name":"Compulsion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect.

\n

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 224"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Any Creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"koAhFn9lwROCwxYv","name":"Grease","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

\n

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 246"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A bit of pork rind or butter"},"target":{"type":"String","label":"Target","value":"10 ft. Square"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ksLLXyxvpirgeIk8","name":"Cloudkill","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

\n

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 222"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"20 ft. Radius"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":"5d8"},"damageType":{"type":"String","label":"Damage Type","value":"poison"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"l1cbakFRmN2AHZiv","name":"Barkskin","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 217"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A handful of oak bark"},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"lMq4mF2LTwwNuUBM","name":"Plant Growth","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 266"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"100 ft. radius or 1/2 mile radius"},"range":{"type":"String","label":"Range","value":"150 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action or 8 hours"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"lypfYGZehi6errvT","name":"Branding Smite","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 219"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":"2d6"},"damageType":{"type":"String","label":"Damage Type","value":"radiant"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"m56l0QRJIL6gueER","name":"Speak with Dead","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 277"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Burning incense"},"target":{"type":"String","label":"Target","value":"A corpse with a mouth, can't be undead"},"range":{"type":"String","label":"Range","value":"10 feet"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"mRyKGFkwxuUdY8BH","name":"Animal Shapes","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

\n

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

\n

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 212"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Any Willing Creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"mSGOCqZWWtkbahF2","name":"Heroism","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining tempora⁠ry hit point⁠s from this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 250"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"maPdGXqNWAJWzvRV","name":"Guardian of Faith","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A Large Spectral Guardian appears and hovers for the Duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity.

\n

Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 246"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"n0QisY2AT9DhIdnW","name":"Message","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

\n

You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A short piece of copper wire"},"target":{"type":"String","label":"Target","value":"One creature"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Round"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"nJh31l4RZcNltoo9","name":"Clone","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 222"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water."},"target":{"type":"String","label":"Target","value":"Location"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"nLxTEwzeFBxXbVuE","name":"Enthrall","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be Charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisd⁠om (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are Incapacitated or can no longer speak.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 238"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"nVF8tMGnsACZG5mk","name":"Harm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Hit Points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 249"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"14d6"},"damageType":{"type":"String","label":"Damage Type","value":"necrotic"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"nbLeOpYoavfOAANF","name":"Hallucinatory Terrain","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, Equipment, and creatures within the area aren’t changed in appearance.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusion. If the difference isn’t obvious by touch, a creature carefully examining the Illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the Illusion for what it is, sees it as a vague image superimposed on the terrain.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 249"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a stone, a twig and a bit of green plant"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"300 ft."},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":"24 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"nvsVq2qhcIeWob5Q","name":"Arcane Sword","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a sword-shaped plane of force that hovers within range. It lasts for the Duration.

\n

When the sword appears, you make a melee spell Attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a Bonus Action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

\n

Until the spell ends, you can use a b⁠onus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this Attack against the same target or a different one.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a miniature platinum sword with a grip and pommel of copper and zinc, worth 250gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"3d10"},"damageType":{"type":"String","label":"Damage Type","value":"force"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"o3Bo27MbhZyAI1vd","name":"Plane Shift","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.

\n

Alternatively, if you know the sigil sequence of a Teleportation Circle on another plane of existence, this spell can take you to that circle. If the t⁠eleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

\n

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell Attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 266"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A forked, metal rod worth at least 250gp, attuned to a particular plane of existence"},"target":{"type":"String","label":"Target","value":"You and up to 8 willing creatures"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"o4U5oayqJCqfNkG9","name":"Gaseous Form","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 244"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A bit of gauze and a wisp of smoke"},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"oISlqYhlJFFC6SaF","name":"Animate Objects","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

\n

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

Animated Object Statistics

\n

Size        HP   AC   Attack                                      Str Dex

\n

Tiny        20   18   +8 to hit, 1d4 + 4 damage    4     18

\n

Small     25   16   +6 to hit, 1d8 + 2 damage    6     14

\n

Medium 40   13  +5 to hit, 2d6 + 1 damage    10   12

\n

Large      50   10  +6 to hit, 2d10 + 2 damage  14   10

\n

Huge       80   10  +8 to hit, 2d12 + 4 damage  18   6

\n

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

\n

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

\n

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 213"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Up to 10 non-magical objects"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"p0vgXXVjdZlV7hZu","name":"Glyph of Warding","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

When you cast this spell, you inscribe a glyph that affects other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

\n

The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

\n

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

\n

You can further refine the trigger so the spell activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

\n

When you inscribe the glyph, choose explosive runes or a spell glyph.

\n

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

\n

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 245"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"incense and powdered diamond worth at least 200gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":"until dispelled or triggered"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"p8JZARKSQr6JrqIu","name":"Spare the Dying","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 277"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"A living creature that has 0 Hit Points"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"pjCv3BQrQvcB8mUx","name":"Identify","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 252"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A pearl worth at least 100gp and an owl feather"},"target":{"type":"String","label":"Target","value":"One Item"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"q3doAWnqDxFvCKKU","name":"Invisibility","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 254"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"An eyelash encased in gum arabic"},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"qHDS56qiMuxfJhkw","name":"Tongues","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 283"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, M"},"materials":{"type":"String","label":"Materials","value":"A small clay model of a ziggurat"},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"qbPbD9RKWzGcfX4H","name":"Stinking Cloud","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 278"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A rotten egg or several skunk cabbage leaves"},"target":{"type":"String","label":"Target","value":"20 ft. radius sphere"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"qpJox73katEGRfPM","name":"Gentle Repose","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 245"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"rEurCB2OVWUnEQ1p","name":"Sleep","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being charmed aren’t affected by this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 276"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A pinch of fine sand, rose petals, or a cricket."},"target":{"type":"String","label":"Target","value":"20 ft. Radius"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"rRjJpYP0D6E5ObQF","name":"Levitate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

\n

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

\n

When the spell ends, the target floats gently to the ground if it is still aloft.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 255"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end"},"target":{"type":"String","label":"Target","value":"One Creature of Object"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"rWI9gdgniC9VfSkW","name":"Time Stop","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.

\n

This spell ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 283"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"rqQWQLYOdnB9BFSv","name":"Modify Memory","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes Charmed by you for the Duration. The cha⁠rmed target is Incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

\n

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

\n

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, Alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

\n

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

\n

 

\n

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 261"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"rtwKmI9zEUbLVV0w","name":"Dispel Magic","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 234"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ryjf6cKlcqSP3VZq","name":"Locate Animals or Plants","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 256"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a bit of fur from a bloodhound"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"s5cRax8EJ7WHpwmc","name":"Alarm","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 211"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A tiny bell and a piece of fine silver wire."},"target":{"type":"String","label":"Target","value":"20 ft. Cube"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Minute"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"s6IuHUMvDbpLsMZT","name":"Remove Curse","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 271"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 creature or object"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"sSYGxHFRJiWdyNfc","name":"Meld into Stone","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the Equipment you carry with the stone for the Duration. Using your Movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical Senses.

\n

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast Spells on yourself while merged in the stone. You can use your Movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

\n

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or Transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":true},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"sq3V3HuaOmbjOATP","name":"Awaken","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

\n

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 216"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"An agate worth at least 1,000 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"One Beast or Plant"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"8 Hours"},"duration":{"type":"String","label":"Duration","value":"30 Days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"st5qrrxhi3hkZln5","name":"Entangle","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your spell save DC. On a success, it frees itself.

\n

When the spell ends, the conjured Plants wilt away.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 238"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"str"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"svK7Q8UOO07kFXT3","name":"Flaming Sphere","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the Duration. Any creature that ends its turn within 5 feet of the sp⁠here must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

\n

As a Bonus Action, you can move the Sphere up to 30 feet. If you ram the sphe⁠re into a creature, that creature must make the saving throw against the sphere’s damage, and the sp⁠here stops moving this turn.

\n

When you move the Sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sp⁠here ignites flammable Objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 242"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a bit of tallow, a pinch of brimstone, and a dusting of powdered iron"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"2d6"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"uE1c7OPfad8Ss09F","name":"Tree Stride","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of Movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement⁠. If you have no movement⁠ left, you appear within 5 feet of the tree you entered.

\n

You can use this transportation ability once per round for the Duration. You must end each turn outside a tree.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 283"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"uPDzE3s9xocuunUk","name":"Gate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.

\n

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

\n

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

\n

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, Attack you, or help you.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 244"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":9},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a diamond at least worth 5000gp"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"uVOBmmygGQRLfp9c","name":"Circle of Death","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A sphere of negative energy ripples out in a 60-foot radius from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

\n

Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 221"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"The powder of a crushed black pearl worth at least 500 gp."},"target":{"type":"String","label":"Target","value":"60 ft. Radius"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"8d6"},"damageType":{"type":"String","label":"Damage Type","value":"necrotic"},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ucI1mwZcfbrmB5GW","name":"Blur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 219"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ujy6hTDg6ooOYZdQ","name":"Silent Image","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 276"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a bit of fleece"},"target":{"type":"String","label":"Target","value":"An image of an object, a creature, or some other visible phenomenon that is no larger then a 15 ft. cube"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"uqzaZlvPXISYgCw0","name":"Locate Creature","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 256"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a bit of fur from a bloodhound"},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"v0fxflwdsXZf04hY","name":"Fire Bolt","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

\n

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 242"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Target"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d10"},"damageType":{"type":"String","label":"Damage Type","value":"fire"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"v8MifGaAGLXBsA7H","name":"Dancing Lights","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 230"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a bit of phosphorus or wychwood, or a glowworm"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"vGxycZ3ac2HLEs9c","name":"Healing Word","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 250"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Bonus Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d4 + @mod"},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"vXtREFcZBUEPXgNc","name":"Find the Path","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a Mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

\n

For the Duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 240"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S N"},"materials":{"type":"String","label":"Materials","value":"A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"self"},"time":{"type":"String","label":"Casting Time","value":"1 minute"},"duration":{"type":"String","label":"Duration","value":"1 day"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"vfbwRfNO14i5cOC3","name":"Heal","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 Hit Points. This spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no effect on constructs or Undead.

\n

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 250"},"spellType":{"type":"String","label":"Spell Type","value":"heal"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"70"},"damageType":{"type":"String","label":"Damage Type","value":"healing"},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"w2KXE6ZaVvbQD3SR","name":"Acid Splash","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6acid damage.

\n

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 211"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature, 2nd Creature within 5 ft."},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Instantaneous"},"damage":{"type":"String","label":"Spell Damage","value":"1d6"},"damageType":{"type":"String","label":"Damage Type","value":"acid"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"w2cJ9djg5MT1U4be","name":"Arcane Hand","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s Duration, and it moves at your comma⁠nd, mimicking the movements of your own hand.

\n

The hand is an object that has AC 20 and Hit Points equal to your hit point maximum. If it drops to 0 Hit Points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

\n

When you cast the spell and as a Bonus Action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following Effects with it.

\n

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell Attack for the hand using your game Statistics. On a hit, the target takes 4d8 force damage.

\n

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your Spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

\n

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is Grappling the target, you can use a Bonus Action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your Spellcasting ability modifier.

\n

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different com⁠mand. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Stre⁠ngth score. If its Str⁠ength score is higher than the hand’s Str⁠ength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

\n

 

\n

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

"},"source":{"type":"String","label":"Source"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"an eggshell and a snakeskin glove"},"target":{"type":"String","label":"Target","value":"An unoccupied point within range"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"w3GkbAruByTQMgLu","name":"Dominate Monster","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the Duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

 

\n

While the beast is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

 

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the Actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

\n

 

\n

At Higher Levels

\n

When you cast this spell with a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the dura⁠tion is concentrat⁠ion, up to 1 Hour. When you use a spell slot of 7th level or higher, the dur⁠ation is conce⁠ntration, up to 8 hours.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 235"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":8},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"wAgizwgqGgltwIoH","name":"Conjure Animals","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

\n\n

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

\n

Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 225"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"Unoccupied Spaces"},"range":{"type":"String","label":"Range","value":"60 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"wQ2YPhXArMyINa1u","name":"Dimension Door","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take {@dice 4d6} force damage, and the spell fails to teleport you.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 233"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"500 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"wWAjTTHQzojpYkC3","name":"Simulacrum","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

\n

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

\n

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

\n

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 276"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":7},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"12 hours"},"duration":{"type":"String","label":"Duration","value":"Until dispelled"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"wiaQj46mzTp5DuB2","name":"Greater Invisibility","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 246"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"wqg9unCWQauI0Qiy","name":"Legend Lore","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"

"},"source":{"type":"String","label":"Source","value":"PHB pg. 254"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"incense worth at least 250gp, which the spell consumes, and four ivory strips worth at least 50gp each."},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"xEc1CQzbEkIbCHNX","name":"Resistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 272"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A miniature clock"},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"xS5EBcj22bTHmwWw","name":"Clairvoyance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

\n

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

\n

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 222"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"div"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing."},"target":{"type":"String","label":"Target","value":"Location"},"range":{"type":"String","label":"Range","value":"1 Mile"},"time":{"type":"String","label":"Casting Time","value":"10 Minutes"},"duration":{"type":"String","label":"Duration","value":"10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"xSZ57A8WK7wCrg6q","name":"Disguise Self","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 233"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"self"},"range":{"type":"String","label":"Range","value":""},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 Hour"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"xgIsPq8zbfjVq3gH","name":"Contagion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

\n

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

\n

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

\n

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

\n

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

\n

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

\n

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

\n

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

\n

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 227"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"nec"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"7 Days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"xpI6pKOpb6UgPPGq","name":"Darkvision","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 230"},"spellType":{"type":"String","label":"Spell Type","value":"attack"},"level":{"type":"Number","label":"Spell Level","value":2},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"either a pinch of dried carrot or an agate"},"target":{"type":"String","label":"Target","value":"One willing creature"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"8 Hours"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"y44qcwI1k4Rhde1g","name":"Heroes' Feast","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial Effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

\n

A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom Saving Throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of Hit Points. These benefits last for 24 hours.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 250"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"a gem-encrusted bowl worth at least 1000gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"10 minutes"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"y8pPyoHiFGsDRPnD","name":"Phantasmal Killer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes Frightened for the Duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdo⁠m saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 265"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"ill"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":"4d10"},"damageType":{"type":"String","label":"Damage Type","value":"psychic"},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"yRfMAyXHYfaGru2w","name":"Giant Insect","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You transform up to ten centipedes, three spiders, five wasps, or one Scorpion within range into giant versions of their natural forms for the Duration. A centipede becomes a Giant Centipede, a Spider becomes a Giant Spider, a wasp becomes a Giant Wasp, and a Scorpion becomes a Giant Scorpion.

\n

Each creature obeys your verbal commands, and in Combat, they act on Your Turn each round. The DM has the Statistics for these creatures and resolves their Actions and Movement.

\n

A creature remains in its giant size for the Duration, until it drops to 0 Hit Points, or until you use an action to dismiss the effect on it.

\n

The DM might allow you to choose different Targets. For example, if you transform a bee, its giant version might have the same Statistics as a Giant Wasp.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 245"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":4},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":""},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"yc9fbJW9IvIa6H1W","name":"Sanctuary","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You ward a creature within range against a⁠ttack. Until the spell ends, any creature who Targets the warded creature with an a⁠ttack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the a⁠ttack or spell. This spell doesn’t protect the warded creature from area Effects, such as the explosion of a Fireball.

