Add all missing spells

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2020-11-04 19:48:33 +01:00
parent 51af509cab
commit ebc4bd1b84
26 changed files with 34 additions and 0 deletions

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@ -9,3 +9,7 @@
{"name":"Elementalist Lord","permission":{"default":0,"OfKMBdcUK6oV9G48":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Elementalist"},"class":{"type":"String","label":"Class","value":"Rangers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"s","standing":4},"characteristics":["ws","int","wp","ag","i","fel"],"skills":["Channelling","Gossip","Language (Magick)","Lore (Nature)","Melee (Basic)","Navigation","Outdoor Survival","Swim","Animal Care or Heal","Dodge","Endurance","Intuition","Lore (Herbs)","Stealth (Any)","Charm","Climb","Perception","Ride or Row","Lore (Any)","Research"],"talents":["Detect Artefact","Gregarious","Magical Sense","Strong Swimmer"],"trappings":["Apprentice","Library (Magic)","Workshop (Magic)"],"incomeSkill":[3]},"flags":{"core":{"sourceId":"Item.u5jxrQ0S15YT7Lir"}},"img":"modules/wfrp4e-unofficial-grimoire/icons/caree_elementalist.jpg","effects":[],"_id":"mx3uDdKGkTiCYzFZ"}
{"name":"Spirit Familiar","permission":{"default":0,"OfKMBdcUK6oV9G48":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"<p>The spirit animal from your vision becomes your familiar. The familiar follows you wherever you go and confers certain advantages to seal your pact and in return you are required to keep certain Strictures. You are assured of a neutral or friendly reaction from all encountered animals of the familiars species. Further, you gain the power to make another Druid an Apostate—see Apostate Druids.</p>\n <p>&nbsp;</p>"},"gmdescription":{"type":"String","label":"Description","value":""},"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":{"core":{"sourceId":"Item.ildZMnztZmBuuw8F"}},"img":"modules/wfrp4e-unofficial-grimoire/icons/talent_spirit_.jpg","effects":[],"_id":"srSJftWCNcGxsBAA"}
{"name":"Apprentice","permission":{"default":0,"OfKMBdcUK6oV9G48":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Elementalist"},"class":{"type":"String","label":"Class","value":"Rangers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":2},"characteristics":["ws","int","wp"],"skills":["Channelling","Gossip","Language (Magick)","Lore (Nature)","Melee (Basic)","Navigation","Outdoor Survival","Swim"],"talents":["Aethyric Attunement","Petty Magic","Read/Write","Second Sight"],"trappings":["Grimoire","Hand Weapon"],"incomeSkill":[3]},"flags":{"core":{"sourceId":"Item.jAJkRhZuZ69YdGFC"}},"img":"modules/wfrp4e-unofficial-grimoire/icons/caree_elementalist.jpg","effects":[],"_id":"y3PLMxwlL29Pdbg7"}
{"_id":"4Q0rDMBIs2YtZbfX","name":"Chittercast (Rating)","permission":{"default":0,"LhiA8OMMa0ToAWEe":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"<p>Before you roll any Channelling or Language (Magick) Test, you may call upon the fickle will of the Horned Rat to aid you in your spellcasting. If the Test succeeds, add your Chittercast Rating in SL to your Test. When you call upon this power, roll an extra 1d10. This die does not provide a bonus but it counts towards Miscast possibilities. A roll of triples increases the Miscast severity by one table.&nbsp;</p>"},"gmdescription":{"type":"String","label":"Description","value":""},"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":{"core":{"sourceId":"Item.5pkdOTh4jRZFstie"}},"img":"systems/wfrp4e/icons/blank.png","effects":[]}
{"_id":"BsUGkg9fU3BdnYXm","name":"Spellcaster (Warp)","permission":{"default":0,"LhiA8OMMa0ToAWEe":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"<p>You gain the Chaos Magic (Warp) and Petty Magic Talents plus a number of spells determined by the GM, as appropriate to the character.</p>"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{"core":{"sourceId":"Item.mqU8WupJng2dbqmF"}},"img":"systems/wfrp4e/icons/blank.png","effects":[]}
{"_id":"QdJL8hBmjAEF5VuI","name":"Ingredients","permission":{"default":0,"LhiA8OMMa0ToAWEe":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.RMS8qQZZFSSdKF58"}},"content":"<p style=\"text-align: justify;\">Warp spells often use items which are rotten or dying, or which betray the Skaven&rsquo;s vicious, scavenging nature. Examples include Human flesh, Elven scalp, rotten teeth, mouldy cheese, dead fleas, dung, tears from a child, rabid blood, and plague victim&rsquo;s organs. Other ingredients include Warpstone and tokens with the Horned Rat symbol.&nbsp;</p>"}
{"_id":"TVk4JKlhBrxuDkPk","name":"Lore Attribute","permission":{"default":0,"LhiA8OMMa0ToAWEe":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.H0xuGuPfnI5HVv3p"}},"content":"<h3 style=\"text-align: justify;\">Warp Sorcerers gain a +10 bonus to Channelling and Language (Magick) Tests in any underground environment, such as a cavern, sewer or even a basement. Targets who suffer Wounds from Warp Lore spells must pass an Average (+20) Endurance Test to avoid contracting a Minor Infection.&nbsp;</h3>"}