\n

If the warded creature makes an Attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 272"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"A small silver mirror"},"target":{"type":"String","label":"Target","value":"1 creature"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 bonus action"},"duration":{"type":"String","label":"Duration","value":"1 minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"wis"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"ykg1gAhbQ3ztZFzT","name":"Protection from Evil and Good","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 270"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"abj"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"Holy water or powdered silver and iron, which the spell consumes"},"target":{"type":"String","label":"Target","value":"One Creature"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"z2YqdMZGm4w4L3a2","name":"Blade Barrier","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 218"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"100 ft. Wall or 60 ft. Ring"},"range":{"type":"String","label":"Range","value":"90 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":"6d10"},"damageType":{"type":"String","label":"Damage Type","value":"slashing"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"zDxuQCpph4HsfgIt","name":"Call Lightning","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

\n

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

\n

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 220"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":3},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V, S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"60 ft. Radius"},"range":{"type":"String","label":"Range","value":"120 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 10 Minutes"},"damage":{"type":"String","label":"Spell Damage","value":"3d10"},"damageType":{"type":"String","label":"Damage Type","value":"lightning"},"save":{"type":"String","label":"Saving Throw","value":"dex"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"zE339egDmK3di0Lq","name":"Poison Spray","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

⁠This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

"},"source":{"type":"String","label":"Source","value":"PHB pg. 266"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":0},"school":{"type":"String","label":"Spell School","value":"con"},"components":{"type":"String","label":"Spell Components","value":"V S"},"materials":{"type":"String","label":"Materials","value":""},"target":{"type":"String","label":"Target","value":"1 creature you can see"},"range":{"type":"String","label":"Range","value":"10 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":"1d12"},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"con"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"zMuIQVbHzmwoKwse","name":"Bane","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Higher Levels

\n

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 216"},"spellType":{"type":"String","label":"Spell Type","value":"save"},"level":{"type":"Number","label":"Spell Level","value":1},"school":{"type":"String","label":"Spell School","value":"enc"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A drop of blood."},"target":{"type":"String","label":"Target","value":"Up to 3 Creatures"},"range":{"type":"String","label":"Range","value":"30 ft."},"time":{"type":"String","label":"Casting Time","value":"1 Action"},"duration":{"type":"String","label":"Duration","value":"Up to 1 Minute"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":"cha"},"concentration":{"type":"Boolean","label":"Requires Concentration","value":true},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"zqcQAlyTE32GIR96","name":"Contingency","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

\n

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

\n

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 227"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":6},"school":{"type":"String","label":"Spell School","value":"evo"},"components":{"type":"String","label":"Spell Components","value":"V, S, M"},"materials":{"type":"String","label":"Materials","value":"A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp."},"target":{"type":"String","label":"Target","value":"Self"},"range":{"type":"String","label":"Range","value":"Touch"},"time":{"type":"String","label":"Casting Time","value":"10 Minutes"},"duration":{"type":"String","label":"Duration","value":"10 Days"},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} +{"_id":"zxM0dPv9T4c52i9F","name":"Reincarnate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

\n

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Race
01-04Dragonborn
05-13Dwarf, hill
14-21Dwarf, mountain
22-25Elf, dark
26-34Elf, high
35-42Elf, wood
43-46Gnome, forest
47-52Gnome, rock
53-56Half-elf
57-60Half-orc
61-68Halfling, lightfoot
69-79Halfling, stout
77-96Human
97-00Tiefling
\n

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its Racial Traits accordingly.

"},"source":{"type":"String","label":"Source","value":"PHB pg. 271"},"spellType":{"type":"String","label":"Spell Type","value":"utility"},"level":{"type":"Number","label":"Spell Level","value":5},"school":{"type":"String","label":"Spell School","value":"trs"},"components":{"type":"String","label":"Spell Components","value":"V S M"},"materials":{"type":"String","label":"Materials","value":"Rare oils and unguents worth at least 1,000 gp, which the spell consumes"},"target":{"type":"String","label":"Target","value":"1 dead humanoid that died no longer then 10 days ago"},"range":{"type":"String","label":"Range","value":"touch"},"time":{"type":"String","label":"Casting Time","value":"1 Hour"},"duration":{"type":"String","label":"Duration","value":""},"damage":{"type":"String","label":"Spell Damage","value":""},"damageType":{"type":"String","label":"Damage Type","value":""},"save":{"type":"String","label":"Saving Throw","value":""},"concentration":{"type":"Boolean","label":"Requires Concentration","value":false},"ritual":{"type":"Boolean","label":"Cast as Ritual","value":false},"ability":{"type":"String","label":"Spellcasting Ability","value":""},"prepared":{"type":"String","label":"Prepared Spell"}},"flags":{},"type":"spell","img":"icons/mystery-man.png"} diff --git a/compendium/tables.db b/compendium/tables.db new file mode 100644 index 0000000..3e8d6d9 --- /dev/null +++ b/compendium/tables.db @@ -0,0 +1,17 @@ +{"_id":"9OTUyaoMgH5pti9a","name":"General Critical Hits","permission":{"default":0},"sort":100001,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Gash: Gain 1 Bleeding Condition.","weight":1,"range":[1,10],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Gut Blow: Gain 1 Stunned Condition.","weight":1,"range":[11,20],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Low Blow!: Gain 1 Stunned Condition. 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Reflexes","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[10,10],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Linguistics","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[11,11],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Luck","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[12,12],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Marksman","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[13,13],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Mimic","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[14,14],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Night Vision","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[15,15],"drawn":false},{"id":16,"flags":{},"type":0,"text":"Nimble Fingered","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[16,16],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Noble Blood","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[17,17],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Orientation","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[18,18],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Perfect Pitch","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[19,19],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Pure Soul","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[20,20],"drawn":false},{"id":21,"flags":{},"type":0,"text":"Read/Write","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[21,21],"drawn":false},{"id":22,"flags":{},"type":0,"text":"Resistance (any one)","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[22,22],"drawn":false},{"id":23,"flags":{},"type":0,"text":"Savvy","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[23,23],"drawn":false},{"id":24,"flags":{},"type":0,"text":"Sharp","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[24,24],"drawn":false},{"id":25,"flags":{},"type":0,"text":"Sixth Sense","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[25,25],"drawn":false},{"id":26,"flags":{},"type":0,"text":"Strong Legs","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[26,26],"drawn":false},{"id":27,"flags":{},"type":0,"text":"Sturdy","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[27,27],"drawn":false},{"id":28,"flags":{},"type":0,"text":"Suave","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[28,28],"drawn":false},{"id":29,"flags":{},"type":0,"text":"Super Numerate","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[29,29],"drawn":false},{"id":30,"flags":{},"type":0,"text":"Very Resilient","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[30,30],"drawn":false},{"id":31,"flags":{},"type":0,"text":"Very Strong","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[31,31],"drawn":false},{"id":32,"flags":{},"type":0,"text":"Warrior Born","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[32,32],"drawn":false}],"formula":"1d32","replacement":true,"displayRoll":true} +{"_id":"G4GdAft30AeCDY8j","name":"Body Critical Wounds","permission":{"default":0},"sort":1700000,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Tis But A Scratch!: Gain 1 Bleeding Condition.","weight":1,"range":[1,10],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Gut Blow: Gain 1 Stunned Condition. Pass an Easy (+40) Endurance Test, or vomit, gaining the Prone Condition.","weight":1,"range":[11,20],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Low Blow!: Make a Hard (-20) Endurance Test or gain 3 Stunned Condition.","weight":1,"range":[21,25],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Twisted Back: Suffer a Torn Muscle (Minor) injury.","weight":1,"range":[26,30],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Winded: Gain a Stunned Condition. Make an Average (+20) Endurance Test, or gain the Prone Condition. Movement is halved for 1d10 rounds as you get your breath back.","weight":1,"range":[31,35],"drawn":false},{"id":6,"flags":{},"type":0,"text":"Bruised Ribs: All Agility-based Tests suffer a -10 penalty for 1d10 days.","weight":1,"range":[36,40],"drawn":false},{"id":7,"flags":{},"type":0,"text":"Wrenched Collar Bone: Randomly select one arm. Drop whatever is held in that hand; the arm is useless for 1d10 rounds.","weight":1,"range":[41,45],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Ragged Wound: Take 2 Bleeding Conditions.","weight":1,"range":[46,50],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Cracked Ribs: The hit cracks one or more ribs. Gain a Stunned Condition. Gain a Broken Bone (Minor) injury.","weight":1,"range":[51,55],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Gaping Wound: Take 3 Bleeding Conditions. Until you receive Surgery, any Wounds you receive to the Body Hit Location will inflict an additional Bleeding Condition as the cut reopens.","weight":1,"range":[56,60],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Painful Cut: Gain 2 Bleeding Conditions and a Stunned Condition. Take a Hard (-20) Endurance Test or gain the Unconscious Condition as you black out from the pain. Unless you achieve 4+ SL, you also scream out in agony.","weight":1,"range":[61,65],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Arterial Damage: Gain 4 Bleeding Conditions. Until you receive Surgery, every time you receive Damage to the Body Hit Location, gain 2 Bleeding Conditions.","weight":1,"range":[66,70],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Pulled Back: Your back turns to white pain as you pull a muscle. Suffer a Torn Muscle (Major) injury.","weight":1,"range":[71,75],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Fractured Hip: Gain a Stunned Condition. Take a Challenging (+0) Endurance Test or also gain the Prone Condition. Suffer a Broken Bone (Minor) injury.","weight":1,"range":[76,80],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Major Chest Wound: You take a significant wound to your chest, flensing skin from muscle and sinew. Take 4 Bleeding Conditions. Until you receive Surgery, to stitch the wound together, any Wounds you receive to the Body Hit Location will also inflict 2 Bleeding Conditions as the tears reopen.","weight":1,"range":[81,85],"drawn":false},{"id":16,"flags":{},"type":0,"text":"Gut Wound: Contract a Festering Wound and gain 2 Bleeding Conditions.","weight":1,"range":[86,90],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Smashed Rib Cage: Gain a Stunned Condition that can only be removed through Medical Attention, and suffer a Broken Bone (Major) injury.","weight":1,"range":[91,93],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Broken Collar Bone: Gain the Unconscious Condition until you receive Medical Attention, and suffer a Broken Bone (Major) injury.","weight":1,"range":[94,96],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Internal Bleeding: Gain a Bleeding Condition that can only be removed through Surgery. Contract Blood Rot.","weight":1,"range":[97,99],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Torn Apart: You are hacked in two. The top half lands in a random direction, and all characters within 2 yards are showered in blood.","weight":1,"range":[100,100],"drawn":false}],"formula":"1d100","replacement":true,"displayRoll":true} +{"_id":"L9yNRzPTlRH4qx15","name":"Events Table","permission":{"default":0},"sort":200000,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"One of your allies (GM's choice) is implicated in a terrible crime. A character with a Law Guild Licence can spend an Endeavour to free the ally with a successful Average (+20) Lore (Law) test. Otherwise, 3 Endeavours spent by the party will exonerate their ally (or, if guilty, manufacture an alibi). If the ally is freed, gain a Major Favour (see Do Me a Favour Endeavour on page 198) for future use. If not, their ally hangs!","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[1,3],"drawn":false},{"id":2,"flags":{},"type":0,"text":"The belongings of a recently deceased neighbour are auctioned, including a dusty, old book of unknown origin. If you are able to pay the 10 GC asking price, the book is yours! Beyond any other advantage the book may bring as determined by the GM, any Academic characters attempting the Research Lore Endeavour gains +20 on the Test.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[4,6],"drawn":false},{"id":3,"flags":{},"type":0,"text":"A friend, family member, or ally turns on you, the ramifications of which will impact your next adventure. If you have no friends, family, or allies, your time between adventures is blissfully uneventful though somewhat dull.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[7,10],"drawn":false},{"id":4,"flags":{},"type":0,"text":"A lazy ostler didn't lock the stable door, and your mount bolted! If you succeed at an Average (+20) Animal Training (Horse) Test, your well-trained beast returns to the hand that feeds it. If you fail, your steed is gone, unlikely to be ever seen again. If you don't have a mount, you have developed a painful new blister on your foot.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[11,14],"drawn":false},{"id":5,"flags":{},"type":0,"text":"A petty argument in the local area has developed into a feud - the GM decides who you offended and how. This person will not pass up an opportunity for petty revenge, probably during the next adventure...","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[15,18],"drawn":false},{"id":6,"flags":{},"type":0,"text":"The Watch is cracking down on crime hard. Rogues can get no funds from the Income Endeavour, and if Rogues undertake a Banking Endeavour, they may only select a High-risk deposit, as legitimate banking houses won't handle dirty money.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[19,21],"drawn":false},{"id":7,"flags":{},"type":0,"text":"An unexpected visit by the tax collector (with several soldiers in tow) sweeps through your local settlement. All characters lose 30% of their funds before any can be spent on Endeavours.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[22,25],"drawn":false},{"id":8,"flags":{},"type":0,"text":"To the horror of the merchants, a run of counterfeit coins plagues the characters' locale. A fifth of all coins are affected. Characters who undertake the Banking Endeavour will lose 20% of money banked, and characters undertaking the Income Endeavour similarly reduce any money earned by 20%.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[26,29],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Business is particularly good for folk involved in river trade. All Riverfolk make an additional 50% from any Income Endeavour pursued during the next batch of Endeavours.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[30,33],"drawn":false},{"id":10,"flags":{},"type":0,"text":"You are given a cryptic omen by a dream, Strigany mystic, or Celestial Magister you encounter on the street. During your next adventure, your maximum Fortune points are increased by 1.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[34,36],"drawn":false},{"id":11,"flags":{},"type":0,"text":"A celebration is called! Decide the nature of the event with the GM. Possibilities include a local wedding, a bountiful harvest, or a public execution! You are caught up in the event (and its aftermath) and lose an Endeavour.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[37,40],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Particularly bad weather arrives. For the next adventure, all social Skill Tests suffer a penalty of -10 (everyone is in a foul mood) and food prices increase by 20% (due to spoiling of stored provender).","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[41,44],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Beautiful conditions inspire you and give you cheer. You can add a new Short-term Ambition. When it's concluded, you do not replace it with a new one.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[45,48],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Food becomes exceedingly scarce and many folk suffer terribly. Characters from the Peasant class cannot undertake the Income Endeavour, and food prices are doubled in the area for the duration of the next adventure.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[49,52],"drawn":false},{"id":15,"flags":{},"type":0,"text":"The Bloody Flux sweeps through town. Make an Easy (+40) Toughness Test. On a success, the Flux passes by. On a failure, you and the Washers Guild are soon to know each other very well. Contract the Bloody Flux see page 186.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[53,56],"drawn":false},{"id":16,"flags":{},"type":0,"text":"A monster (chosen by the GM from Chapter 12: Bestiary) is causing panic among the locals. The Income Endeavour provides no funds until the beast is dealt with. The characters can choose to each sacrifice one Endeavour to deal with the menace (and this encounter should be roleplayed). If you succeed, you gain a free Income Endeavour to represent their individual rewards, and a feast is held in their honour. If not, or if the party chooses to ignore the creature, it will move on or be killed by a local rival.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[57,60],"drawn":false},{"id":17,"flags":{},"type":0,"text":"One of the character's relatives, friends, or allies dies. It could be of natural causes, an accident, or the beginning of something sinister...","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[61,63],"drawn":false},{"id":18,"flags":{},"type":0,"text":"The nights are particularly dark. All Rogue characters undertaking the Income Endeavour receive a +20% bonus to their monies earned.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[64,65],"drawn":false},{"id":19,"flags":{},"type":0,"text":"You have a Major or Significant Favour called in. Dealing with the favour will be part of your next adventure and you lose one Endeavour in preparation for what is to come.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[66,67],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Passing soldiers, well-heeled merchants, or vacationing nobles pass through the area, and characters willing to suck up reap the benefits. Burgher and Peasant Class characters gain +50% money from the Income Endeavour.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[68,69],"drawn":false},{"id":21,"flags":{},"type":0,"text":"It's times like these that remind you what life is all about: good sleep and fine cheese. Be smugly content at the start of your next adventure.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[70,71],"drawn":false},{"id":22,"flags":{},"type":0,"text":"A wizened, well-travelled pedlar who likes a gossip passes through. For the price of a flagon of ale — 3d — you receive a +10 bonus to any Latest News Endeavours you attempt.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[72,73],"drawn":false},{"id":23,"flags":{},"type":0,"text":"One of your animals falls ill; make a Challenging (+0) Animal Care Test. If successful, your beast pulls through. If not, the unfortunate creature dies. If you have no animals, you are troubled by ill omens of the GM's creation.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[74,76],"drawn":false},{"id":24,"flags":{},"type":0,"text":"Before you can undertake a Banking Endeavour, your stash is raided, and all your money is taken. If your money amounts to less than 1 GC, the thieves also steal your most highlyvalued trapping.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[77,79],"drawn":false},{"id":25,"flags":{},"type":0,"text":"The common folk are furious at the high and mighty! Characters of the Courtier Class cannot take the Income Endeavour as, no matter how many bodyguards they hire, it isn't even vaguely safe for them to be abroad on business. Further, any deposits at reputable banks (see page 196) must immediately check to see if the violence and disruption has caused their bank to go out of business. However, players attempting a Foment Dissent Endeavour receive +10 bonus to all related Tests.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[80,82],"drawn":false},{"id":26,"flags":{},"type":0,"text":"Your purse is cut! You lose half of the money you ended the last adventure with.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[83,85],"drawn":false},{"id":27,"flags":{},"type":0,"text":"You fall foul of a Witch Hunter who suspects you have been consorting with Mutants, Cultists, or worse on your socalled 'adventures'. It takes a Very Hard (-30) Charm Test to convince the hunter you are innocent. Failure to do this means you have earned an implacable nemesis who is certain to cause trouble in the future...","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[86,88],"drawn":false},{"id":28,"flags":{},"type":0,"text":"The party's irregular movements and sudden wealth has drawn suspicion. All characters must forfeit one Endeavour laying low or proving their innocence. Characters in the Rogue class cannot use the Income Endeavour until after their next adventure.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[89,91],"drawn":false},{"id":29,"flags":{},"type":0,"text":"Little of interest occurs, perhaps leaving you with a boredominspired appetite for taking risks!","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[92,94],"drawn":false},{"id":30,"flags":{},"type":0,"text":"Someone you helped in the past has a chance to repay your efforts. The precise nature of the reward should be appropriate to your past deeds, and the NPCs you have assisted during play or in your back story. The tokens of gratitude may vary from a single high-quality item, to a purse of silver (which will be available at the start of the next adventure). Of course, all that glitters is not gold, and not all gifts are what they appear...","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[95,97],"drawn":false},{"id":31,"flags":{},"type":0,"text":"One or more rare mercenaries turn up in a nearby settlement looking for work: a Tilean Duellist of great repute, the socalled Birdmen of Catrazza, unemployed Ogres under the command of a Halfling captain, or other unlikely bands. The mercenaries will gladly train any character in any martial Skills or Talents, at a 20% reduction in costs, should the characters undertake a Training or Unusual Learning Endeavour. Additionally, any characters undertaking a Combat Training Endeavour gain a +20 bonus to any relevant Test.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[98,100],"drawn":false}],"formula":"1d100","replacement":true,"displayRoll":false} +{"_id":"LZD1hEcIeVENkkON","name":"Minor Miscast Table","permission":{"default":0},"sort":1000000,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Witchsign: The next living creature born within 1 mile is mutated.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[1,5],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Soured Milk: All milk within 1d100 yards goes sour instantly.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[6,10],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Blight: Willpower Bonus fields within Willpower Bonus miles suffer a blight, and all crops rot overnight.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[11,15],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Soulwax: Your ears clog instantly with a thick wax. Gain 1 Deafened Condition, which is not removed until someone cleans them for you (with a successful use of the Heal Skill).","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[16,20],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Witchlight: You glow with an eerie light related to your Lore, emitting as much light as a large bonfire, which lasts for 1d10 Rounds.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[21,25],"drawn":false},{"id":6,"flags":{},"type":0,"text":"Fell Whispers: Pass a Routine (+20) Willpower Test or gain 1 Corruption point.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[26,30],"drawn":false},{"id":7,"flags":{},"type":0,"text":"Rupture: Your nose, eyes, and ears bleed profusely. Gain 1d10 Bleeding Conditions.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[31,35],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Soulquake: Gain the Prone Condition.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[36,40],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Unfasten: On your person, every buckle unfastens, and every lace unties, which may cause belts to fall, pouches to open, bags to fall, and armour to slip.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[41,45],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Wayward Garb: Your clothes seem to writhe with a mind of their own. Receive 1 Entangled Condition with a Strength of 1d10×5 to resist.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[46,50],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Curse of Temperence: All alcohol within 1d100 yards goes bad, tasting bitter and foul.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[51,55],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Souldrain: Gain 1 Fatigued Condition, which remains for 1d10 hours.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[56,60],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Driven to Distraction: If engaged in combat, gain the Surprised Condition. Otherwise, you are completely startled, your heart racing, and unable to concentrate for a few moments.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[61,65],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Unholy Visions: Fleeting visions of profane and unholy acts harass you. Receive a Blinded Condition; pass a Challenging (+0) Cool Test or gain another.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[66,70],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Cloying Tongue: All Language Tests (including Casting Tests) suffer a -10 penalty for 1d10 Rounds.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[71,75],"drawn":false},{"id":16,"flags":{},"type":0,"text":"The Horror!: Pass a Hard (-20) Cool Test or gain 1 Broken Condition.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[76,80],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Curse of Corruption: Gain 1 Corruption point.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[81,85],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Double Trouble: The effect of the spell you cast occurs elsewhere within 1d10 miles. At the GM's discretion, where possible it should have consequences.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[86,90],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Multiplying Misfortune: Roll twice on this table, rerolling any results between 91-00.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[91,95],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Cascading Chaos: Roll again on the Major Miscast Table.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[96,100],"drawn":false}],"formula":"1d100","replacement":true,"displayRoll":true} +{"_id":"PsxX3EzzeSjpxL0Y","name":"Dooming","permission":{"default":0},"sort":100000,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Thy end shalt be a sticky one. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[1,1],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Briny waters are poison to thy tongue. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[2,2],"drawn":false},{"id":3,"flags":{},"type":0,"text":"When abandoned and alone, Morr shalt befriend thee. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[3,3],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Beasts of the field have eyes for thee. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[4,4],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Workings of the Witchling Star are thy doom. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[5,5],"drawn":false},{"id":6,"flags":{},"type":0,"text":"A stalled blade bringeth a sharp end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[6,6],"drawn":false},{"id":7,"flags":{},"type":0,"text":"The written word shall spell thy doom. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[7,7],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Thy body shalt break after thy spirit is crushed. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[8,8],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Be not curious, only in ignorance art thou safe. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[9,9],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Lack of breath fills thy last moments. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[10,10],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Tie not the ribbon, nor the feather wear; yea, the peacock is thine enemy. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[11,11],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Be not like Gnuthus, for thy master counts thy days. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[12,12],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Three is thy number! ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[13,13],"drawn":false},{"id":14,"flags":{},"type":0,"text":"A beast of brass bellows for thee! ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[14,14],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Ulric's cold hand shall lead thee to Morr. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[15,15],"drawn":false},{"id":16,"flags":{},"type":0,"text":"Watch for the cloven hoof, it is thine enemy. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[16,16],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Eat neither the chitterlings nor the meat with tubes. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[17,17],"drawn":false},{"id":18,"flags":{},"type":0,"text":"As thee began, so shalt thou end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[18,18],"drawn":false},{"id":19,"flags":{},"type":0,"text":"As the sun doth rise, thou shalt fall. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[19,19],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Thy doom already knows thee, though knows it not. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[20,20],"drawn":false},{"id":21,"flags":{},"type":0,"text":"A stranger shalt bring thee more than a gift. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[21,21],"drawn":false},{"id":22,"flags":{},"type":0,"text":"Beware the young, the child, yea, even the babe. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[22,22],"drawn":false},{"id":23,"flags":{},"type":0,"text":"Take heed of Mammit and Mummit, for both seek to lay thee low. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[23,23],"drawn":false},{"id":24,"flags":{},"type":0,"text":"Beware the purse, the sack, the velvet bag. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[24,24],"drawn":false},{"id":25,"flags":{},"type":0,"text":"The raven answers to Verena's call, yea, but Her scales are weighted. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[25,25],"drawn":false},{"id":26,"flags":{},"type":0,"text":"The tiniest of Taal's children shalt feast upon thy gut. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[26,26],"drawn":false},{"id":27,"flags":{},"type":0,"text":"The limner's line shalt be false. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[27,27],"drawn":false},{"id":28,"flags":{},"type":0,"text":"The holy day shalt be thy last day. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[28,28],"drawn":false},{"id":29,"flags":{},"type":0,"text":"Thou shalt die in bed, but not thine own! ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[29,29],"drawn":false},{"id":30,"flags":{},"type":0,"text":"Thou shalt feed the barren soil with thy blood. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[30,30],"drawn":false},{"id":31,"flags":{},"type":0,"text":"When thy need is greatest, Shallya shalt turn Her back to thee. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[31,31],"drawn":false},{"id":32,"flags":{},"type":0,"text":"The scythe shall reap thy flesh. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[32,32],"drawn":false},{"id":33,"flags":{},"type":0,"text":"Thy soul, consumed with anger, shall be blinded to the unseen enemy. Roll The Prophet Speaketh ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[33,33],"drawn":false},{"id":34,"flags":{},"type":0,"text":"A friend in need brings thy death with speed. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[34,34],"drawn":false},{"id":35,"flags":{},"type":0,"text":"Thy last breath is drawn by Morrsleib's light. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[35,35],"drawn":false},{"id":36,"flags":{},"type":0,"text":"Rats wearing the Horns of Taal shalt bite at thy heels. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[36,36],"drawn":false},{"id":37,"flags":{},"type":0,"text":"The sword shalt bring no justice, only suffering. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[37,37],"drawn":false},{"id":38,"flags":{},"type":0,"text":"The twin-tailed comet doth soar as thou dost fall. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[38,38],"drawn":false},{"id":39,"flags":{},"type":0,"text":"Water of all kinds is thy nemesis. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[39,39],"drawn":false},{"id":40,"flags":{},"type":0,"text":"Thy end lieth hidden in the gloaming. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[40,40],"drawn":false},{"id":41,"flags":{},"type":0,"text":"High places promise a low end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[41,41],"drawn":false},{"id":42,"flags":{},"type":0,"text":"Thy last exclamation is love. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[42,42],"drawn":false},{"id":43,"flags":{},"type":0,"text":"Beware the man that is not a man! ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[43,43],"drawn":false},{"id":44,"flags":{},"type":0,"text":"Beware the Blind Maiden, for Her scales shalt weigh thy soul. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[44,44],"drawn":false},{"id":45,"flags":{},"type":0,"text":"Thy broken cart shalt herald thy end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[45,45],"drawn":false},{"id":46,"flags":{},"type":0,"text":"The bun, the pastry, and the pie, yea, they art Morr's dishes! ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[46,46],"drawn":false},{"id":47,"flags":{},"type":0,"text":"When the bell doth toll, it doth toll for thee. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[47,47],"drawn":false},{"id":48,"flags":{},"type":0,"text":"The laurel wreath hides a poisoned thorn. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[48,48],"drawn":false},{"id":49,"flags":{},"type":0,"text":"Linger not upon the privvie, nor the long drop neither. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[49,49],"drawn":false},{"id":50,"flags":{},"type":0,"text":"Cacklefax grips tight to coins of thy doom. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[50,50],"drawn":false},{"id":51,"flags":{},"type":0,"text":"The hourglass shatters before thy last grain falls. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[51,51],"drawn":false},{"id":52,"flags":{},"type":0,"text":"From the darkness cometh the raven. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[52,52],"drawn":false},{"id":53,"flags":{},"type":0,"text":"High-born blood shalt spill thine own. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[53,53],"drawn":false},{"id":54,"flags":{},"type":0,"text":"From above comes thy death. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[54,54],"drawn":false},{"id":55,"flags":{},"type":0,"text":"Plague and dark disease shalt bring thee to thine knees. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[55,55],"drawn":false},{"id":56,"flags":{},"type":0,"text":"Beware skin of green, it shalt afflict thee.","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[56,56],"drawn":false},{"id":57,"flags":{},"type":0,"text":"Beware the verdant depths, within doth lie disaster. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[57,57],"drawn":false},{"id":58,"flags":{},"type":0,"text":"Be like the dancer, for rude words bring Morr to thy side. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[58,58],"drawn":false},{"id":59,"flags":{},"type":0,"text":"The darkest rot shall eat thee from within. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[59,59],"drawn":false},{"id":60,"flags":{},"type":0,"text":"The Gods watch over thy end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[60,60],"drawn":false},{"id":61,"flags":{},"type":0,"text":"Heed not the smith, in his artifice lies thy doom. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[61,61],"drawn":false},{"id":62,"flags":{},"type":0,"text":"Wear not Grugni�s baldric, for it shall carry thy death. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[62,62],"drawn":false},{"id":63,"flags":{},"type":0,"text":"Ready your coins on the thirteenth chime. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[63,63],"drawn":false},{"id":64,"flags":{},"type":0,"text":"The drummer beats out thy end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[64,64],"drawn":false},{"id":65,"flags":{},"type":0,"text":"Katya�s eye and vanity shalt speed thee to death. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[65,65],"drawn":false},{"id":66,"flags":{},"type":0,"text":"Thy end burns with flames unseen. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[66,66],"drawn":false},{"id":67,"flags":{},"type":0,"text":"An ill reputation shalt an ill man make. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[67,67],"drawn":false},{"id":68,"flags":{},"type":0,"text":"Morr finds thee naked as the day of thy birth.","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[68,68],"drawn":false},{"id":69,"flags":{},"type":0,"text":"One bullock is safe; two bullocks bringeth the raven. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[69,69],"drawn":false},{"id":70,"flags":{},"type":0,"text":"Thirst not for blood, for it thirsts for thee. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[70,70],"drawn":false},{"id":71,"flags":{},"type":0,"text":"In thy surest moment, thou shalt fail. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[71,71],"drawn":false},{"id":72,"flags":{},"type":0,"text":"Beware the beast in the wood, it is Morr's Messenger. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[72,72],"drawn":false},{"id":73,"flags":{},"type":0,"text":"Thou shalt sup from the cup of corruption. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[73,73],"drawn":false},{"id":74,"flags":{},"type":0,"text":"Fear the workings of the bonesaw, they are the source of thy death. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[74,74],"drawn":false},{"id":75,"flags":{},"type":0,"text":"Thy generosity bringeth tuppence and a sword in return. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[75,75],"drawn":false},{"id":76,"flags":{},"type":0,"text":"The withering eye is thy reward, and thy end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[76,76],"drawn":false},{"id":77,"flags":{},"type":0,"text":"Torture and pain echo in thy end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[77,77],"drawn":false},{"id":78,"flags":{},"type":0,"text":"Follow not the steps of Dragomas. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[78,78],"drawn":false},{"id":79,"flags":{},"type":0,"text":"Thy doom is wrought from violence. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[79,79],"drawn":false},{"id":80,"flags":{},"type":0,"text":"Those born of Rhya's cauldron shalt build thee a ravenstone. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[80,80],"drawn":false},{"id":81,"flags":{},"type":0,"text":"Absence makes thy heart grow weaker. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[81,81],"drawn":false},{"id":82,"flags":{},"type":0,"text":"The Myrmidian spring is thy poison. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[82,82],"drawn":false},{"id":83,"flags":{},"type":0,"text":"Beware the crow, honour the raven.","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[83,83],"drawn":false},{"id":84,"flags":{},"type":0,"text":"A greased goat is safer than keeping secrets. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[84,84],"drawn":false},{"id":85,"flags":{},"type":0,"text":"Manann�s folk shalt love thee not. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[85,85],"drawn":false},{"id":86,"flags":{},"type":0,"text":"When thou art thrice haunted, Morr brings peace. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[86,86],"drawn":false},{"id":87,"flags":{},"type":0,"text":"Walk with Vobist, for certainty shall take thy breath. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[87,87],"drawn":false},{"id":88,"flags":{},"type":0,"text":"Beware the Lord of Murder's barb, it awaits to strike at thee from the darkness. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[88,88],"drawn":false},{"id":89,"flags":{},"type":0,"text":"The flashing blade shalt carve thy end. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[89,89],"drawn":false},{"id":90,"flags":{},"type":0,"text":"Fearsome engines belch forth fires of thy destruction! ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[90,90],"drawn":false},{"id":91,"flags":{},"type":0,"text":"Thy end is not the end! ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[91,91],"drawn":false},{"id":92,"flags":{},"type":0,"text":"As the piper plays his tune, thy heart shall break. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[92,92],"drawn":false},{"id":93,"flags":{},"type":0,"text":"Green shalt undo thee. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[93,93],"drawn":false},{"id":94,"flags":{},"type":0,"text":"As dark news comes knocking, Morr shalt surely follow. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[94,94],"drawn":false},{"id":95,"flags":{},"type":0,"text":"Thou shalt stand like Wymund until Shallya courts thy enemies. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[95,95],"drawn":false},{"id":96,"flags":{},"type":0,"text":"Ranald shalt abandon thee. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[96,96],"drawn":false},{"id":97,"flags":{},"type":0,"text":"Think not beyond thy station, for change is the herald of Morr. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[97,97],"drawn":false},{"id":98,"flags":{},"type":0,"text":"Morr sends a maiden. ","img":"systems/wfrp4e/icons/tables/doom.png","resultId":"","weight":1,"range":[98,98],"drawn":false},{"id":99,"flags":{},"type":0,"text":"Without the big cross, thou shalt make the wrong decision. 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The Characters can heal all Wounds and recover all Fatigued Conditions.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[3,3],"drawn":false},{"id":4,"flags":{},"type":0,"text":"How Interesting!: A chance encounter on the road with other travellers, a particularly good inn or shrine, or an intriguing ancient ruin gives a wonderful story to share.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[4,4],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Now That's Useful!: The Characters find out something relevant to their adventure — gossip, a lost message, a sight they weren't meant to witness, or similar.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[5,5],"drawn":false},{"id":6,"flags":{},"type":0,"text":"Tiring Journey!: The route is blocked. A bridge could be down, a river blocked or road flooded, or some other insurmountable obstacle. One Character makes a Average (+20) Outdoor Survival Test to find a good alternative route, otherwise everyone arrives a day late, with a Fatigued Condition.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[6,6],"drawn":false},{"id":7,"flags":{},"type":0,"text":"Pursued!: An enemy picks up the Characters' trail and has to be dealt with or put off the scent before they can reach their destination. If they don't have an obvious enemy yet, look to the Characters' backgrounds — there will be something in there somewhere. The confrontation could be violent unless they can talk their way out of it, and losing their tail could add days to their journey.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[7,7],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Thieves!: Somehow the Characters get robbed. Perhaps it was someone travelling with them, sharing their campfire for the night or just a brief conversation on the road. Do they stop to chase down their belongings or write it off as a risk of the adventurous life?","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[8,8],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Not Them Again!: A rival or other source of annoyance plagues the Characters on their journey. Play this for laughs but make them genuinely annoying and a recurring minor bane of the Character's lives. Never enough to fall to violence, but close. They could be a rival guild member obsessed with 'winning' over a member of the group, or a coach passenger with an especially irritating demeanour.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[9,9],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Bad Influence!: The Characters encounter someone who appears to help them but has sinister intentions. That bad-smelling guy who knows a shortcut through the Garden of Morr and insists you go first. The charming old aristocrat who invites you to stay for dinner in her ancestral home. The scruffy woman who knows where to find all the 'best' mushrooms. Have fun!","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[10,10],"drawn":false}],"formula":"1d10","replacement":false,"displayRoll":true} +{"_id":"bSpYsbSbB4xCmguo","name":"Leg Critical Wounds","permission":{"default":0},"sort":100001,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Stubbed Toe: In the scuffle, you stub your toe. Pass a Routine (+20) Endurance Test or suffer -10 on Agility Tests until the end of the next turn.","weight":1,"range":[1,10],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Twisted Ankle: You go over your ankle, hurting it. Agility Tests suffer a -10 penalty for 1d10 rounds.","weight":1,"range":[11,20],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Minor Cut: Gain 1 Bleeding Condition.","weight":1,"range":[21,25],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Lost Footing: In the scuffle you lose your footing. Pass a Challenging (+0) Endurance Test or gain the Prone Condition.","weight":1,"range":[26,30],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Thigh Strike: A painful blow slams into your upper thigh. Gain a Bleeding Condition and take an Average (+20) Endurance Test or stumble, gaining the Prone Condition.","weight":1,"range":[31,35],"drawn":false},{"id":6,"flags":{},"type":0,"text":"Sprained Ankle: You sprain your ankle, giving you a Torn Muscle (Minor) injury.","weight":1,"range":[36,40],"drawn":false},{"id":7,"flags":{},"type":0,"text":"Twisted Knee: You twist your knee too far. Agility Tests suffer a -20 penalty for 1d10 rounds.","weight":1,"range":[41,45],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Badly Cut Toe: Gain 1 Bleeding Condition. After the encounter, make a Challenging (+0) Endurance Test. If you fail, lose 1 toe — Amputation (Average).","weight":1,"range":[46,50],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Bad Cut: Gain 2 Bleeding conditions as a deep wound opens up your shin. Pass a Challenging (+0) Endurance Test or gain the Prone Condition.","weight":1,"range":[51,55],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Badly Twisted Knee: You badly twist your knee trying to avoid your opponent. Gain a Torn Muscle (Major) injury.","weight":1,"range":[56,60],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Hacked Leg: A cut bites down into the hip. Gain 1 Prone and 2 Bleeding Conditions, and suffer a Broken Bone (Minor) injury. Further, take a Hard (-20) Endurance Test or also gain a Stunned condition from the pain.","weight":1,"range":[61,65],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Torn Thigh: Gain 3 Bleeding Conditions as the weapon opens up your upper thigh. Pass a Challenging (+0) Endurance Test or gain the Prone Condition. Until you receive Surgery to stitch up the wound, each time you receive Damage to this Leg, also receive 1 Bleeding Condition.","weight":1,"range":[66,70],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Ruptured Tendon: Gain a Prone and Stunned Condition as one of your tendons tears badly. Pass a Hard (-20) Endurance Test or gain the Unconscious Condition. Your leg is useless. Suffer a Torn Muscle (Major) injury.","weight":1,"range":[71,75],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Carved Shin: The weapon drives clean through your leg by the knee, slicing into bone and through tendons. Gain a Stunned and Prone Condition. Further, suffer a Torn Muscle (Major) and Broken Bone (Minor) injury.","weight":1,"range":[76,80],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Broken Knee: The blow hacks into your kneecap, shattering it into several pieces. You gain 1 Bleeding , 1 Prone , and 1 Stunned Condition, and a Broken Bone (Major) Injury as you fall to the ground, clutching your ruined leg.","weight":1,"range":[81,85],"drawn":false},{"id":16,"flags":{},"type":0,"text":"Dislocated Knee: Your knee is wrenched out of its socket. Gain the Prone Condition. Pass a Hard (-20) Endurance Test, or gain the Stunned Condition, which is not removed until you receive Medical Attention. After this initial Medical Attention, an Extended Average (+20) Heal Test needing 6 SL is required to reset the knee at which point you regain its use. Movement is halved, and Tests made using this leg suffer a -10 penalty for d10 days.","weight":1,"range":[86,90],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Crushed Foot: The blow crushes your foot. Make an Average (+20) Endurance Test; if you fail, gain the Prone condition and lose 1 toe, plus 1 additional toe for each SL below 0 — Amputation (Average). Gain 2 Bleeding Conditions. If you don't receive Surgery within 1d10 days, you will lose the foot entirely.","weight":1,"range":[91,93],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Severed Foot: Your foot is severed at the ankle and lands 1d10 feet away in a random direction — Amputation (Hard). You gain 3 Bleeding , 2 Stunned , and 1 Prone Condition.","weight":1,"range":[94,96],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Cut Tendon: A major tendon at the back of your leg is cut, causing you to scream out in pain as your leg collapses. Gain 2 Bleeding , 2 Stunned , and 1 Prone Condition and look on in horror as your leg never works again — Amputation (Very Hard).","weight":1,"range":[97,99],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Shattered Pelvis: The blow shatters your pelvis, severing one leg then driving through to the next. You die instantly from traumatic shock.","weight":1,"range":[100,100],"drawn":false}],"replacement":true,"displayRoll":true} +{"_id":"bYYZONk1VrJfIpVh","name":"Head Critical Wounds","permission":{"default":0},"sort":100001,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Dramatic Injury: A fine wound across the forehead and cheek. Gain 1 Bleeding Condition. Once the wound is healed, the impressive scar it leaves provides a bonus of +1 SL to appropriate social Tests. You can only gain this benefit once.","weight":1,"range":[1,10],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Minor Cut: The strike opens your cheek and blood flies everywhere. Gain 1 Bleeding Condition.","weight":1,"range":[11,20],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Poked Eye: The blow glances across your eye socket. Gain 1 Blinded condition.","weight":1,"range":[21,25],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Ear Bash: Your ear takes a sickening impact, leaving it ringing. Gain 1 Deafened Condition.","weight":1,"range":[26,30],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Rattling Blow: The blow floods your vision with spots and flashing lights. Gain 1 Stunned Condition.","weight":1,"range":[31,35],"drawn":false},{"id":6,"flags":{},"type":0,"text":"Black Eye: A solid blow hits your eye, leaving tears and much pain. Gain 2 Blinded Conditions.","weight":1,"range":[36,40],"drawn":false},{"id":7,"flags":{},"type":0,"text":"Sliced Ear: Your side of your head takes a hard blow, cutting deep into your ear. Gain 2 Deafened and 1 Bleeding Condition.","weight":1,"range":[41,45],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Struck Forehead: A solid blow thumps into the centre of your forehead. Gain 2 Bleeding Conditions and a Blinded Condition that cannot be removed until all Bleeding Conditions are removed.","weight":1,"range":[46,50],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Fractured Jaw: With a sickening crunch, pain fills your face as the blow fractures your jaw. Gain 2 Stunned Conditions. Suffer a Broken Bone (Minor) injury.","weight":1,"range":[51,55],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Major Eye Wound: The blow cracks across your eye socket. Gain 1 Bleeding Condition. Also gain 1 Blinded Condition that cannot be removed until you receive Medical Attention.","weight":1,"range":[56,60],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Major Ear Wound: The blow damages your ear, leaving you with permanent hearing loss in one ear. Suffer a -20 penalty on all Tests relating to hearing. If you suffer this result again, your hearing is permanently lost as the second ear falls quiet. Only magic can heal this.","weight":1,"range":[61,65],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Broken Nose: A solid blow to the centre of your face causing blood to pour. Gain 2 Bleeding Conditions. Make a Challenging (+0) Endurance Test, or also gain a Stunned Condition. After this wound has healed, gain +1/-1 SL on social rolls, depending on context, unless Surgery is used to reset the nose.","weight":1,"range":[66,70],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Broken Jaw: The crack is sickening as the blow hits you under the chin, breaking your jaw. Gain 3 Stunned Conditions. Make a Challenging (+0) Endurance Test or gain an Unconscious Condition. Suffer a Broken Bone (Major) injury.","weight":1,"range":[71,75],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Concussive Blow: Your brain rattles in your skull as blood spurts from your nose and ears. Take 1 Deafened , 2 Bleeding , and 1d10 Stunned Conditions. Gain a Fatigued Condition that lasts for 1d10 days. If you receive another Critical Wound to your head while suffering this Fatigued Condition, make an Average (+20) Endurance Test or also gain an Unconscious Condition.","weight":1,"range":[76,80],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Smashed Mouth: With a sickening crunch, your mouth is suddenly filled with broken teeth and blood. Gain 2 Bleeding Conditions. Lose 1d10 teeth — Amputation (Easy).","weight":1,"range":[81,85],"drawn":false},{"id":16,"flags":{},"type":0,"text":"Mangled Ear: Little is left of your ear as the blow tears it apart. You gain 3 Deafened and 2 Bleeding Conditions. Lose your ear — Amputation (Average).","weight":1,"range":[86,90],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Devastated Eye: A strike to your eye completely bursts it, causing extraordinary pain. Gain 3 Blinded , 2 Bleeding , and 1 Stunned Condition. Lose your eye — Amputation (Difficult).","weight":1,"range":[91,93],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Disfiguring Blow: The blow smashes your entire face, destroying your eye and nose in a cloud of blood. Gain 3 Bleeding , 3 Blinded and 2 Stunned Conditions. Lose your eye and nose — Amputation (Hard).","weight":1,"range":[94,96],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Mangled Jaw: The blow almost removes your jaw as it utterly destroys your tongue, sending teeth flying in a shower of blood. Gain 4 Bleeding and 3 Stunned Conditions. Make a Very Hard (-30) Endurance Test or gain an Unconscious Condition. Suffer a Broken Bone (Major) injury and lose your tongue and 1d10 teeth — Amputation (Hard).","weight":1,"range":[97,99],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Decapitated: Your head is entirely severed from your neck and soars through the air, landing 1d10 feet away in a random direction (see Scatter). Your body collapses, instantly dead.","weight":1,"range":[100,100],"drawn":false}],"formula":"1d100","replacement":true,"displayRoll":true} +{"_id":"f67rPlZ7TwyNqyO6","name":"Major Miscast Table","permission":{"default":0},"sort":900000,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Ghostly Voices: Everyone within Willpower yards hears darkly seductive whispering of voices emanating from the Realm of Chaos. All sentient creatures must pass an Average (+0) Cool Test or gain 1 Corruption point.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[1,5],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Hexeyes: Your eyes turn an unnatural colour associated with your Lore for 1d10 hours. While your eyes are discoloured, you have 1 Blinded Condition that cannot be resolved by any means.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[6,10],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Aethyric Shock: You suffer 1d10 wounds, ignoring your Toughness Bonus and Armour Points. Pass an Average (+20) Endurance Test, or also gain a Stunned Condition.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[11,15],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Death Walker: Your footsteps leave death in their wake. For the next 1d10 hours, any plant life near you withers and dies.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[16,20],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Intestinal Rebellion: Your bowels move uncontrollably, and you soil yourself. Gain 1 Fatigued Condition, which cannot be removed until you can change your clothes and clean yourself up.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[21,25],"drawn":false},{"id":6,"flags":{},"type":0,"text":"Soulfire: Gain an Ablaze Condition, as you are wreathed in unholy flames with a colour associated with your Lore.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[26,30],"drawn":false},{"id":7,"flags":{},"type":0,"text":"Speak in Tongues: You gabble unintelligibly for 1d10 rounds. During this time, you cannot communicate verbally, or make any Casting Tests, although you may otherwise act normally.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[31,35],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Swarmed: You are engaged by a swarm of aethyric Rats, Giant Spiders, Snakes, or similar (GM's choice). Use the standard profiles for the relevant creature type, adding the Swarm Creature Trait. After 1d10 rounds, if not yet destroyed, the swarm retreats.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[36,40],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Ragdoll: You are flung 1d10 yards through the air in a random direction, taking 1d10 wounds on landing, ignoring Armour Points, and receiving the Prone Condition.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[41,45],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Limb Frozen: One limb (randomly determined) is frozen in place for 1d10 hours. The limb is useless, as if it had been Amputated.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[46,50],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Darkling Sight: You lose the benefit of the Second Sight Talent for 1d10 hours. Channelling Tests also suffer a penalty of -20 for the duration.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[51,55],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Chaotic Foresight: Gain a bonus pool of 1d10 Fortune points (this may take you beyond your natural limit). Every time you spend one of these points, gain 1 Corruption point. Any of these points remaining at the end of the session are lost.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[56,60],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Levititation: You are borne aloft on the Winds of Magic, floating 1d10 yards above the ground for 1d10 minutes. Other characters may forcibly move you, and you may move using spells, wings or similar, but will continually return to your levitating position if otherwise left alone. Refer to the Falling rules (see page 166) for what happens when Levitation ends.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[61,65],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Regurgitation: You spew uncontrollably, throwing up far more foul-smelling vomitus than your body can possibly contain. Gain the Stunned Condition, which lasts for 1d10 Rounds.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[66,70],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Chaos Quake: All creatures within 1d100 yards must pass an Average (+0) Athletics Test or gain the Prone Condition.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[71,75],"drawn":false},{"id":16,"flags":{},"type":0,"text":"Traitor's Heart: The Dark Gods entice you to commit horrendous perfidy. Should you attack or otherwise betray an ally to the full extent of your capabilities, regain all Fortune points. If you cause another character to lose a Fate Point, gain +1 Fate Point.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[76,80],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Foul Enfeeblement: Gain 1 Corruption point, the Prone Condition, and a Fatigued Condition","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[81,85],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Hellish Stench: You now smell really bad! You gain the Distracting Creature Trait (see page 339), and probably the enmity of anyone with a sense of smell. This lasts for 1d10 hours.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[86,90],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Power Drain: You are unable to use the Talent used to cast the spell (usually Arcane Magic , though it could be Chaos Magic , or a similar Talent), for 1d10 minutes.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[91,95],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Aethyric Feedback: Everyone within a number of yards equal to your Willpower Bonus — friend and foe alike — suffers 1d10 wounds, ignoring Toughness Bonus and Armour Points, and receives the Prone Condition. If there are no targets in range, the magic has nowhere to vent, so your head explodes, killing you instantly.","img":"systems/wfrp4e/icons/tables/miscast.png","resultId":"","weight":1,"range":[96,100],"drawn":false}],"formula":"1d100-150","replacement":true,"displayRoll":true} +{"_id":"rKGOhKqdZJkUPYsp","name":"Physical Mutation","permission":{"default":0},"sort":1100000,"flags":{},"results":[{"id":1,"flags":{},"type":2,"text":"Animalistic Legs","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"op4GKikIQee7JMXw","weight":1,"range":[1,5],"drawn":false},{"id":2,"flags":{},"type":2,"text":"Corpulent","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"iLZcSRUbxKBecACZ","weight":1,"range":[6,10],"drawn":false},{"id":3,"flags":{},"type":2,"text":"Distended Digits","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"t1sSiZO0cCKbT4ZA","weight":1,"range":[11,15],"drawn":false},{"id":4,"flags":{},"type":2,"text":"Emaciated","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"dsYDcdQfJGc7wxSX","weight":1,"range":[16,20],"drawn":false},{"id":5,"flags":{},"type":2,"text":"Enormous Eye","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"JaEYSLJU5B2bknNc","weight":1,"range":[21,25],"drawn":false},{"id":6,"flags":{},"type":2,"text":"Extra Leg Joints","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"u5lMTKaOsZfiE3p0","weight":1,"range":[26,30],"drawn":false},{"id":7,"flags":{},"type":2,"text":"Extra Mouth","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"NzRTWXHlQ8I46RW4","weight":1,"range":[31,35],"drawn":false},{"id":8,"flags":{},"type":2,"text":"Fleshy Tentacle","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"GtACPDzi25YNgV0m","weight":1,"range":[36,40],"drawn":false},{"id":9,"flags":{},"type":2,"text":"Glowing Skin","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"LWBMThQzG5aCSNXP","weight":1,"range":[41,45],"drawn":false},{"id":10,"flags":{},"type":2,"text":"Inhuman Beauty","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"dAnz27Q409wtHfxc","weight":1,"range":[46,50],"drawn":false},{"id":11,"flags":{},"type":2,"text":"Inverted Eye","img":"icons/svg/d20-black.svg","collection":"wfrp4e.mutations","resultId":"","weight":1,"range":[51,55],"drawn":false},{"id":12,"flags":{},"type":2,"text":"Iron Skin","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"hTm0rQkQTpm0OT3n","weight":1,"range":[56,60],"drawn":false},{"id":13,"flags":{},"type":2,"text":"Lolling Tongue","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"kwLyvpNGE1MrDUw9","weight":1,"range":[61,65],"drawn":false},{"id":14,"flags":{},"type":2,"text":"Patchy Feathers","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"ArCg0WaBxLgPQA8F","weight":1,"range":[66,70],"drawn":false},{"id":15,"flags":{},"type":2,"text":"Short Legs","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"4OMI3eligS2L0LiL","weight":1,"range":[71,75],"drawn":false},{"id":16,"flags":{},"type":2,"text":"Thorny Scales","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"SPBRzPenZYA05KiK","weight":1,"range":[76,80],"drawn":false},{"id":17,"flags":{},"type":2,"text":"Uneven Horns","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"Pmcq5P7yRnYsoFYf","weight":1,"range":[81,85],"drawn":false},{"id":18,"flags":{},"type":2,"text":"Weeping Pus","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"cXeFXMf7IhxiGGPK","weight":1,"range":[86,90],"drawn":false},{"id":19,"flags":{},"type":2,"text":"Whiskered Snout","img":"systems/wfrp4e/icons/mutations/mutation.png","collection":"wfrp4e.mutations","resultId":"SFKV0IBLLsbCMu7S","weight":1,"range":[91,95],"drawn":false},{"id":20,"flags":{},"type":0,"text":"GM's Choice","img":"systems/wfrp4e/icons/tables/mutation.png","resultId":"","weight":1,"range":[96,100],"drawn":false}],"formula":"1d100","replacement":true,"displayRoll":true} +{"_id":"tYFAAEuU7u04iQZG","name":"Wrath of the Gods Table","permission":{"default":0},"sort":100001,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Holy Visions: Visions of your god plague your senses. Attempt an Average (+20) Endurance Test. If you fail gain one Stunned Condition. The GM determines what the visions may be.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[1,5],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Think Over Your Deeds: Any successful Pray test cannot achieve more than +0 SL for the next week.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[6,10],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Heed My Lessons: You suffer a penalty of -10 to your Pray Skill for the next 1d10+Sin points Rounds.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[11,15],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Prove Your Devotion: Gain the Prone Condition. This Condition is not removed until you score a Success with an Average (+20) Pray Test.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[16,20],"drawn":false},{"id":5,"flags":{},"type":0,"text":"You Try My Patience: You cannot enact any Pray Tests for 1d10 Rounds.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[21,25],"drawn":false},{"id":6,"flags":{},"type":0,"text":"You Do Not Understand My Intent: You suffer a penalty of -10 to any Skills associated with your deity (as determined by the GM) for the next 1d10+Sin points hours.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[26,30],"drawn":false},{"id":7,"flags":{},"type":0,"text":"I Find Your Lack of Faith Disturbing: You cannot enact any Pray Tests for 1d10+Sin points Rounds.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[31,35],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Share My Pain: You suffer 1+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt an Average (+20) Endurance Test. If you fail gain one Stunned Condition.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[36,40],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Your Cause is Unworthy: Your targets gain the Prone condition. Any Blessings or Miracles of your deity targeting them automatically fail for the next 1d10+Sin points days.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[41,45],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Cease Your Prattling: You cannot enact any Pray Tests for the next 2d10+Sin points rounds.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[46,50],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Feel My Wrath: You suffer 1d10+Sin points Wounds. Also attempt a Challenging (+0) Endurance Test. If you fail gain one Stunned Condition.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[51,55],"drawn":false},{"id":12,"flags":{},"type":0,"text":"I Shall Not Aid You: You suffer a penalty of -10 to a Skill associated with your deity (as determined by the GM) for the next 1d10+Sin Points days.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[56,60],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Divine Wounds: Gain 1+Sin points Bleeding conditions.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[61,65],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Struck Blind: Gain the Prone Condition. Gain 1+Sin point Blinded Conditions, which can only be removed by passing a Challenging (+0) Pray Test, with Success removing 1 + SL Blinded Conditions.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[66,70],"drawn":false},{"id":15,"flags":{},"type":0,"text":"What Will You Sacrifice?: You suffer 1d10+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt a Difficult (-10) Endurance Test. If you fail gain one Stunned Condition.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[71,75],"drawn":false},{"id":16,"flags":{},"type":0,"text":"You Have Sinned Against Me: Your god is extremely annoyed and forces you to you enact Pray Tests as your Action for the next 1d10+Sin Points Rounds as a penance.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[76,80],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Purge the Flesh: You suffer 2d10+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt a Hard (-20) Endurance Test. If you fail gain one Stunned Condition. If you fail with -4 SL or fewer, gain an Unconscious Condition that lasts a minimum of 1d10 Rounds.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[81,87],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Daemonic Interference: The Dark Gods answer your pleas instead of your patron. 1d10 Lesser Daemons appear within 2d10 yards of your position, and attack the nearest targets.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[88,88],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Fear My Wrath: Gain 1+Sin points Broken Conditions.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[89,95],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Go On Penance: You must go on a Penance.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[96,100],"drawn":false},{"id":21,"flags":{},"type":0,"text":"Castigation: You are reduced to 0 Wounds (if you are not there already) then gain an Unconscious Condition, which cannot be removed until you regain at least 1 Wound.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[101,105],"drawn":false},{"id":22,"flags":{},"type":0,"text":"Do Not Use My Name in Vain: You lose the Bless and Invoke Talents for the next 1d10+Sin points days.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[106,110],"drawn":false},{"id":23,"flags":{},"type":0,"text":"Rely Not Upon Your Vanities: You have all of your trappings removed, leaving you naked. For each Penance you complete, you will have one taken Magical Item returned to you, should you have any.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[111,115],"drawn":false},{"id":24,"flags":{},"type":0,"text":"You Abuse My Mercy: You lose the Invoke and Bless Talents for the next 2d10+Sin points days.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[116,120],"drawn":false},{"id":25,"flags":{},"type":0,"text":"Behold Your Wickedness: You suffer excruciating visions of all your failures, which seem to take an eternity, but are over in a moment. Discuss with your GM to build a custom Psychology (see page 190) to reflect your character dealing with the traumatic experience.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[121,125],"drawn":false},{"id":26,"flags":{},"type":0,"text":"Thunderbolts and Lightning: Your god smites you. You are reduced to 0 Wounds (if you are not there already) and gain the Ablaze condition.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[126,130],"drawn":false},{"id":27,"flags":{},"type":0,"text":"Suffer As I Suffer: You gain 1+Sin points Bleeding conditions every morning, until you have performed a Penance.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[131,135],"drawn":false},{"id":28,"flags":{},"type":0,"text":"Excommunication: You lose the Invoke and Bless Talents until you perform 2 Penances; the first Penance returns the Bless Talent, and the second returns the Invoke Talent. All cultists of your god are automatically aware of your circumstance; all Tests to interact with them are automatically Very Hard (-30), and may not be positively modified above this.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[136,140],"drawn":false},{"id":29,"flags":{},"type":0,"text":"Prove Your Worth: A Divine Servant of your deity appears within d100 yards and attacks, intervenes, berates, or similar according to the nature of the offended god.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[141,145],"drawn":false},{"id":30,"flags":{},"type":0,"text":"I Cast You Out: You are abandoned by your god. You permanently lose the Bless and Invoke Talents, and lose all Pray Advances. Further, all cultists of your god are automatically aware of your circumstance; all Tests to interact with them are automatically Very Hard (-30), and may not be positively modified above this.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[146,150],"drawn":false},{"id":31,"flags":{},"type":0,"text":"Called to Account: You are summoned before your god to face final judgement. Unless you have a Fate Point, you never return. If you spend a Fate Point, you are returned at a point of the GM's choosing, and also suffer the effects of I Cast You Out.","img":"icons/svg/d20-black.svg","resultId":"","weight":1,"range":[151,151],"drawn":false}],"formula":"1d100","replacement":true,"displayRoll":true} +{"_id":"vYC5PPIcQro5TX4R","name":"Arm Critical Wounds","permission":{"default":0},"sort":100001,"flags":{},"results":[{"id":1,"flags":{},"type":0,"text":"Jarred Arm: Your arm is jarred in the attack. Drop whatever was held in that hand.","weight":1,"range":[1,10],"drawn":false},{"id":2,"flags":{},"type":0,"text":"Minor Cut: Gain a Bleeding Condition as your upper arm is cut badly.","weight":1,"range":[11,20],"drawn":false},{"id":3,"flags":{},"type":0,"text":"Sprain: You sprain your arm, suffering a Torn Muscle (Minor) injury.","weight":1,"range":[21,25],"drawn":false},{"id":4,"flags":{},"type":0,"text":"Badly Jarred Arm: Your arm is badly jarred in the attack. Drop whatever was held in that hand, which is useless for 1d10 - Toughness Bonus Rounds (minimum 1). For this time, treat the hand as lost.","weight":1,"range":[26,30],"drawn":false},{"id":5,"flags":{},"type":0,"text":"Torn Muscles: The blow slams into your forearm. Gain a Bleeding Condition and a Torn Muscle (Minor) injury.","weight":1,"range":[31,35],"drawn":false},{"id":6,"flags":{},"type":0,"text":"Bleeding hand: Your hand is cut badly, making your grip slippery. Take 1 Bleeding Condition. While suffering from that Bleeding Condition, make an Average (+20) Dexterity Test before taking any Action that requires something being held in that hand; if you fail, the item slips from your grip.","weight":1,"range":[36,40],"drawn":false},{"id":7,"flags":{},"type":0,"text":"Wrenched Arm: Your arm is almost pulled from its socket. Drop whatever is held in the associated hand; the arm is useless for 1d10 Rounds.","weight":1,"range":[41,45],"drawn":false},{"id":8,"flags":{},"type":0,"text":"Gaping Wound: The blow opens a deep, gaping wound. Gain 2 Bleeding Conditions. Until you receive Surgery to stitch up the cut, any associated Arm Damage you receive will also inflict 1 Bleeding Condition as the wound reopens.","weight":1,"range":[46,50],"drawn":false},{"id":9,"flags":{},"type":0,"text":"Clean Break: An audible crack resounds as the blow strikes your arm. Drop whatever was held in the associated hand and gain a Broken Bone (Minor) injury. Pass a Difficult (-10) Endurance Test or gain a Stunned Condition.","weight":1,"range":[51,55],"drawn":false},{"id":10,"flags":{},"type":0,"text":"Ruptered Ligament: You immediately drop whatever was held in that hand. Suffer a Torn Muscle(Major) injury.","weight":1,"range":[56,60],"drawn":false},{"id":11,"flags":{},"type":0,"text":"Deep Cut: Gain 2 Bleeding Conditions as your arm is mangled. Gain 1 Stunned Condition and suffer a Torn Muscle (Minor) injury. Take a Hard (-20) Endurance Test or gain the Unconscious Condition.","weight":1,"range":[61,65],"drawn":false},{"id":12,"flags":{},"type":0,"text":"Damaged Artery: Gain 4 Bleeding Conditions. Until you receive Surgery, every time you take Damage to this Arm Hit Location gain 2 Bleeding Conditions.","weight":1,"range":[66,70],"drawn":false},{"id":13,"flags":{},"type":0,"text":"Crushed Elbow: The blow crushes your elbow, splintering bone and cartilage. You immediately drop whatever was held in that hand and gain a Broken Bone (Major) injury.","weight":1,"range":[71,75],"drawn":false},{"id":14,"flags":{},"type":0,"text":"Dislocated Shoulder: Your arm is wrenched out of its socket. Pass a Hard (-20) Endurance Test or gain the Stunned and Prone Condition. Drop whatever is held in that hand: the arm is useless and counts as lost (see Amputated Part). Gain 1 Stunned Condition until you receive Medical Attention. After this initial Medical Attention, an Extended Average (+20) Heal Test needing 6 SL is required to reset the arm, at which point you regain its use. Tests made using this arm suffer a -10 penalty for 1d10 days.","weight":1,"range":[76,80],"drawn":false},{"id":15,"flags":{},"type":0,"text":"Severed Finger: You gape in horror as a finger flies — Amputation (Average). Gain a Bleeding condition.","weight":1,"range":[81,85],"drawn":false},{"id":16,"flags":{},"type":0,"text":"Cleft Hand: Your hand splays open from the blow. Lose 1 finger — Amputation (Difficult). Gain 2 Bleeding and 1 Stunned Condition. For every succeeding Round in which you don't receive Medical Attention, you lose another finger as the wound tears; if you run out of fingers, you lose the hand — Amputation (Difficult).","weight":1,"range":[86,90],"drawn":false},{"id":17,"flags":{},"type":0,"text":"Mauled Bicep: The blow almost separates bicep and tendon from bone, leaving an ugly wound that sprays blood over you and your opponent. You automatically drop anything held in the associated hand and suffers a Torn Muscle (Major) injury and 2 Bleeding and 1 Stunned Condition.","weight":1,"range":[91,93],"drawn":false},{"id":18,"flags":{},"type":0,"text":"Mangled Hand: Your hand is left a mauled, bleeding mess. You lose your hand — Amputation (Hard). Gain 2 Bleeding Condition. Take a Hard (-20) Endurance Test or gain the Stunned and Prone Conditions.","weight":1,"range":[94,96],"drawn":false},{"id":19,"flags":{},"type":0,"text":"Sliced Tendons: Your tendons are cut by the blow, leaving your arm hanging useless — Amputation (Very Hard). Gain 3 Bleeding, 1 Prone, and 1 Stunned Condition. Pass a Hard (-20) Endurance Test or gain the Unconscious Condition.","weight":1,"range":[97,99],"drawn":false},{"id":20,"flags":{},"type":0,"text":"Brutal Dismemberment: Your arm is severed, spraying arterial blood 1d10 feet in a random direction (see Scatter), before the blow follows through to your chest.","weight":1,"range":[100,100],"drawn":false}],"replacement":true,"displayRoll":true} diff --git a/compendium/talents.db b/compendium/talents.db new file mode 100644 index 0000000..ff9c57b --- /dev/null +++ b/compendium/talents.db @@ -0,0 +1,167 @@ +{"_id":"0LdHytqyNmg2pcAX","name":"Vigilance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception during melee"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/combat-aware.png"} +{"_id":"0ep8BNMiZGVLTHpr","name":"Artilleur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You can reload blackpowder weapons with practiced ease. Add SL equal to your level in Gunner to any Extended Test to reload a Blackpowder weapon."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/gunner.png"} +{"_id":"0hn6UaKq8CoZP2zD","name":"Menaçant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidation"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png"} +{"_id":"0pXva9EODy9bngQX","name":"Feinte","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Corps à Corps (Fencing)/Corps à Corps Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps (Fencing) for Feints"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/feint.png"} +{"_id":"1IVGksL10N7GVrw3","name":"Noblesse","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test influenced by your Status"}},"flags":{"_sheetTab":"details"},"type":"talent","img":"systems/wfrp4e/icons/talents/noble-blood.png"} +{"_id":"1IZWRr7BYOIcqPlQ","name":"Harmonisation Aethyrique","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Focalisation (Any)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/aethyric-attunement.png"} +{"_id":"1dUizIgLBgn4jICC","name":"Bon Marcheur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athlétisme Tests to traverse the Terrain"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/strider.png"} +{"_id":"1kgHcImgfyKI1IYp","name":"Pêcheur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging "},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test involving fishing"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/fisherman.png"} +{"_id":"2Nzqsc9aclP6rpnl","name":"Combat Déloyal","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Corps à Corps (Brawling) hit."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps (Brawling)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/dirty-fighting.png"} +{"_id":"2eq8Ejotk54AZYwX","name":"Artiste","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Art (Any)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/artistic.png"} +{"_id":"34EBUkHQkrqF1sq7","name":"Suborneur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Subornation"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/briber.png"} +{"_id":"3O9clK7LGyuLTHPW","name":"Magie des Arcanes","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

 

\n

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

 

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first 4 spells, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in Chapter 8: Magic. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the Bless or Invoke Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

\n

 

\n

 

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/arcane-magic.png"} +{"_id":"41JhsSNW1Ttza3JK","name":"Ergoteur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"CharmeTests when arguing and debating"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/argumentative.png"} +{"_id":"4AqSkJnFPqNuTkos","name":"Frappe Réactive","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your fast reactions have allowed you to fell many opponents before they have even swung their blades. When you are Charged, you may attempt a Challenging (+0) Initiative Test to gain an immediate Free Attack outside the normal turn sequence. This attack is resolved with whatever weapon you are carrying in your primary hand. You may make as many Reaction Strikes in a Round as you have levels in this Talent, but can only attack each individual charger once each.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Initiative Tests concerning this Talent"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/reaction-strike.png"} +{"_id":"4MJJCiOKPkBByYwW","name":"Coup Puissant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/strike-mighty-blow.png"} +{"_id":"4wnQc19allWlyOGe","name":"Nageur Endurant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Natationmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Natation"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/strong-swimmer.png"} +{"_id":"580fwhKfOZJFxMID","name":"Savant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Savoir (chosen Lore)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/savant.png"} +{"_id":"5KP9sOoLSGvj9EXp","name":"Insignifiant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Discrétion when in plain sight"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/beneath-notice.png"} +{"_id":"5QcrpLQWWrsbKR79","name":"Numismate","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are well versed with the different coinage of the Old World, and are adept at determining their value. You can judge the true value of a coin by experience alone, not even requiring a Test. Further, you can identify forged coins with a Simple Evaluate Test; it is never Opposed by the SL of the Forger.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Evaluation to establish the worth of coins"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/numismatics.png"} +{"_id":"5eDd6iFeR9G6cCfz","name":"Tir Rapide","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Projectiles when making a Fast Shot"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/fast-shot.png"} +{"_id":"5lcttqGToT54WFrl","name":"Tireur de Précision","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png"} +{"_id":"6l3jvIAvrKxt0lA9","type":"talent","name":"Attirant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"CharmeTests to influence those attracted to you"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/talents/attractive.png"} +{"_id":"6lQRRgjz8IZH4bbV","name":"Bricoleur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are somewhat of a Johann-of-all-trades, able to repair almost anything. You count all non-magical Métier Skills as Basic when repairing broken items."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Métier Tests to repair broken items"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/tinker.png"} +{"_id":"6w30u0VPsAicrqb5","name":"Perception de la Magie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intuition Tests to detect Wizards"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/magical-sense.png"} +{"_id":"726gbrANZt8OqXr5","name":"Linguistique","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Langue (All)"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/linguistics.png"} +{"_id":"769B469sqx6FXPfn","name":"Rechargement Rapide","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/rapid-reload.png"} +{"_id":"77p3QRKgFWakkndF","name":"Baratiner","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charmeto Blather"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/blather.png"} +{"_id":"7bZjB82f6LSkeczP","name":"Doigts de Fée","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Dexterity (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/nimble-fingered.png"} +{"_id":"8lSoPDGrmeTIaapm","name":"Sociable","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Ragot Tests with travelers"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/gregarious.png"} +{"_id":"8oWhzlcw7oiHGMFu","name":"Inébranlable","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are a jaded veteran who has survived more than one hail of shots from Blackpowder weapons. You need only take a Cool Test to resist a Broken Condition if you are successfully wounded by a Blackpowder weapon, not just if you are shot at 

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Calme Tests to resist Blackpowder panic"}},"flags":{"_sheetTab":"details"},"type":"talent","img":"systems/wfrp4e/icons/talents/unshakable.png"} +{"_id":"8pVzgPkgWpTJvfhG","name":"Sans Peur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Calme to oppose your Enemy's Intimidate, Fear, and Terror"}},"flags":{"_sheetTab":"details"},"type":"talent","img":"systems/wfrp4e/icons/talents/fearless.png"} +{"_id":"9CAkY3SQjQxRTlNJ","name":"Cavalier Emérite","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Chevaucher (Horse) when in combat"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/roughrider.png"} +{"_id":"9fq6p9Q6H02LjaSi","name":"Affinité avec les Animaux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"CharmeAnimal"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png"} +{"_id":"9h82z72XGo9tfgQS","name":"Sens Aiguisés","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception (Sense)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/acute-sense.png"} +{"_id":"9sMAf0xmehjEmUao","name":"Mains Agiles","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Escamotage Skill, instead they only get to Oppose your Escamotage Tests if they actively suspect and are looking for your movements. Further, attempts to use Corps à Corps (Brawling) to simply touch an opponent gain a bonus of +10 � your level in Fast Hands."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Escamotage, Corps à Corps (Brawling) to touch an opponent"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/fast-hands.png"} +{"_id":"AcnFuDKRemLI9ey7","name":"Flairer les Ennuis","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to spot Troublemakers"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/nose-for-trouble.png"} +{"_id":"AwUUEwwf2Vt4ksCN","name":"Sprinter","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are a swift runner. Your Movement Attribute counts as 1 higher when Running."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athlétisme Tests concerning Running"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/sprinter.png"} +{"_id":"BIaLeh4CPFaTMbFz","name":"Saut Carpé","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png"} +{"_id":"BYChSVfMG004eflQ","name":"Diction Instinctive","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Langue (Magick) when casting"}},"flags":{"_sheetTab":"details"},"type":"talent","img":"systems/wfrp4e/icons/talents/instinctive-diction.png"} +{"_id":"BbStIySkF1hDM2zq","name":"Réflexes Foudroyants","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/lightning-reflexes.png"} +{"_id":"BlHVzfs0Ow6IYEDw","name":"Assaut Féroce","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps when making extra attacks"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/furious-assault.png"} +{"_id":"CV9btQn09S9Fn8Jk","name":"Bonnes Jambes","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png"} +{"_id":"DS44h27iCOvUBa4O","name":"Désarmer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Corps à Corps/Corps à Corps test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you (see page 341).

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps Tests concerning this Talent"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/disarm.png"} +{"_id":"E3vTSCzgrasNijUO","name":"Véloce","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain +1 to your Movement Attribute."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/fleet-footed.png"} +{"_id":"E98mVLZgE8bX5vQW","name":"Haine","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are consumed with hatred for something in the Old World, as described on page 190. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Willpower (Resist Group)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/hatred.png"} +{"_id":"F2EiuAc6IpaGd4J7","name":"Mage de Guerre","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are trained to cast magic while in the thick of combat. On your Turn, you may cast one Spell with a Casting Number of 5 or less for free without using your Action. However, if you do this, you may not cast another spell this Turn."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/war-wizard.png"} +{"_id":"FF41XPboORgyDNsv","name":"Infatigable","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see page 293) equal to your level of Strong Back.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Ramer and Natation"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/strong-back.png"} +{"_id":"FjTnaxixsu1ShNNr","name":"Acrobaties Equestres","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Esquive Tests on Horseback, Ride (Horse)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png"} +{"_id":"FtjMeeGEO4YuGIBv","name":"Contrôle de la Frénésie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are better able to control your Frenzy in combat. You can end your Frenzy with a successful Cool Test at the end of the round."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps Tests when Frenzied"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/battle-rage.png"} +{"_id":"G4rPR0XGiYFUZWKi","name":"Pharmacologie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are highly skilled at pharmacy, better able than most to make pills, ointments, unguents, oils, creams, and more. You may reverse any failed Métier (Apothecary) test if this allows the Test to succeed"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Métier (Apothecary)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/pharmacist.png"} +{"_id":"GHmXS9zGNx3PWYZc","name":"Travailleur Qualifié","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are exceptionally skilled at your specified Métier skill. You reduce the required SL of any Extended Test using your Métier Skill by the level of your Master Métiersman Talent"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any appropriate Extended Métier Tests"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/master-tradesman.png"} +{"_id":"GOtpCOZ2br14GrBW","name":"Meurtrier","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

When determining Damage use your opponent’s Toughness Bonus as your Strength Bonus if it is higher; always determine this before any other rules modify your Strength or Strength Bonus. Further, if your target is larger than you, and your score a Critical, multiply all melee Damage you cause by the number of steps larger your target is (so, 2 steps = ×2, 3 steps = ×3, and so on); this multiplication is calculated after all modifiers are applied. See Size.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/slayer.png"} +{"_id":"GRRN3XAKIpEVCY7z","name":"Maitre Artisan","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have true creative talent. Add the associated Métier Skill to any Career you enter. If the Métier Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Métier (any one)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/craftsman.png"} +{"_id":"GU1KpgY3MeFIaDaq","name":"Frappe Précise","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are skilled at hitting your enemy exactly where you want to, either at range or in melee. You may modify your Hit Location result by up to +/–10 per time you have this Talent. So, if you had this Talent twice and hit location 34, the Right Arm, you could modify this down to 14, the Left Arm, or up to 54, the Body.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/careful-strike.png"} +{"_id":"GogGbYxkVdCmiKqf","name":"Lire/Ecrire","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png"} +{"_id":"Gs10qhA4CDmZyb1g","name":"Flagellant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have dedicated your pain to the service of your God. Each day, you must spend half a bell (half an hour) praying as you maintain a number of Wounds su?ered equal to your level in Flagellant. Until you next sleep, if you have the Frenzy Talent you may enter Frenzy immediately without testing."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any for resisting the Ruinous Powers"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/flagellant.png"} +{"_id":"HIofcsDLjXGKzSZf","name":"Escroquer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intelligence (Embezzling)"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/embezzle.png"} +{"_id":"HpGjzrSR4tdogJtl","name":"Pas de Côté","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Esquive Tests to activate this Talent"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/step-aside.png"} +{"_id":"IFKWu98qmWpaSfUi","name":"Ambidextre","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/ambidextrous.png"} +{"_id":"IT3s7rmQFGNzIfYq","name":"Porte Bouclier","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to defend with a shield"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/shieldsman.png"} +{"_id":"Ij9N3G8jzxb4lrwy","name":"Pied Marin","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are used to the rolling motion of the oceans, and are very unlikely to get sea sick, even in the worst storms. Under normal conditions at sea, you need never Test to see if you become Sea Sick. At other times (such as a storm, or a magically induced bout of Sea Sickness), you can ignore any penalties to Tests to avoid Sea Sickness."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"All those taken to resist Sea Sickness"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/sea-legs.png"} +{"_id":"IogM5gnsoOX63w7j","name":"Coeur Vaillant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round (168).

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Calme Tests to remove Broken Conditions"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/stout-hearted.png"} +{"_id":"J9MK0AIaTbvd5oF6","type":"talent","name":"Coude à Coude","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ws"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps Tests when beside an ally with Drilled"}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/talents/drilled.png"} +{"_id":"JLzJws09GMw9GWBV","name":"Imperturbable","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/coolheaded.png"} +{"_id":"L1MoarOIAlia1Ti4","name":"Battement","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Corps à Corps Test; if successful, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you (see page 341).

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps for a Beat Blade"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/beat-blade.png"} +{"_id":"L74MT9BDwE4CfutY","name":"Loup de Mer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an experienced seaman, and are very used to sea life. You can ignore all negative modifiers to Tests at sea derived from poor weather, rolling ships, and similar. Further, you count as two seamen towards the minimum number of crew to pilot a sea-going vessel."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Voile (any Sea-worthy Vessels)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/old-salt.png"} +{"_id":"LPgjE0cexTVOBVCY","name":"Affable","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/suave.png"} +{"_id":"LU6Ycl5z4kp1Wr04","name":"Imitation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Divertissement (Acting) Tests where accents are important"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png"} +{"_id":"LzgxyMknSHjSkkeQ","type":"talent","name":"Menteur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charmewhen lying"}},"sort":100001,"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/talents/cat-tongued.png"} +{"_id":"MGEPI4jNhymNIRVz","name":"Grimpeur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an exceptional climber. You can attempt to climb even seemingly impossible surfaces such as sheer fortifications, ice shelves, plastered walls, and similar, and you ignore any penalties to Climb Tests derived from the difficulty of the surface climbed."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Escalade"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/scale-sheer-surface.png"} +{"_id":"MoiYSfJRPHu7SZCQ","name":"Distraire","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athlétisme to Distract"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/distract.png"} +{"_id":"NDetl9BhAQBVnHKf","name":"Maitrise du Combat","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered. See Attacking for the rules for out-numbering."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/combat-master.png"} +{"name":"Chirurgie","permission":{"default":0},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Soin Tests outside combat rounds; i.e. when you have time to do it properly"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/talents/surgery.png","_id":"NP4EHyyh1yOLbsPU"} +{"_id":"Nj3tC8A5fZ3zEdMR","name":"Visions Sacrées","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intuition Tests when on holy ground"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/holy-visions.png"} +{"_id":"OEjUvJKi0xmBwbS2","name":"Seconde Vue","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to detect the Winds of Magic"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/second-sight.png"} +{"_id":"OROfMcVqRnZHINkU","name":"Nanti","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/wealthy.png"} +{"_id":"OXfa9uwG36syzaix","name":"Lire sur les Lèvres","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can tell what people are saying by simply watching their lips; you do not need to hear what they are saying. If you have an unobstructed view of the speaker’s lower face, you can attempt a Perception Test to understand what they are saying.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception Tests concerning this Talent"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/lip-reading.png"} +{"_id":"PJ4oxDExnuFNr2Fi","name":"Identité Secrète","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Divertissement (Acting) Tests to support your secret identities"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/secret-identity.png"} +{"_id":"PoYlemaEIbZw30Em","name":"Guide Fluvial","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You know all the tricks for navigating dangerous rivers. You don’t need to Test for passing through dangerous stretches of water until the Difficulty for doing so is –10 or lower — you automatically pass all Tests easier than this. Further, if you have the appropriate Lore (Local) Skill, you need never Test for navigating dangerous waters — you are assumed to know the route through.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Lore Test concerning river matters"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/river-guide.png"} +{"_id":"QdvY9hoDTbr12jXq","name":"Magnum Opus","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an undisputed master in your field, able to create work of such incredible complexity others can but sit back and marvel at your genius. Each time you take this Talent you may create a single, extraordinary work of art with one of your Art or Métier Skills. Tis work is unrivalled in your field, a unique piece that will always impress, giving bonuses as determined by the GM, most commonly to Fellowship Tests from those who have witnessed your astounding work. Selling the piece will net you at least ten times its normal value, and sometimes significantly more than this."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/magnum-opus.png"} +{"_id":"QhdbSasYyKN4fMna","name":"Détection d'Artefacts","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intuition tests to detect magical artefacts"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/detect-artifact.png"} +{"_id":"QolNfSUkezLoAcky","name":"Renversement","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Corps à Corps Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps when defending"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/reversal.png"} +{"_id":"QsrXxGZiHjth7RMg","name":"Perspicace","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png"} +{"_id":"QyjWtSdnVMT04l5Y","name":"Béni","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in Chapter 7: Religion and Belief. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/bless.png"} +{"_id":"RWJrupj9seau0w31","name":"Frappe Blessante","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/strike-to-injure.png"} +{"_id":"RbnrfHf7GSQap0ig","name":"Caïd","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have earned an air of respectability despite your nefarious ways. You may ignore the Status loss of the Criminal Talent."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/kingpin.png"} +{"_id":"RmY0CUjiFYZ3GEKY","name":"Très Résistant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/very-resilient.png"} +{"_id":"RyxOZqcBNZ7Zw721","name":"Haine Sacrée","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your prayers drip with the hatred you feel for your blasphemous enemies. You deal +1 Damage with Miracles for each level in this Talent."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/holy-hatred.png"} +{"_id":"SHH2vUpNxj0wmmPT","name":"Prévoyant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/well-prepared.png"} +{"_id":"SgjJMBgc85aswvhm","name":"Impitoyable","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/relentless.png"} +{"_id":"TaYriYcJkFuIdBKp","name":"Contortionniste","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Représentation and Agility Tests when contorting helps"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png"} +{"_id":"URwIDtInCsxOoGqM","name":"Maniement de Deux Armes","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps or Ranged when attacking with two weapons"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/dual-wielder.png"} +{"_id":"UaDGF5MBFBwPq5YU","name":"Mâchoires d'Acier","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are made of sturdy stuff and can weather even the strongest blows. Whenever you gain one or more Stunned Conditions, you may make an immediate Challenging (+0) Endurance Test to not take one of them, with each SL removing an extra Stunned Condition.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Résistance tests to resist Stunned"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/iron-jaw.png"} +{"_id":"V9N0LMnXf1WYseCL","name":"Tour des Souvenirs","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/tower-of-memories.png"} +{"_id":"VscjNv6RzHFb9CQp","name":"Combattant en Espace Clos","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Corps à Corps caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Esquive in enclosed environments"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/enclosed-fighter.png"} +{"_id":"WCXnFSV4WOSmzzc4","name":"Exaltant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Commandement during war"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/inspiring.png"} +{"_id":"WEH97InIX29nzgW1","name":"Pilote","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are skilled at leading vessels through dangerous waters. If you fail a Test to pass through dangerous waters, you may reverse the result if it will score a success; however, if you do so, you may not score more than +1 SL as you catch the incoming danger at the last moment."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Ramer or Voile Tests while navigating unsure waters"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/pilot.png"} +{"_id":"WoXShzaYkV5F6c48","name":"Maitre en Déguisement","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an expert at taking on the appearance and mannerisms of others. With nothing but posture changes, face twisting, and careful use of appropriate clothing, you no longer look like yourself without having to use a Disguise Kit."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Divertissement (Acting) when being someone else"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/master-of-disguise.png"} +{"_id":"XIcDsaW4D8wScezw","name":"Tir Précis","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"bs"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/accurate-shot.png"} +{"_id":"XSb3QVB9ipPBFt56","name":"Discret","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are skilled at following people without being spotted. You may use the Shadowing rules on page 130 without doing a Combined Test. Instead you test against just your Perception or your Discrétion Skill, whichever is higher."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test involving Shadowing"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/shadow.png"} +{"_id":"XU7D9CCmumuhqDUi","name":"Orateur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png"} +{"_id":"Yiw5h1Kj4B2WLlfm","name":"Tricheur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Escamotage when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Pari and Escamotage when playing card games"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/cardsharp.png"} +{"_id":"Ywo6fZNPC4zbHHSQ","name":"Obstiné","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/strong-minded.png"} +{"_id":"Z91GFaT6FhEwyESU","name":"Rat d'Egout","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are at home in tunnels, sewers, and other underground environments. When using Discrétion in an underground environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden others."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Discrétion Tests when underground"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/tunnel-rat.png"} +{"_id":"ZWcTbeK8i9vKph2a","name":"Grand Orateur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/master-orator.png"} +{"_id":"Zf0vk2rjllpDh0Ua","name":"Très Fort","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/very-strong.png"} +{"_id":"a7v422EZcOUUC20X","name":"Trappeur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception Tests to spot traps, Piégeage"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/trapper.png"} +{"_id":"aZavWXbSXVBmWeJi","name":"Coopératif","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You know what to say and when to make the most impact upon your superiors. When you successfully use a social Skill to influence those with a higher Status tier, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 46 could be used for +6 SL.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Social Tests to influence a superior"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/supportive.png"} +{"_id":"afREA9q7v4Scuozn","name":"Orientation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Navigation"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/orientation.png"} +{"_id":"b4x1qEWcevX7xK58","name":"Intrigant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intelligence Tests concerning this Talent"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/schemer.png"} +{"_id":"bxbTiLzbaz4vdukT","name":"Oeil du Chasseur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are a skilled hunter and know all the best techniques to find game. When travelling through well-stocked lands, you are automatically assumed to be able to hunt down enough game to feed yourself and a number of others equal to your level in Hunter�s Eye, so long as you have time and the correct equipment. You may secure more food in addition to this using the normal rules for foraging."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to trail or capture game"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/hunters-eye.png"} +{"_id":"cAxNctMFWIAjDgV3","name":"Maitrise des Dés","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Escamotage when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Pari and Escamotage when playing dice games"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/diceman.png"} +{"_id":"cygaI9gq4BQJvbB5","type":"talent","name":"Tireur d'Elite","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Distance is of no import to your shooting skills, and you are just as adept at picking off far-away targets as those nearby. You suffer no penalties for shooting at Long range, and half the penalties for Extreme range.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Projectiles (Long-Extreme Range)"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/talents/sniper.png"} +{"_id":"eBwHnWdwQJ590ASb","name":"Petit","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in Chapter 12: Bestiary on page 341.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/small.png"} +{"_id":"eEHauevJWhmzvCSx","name":"Faire la Manche","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour (see page 120). "},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charme(Begging)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/panhandle.png"} +{"_id":"edsenrEYTLOtpa6b","name":"Claquer le Fouet","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You know how to get the most out of your animals. When an animal you control is Fleeing or Running, it gains +1 Movement if you are using a whip."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Conduite d'Attelage or Ride Tests when Fleeing or Running"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/crack-the-whip.png"} +{"_id":"eowbsW6oHGSNJmxV","name":"Résistance à la Magie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are resistant to magic. The SL of any spell affecting you is reduced by 2 The SL of a spell is only modified by the highest Magic Resistance Talent within the target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"details"},"type":"talent","img":"systems/wfrp4e/icons/talents/magic-resistance.png"} +{"_id":"epPBu7x6BRWp2PHG","name":"Négociateur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Marchandage"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/dealmaker.png"} +{"_id":"fEFAMNqh8nJIfBkM","name":"Pansement de Fortune","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Guérison during combat Rounds"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/field-dressing.png"} +{"_id":"fn8QNQQ1S2rh12Us","name":"Destinée","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png"} +{"_id":"g4Q6AtzZuo5iIvD4","name":"Souplesse Féline","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athlétisme when falling"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/catfall.png"} +{"_id":"hTgrGkWnmIR4xhVe","name":"Noctambule","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charmeat Parties, Gossip at Parties, Consume Alcohol"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/carouser.png"} +{"_id":"hXcfygzujgyMN1uI","name":"Frénésie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Corps à Corps Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/frenzy.png"} +{"_id":"hiU7vhBOVpVI8c7C","name":"Magie du Chaos","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"By accident or design you have lost a portion of your soul to one of the Dark Gods, and can now practice the foul magics of Chaos. Your ruinous patron immediately grants you access to a single spell from the chosen Lore (most commonly the Nurgle, Slaanesh, or Tzeentch Lores) and you gain a Corruption point as the spell infiltrates your mind, never to be forgotten."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/chaos-magic.png"} +{"_id":"jLJzZb4keVvE0qRv","name":"Tir Mortel","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You always hit an opponent right between the eyes… or wherever else you intended to hit. Instead of reversing the dice to determine which Hit Location is struck with your ranged weapons, you may pick a location.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/deadeye-shot.png"} +{"_id":"jQmIu8P85tF0njmD","name":"Voyageur Aguerri","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Lore Test concerning local detail"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/seasoned-traveller.png"} +{"_id":"jrFIFLhyOYwcyMUl","name":"Fuite!","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athlétisme when Fleeing"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/flee!.png"} +{"_id":"jrYW2OyDHd1Md2my","name":"Tireur Embusqué","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png"} +{"_id":"jt0DmVK9IiF6Sd2h","name":"Frappe Assomante","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps Tests when Striking to Stun"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/strike-to-stun.png"} +{"_id":"jviOQmy0luQOySC2","name":"Persévérant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Résistance Tests for enduring hardships"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/tenacious.png"} +{"_id":"kQbVFzsh4LbaIzHU","name":"Lecture Rapide","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Recherche and Language Tests where speed of reading is Important"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/speedreader.png"} +{"_id":"mNoCuaVbFBflfO6X","name":"Sixième Sens","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intuition Tests involving your Sixth Sense"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/sixth-sense.png"} +{"_id":"mdPGZsn2396dEpOf","type":"talent","name":"Magie Mineure","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/talents/petty-magic.png"} +{"_id":"mgeiaDZXei7JBEgo","name":"Volonté de Fer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Calme Tests to oppose Intimidate"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/iron-will.png"} +{"_id":"mqo51ORnxijcqNNu","name":"Effrayant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/frightening.png"} +{"_id":"nWLsoWQBCjPRKxYx","type":"talent","name":"Robuste","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are as tough as old boots and just soak up damage. You reduce all incoming Damage by an extra +1 per time you have taken the Robust Talent, even if the Damage cannot normally be reduced, but still suffer a minimum of 1 Wound from any Damage source.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/talents/robust.png"} +{"_id":"oGbDwnLOn3isPJpO","name":"Ferveur Ardente","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charmewhen speaking about your cause"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/impassioned-zeal.png"} +{"_id":"oQzTJEXUx28sCiH3","name":"Vivacité","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances)."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/sharp.png"} +{"_id":"oRx92ByVNEBN6YkK","name":"Charge Berserk","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Corps à Corps attacks per level in this Talent."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps on a Round when you Charge"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/berserk-charge.png"} +{"_id":"pQjZdMJDDaz0DpAD","name":"Oreille Absolue","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Sing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Divertissement (Sing), Language (Tonal Languages, such as Elthárin, Cathayan, and Magick)"}},"flags":{"_sheetTab":"details"},"type":"talent","img":"systems/wfrp4e/icons/talents/perfect-pitch.png"} +{"_id":"phXzaUxl3mFqkmDq","name":"Tir Sûr","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You know how to find the weak spots in a target’s armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/sure-shot.png"} +{"_id":"q58lK4kULJZB5GjE","name":"Nomade","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are at home roaming the wild places. When using Discrétion in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Discrétion Tests in a Rural environment"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/rover.png"} +{"_id":"qZ4cFy6z482ZONuA","name":"Costaud","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Strength Tests when lifting"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/sturdy.png"} +{"_id":"qdMbxW09FUoYBzmB","name":"Sorcier!","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You have learned magic through trial and error. Add Language (Magick) to any Career you enter; if it is already in your Career, you may purchase the Skill for 5 XP fewer per Advance. Further, you may spend 1 Resilience point to immediately cast any spell as if it were one of your Arcane Lore spells; you also instantly memorise that spell as one of your Arcane Lore spells for 0 XP. You can do this a number of times equal to your level in this Talent."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/witch!.png"} +{"_id":"r180vP86SlwyJc8W","name":"Criminel","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png"} +{"_id":"sBHarYXR2o7jD1VY","name":"Doué en Calcul","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Evaluation, Gamble"}},"flags":{"_sheetTab":"details"},"type":"talent","img":"systems/wfrp4e/icons/talents/super-numerate.png"} +{"_id":"sYbgpSnRqSZWgwFP","name":"Savoir Vivre","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charmeand Gossip (Social Group)"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png"} +{"_id":"spdiWsONKTzkLbg3","name":"Brouet","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Résistance Tests to resist hunger"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/stone-soup.png"} +{"_id":"tX9R9rSYm2YyEnOK","name":"Combattant au Contact","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are skilled at drawing in close to an opponent. You suffer no penalties for fighting against an opponent with a longer weapon than you. Further, if you use the optional rules for In-fighting (see page 297), gain a bonus of +10 to hit your opponent.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps when in-fighting, or to enter in-fighting"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/in-fighter.png"} +{"_id":"tXKX29QZBdHmyMc7","name":"Combat Instinctif","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You react like a ?ash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/combat-reflexes.png"} +{"_id":"tlEg21DHMEJoWcJq","name":"Marinier","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Voile Tests for river-going vessels"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/waterman.png"} +{"_id":"u0CFf3xwiyidD9T5","name":"Chanceux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/luck.png"} +{"_id":"uRvOg8AnCcP2ufx8","name":"Déterminé","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/resolute.png"} +{"_id":"vCgEAetBMngR53aT","type":"talent","name":"Seigneur de Guerre","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Commandement Tests during War"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/talents/war-leader.png"} +{"_id":"vMYEkrWj0ip6ZOdv","type":"talent","name":"Résistance","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"All those to resist the associated Threat"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/talents/resistance.png"} +{"_id":"voV0C2ar1bKpcpnH","name":"Invocation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in Chapter 7: Religion and Belief. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, you may not learn the Petty Magic or Arcane Magic Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/invoke.png"} +{"_id":"wBhPFggGqIXwbx1r","name":"Chat de Gouttière","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are at home in shadowy backstreets. When using Discrétion (Urban), you may reverse the dice of any failed Test if this will score a Success."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Discrétion (Urban)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/alley-cat.png"} +{"_id":"wNvPXAhlKABl6hpk","name":"Ame Pure","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/pure-soul.png"} +{"_id":"wXcJWxJdw0ib5b8W","name":"Concocter","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Métier (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Métier (Apothecary)"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/concoct.png"} +{"_id":"wrpVYmdiIy1jPulc","name":"Effraction","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps when forcing or breaking inanimate objects"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/break-and-enter.png"} +{"_id":"x0WMGwuQzReXcQrs","name":"Vision Nocturne","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png"} +{"_id":"x8g3U68oi8XzWiYr","name":"Présence Imposante","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Commandement"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/commanding-presence.png"} +{"_id":"x8jsChg17VQ9XgiK","name":"Riposte","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Corps à Corps when defending"}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/riposte.png"} +{"_id":"xx8SgdWYEjKct7ym","name":"Endurci","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{"_sheetTab":"description"},"type":"talent","img":"systems/wfrp4e/icons/talents/implacable.png"} +{"_id":"zGQ0ShUTSlUvVtWh","name":"Guerrier Né","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

"},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/warrior-born.png"} +{"_id":"zImcTgEl2XNnbu5W","name":"Dur à Cuire","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png"} +{"_id":"zv3IyoU2wkPZu8pD","name":"Studieux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success."},"source":{"type":"String","label":"Source"},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Recherche"}},"flags":{},"type":"talent","img":"systems/wfrp4e/icons/talents/bookish.png"} diff --git a/compendium/traits.db b/compendium/traits.db new file mode 100644 index 0000000..6674927 --- /dev/null +++ b/compendium/traits.db @@ -0,0 +1,81 @@ +{"_id":"0VpT5yubw4UL7j6f","name":"Animosité","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Target","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"0eEJ280MIC0IbEop","name":"Regard Pétrifiant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature’s gaze can turn flesh to stone. For its Action, it can spend all its Advantage to unleash its gaze (minimum of 1). The creature performs an Opposed Ballistic Skill/Initiative test, adding 1 SL per Advantage spent. Its opponent gains 1 Stunned status per 2 SL by which it wins. If it wins by at least 6 SL, its target is permanently turned to stone.\n \n If the target is a spellcaster, the test can be Opposed with Language (Magick) instead of Initiative as counter spells are cast."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"15ENOMf345S5AL68","type":"trait","name":"Brutal","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"3MDwUi7BVxwWVI2V","type":"trait","name":"Vampirique","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"3WI8mhTinC8inxyj","type":"trait","name":"Sournois","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is exceptionally cunning. It receives +10 Fellowship, Intelligence, and Initiative. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"3wCtgMDNnu8MFmyk","name":"Immunité","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Type","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"4CMKeDTDrRQZbPIJ","name":"Craintif","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Target","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"4mF5Sp3t09kZhBYc","type":"trait","name":"Champion","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"4xF7M6ylIiGntekh","name":"# Tentacules","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature has a number of tentacles equal to #.

\n "},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"Rating","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"5muSFXd6oc760uVj","name":"Bienheureux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Deity","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"7HSUM2iPZLX4ueIW","name":"Etreinte Glaciale","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"8slW8CJ2oVTxeQ6q","name":"Taille","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Size","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"9GNpAqgsKzxZKJpp","name":"Stupide","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"int","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"9MjH4xyVrd3Inzak","type":"trait","name":"Rapide","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"9NROryHer1uXAKwY","type":"trait","name":"Elite","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"AGcJl5rHjkyIQBPP","type":"trait","name":"Bestial","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"AGreVSdN2jDSenEl","type":"trait","name":"Corruption Mentale","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature has Chaos on the mind. Roll on the Mental Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"AtpAudHA4ybXVlWM","name":"Arme","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"Rating","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"BqPZn6q3VHn9HUrW","name":"Cornes (aspect)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"#","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"Bvd2aZ0gQUXHfCTh","name":"Protection","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Rating","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"Bw6tQyzOhcl7aQ46","name":"Toile","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.

\n

 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"BxAvP2g1KbHPbbbA","type":"trait","name":"Limicole","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"ClOlztW6hH8rslbp","type":"trait","name":"Pisteur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"D0ImWEIMSDgElsnl","name":"Instable","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"E2Es82TvBKa7CoDG","type":"trait","name":"Nuée","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"EO05HX7jql0g605A","name":"Vol","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"FmHDbCOy3pH8yKhm","name":"Vision Nocturne","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"GbDyBCu8ZjDp6dkj","type":"trait","name":"Belliqueux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"GwjvDLZz3PvK6xgs","name":"Préjugé","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Target","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"HbrwGhUl0ZXz4kLA","type":"trait","name":"Endurant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers). \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"IAWyzDfC286a9MPz","name":"Immunité Psychologique","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"IPKRMGry6WotuS1G","type":"trait","name":"Nerveux","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"JIAe7i7dqTQBu4do","type":"trait","name":"Territorial","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"JQa5DLnTs2SEzRrc","type":"trait","name":"Infravision","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"JzeN9MZ0xUDvpE2l","name":"Vomissement","permission":{"default":0},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":"t"},"specification":{"value":"+4","type":"String","label":"Specification"}},"sort":100001,"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"KII1gWnxIZ8HzmU5","type":"trait","name":"Grimpant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"KynNUYYKzTMeHrKl","type":"trait","name":"Constricteur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"M5QSWOYt2Rbv2yxW","type":"trait","name":"Sang Corrosif","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1 \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"MVI0lXcg6vvtooAF","type":"trait","name":"Perturbant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"Ni4hNAPv3LhTpgMA","type":"trait","name":"Intelligent","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"OzwDT6kzoLYeeR2d","name":"Furtif","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"PFTD9gDvRWW9uh5g","type":"trait","name":"Mort-vivant","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"PaW8i6JOxWyzAZCz","name":"Maladie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature carries the disease listed. Others will have to Test as appropriate for Contraction"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Type","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"SfUUdOGjdYpr3KSR","type":"trait","name":"Régénération","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"TBcdTlYSRH8Rd1x0","type":"trait","name":"Parasité","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"UB4mDroL6S1F9B4u","name":"Fabriqué","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"UmxGZRV0Lw3TZ0Kx","name":"Foulée","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"UnJ25lL8aUzem5JO","name":"Attaque Caudale","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"Damage","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"UsJ2uIOOtHA7JqD5","type":"trait","name":"Dur à Cuire","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"V0c3qBU1CMm8bmsW","type":"trait","name":"Infecté","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"V0naR1YbYCl0KIxp","name":"Entrainé","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Trained Skills","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"VFV2dmrfuVJ3RJnD","type":"trait","name":"Se Cabrer","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size). \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"VUJUZVN3VYhOaPjj","name":"Armure","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"Z1TGphWhic2E3Lfx","name":"A Distance (Range)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"Damage","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"a8MC97PLzl10WocT","type":"trait","name":"Grand","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"aE3pyW20Orvdjzj0","name":"Haine","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"Target","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"c1T7MelXEZLQfpVv","name":"Miracles","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can enact Miracles; the relevant deity is indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Diety","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"fjd1u9VAgiYzhBRp","type":"trait","name":"Rage","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"gFkRm9wS65qe18Xv","name":"Venin","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Difficulty","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"j6v78dnOOdCB6c3d","type":"trait","name":"Bond","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can bounce high, perhaps with powerful limbs, magic, or stubby wings. When Charging or Running, it doubles its Movement Characteristic, and can ignore all intervening terrain and characters as it leap over them. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"k9539MBTFplxsysT","name":"Coriace","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"kJNAY1YRaCy9IgmT","name":"Terreur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Rating","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"lV7Bxi3T3ps4QBlc","type":"trait","name":"Mutation","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"mCh1KK9jomwFZcLB","type":"trait","name":"A Sang-froid","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"mDgEMOoJpi8DkRYb","type":"trait","name":"Magique","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"pLW9SVX0TVTYPiPv","name":"Morsure","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s"},"specification":{"value":"#","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"pTorrE0l3VybAbtn","name":"Peur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"#","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"plVyl4vjS2fX16Rv","type":"trait","name":"Hurlement Fantomatique","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can emit a chilling howl, capable of killing those who hear it. On its turn the creature can spend all its Advantage (minimum of 2), to unleash a hideous scream as a Free Attack.\r\rAll living targets within a number of yards equal to the creature’s Initiative immediately gain 3 Deafened Conditions and suffer 1d10 Wounds ignoring Toughness Bonus and Armor Points. Those affected must also pass an Average (+20) Endurance test or gain a Broken Condition. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"rOV2s6PQBBrhpMOv","type":"trait","name":"Arboricole","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"sJ3yX1kvzu2hgNq5","type":"trait","name":"Amphibie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"tNWrJUOArwfWXsPw","type":"trait","name":"Ethéré","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"uqGxFOEqeurwkAO3","name":"Souffle","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"# (Type)","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"v3uzEthcq0JRar0J","name":"Démoniaque","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll 1d10 after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":""},"specification":{"value":"Target #","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"vY0CHKsJRV3gYBj3","name":"Lanceur de Sorts","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature can cast spells; the specific Lore of Magic will be indicated in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Lore","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"wGTD2LezlI6Atyy0","type":"trait","name":"Meneur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is a practiced leader. It receives a bonus of +10 to Fellowship and Willpower. \r\rNote: this Trait cannot be taken by creatures with the Bestial Trait. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"wMwSRDmgiF2IdCJr","type":"trait","name":"Insensible à la Douleur","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"xg6z63j6BH5AaqLL","name":"Langue Préhensible (Range)","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n "},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":""},"specification":{"value":"Rating","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"xneBqGOs1QS7kfUr","name":"Affamé","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move."},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"details"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"xsGbDFqK2qh7lsIj","name":"Corruption","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"Corruption Strength","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"yRhhOlt18COq4e1q","name":"Frénésie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

"},"source":{"type":"String","label":"Source"},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"_sheetTab":"description"},"type":"trait","img":"systems/wfrp4e/icons/traits/trait.png"} +{"_id":"yrkI7ATjqLPDTFmZ","type":"trait","name":"Resistance à la Magie","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2. \r\r"},"source":{"type":"String","label":"Source"},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":""},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"systems/wfrp4e/icons/traits/trait.png"} diff --git a/compendium/trappings.db b/compendium/trappings.db new file mode 100644 index 0000000..11bcbc8 --- /dev/null +++ b/compendium/trappings.db @@ -0,0 +1,251 @@ +{"_id":"039vRQ8jv5cY3P4o","name":"Zweihander","permission":{"default":0},"type":"weapon","data":{"description":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":3},"price":{"type":"String","label":"Price","gc":"10","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"damage":{"type":"String","label":"Damage","meleeValue":"SB+5","rangedValue":"","value":"SB+5"},"reach":{"type":"String","label":"Reach","value":"long"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":true},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"twohanded"},"qualities":{"type":"String","label":"Qualities","value":"Damaging, Hack"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"location":{"type":"Number","label":"Location","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/equipment/weapons/Zweihander.png"} +{"_id":"0MYOJFx3vkYA95B4","type":"money","name":"Sous Cuivre","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"quantity":{"label":"Quantity","type":"Number","value":1},"location":{"type":"Number","label":"Location","value":0}},"flags":{"_sheetTab":"description"},"img":"systems/wfrp4e/icons/currency/brasspenny.png"} +{"_id":"0TGOFL99jG1RJ4ft","type":"trapping","name":"Room, private/night","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

Accommodates 2 guests. Large rooms cost double the price and accommodate 4 guests.

"},"source":{"type":"String","label":"Source"},"trappingType":{"type":"String","label":"Trapping Type","value":"foodAndDrink"},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"availability":{"type":"String","label":"Availability","value":"common"},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"spellIngredient":{"type":"String","value":""},"location":{"type":"Number","label":"Location","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/equipment/food_drink_and_lodging/room-common-night.png"} +{"_id":"0W0kEpa2kNEcRGK0","type":"armour","name":"Leather Skullcap","permission":{"default":0},"data":{"description":{"type":"String","label":"Description"},"source":{"type":"String","label":"Source"},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"8","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"worn":{"type":"Boolean","label":"Worn","value":false},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":"Partial"},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":1,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"location":{"type":"Number","label":"Location","value":0}},"flags":{"_sheetTab":"details"},"img":"systems/wfrp4e/icons/equipment/armour/leather-skullcap.png"} +{"_id":"0ohrc7pJtVTo9IFk","type":"trapping","name":"Wooden Teeth","permission":{"default":0},"data":{"description":{"type":"String","label":"Description","value":"

False Teeth are often beautifully carved and painted, and sometimes a significant improvement to the originals. You ignore all penalties for loss of teeth.

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Often decorated, an eye patch is used to cover scarred eye sockets.

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Merchants travel across the Old World to purchase this potent Dwarfen ale from the famous brewery founded by Josef Bugman. Bugman’s Ale is distributed to most major cities. One mug of Bugman’s counts as 4 mugs of normal ale for intoxication purposes (see @Item[Consume Alcohol]), and grants immunity to Fear Tests for 1d10 hours.

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Two drivers and four horses are standard.

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Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

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Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

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Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

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\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

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Sample packages include:

\n\n\n\n

 

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Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

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Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

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Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

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Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

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Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

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Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

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